diff --git a/Bestiary/Readme-Kingmaker.md b/Bestiary/Readme-Kingmaker.md deleted file mode 100644 index c4441d9be..000000000 --- a/Bestiary/Readme-Kingmaker.md +++ /dev/null @@ -1,50 +0,0 @@ -# Kingmaker and Kingmaker-Themed Pathfinder 2nd Edition Statblocks - -This folder includes some miscellaneous statblocks for Pathfinder 2e. All of these statblocks are modeled after the statblocks in the Kingmaker 2e Adventure Path. If you have not already, please read the [Readme](Readme.md) page first. - -## Statblock Layout Installation Guide - -You will need the following items: -1. Your .json file of choice. Each one is linked by the appropriate image below. - -Once you have those items, you will need to: -1. Import the .json file into Fantasy Statblocks. -2. Use the [PF2E-Kingmaker2E-Statblock-Checker](Bestiary/Kingmaker-Render-Tester.md) to test that the statblock loads correctly. - -### Action - -**Json Link**: [Pathfinder 2e Action Layout](Bestiary/_attachments/Pathfinder-2e-Action-Layout.json) - -![pf2e-action](Bestiary/_attachments/pf2e-action.png) - -### Hazard - -**Json Link**: [Pathfinder 2e Hazard Layout](Bestiary/_attachments/Pathfinder-2e-Hazard-Layout.json) - -![pf2e-hazard](Bestiary/_attachments/pf2e-hazard.png) - -### Influence - -**Json Link**: [Pathfinder 2e Influence Layout](Bestiary/_attachments/Pathfinder-2e-Influence-Layout.json) - -![pf2e-influence](Bestiary/_attachments/pf2e-influence.png) - -### Misc - -**Json Link**: [Pathfinder 2e Misc Layout](Bestiary/_attachments/Pathfinder-2e-Misc-Layout.json) - -![pf2e-misc](Bestiary/_attachments/pf2e-misc.png) - -### Quest - -**Json Link**: [Pathfinder 2e Quest Layout](Bestiary/_attachments/Pathfinder-2e-Quest-Layout.json) - -**Quest Icon Link**: [Pathfinder 2e Quest Icon](Bestiary/_attachments/pf2e-quest-icon.png) - -![pf2e-quest](Bestiary/_attachments/pf2e-quest.png) - -### Settlement - -**Json Link**: [Pathfinder 2e Settlement Layout](Bestiary/_attachments/Pathfinder-2e-Settlement-Layout.json) - -![pf2e-settlement](Bestiary/_attachments/pf2e-settlement.png) diff --git a/compendium/character/archetypes/acrobat-apg.md b/compendium/character/archetypes/acrobat-apg.md index b4737a3aa..f784f2f5a 100644 --- a/compendium/character/archetypes/acrobat-apg.md +++ b/compendium/character/archetypes/acrobat-apg.md @@ -15,7 +15,7 @@ You have trained your body to perform incredible, seemingly superhuman feats of title: Acrobat Dedication, Feat 2 collapse: closed # Acrobat Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) @@ -31,7 +31,7 @@ You become an expert in [Acrobatics](compendium/skills.md#Acrobatics). At 7th le title: Contortionist, Feat 4 collapse: closed # Contortionist *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) @@ -47,7 +47,7 @@ You gain the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat, and title: Dodge Away, Feat 6 collapse: closed # Dodge Away [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) - **Trigger** You are the target of a melee attack. @@ -66,7 +66,7 @@ If the attack misses you, you can [Step](rules/actions/step.md) after the [Strik title: Graceful Leaper, Feat 7 collapse: closed # Graceful Leaper *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md), master in [Acrobatics](compendium/skills.md#Acrobatics) @@ -80,7 +80,7 @@ Mass and muscle are meaningless when you leap; only grace and balance matter. Yo title: Tumbling Strike, Feat 8 collapse: closed # Tumbling Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [move](rules/traits/move.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [move](rules/traits/move.md "Move Combat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) - **Requirements**: You are adjacent to an enemy. @@ -102,7 +102,7 @@ Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the Refle title: Tumbling Opportunist, Feat 10 collapse: closed # Tumbling Opportunist [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) - **Frequency**: once per minute diff --git a/compendium/character/archetypes/alchemist.md b/compendium/character/archetypes/alchemist.md index d3e7716a7..0493c10d9 100644 --- a/compendium/character/archetypes/alchemist.md +++ b/compendium/character/archetypes/alchemist.md @@ -28,7 +28,7 @@ The free alchemical items from the alchemist archetype are extremely useful to c title: Alchemist Dedication, Feat 2 collapse: closed # Alchemist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 @@ -48,7 +48,7 @@ You also gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) title: Basic Concoction, Feat 4 collapse: closed # Basic Concoction *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) @@ -62,7 +62,7 @@ You gain a 1st- or 2nd-level alchemist feat. title: Quick Alchemy, Feat 4 collapse: closed # Quick Alchemy *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) @@ -76,7 +76,7 @@ You gain the [Quick Alchemy](rules/actions/quick-alchemy.md) action. title: Advanced Concoction, Feat 6 collapse: closed # Advanced Concoction *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Concoction](compendium/feats/basic-concoction.md) @@ -92,7 +92,7 @@ You gain one alchemist feat. For the purpose of meeting its prerequisites, your title: Expert Alchemy, Feat 6 collapse: closed # Expert Alchemy *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md), expert in [Crafting](compendium/skills.md#Crafting) @@ -106,7 +106,7 @@ Your advanced alchemy level increases to 3. At 10th level, it increases to 5. title: Master Alchemy, Feat 12* collapse: closed # Master Alchemy *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Alchemy](compendium/feats/master-alchemy.md) is intended for use with the Alchemist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/aldori-duelist-lowg.md b/compendium/character/archetypes/aldori-duelist-lowg.md index e613757c8..a89a7697e 100644 --- a/compendium/character/archetypes/aldori-duelist-lowg.md +++ b/compendium/character/archetypes/aldori-duelist-lowg.md @@ -15,7 +15,7 @@ You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed title: Aldori Duelist Dedication, Feat 2 collapse: closed # Aldori Duelist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the [Broken](rules/conditions.md#Broken) Lands region. - **Prerequisites**: trained in [Aldori dueling swords](compendium/equipment/items/aldori-dueling-sword-lowg.md) @@ -27,14 +27,14 @@ Whenever your proficiency rank in any weapon increases to expert or beyond, you **Special.** You cannot select another dedication feat until you have gained two other feats from the Aldori duelist archetype. *Source: Lost Omens: World Guide p. 35* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Aldori Parry, Feat 4 collapse: closed # Aldori Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) - **Requirements**: You are wielding only an Aldori dueling sword and have your other hand or hands free. @@ -50,7 +50,7 @@ You can parry attacks against you with your Aldori dueling sword. You gain a +2 title: Duelist's Edge, Feat 4 collapse: closed # Duelist's Edge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) - **Trigger** You roll initiative, and you can observe at least one opponent. @@ -66,7 +66,7 @@ You hone your reaction time through duels and learn to draw your weapon seamless title: Aldori Riposte, Feat 6 collapse: closed # Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Parry](compendium/feats/aldori-parry-lowg.md) - **Trigger** An opponent within your reach critically fails a [Strike](rules/actions/strike.md) against you. @@ -83,13 +83,13 @@ You riposte with your Aldori dueling sword when your enemy leaves an opening. Ma title: Unnerving Prowess, Feat 6 collapse: closed # Unnerving Prowess [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) - **Trigger** You critically succeed at a [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md) with your Aldori dueling sword - **Activity** Free Action -Your incredible skill with your blade unnerves your foes. You attempt to [Demoralize](rules/actions/demoralize.md) the target of your [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md). This [Demoralize](rules/actions/demoralize.md) attempt does not have the [auditory](rules/traits/auditory.md) trait, nor do you take a penalty to the check if the target doesn't understand your language. +Your incredible skill with your blade unnerves your foes. You attempt to [Demoralize](rules/actions/demoralize.md) the target of your [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md). This [Demoralize](rules/actions/demoralize.md) attempt does not have the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, nor do you take a penalty to the check if the target doesn't understand your language. *Source: Lost Omens: World Guide p. 35* %% #trait/archetype %% @@ -99,7 +99,7 @@ Your incredible skill with your blade unnerves your foes. You attempt to [Demora title: Saving Slash, Feat 10 collapse: closed # Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) - **Trigger** An opponent critically hits you with a melee attack. diff --git a/compendium/character/archetypes/alkenstar-agent-ooa1.md b/compendium/character/archetypes/alkenstar-agent-ooa1.md index 86e82762e..b1ebde405 100644 --- a/compendium/character/archetypes/alkenstar-agent-ooa1.md +++ b/compendium/character/archetypes/alkenstar-agent-ooa1.md @@ -15,7 +15,7 @@ Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and title: Alkenstar Agent Dedication, Feat 2 collapse: closed # Alkenstar Agent Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You have been initiated by the grand duchess of Alkenstar or one of her agents. - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and at least one firearm @@ -25,14 +25,14 @@ You put on the persona of a rough and tumble outlaw, but your real goals are to **Special.** You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype. *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Loose Cannon, Feat 4 collapse: closed # Loose Cannon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication - **Activity** Single Action @@ -53,7 +53,7 @@ Your unpredictable gunfire often catches enemies off guard or hits unprotected a title: Plant Evidence, Feat 4* collapse: closed # Plant Evidence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Plant Evidence](compendium/feats/plant-evidence-apg.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -70,7 +70,7 @@ You can put a single item you're holding of light or negligible Bulk onto a pers title: Quick Draw (Ranger), Feat 4* collapse: closed # Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Quick Draw (Ranger)](compendium/feats/quick-draw-ranger.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -86,7 +86,7 @@ You draw your weapon and attack with the same motion. You [Interact](rules/actio title: Reactive Pursuit, Feat 6* collapse: closed # Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -103,7 +103,7 @@ You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but title: Running Reload, Feat 6* collapse: closed # Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Running Reload](compendium/feats/running-reload.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -119,7 +119,7 @@ You can reload your weapon on the move. You [Stride](rules/actions/stride.md), [ title: Prepare Papers, Feat 7 collapse: closed # Prepare Papers *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication, master in [Society](compendium/skills.md#Society) @@ -133,12 +133,12 @@ You're practiced at creating forgeries that establish your outlaw credentials or title: Flash Your Badge, Feat 10 collapse: closed # Flash Your Badge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication, master in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Two-Action -You make a fearsome show of your authority. Roll [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) each creature in a 30-foot cone. When you do so, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md) trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. +You make a fearsome show of your authority. Roll [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) each creature in a 30-foot cone. When you do so, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md "Visual Effect Trait") trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* %% #trait/archetype %% @@ -148,7 +148,7 @@ You make a fearsome show of your authority. Roll [Intimidation](compendium/skill title: Snap Shot, Feat 10* collapse: closed # Snap Shot *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Snap Shot](compendium/feats/snap-shot.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -163,13 +163,13 @@ You've learned to react with ranged weapons when a creature is in close quarters title: Instant Opening, Feat 18* collapse: closed # Instant Opening [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Instant Opening](compendium/feats/instant-opening.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. - **Activity** Single Action -You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. +You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") trait. *Source: Core Rulebook p. 188* %% #trait/concentrate #trait/rogue %% diff --git a/compendium/character/archetypes/alter-ego-da.md b/compendium/character/archetypes/alter-ego-da.md index 225e1c68c..5ab23db3e 100644 --- a/compendium/character/archetypes/alter-ego-da.md +++ b/compendium/character/archetypes/alter-ego-da.md @@ -20,7 +20,7 @@ Performing an alter ego means going unregarded. Passing as just a face in the cr title: Alter Ego Dedication, Feat 2 collapse: closed # Alter Ego Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth) @@ -28,7 +28,7 @@ You make yourself into a living mirror, becoming a double of someone unremarkabl ```ad-embed-ability title: Assume a Role -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Requirements**: You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information @@ -43,18 +43,18 @@ You stop assuming the role after 24 hours, if you start studying for a new role, **Special.** You can't select another dedication feat until you've gained two other feats from the alter ego archetype. *Source: Dark Archive p. 126* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ```` ```ad-embed-feat title: Change of Face, Feat 4 collapse: closed # Change of Face *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) -You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you [Impersonate](rules/actions/impersonate.md), you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you [Impersonate](rules/actions/impersonate.md) in this way, your [Impersonate](rules/actions/impersonate.md) activity gains the [occult](rules/traits/occult.md) trait. +You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you [Impersonate](rules/actions/impersonate.md), you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you [Impersonate](rules/actions/impersonate.md) in this way, your [Impersonate](rules/actions/impersonate.md) activity gains the [occult](rules/traits/occult.md "Occult Tradition Trait") trait. *Source: Dark Archive p. 126* %% #trait/archetype #trait/skill %% @@ -64,7 +64,7 @@ You know that for the best disguise to work, one requires not only the right ski title: Fake It Till You Make It, Feat 4 collapse: closed # Fake It Till You Make It *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) @@ -78,7 +78,7 @@ When you take on a role, you become more capable with all sorts of tasks involvi title: In Plain Sight, Feat 4 collapse: closed # In Plain Sight *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) @@ -92,7 +92,7 @@ People often only see what they want to see, a weakness you know how to take ful title: Sound Mirror, Feat 6 collapse: closed # Sound Mirror *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) @@ -106,7 +106,7 @@ You twist not just the visual, but the auditory as well, allowing you to pass wi title: Muscle Mimicry, Feat 7 collapse: closed # Muscle Mimicry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md); trained in [Athletics](compendium/skills.md#Athletics), master in [Deception](compendium/skills.md#Deception) - **Trigger** An enemy makes a successful [Disarm](rules/actions/disarm.md), [Escape](rules/actions/escape.md), @@ -124,7 +124,7 @@ Your study of another allows you to mirror their movements subtly, even in the h title: Swap Reflections, Feat 8 collapse: closed # Swap Reflections [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [incapacitation](rules/traits/incapacitation.md) [occult](rules/traits/occult.md) [teleportation](rules/traits/teleportation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) - **Frequency**: once per 10 minutes @@ -146,7 +146,7 @@ You've learned how to use even your reflection to your advantage. You send your title: Borrow Memories, Feat 14* collapse: closed # Borrow Memories *Feat 14* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Borrow Memories](compendium/feats/borrow-memories-da.md) is intended for use with the Alter Ego Archetype. Its level has been changed accordingly. @@ -157,5 +157,5 @@ Knowing how someone thinks makes it much easier to know where they'll be, or eve If you cast [mind probe](compendium/spells/mind-probe.md) on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to [Sustain the Spell](rules/actions/sustain-a-spell.md) to extend its duration—only when asking a question—nor do you need to be in range or have line of effect to Sustain it. *Source: Dark Archive p. 127* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/animal-trainer-ec2.md b/compendium/character/archetypes/animal-trainer-ec2.md index 876bccfd5..92bd85f8f 100644 --- a/compendium/character/archetypes/animal-trainer-ec2.md +++ b/compendium/character/archetypes/animal-trainer-ec2.md @@ -15,7 +15,7 @@ You have befriended an animal to serve as an able assistant and loyal guardian. title: Animal Trainer Dedication, Feat 2 collapse: closed # Animal Trainer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Nature](compendium/skills.md#Nature) @@ -24,28 +24,28 @@ You gain the services of a young animal companion that travels with you and obey **Special.** You can't select another dedication feat until you've gained two other feats from the animal trainer archetype. *Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Beast Speaker, Feat 4 collapse: closed # Beast Speaker *Feat 4* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) You constantly have the effects of [speak with animals](compendium/spells/speak-with-animals.md) as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to Make a [Request](rules/actions/request.md) of animals while this spell is active. *Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ````ad-embed-feat title: Mature Trained Companion, Feat 6 collapse: closed # Mature Trained Companion *Feat 6* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) @@ -55,7 +55,7 @@ Your animal companion grows up, becoming a mature animal companion. Increase its title: Mesmerizing Performance collapse: closed # Mesmerizing Performance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") *Source: Extinction Curse #2: Legacy of the Lost God p. 75* - **Requirements**: The companion's last action was a successful [Performance](compendium/skills.md#Performance) check to [Perform](rules/actions/perform.md). @@ -70,28 +70,28 @@ The companion maintains its performance to captivate a single target within 30 f ``` *Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ```` ```ad-embed-feat title: Insistent Command, Feat 8 collapse: closed # Insistent Command *Feat 8* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Master in [Nature](compendium/skills.md#Nature), Animal Trainer Dedication When you roll a success to [Command an Animal](rules/actions/command-an-animal.md), you get a critical success; if you roll a critical failure, you get a failure. *Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype #trait/skill %% +%% #trait/archetype #trait/skill #trait/uncommon %% ``` ```ad-embed-feat title: Splendid Companion, Feat 12* collapse: closed # Splendid Companion *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Splendid Companion](compendium/feats/splendid-companion-ec2.md) is intended for use with the Animal Trainer Archetype. Its level has been changed accordingly. @@ -100,14 +100,14 @@ collapse: closed Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in [Performance](compendium/skills.md#Performance) to master instead of [Athletics](compendium/skills.md#Athletics) or [Acrobatics](compendium/skills.md#Acrobatics). *Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Specialized Companion, Feat 18* collapse: closed # Specialized Companion *Feat 18* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Specialized Companion](compendium/feats/specialized-companion-ec2.md) is intended for use with the Animal Trainer Archetype. Its level has been changed accordingly. @@ -116,5 +116,5 @@ collapse: closed The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice (Core Rulebook 217). Increase its proficiency rank in [Performance](compendium/skills.md#Performance) to legendary instead of one of the specialization's skill increases. *Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/archaeologist-apg.md b/compendium/character/archetypes/archaeologist-apg.md index 53e4f5686..7bdbd53f8 100644 --- a/compendium/character/archetypes/archaeologist-apg.md +++ b/compendium/character/archetypes/archaeologist-apg.md @@ -15,7 +15,7 @@ Adventurers raid tombs for material gain, but true archaeologists treasure the k title: Archaeologist Dedication, Feat 2 collapse: closed # Archaeologist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), and [Thievery](compendium/skills.md#Thievery) @@ -33,7 +33,7 @@ You become an expert in [Society](compendium/skills.md#Society) and [Thievery](c title: Magical Scholastics, Feat 4 collapse: closed # Magical Scholastics *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) @@ -47,7 +47,7 @@ While study is key to your success, a bit of magic is a helpful tool in discover title: Settlement Scholastics, Feat 4 collapse: closed # Settlement Scholastics *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) @@ -63,7 +63,7 @@ Your studies open up new horizons. You become an expert in a [Lore](compendium/s title: Trap Finder (Rogue), Feat 4* collapse: closed # Trap Finder (Rogue) *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Trap Finder (Rogue)](compendium/feats/trap-finder-rogue.md) is intended for use with the Archaeologist Archetype. Its level has been changed accordingly. @@ -80,7 +80,7 @@ You can disable traps that require a proficiency rank of master in [Thievery](co title: Scholastic Identification, Feat 7 collapse: closed # Scholastic Identification *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), master in [Society](compendium/skills.md#Society) @@ -94,7 +94,7 @@ You have the knowledge needed to understand ancient texts and cultural artifacts title: Archaeologist's Luck, Feat 8 collapse: closed # Archaeologist's Luck *Feat 8* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) - **Frequency**: once per hour @@ -110,7 +110,7 @@ You are more than just skillful; your drive to find the secrets of the past mani title: Delay Trap, Feat 10* collapse: closed # Delay Trap [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Delay Trap](compendium/feats/delay-trap.md) is intended for use with the Archaeologist Archetype. Its level has been changed accordingly. @@ -127,7 +127,7 @@ You can jam the workings of a trap to delay its effects. Attempt a [Thievery](co title: Greater Magical Scholastics, Feat 10 collapse: closed # Greater Magical Scholastics *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), [Magical Scholastics](compendium/feats/magical-scholastics-apg.md) diff --git a/compendium/character/archetypes/archer-apg.md b/compendium/character/archetypes/archer-apg.md index 2bf2bd14d..9eabe7cbe 100644 --- a/compendium/character/archetypes/archer-apg.md +++ b/compendium/character/archetypes/archer-apg.md @@ -15,7 +15,7 @@ Bows of all types are powerful weapons. Generals and hunters alike recognize the title: Archer Dedication, Feat 2 collapse: closed # Archer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow. @@ -30,7 +30,7 @@ You become trained in all simple and martial weapons in the bow weapon group. Wh title: Assisting Shot, Feat 4* collapse: closed # Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Assisting Shot](compendium/feats/assisting-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -47,14 +47,14 @@ With a quick shot, you interfere with a foe in combat. Make a [Strike](rules/act title: Point-blank Shot, Feat 4* collapse: closed # Point-blank Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Point-blank Shot](compendium/feats/point-blank-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - **Requirements**: You are wielding a ranged weapon. - **Activity** Single Action -You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the [volley](rules/traits/volley.md) trait. When using a ranged weapon that doesn't have the [volley](rules/traits/volley.md) trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. +You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the [volley](rules/traits/volley.md "Volley Weapon Trait") trait. When using a ranged weapon that doesn't have the [volley](rules/traits/volley.md "Volley Weapon Trait") trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. *Source: Core Rulebook p. 144* %% #trait/fighter #trait/open #trait/stance %% @@ -64,12 +64,12 @@ You take aim to pick off nearby enemies quickly. When using a ranged volley weap title: Quick Shot, Feat 4 collapse: closed # Quick Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) - **Activity** Single Action -You draw your bow and attack with the same action. You [Interact](rules/actions/interact.md) to draw a weapon from the bow weapon group that is loaded or has [reload 0](rules/traits/reload.md), then [Strike](rules/actions/strike.md) with that weapon. +You draw your bow and attack with the same action. You [Interact](rules/actions/interact.md) to draw a weapon from the bow weapon group that is loaded or has reload 0, then [Strike](rules/actions/strike.md) with that weapon. *Source: Advanced Player's Guide p. 157* %% #trait/archetype #trait/open %% @@ -79,7 +79,7 @@ You draw your bow and attack with the same action. You [Interact](rules/actions/ title: Advanced Bow Training, Feat 6 collapse: closed # Advanced Bow Training *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) @@ -93,7 +93,7 @@ Through constant practice and the crucible of experience, you increase your skil title: Crossbow Terror, Feat 6 collapse: closed # Crossbow Terror *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) @@ -107,11 +107,11 @@ You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage w title: Double Shot, Feat 6* collapse: closed # Double Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Double Shot](compendium/feats/double-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. -- **Requirements**: You are wielding a ranged weapon with [reload <0>](rules/traits/reload.md). +- **Requirements**: You are wielding a ranged weapon with [reload <0>](rules/traits/reload-0.md "Reload Weapon Trait"). - **Activity** Two-Action You shoot twice in blindingly fast succession. Make two [Strikes](rules/actions/strike.md), each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. @@ -124,11 +124,11 @@ You shoot twice in blindingly fast succession. Make two [Strikes](rules/actions/ title: Parting Shot, Feat 6* collapse: closed # Parting Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Parting Shot](compendium/feats/parting-shot-apg.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. -- **Requirements**: You are wielding a loaded ranged weapon or a ranged weapon with [reload 0](rules/traits/reload.md). +- **Requirements**: You are wielding a loaded ranged weapon or a ranged weapon with reload 0. - **Activity** Two-Action You jump back and fire a quick shot that catches your opponent off guard. You [Step](rules/actions/step.md) and then make a ranged [Strike](rules/actions/strike.md) with the required weapon. Your target is [flat-footed](rules/conditions.md#Flat-footed) against the attack. @@ -141,7 +141,7 @@ You jump back and fire a quick shot that catches your opponent off guard. You [S title: Running Reload, Feat 6* collapse: closed # Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Running Reload](compendium/feats/running-reload.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -157,7 +157,7 @@ You can reload your weapon on the move. You [Stride](rules/actions/stride.md), [ title: Archer's Aim, Feat 8 collapse: closed # Archer's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) - **Activity** Two-Action @@ -174,7 +174,7 @@ You gain a +2 circumstance bonus to the attack roll and ignore the target's [con title: Triple Shot, Feat 8* collapse: closed # Triple Shot *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Triple Shot](compendium/feats/triple-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -190,7 +190,7 @@ You can quickly fire multiple shots with greater control. When you use Double Sh title: Mobile Shot Stance, Feat 10* collapse: closed # Mobile Shot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Mobile Shot Stance](compendium/feats/mobile-shot-stance.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -206,12 +206,12 @@ Your shots become nimble and deadly. While you're in this stance, your ranged [S title: Multishot Stance, Feat 18* collapse: closed # Multishot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Multishot Stance](compendium/feats/multishot-stance.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - **Prerequisites**: [Triple Shot](compendium/feats/triple-shot.md) -- **Requirements**: You are wielding a ranged weapon with [reload 0](rules/traits/reload.md). +- **Requirements**: You are wielding a ranged weapon with reload 0. - **Activity** Single Action You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for [Double Shot](compendium/feats/double-shot.md) is reduced to –1, or –2 if you add the extra action to make three [Strikes](rules/actions/strike.md). If you move from your position, this stance ends. diff --git a/compendium/character/archetypes/assassin-apg.md b/compendium/character/archetypes/assassin-apg.md index 77b9cbbe6..e2f92c2de 100644 --- a/compendium/character/archetypes/assassin-apg.md +++ b/compendium/character/archetypes/assassin-apg.md @@ -15,7 +15,7 @@ Targeted killing through stealth and subterfuge is the expertise of an assassin. title: Assassin Dedication, Feat 2 collapse: closed # Assassin Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Alchemical Crafting](compendium/feats/alchemical-crafting.md); trained in [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), and [Stealth](compendium/skills.md#Stealth) @@ -26,9 +26,9 @@ title: Mark for Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Ac - **Requirements**: You can see and hear the creature you intend to mark -**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) weapons and unarmed attacks gain the [backstabber](rules/traits/backstabber.md) and [deadly ](rules/traits/deadly.md) weapon traits when you're attacking your mark. +**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapons and unarmed attacks gain the [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") and [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") weapon traits when you're attacking your mark. -If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it [deadly ](rules/traits/deadly.md). +If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait, increase the size of the deadly damage die by one step instead of giving it [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait"). ``` **Special.** You can't select another dedication feat until you've gained two other feats from the assassin archetype. @@ -41,11 +41,11 @@ If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) title: Expert Backstabber, Feat 4 collapse: closed # Expert Backstabber *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) -When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) foe with a weapon that has the [backstabber](rules/traits/backstabber.md) weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. +When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) foe with a weapon that has the [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. *Source: Advanced Player's Guide p. 158* %% #trait/archetype %% @@ -55,7 +55,7 @@ When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#F title: Poison Resistance (Alchemist), Feat 4* collapse: closed # Poison Resistance (Alchemist) *Feat 4* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Poison Resistance (Alchemist)](compendium/feats/poison-resistance-alchemist.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. @@ -70,7 +70,7 @@ Repeated exposure to toxic reagents has fortified your body against poisons of a title: Surprise Attack, Feat 4 collapse: closed # Surprise Attack *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) @@ -84,14 +84,14 @@ You act before foes can react. On the first round of combat, if you roll [Decept title: Poison Weapon, Feat 6* collapse: closed # Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Poison Weapon](compendium/feats/poison-weapon.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. - **Requirements**: You are wielding a piercing or slashing weapon. - **Activity** Single Action -You apply a [poison](rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. +You apply a [poison](rules/traits/poison.md "Poison Effect Trait") to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. **Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. @@ -103,7 +103,7 @@ You apply a [poison](rules/traits/poison.md) to the required weapon; if you're n title: Sneak Attacker, Feat 6* collapse: closed # Sneak Attacker *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Sneak Attacker](compendium/feats/sneak-attacker.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. @@ -119,11 +119,11 @@ You gain the sneak attack class feature (page 181), except it deals `1d4` damage title: Angel Of Death, Feat 10 collapse: closed # Angel Of Death *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) -All your [Strikes](rules/actions/strike.md) against a creature you have [Marked For Death](compendium/feats/assassin-dedication-apg.md) have the [death](rules/traits/death.md) trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. +All your [Strikes](rules/actions/strike.md) against a creature you have [Marked For Death](compendium/feats/assassin-dedication-apg.md) have the [death](rules/traits/death.md "Death Effect Trait") trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. *Source: Advanced Player's Guide p. 158* %% #trait/archetype %% @@ -133,7 +133,7 @@ All your [Strikes](rules/actions/strike.md) against a creature you have [Marked title: Improved Poison Weapon, Feat 10* collapse: closed # Improved Poison Weapon *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. @@ -149,7 +149,7 @@ You deliver poisons in ways that maximize their harmful effects. When you apply title: Assassinate, Feat 12* collapse: closed # Assassinate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Assassinate](compendium/feats/assassinate-apg.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. @@ -159,7 +159,7 @@ collapse: closed You strike with one swift movement, trying to instantly slay your mark. Make a [Strike](rules/actions/strike.md) against your mark. If you hit, your mark takes `6d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. -If the mark critically fails, they die. This is an [incapacitation](rules/traits/incapacitation.md) effect. The creature then becomes temporarily immune to your Assassinate for 1 day. +If the mark critically fails, they die. This is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. The creature then becomes temporarily immune to your Assassinate for 1 day. *Source: Advanced Player's Guide p. 158* %% #trait/archetype %% diff --git a/compendium/character/archetypes/barbarian.md b/compendium/character/archetypes/barbarian.md index c09c4a54f..d49ef9159 100644 --- a/compendium/character/archetypes/barbarian.md +++ b/compendium/character/archetypes/barbarian.md @@ -20,7 +20,7 @@ The barbarian archetype is a great choice for characters that emphasize Strength title: Barbarian Dedication, Feat 2 collapse: closed # Barbarian Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Constitution 14 @@ -40,7 +40,7 @@ Choose an instinct|Barbarian||1 as you would if you were a barbarian. You have t title: Barbarian Resiliency, Feat 4 collapse: closed # Barbarian Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md), class granting no more Hit Points per level than 10 + your Constitution modifier @@ -54,7 +54,7 @@ You gain 3 additional Hit Points for each barbarian archetype class feat you hav title: Basic Fury, Feat 4 collapse: closed # Basic Fury *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) @@ -68,7 +68,7 @@ You gain a 1st- or 2nd-level barbarian feat. title: Advanced Fury, Feat 6 collapse: closed # Advanced Fury *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Fury](compendium/feats/basic-fury.md) @@ -84,7 +84,7 @@ You gain one barbarian feat. For the purpose of meeting its prerequisites, your title: Instinct Ability, Feat 6 collapse: closed # Instinct Ability *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) @@ -98,7 +98,7 @@ You gain the instinct|Barbarian||1 ability for the instinct you chose for [Barba title: Juggernaut's Fortitude, Feat 12* collapse: closed # Juggernaut's Fortitude *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Juggernaut's Fortitude](compendium/feats/juggernauts-fortitude.md) is intended for use with the Barbarian Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bard.md b/compendium/character/archetypes/bard.md index 87fe22e96..0e3e961c1 100644 --- a/compendium/character/archetypes/bard.md +++ b/compendium/character/archetypes/bard.md @@ -21,7 +21,7 @@ The bard archetype grants powerful effects that tend to use actions; it's a grea title: Bard Dedication, Feat 2 collapse: closed # Bard Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 @@ -39,7 +39,7 @@ Choose a muse as you would if you were a bard. You have that muse for all purpos title: Basic Bard Spellcasting, Feat 4 collapse: closed # Basic Bard Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) @@ -53,7 +53,7 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n title: Basic Muse's Whispers, Feat 4 collapse: closed # Basic Muse's Whispers *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) @@ -67,7 +67,7 @@ You gain a 1st- or 2nd-level bard feat. title: Advanced Muse's Whispers, Feat 6 collapse: closed # Advanced Muse's Whispers *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Muse's Whispers](compendium/feats/basic-muses-whispers.md) @@ -83,7 +83,7 @@ You gain one bard feat. For the purpose of meeting its prerequisites, your bard title: Counter Perform, Feat 6 collapse: closed # Counter Perform *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) @@ -97,7 +97,7 @@ You gain the [counter performance](compendium/spells/counter-performance.md) com title: Inspirational Performance, Feat 8 collapse: closed # Inspirational Performance *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) @@ -111,7 +111,7 @@ You gain the [inspire courage](compendium/spells/inspire-courage.md) composition title: Occult Breadth, Feat 8 collapse: closed # Occult Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md) @@ -125,7 +125,7 @@ Your repertoire expands, and you can cast more occult spells each day. Increase title: Expert Bard Spellcasting, Feat 12* collapse: closed # Expert Bard Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Bard Spellcasting](compendium/feats/expert-bard-spellcasting.md) is intended for use with the Bard Archetype. Its level has been changed accordingly. @@ -141,7 +141,7 @@ You gain the expert spellcasting benefits. title: Master Bard Spellcasting, Feat 18* collapse: closed # Master Bard Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Bard Spellcasting](compendium/feats/master-bard-spellcasting.md) is intended for use with the Bard Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bastion-apg.md b/compendium/character/archetypes/bastion-apg.md index 688c821e7..38588cea6 100644 --- a/compendium/character/archetypes/bastion-apg.md +++ b/compendium/character/archetypes/bastion-apg.md @@ -15,7 +15,7 @@ Some say that a good offense is the best defense, but you find such boasting sma title: Bastion Dedication, Feat 2 collapse: closed # Bastion Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) @@ -33,7 +33,7 @@ This fulfills any prerequisites requiring [Reactive Shield](compendium/feats/rea title: Disarming Block, Feat 4 collapse: closed # Disarming Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) - **Trigger** You [Shield Block](compendium/feats/shield-block.md) a melee [Strike](rules/actions/strike.md) made with a held weapon. @@ -49,7 +49,7 @@ You attempt to [Disarm](rules/actions/disarm.md) the creature whose attack you b title: Nimble Shield Hand, Feat 6 collapse: closed # Nimble Shield Hand *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) @@ -63,7 +63,7 @@ You are so used to wielding a shield that you can do so even while using the han title: Shielded Stride, Feat 6* collapse: closed # Shielded Stride *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Shielded Stride](compendium/feats/shielded-stride.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -78,7 +78,7 @@ When your shield is up, your enemies' blows can't touch you. When you have your title: Reflexive Shield, Feat 8* collapse: closed # Reflexive Shield *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Reflexive Shield](compendium/feats/reflexive-shield.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -93,7 +93,7 @@ You can use your shield to fend off the worst of area effects and other damage. title: Shield Warden (Fighter), Feat 8* collapse: closed # Shield Warden (Fighter) *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -109,7 +109,7 @@ You use your shield to protect your allies. When you have a [shield raised](rule title: Destructive Block, Feat 10 collapse: closed # Destructive Block *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) @@ -123,7 +123,7 @@ You can protect yourself more effectively, at the expense of your shield. When y title: Quick Shield Block (Fighter), Feat 10* collapse: closed # Quick Shield Block (Fighter) *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -139,7 +139,7 @@ You can bring your shield into place with hardly a thought. At the start of each title: Mirror Shield, Feat 12* collapse: closed # Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Mirror Shield](compendium/feats/mirror-shield.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -157,7 +157,7 @@ You reflect the spell back against the triggering opponent. Make a ranged attack title: Shield Salvation, Feat 12* collapse: closed # Shield Salvation *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shield Salvation](compendium/feats/shield-salvation-apg.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/beastmaster-apg.md b/compendium/character/archetypes/beastmaster-apg.md index 85dd32354..dfd3ffb78 100644 --- a/compendium/character/archetypes/beastmaster-apg.md +++ b/compendium/character/archetypes/beastmaster-apg.md @@ -15,7 +15,7 @@ You attract the loyalty of animals, and as your powers increase you can command > > ```ad-embed-ability > title: Call Companion -> [exploration](rules/traits/exploration.md) +> [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") > > You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. > %% #trait/exploration %% @@ -27,7 +27,7 @@ You attract the loyalty of animals, and as your powers increase you can command title: Beastmaster Dedication, Feat 2 collapse: closed # Beastmaster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) @@ -47,11 +47,11 @@ When you gain your first beastmaster focus spell, you become trained in primal s title: Additional Companion, Feat 4 collapse: closed # Additional Companion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) -Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. +Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. **Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). @@ -63,7 +63,7 @@ Another animal joins you in your travels. It is a young animal companion that ha title: Heal Animal, Feat 4 collapse: closed # Heal Animal *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -77,7 +77,7 @@ You can heal your animal companion's wounds. You can cast [heal animal](compendi title: Magic Hide, Feat 4* collapse: closed # Magic Hide *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Magic Hide](compendium/feats/magic-hide-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -93,7 +93,7 @@ You can defend your companion in battle. You gain the [magic hide](compendium/sp title: Mature Beastmaster Companion, Feat 4 collapse: closed # Mature Beastmaster Companion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -107,7 +107,7 @@ All of your animal companions grow up, becoming mature animal companions and gai title: Wild Empathy, Feat 4* collapse: closed # Wild Empathy *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Wild Empathy](compendium/feats/wild-empathy.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -122,7 +122,7 @@ You have a connection to the creatures of the natural world that allows you to c title: Beastmaster's Trance, Feat 6 collapse: closed # Beastmaster's Trance *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -138,7 +138,7 @@ You gain the focus spell [beastmaster trance](compendium/spells/beastmaster-tran title: Companion's Cry, Feat 6* collapse: closed # Companion's Cry *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Companion's Cry](compendium/feats/companions-cry.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -154,7 +154,7 @@ You can urge your companion to do its utmost. You can spend 2 actions to [Comman title: Incredible Beastmaster Companion, Feat 8 collapse: closed # Incredible Beastmaster Companion *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) @@ -170,7 +170,7 @@ They each become nimble or savage animal companions (your choice, choose for eac title: Beastmaster Bond, Feat 10 collapse: closed # Beastmaster Bond *Feat 10* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -184,7 +184,7 @@ You can communicate telepathically with your animal companions within 100 feet. title: Enlarge Companion, Feat 10* collapse: closed # Enlarge Companion *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Enlarge Companion](compendium/feats/enlarge-companion-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -200,7 +200,7 @@ You make your companion enormous. You gain the [enlarge companion](compendium/sp title: Beastmaster's Call, Feat 12* collapse: closed # Beastmaster's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") > [!pf2-note] This version of [Beastmaster's Call](compendium/feats/beastmasters-call-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -211,14 +211,14 @@ collapse: closed You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately. *Source: Advanced Player's Guide p. 161* -%% #trait/archetype #trait/auditory #trait/concentrate #trait/primal #trait/conjuration %% +%% #trait/archetype #trait/auditory #trait/concentrate #trait/conjuration #trait/primal %% ``` ```ad-embed-feat title: Side By Side (Ranger), Feat 14* collapse: closed # Side By Side (Ranger) *Feat 14* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Side By Side (Ranger)](compendium/feats/side-by-side-ranger.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -234,7 +234,7 @@ You and your animal companion fight in tandem, distracting your foes and keeping title: Specialized Beastmaster Companion, Feat 14* collapse: closed # Specialized Beastmaster Companion *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -252,7 +252,7 @@ Your nimble and savage animal companions become cunning enough to become special title: Lead The Pack, Feat 16* collapse: closed # Lead The Pack *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Lead The Pack](compendium/feats/lead-the-pack-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -261,5 +261,5 @@ collapse: closed You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), as per Mature Beastmaster Companion, but not both. When you [Command an Animal](rules/actions/command-an-animal.md), either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). Either way, you can't [Command an Animal](rules/actions/command-an-animal.md) to make either companion act again until your next turn. *Source: Advanced Player's Guide p. 161* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/bellflower-tiller-aoa3.md b/compendium/character/archetypes/bellflower-tiller-aoa3.md index bc9ee377f..61e9f7edc 100644 --- a/compendium/character/archetypes/bellflower-tiller-aoa3.md +++ b/compendium/character/archetypes/bellflower-tiller-aoa3.md @@ -15,7 +15,7 @@ Bellflower tillers handle most of the ground-level efforts of freeing slaves and title: Bellflower Dedication, Feat 6 collapse: closed # Bellflower Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Charisma 14, expert in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival), member of the Bellflower Network @@ -24,92 +24,92 @@ You dedicate yourself to freeing slaves and escorting them to freedom. You gain **Special.** You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Garden Path, Feat 8 collapse: closed # Garden Path *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) -You can guide your crop to move without notice. When you and any of your crop are [Avoiding Notice](rules/actions/avoid-notice.md), you can choose one member of your crop to temporarily gain the benefits of the [Quiet Allies](compendium/feats/quiet-allies.md) skill feat until the group is no longer [Avoiding Notice](rules/actions/avoid-notice.md). The group rolls two checks instead of one, using the higher die roll. This is a [fortune](rules/traits/fortune.md) effect. +You can guide your crop to move without notice. When you and any of your crop are [Avoiding Notice](rules/actions/avoid-notice.md), you can choose one member of your crop to temporarily gain the benefits of the [Quiet Allies](compendium/feats/quiet-allies.md) skill feat until the group is no longer [Avoiding Notice](rules/actions/avoid-notice.md). The group rolls two checks instead of one, using the higher die roll. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Practiced Guidance, Feat 8 collapse: closed # Practiced Guidance *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to [Aid](rules/actions/aid.md) a member of your crop, you get a critical success instead. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Scarecrow, Feat 8 collapse: closed # Scarecrow *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop [grabbed](rules/conditions.md#Grabbed), that member can attempt to [Escape](rules/actions/escape.md) using a reaction. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Tiller's Aid, Feat 10 collapse: closed # Tiller's Aid *Feat 10* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) You can use the [Aid](rules/actions/aid.md) reaction to help a member of your crop even if you haven't prepared to do so. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Tiller's Drive, Feat 10 collapse: closed # Tiller's Drive *Feat 10* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Cut The Bonds, Feat 12* collapse: closed # Cut The Bonds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Cut The Bonds](compendium/feats/cut-the-bonds-aoa3.md) is intended for use with the Bellflower Tiller Archetype. Its level has been changed accordingly. - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md), expert in a melee weapon - **Activity** Single Action -Select a [magical](rules/traits/magical.md) effect that has made an adjacent member of your crop [clumsy](rules/conditions.md#Clumsy), [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), or [slowed](rules/conditions.md#Slowed). Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. +Select a [magical](rules/traits/magical.md "Magical Item Trait") effect that has made an adjacent member of your crop [clumsy](rules/conditions.md#Clumsy), [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), or [slowed](rules/conditions.md#Slowed). Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype #trait/attack %% +%% #trait/archetype #trait/attack #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/blessed-one-apg.md b/compendium/character/archetypes/blessed-one-apg.md index 0f09a94c3..2d79d7445 100644 --- a/compendium/character/archetypes/blessed-one-apg.md +++ b/compendium/character/archetypes/blessed-one-apg.md @@ -15,7 +15,7 @@ Through luck or deed, heritage or heroics, you carry the blessing of a deity. Th title: Blessed One Dedication, Feat 2 collapse: closed # Blessed One Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the [lay on hands](compendium/spells/lay-on-hands.md) devotion spell. It costs 1 Focus Point to cast a focus spell. @@ -32,7 +32,7 @@ This feat grants a focus pool of 1 Focus Point that you can recover using the [R title: Blessed Sacrifice, Feat 4 collapse: closed # Blessed Sacrifice *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md) @@ -46,7 +46,7 @@ You gain the [protector's sacrifice](compendium/spells/protectors-sacrifice.md) title: Accelerating Touch, Feat 6* collapse: closed # Accelerating Touch *Feat 6* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Accelerating Touch](compendium/feats/accelerating-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -62,14 +62,14 @@ Your healing energies are infused with bounding energy. A creature that recovers title: Mercy, Feat 6* collapse: closed # Mercy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[champion](rules/traits/champion.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[champion](rules/traits/champion.md "Champion Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Mercy](compendium/feats/mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) - **Activity** Single Action -Your touch relieves fear and restores movement. If the next action you use is to cast [lay on hands](compendium/spells/lay-on-hands.md), you can attempt to counteract a [fear](rules/traits/fear.md) effect or an effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the target, in addition to the other benefits of lay on hands. +Your touch relieves fear and restores movement. If the next action you use is to cast [lay on hands](compendium/spells/lay-on-hands.md), you can attempt to counteract a [fear](rules/traits/fear.md "Fear Effect Trait") effect or an effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the target, in addition to the other benefits of lay on hands. *Source: Core Rulebook p. 111* %% #trait/champion #trait/concentrate #trait/metamagic %% @@ -79,7 +79,7 @@ Your touch relieves fear and restores movement. If the next action you use is to title: Blessed Spell, Feat 8 collapse: closed # Blessed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md), ability to cast spells from spell slots, [Mercy](compendium/feats/mercy.md) - **Frequency**: once per 10 minutes @@ -95,7 +95,7 @@ When you focus your magic on an ally, you can remove harmful conditions. If your title: Invigorating Mercy, Feat 8* collapse: closed # Invigorating Mercy *Feat 8* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Invigorating Mercy](compendium/feats/invigorating-mercy-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -111,7 +111,7 @@ Your divine touch rejuvenates the weak and tired. When you use Mercy, you can in title: Greater Mercy, Feat 10* collapse: closed # Greater Mercy *Feat 10* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Greater Mercy](compendium/feats/greater-mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -127,7 +127,7 @@ Your faith enhances your ability to remove conditions. When you use [Mercy](comp title: Blessed Denial, Feat 12* collapse: closed # Blessed Denial [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Blessed Denial](compendium/feats/blessed-denial-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -145,7 +145,7 @@ You exude peace and protection, lessening a harmful condition as it falls upon a title: Elucidating Mercy, Feat 12* collapse: closed # Elucidating Mercy *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Elucidating Mercy](compendium/feats/elucidating-mercy-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -161,7 +161,7 @@ Your mercy grants clarity to those around you just when they need it most. When title: Resilient Touch, Feat 12* collapse: closed # Resilient Touch *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Resilient Touch](compendium/feats/resilient-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -179,13 +179,13 @@ An ally that recovers Hit Points from your lay on hands gains a +1 status bonus title: Affliction Mercy, Feat 14* collapse: closed # Affliction Mercy *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Affliction Mercy](compendium/feats/affliction-mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - **Prerequisites**: [Mercy](compendium/feats/mercy.md) -The divine grace that flows through you grants reprieve from an affliction. When you use [Mercy](compendium/feats/mercy.md), you can instead attempt to counteract a [curse](rules/traits/curse.md), [disease](rules/traits/disease.md), or [poison](rules/traits/poison.md). +The divine grace that flows through you grants reprieve from an affliction. When you use [Mercy](compendium/feats/mercy.md), you can instead attempt to counteract a [curse](rules/traits/curse.md "Curse Effect Trait"), [disease](rules/traits/disease.md "Disease Effect Trait"), or [poison](rules/traits/poison.md "Poison Effect Trait"). *Source: Core Rulebook p. 113* %% #trait/champion %% @@ -195,7 +195,7 @@ The divine grace that flows through you grants reprieve from an affliction. When title: Amplifying Touch, Feat 14* collapse: closed # Amplifying Touch *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Amplifying Touch](compendium/feats/amplifying-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -211,7 +211,7 @@ Your healing energies empower attacks. An ally that recovers Hit Points from you title: Rejuvenating Touch, Feat 20* collapse: closed # Rejuvenating Touch *Feat 20* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Rejuvenating Touch](compendium/feats/rejuvenating-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bounty-hunter-apg.md b/compendium/character/archetypes/bounty-hunter-apg.md index b16b73581..523fdc0d1 100644 --- a/compendium/character/archetypes/bounty-hunter-apg.md +++ b/compendium/character/archetypes/bounty-hunter-apg.md @@ -15,7 +15,7 @@ Whether for coin, glory, or justice, you know how to track, defeat, and capture title: Bounty Hunter Dedication, Feat 2 collapse: closed # Bounty Hunter Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) @@ -33,7 +33,7 @@ If you already have [Hunt Prey](rules/actions/hunt-prey.md), you become an exper title: Posse, Feat 4 collapse: closed # Posse *Feat 4* -[archetype](rules/traits/archetype.md) [exploration](rules/traits/exploration.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) - **Requirements**: You have designated prey with [Hunt Prey](rules/actions/hunt-prey.md). @@ -50,13 +50,13 @@ This benefit lasts until you designate a new prey or your prey dies, whichever c title: Tools Of The Trade, Feat 4 collapse: closed # Tools Of The Trade *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, [sap](compendium/equipment/items/sap.md), and [whip](compendium/equipment/items/whip.md). You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. -In addition, you take no penalty when making a nonlethal attack with a weapon without the [nonlethal](rules/traits/nonlethal.md) trait. +In addition, you take no penalty when making a nonlethal attack with a weapon without the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. *Source: Advanced Player's Guide p. 163* %% #trait/archetype %% @@ -66,7 +66,7 @@ In addition, you take no penalty when making a nonlethal attack with a weapon wi title: Keep Pace, Feat 6 collapse: closed # Keep Pace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) - **Trigger** Your prey is within reach and attempts to move away from you. @@ -82,7 +82,7 @@ Your prey can't escape. [Stride](rules/actions/stride.md) up to your Speed, foll title: Opportunistic Grapple, Feat 8 collapse: closed # Opportunistic Grapple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) - **Trigger** Your prey critically fails on a melee [Strike](rules/actions/strike.md)'s attack roll against you. @@ -99,7 +99,7 @@ You attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](ru title: Double Prey, Feat 14* collapse: closed # Double Prey *Feat 14* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Double Prey](compendium/feats/double-prey.md) is intended for use with the Bounty Hunter Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bright-lion-lol.md b/compendium/character/archetypes/bright-lion-lol.md index ce60a4ef5..ca588bbd1 100644 --- a/compendium/character/archetypes/bright-lion-lol.md +++ b/compendium/character/archetypes/bright-lion-lol.md @@ -15,7 +15,7 @@ You are one of the Bright Lions, part revolutionary warrior, part undercover spy title: Bright Lion Dedication, Feat 2 collapse: closed # Bright Lion Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: [Bright Lion](compendium/character/backgrounds/bright-lion-lowg.md) background - **Prerequisites**: member of the Bright Lions, not a worshipper of Walkena, trained in [Stealth](compendium/skills.md#Stealth) @@ -25,14 +25,14 @@ You become trained in your choice of [Deception](compendium/skills.md#Deception) **Special.** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. *Source: Lost Omens: Legends p. 101* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Warding Light, Feat 4 collapse: closed # Warding Light *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) @@ -48,7 +48,7 @@ The tattoo allows you to cast the [light](compendium/spells/light.md) cantrip as title: Sun's Fury, Feat 6 collapse: closed # Sun's Fury *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) @@ -62,11 +62,11 @@ The Old Sun Gods have granted you a gift in your fight against Walkena. You gain title: Elude The Divine, Feat 8 collapse: closed # Elude The Divine *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) -You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the [Slippery Secrets](compendium/feats/slippery-secrets.md) skill feat, and its benefits also apply against [divination](rules/traits/divination.md) effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. +You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the [Slippery Secrets](compendium/feats/slippery-secrets.md) skill feat, and its benefits also apply against [divination](rules/traits/divination.md "Divination School Trait") effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. *Source: Lost Omens: Legends p. 101* %% #trait/archetype %% diff --git a/compendium/character/archetypes/butterfly-blade-frp1.md b/compendium/character/archetypes/butterfly-blade-frp1.md index af185a586..e491ef484 100644 --- a/compendium/character/archetypes/butterfly-blade-frp1.md +++ b/compendium/character/archetypes/butterfly-blade-frp1.md @@ -15,7 +15,7 @@ You've trained in one of Goka's oldest traditions of espionage, intimidation, an title: Butterfly Blade Dedication, Feat 4 collapse: closed # Butterfly Blade Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Defeat a member of the Butterfly Blades in a sanctioned bout. - **Prerequisites**: trained in butterfly swords @@ -25,14 +25,14 @@ You become trained in [Deception](compendium/skills.md#Deception) and [Stealth]( **Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Clever Gambit, Feat 4* collapse: closed # Clever Gambit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Clever Gambit](compendium/feats/clever-gambit-apg.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. @@ -50,7 +50,7 @@ Your battle tactics are aided by your assessment of your foes' capabilities, all title: Combat Assessment, Feat 4* collapse: closed # Combat Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Combat Assessment](compendium/feats/combat-assessment-apg.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. @@ -66,7 +66,7 @@ You make a telegraphed attack to learn about your foe. Make a melee [Strike](rul title: Dread Striker, Feat 4* collapse: closed # Dread Striker *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Dread Striker](compendium/feats/dread-striker.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. @@ -81,7 +81,7 @@ You capitalize on your enemies' fear to slip past their defenses. Any creature t title: Quick Draw (Ranger), Feat 4* collapse: closed # Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Quick Draw (Ranger)](compendium/feats/quick-draw-ranger.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. @@ -97,7 +97,7 @@ You draw your weapon and attack with the same motion. You [Interact](rules/actio title: Butterfly's Kiss, Feat 6 collapse: closed # Butterfly's Kiss *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) @@ -111,7 +111,7 @@ You can make nonlethal [Strikes](rules/actions/strike.md) with a butterfly sword title: Butterfly's Sting, Feat 6 collapse: closed # Butterfly's Sting *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) @@ -127,7 +127,7 @@ You don't increase the number of dice as you gain levels. title: Mastermind's Eye, Feat 6 collapse: closed # Mastermind's Eye *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) @@ -141,7 +141,7 @@ When you succeed at identifying a creature using [Recall Knowledge](rules/action title: Deadly Butterfly, Feat 8 collapse: closed # Deadly Butterfly *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) @@ -155,7 +155,7 @@ You gain access to the butterfly sword's critical specialization effect. If you title: Innocent Butterfly, Feat 14* collapse: closed # Innocent Butterfly *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Innocent Butterfly](compendium/feats/innocent-butterfly-frp1.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/captivator-lotgb.md b/compendium/character/archetypes/captivator-lotgb.md index eea718beb..fc0af6fe4 100644 --- a/compendium/character/archetypes/captivator-lotgb.md +++ b/compendium/character/archetypes/captivator-lotgb.md @@ -22,7 +22,7 @@ Evil captivators manipulate others to achieve status, wealth, and power. They ha title: Captivator Dedication, Feat 4 collapse: closed # Captivator Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Charisma 14, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) @@ -42,7 +42,7 @@ Choose two cantrips from the occult list; each cantrip must be from either the e title: Basic Captivator Spellcasting, Feat 4 collapse: closed # Basic Captivator Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) @@ -58,7 +58,7 @@ Choose a 1st-level occult spell from either the enchantment or illusion school. title: Captivating Intensity, Feat 6 collapse: closed # Captivating Intensity *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) @@ -72,7 +72,7 @@ Your ability to captivate others has grown, and you can use your captivator abil title: Countercharm, Feat 8 collapse: closed # Countercharm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) - **Trigger** A creature Casts a Spell from the enchantment or illusion school. @@ -91,7 +91,7 @@ When a foe casts an enchantment or illusion spell and you can see its manifestat title: Heightened Captivation, Feat 8 collapse: closed # Heightened Captivation *Feat 8* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) @@ -107,7 +107,7 @@ You can infuse your enchantments and illusions with more power. Choose one of yo title: Expert Captivator Spellcasting, Feat 10 collapse: closed # Expert Captivator Spellcasting *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) @@ -127,7 +127,7 @@ You become an expert with spell attack rolls and spell DCs for occult spells. title: Reactive Charm, Feat 10 collapse: closed # Reactive Charm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) - **Frequency**: once per day @@ -144,7 +144,7 @@ You're so charming and distracting that when pressed, you can cast a simple ench title: Effortless Captivation, Feat 14* collapse: closed # Effortless Captivation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Effortless Captivation](compendium/feats/effortless-captivation-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. @@ -162,7 +162,7 @@ You maintain your innate enchantments and illusions with hardly a thought. You i title: Master Captivator Spellcasting, Feat 16* collapse: closed # Master Captivator Spellcasting *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Captivator Spellcasting](compendium/feats/master-captivator-spellcasting-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. @@ -184,7 +184,7 @@ You become a master with spell attack rolls and spell DCs for occult spells. title: Look Again, Feat 18* collapse: closed # Look Again [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Look Again](compendium/feats/look-again-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/cathartic-mage-som.md b/compendium/character/archetypes/cathartic-mage-som.md index fa914320a..467695202 100644 --- a/compendium/character/archetypes/cathartic-mage-som.md +++ b/compendium/character/archetypes/cathartic-mage-som.md @@ -113,7 +113,7 @@ Your unbridled enthusiasm and positive attitude can lead you to success, but you **Catharsis Activation** Reduce the value of any [frightened](rules/conditions.md#Frightened) or [stupefied](rules/conditions.md#Stupefied) condition you have by 1 and end any [persistent mental damage](rules/conditions.md#Persistent%20Damage) you have. -**Emotional Fervor** You gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and to the spell attack rolls of [emotion](rules/traits/emotion.md) spells, and enemies take a –1 status penalty to saves against your [emotion](rules/traits/emotion.md) spells. Spell: [hideous laughter](compendium/spells/hideous-laughter.md) +**Emotional Fervor** You gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and to the spell attack rolls of [emotion](rules/traits/emotion.md "Emotion Effect Trait") spells, and enemies take a –1 status penalty to saves against your [emotion](rules/traits/emotion.md "Emotion Effect Trait") spells. Spell: [hideous laughter](compendium/spells/hideous-laughter.md) **Emotional Fallout** You become [fatigued](rules/conditions.md#Fatigued) until you Settle your Emotions. @@ -185,7 +185,7 @@ You attempt to overcome your failings, but your guilt stays with you. title: Cathartic Mage Dedication, Feat 2 collapse: closed # Cathartic Mage Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Cha 14 or ability to cast spells from spell slots @@ -201,7 +201,7 @@ You gain the Catharsis reaction and the Settle Emotions activity. ```ad-embed-ability title: Catharsis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: determined by your catharsis emotion @@ -211,7 +211,7 @@ title: Catharsis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ```ad-embed-ability title: Settle Emotions -[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. %% #trait/concentrate #trait/emotion #trait/mental %% @@ -220,14 +220,14 @@ You spend 10 minutes using techniques you've developed to calm your emotions and **Special.** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. *Source: Secrets of Magic p. 194* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ```` ```ad-embed-feat title: Basic Cathartic Spellcasting, Feat 4 collapse: closed # Basic Cathartic Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) @@ -241,7 +241,7 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n title: Cathartic Focus Spell, Feat 4 collapse: closed # Cathartic Focus Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) @@ -257,7 +257,7 @@ You can cast it only while in emotional fervor. If you don't already have one, y title: Work Yourself Up, Feat 8 collapse: closed # Work Yourself Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) - **Requirements**: You have a reaction available and aren't prevented from using Catharsis. @@ -275,7 +275,7 @@ At the end of your emotional fervor, you experience the effects of your emotiona title: Expert Cathartic Spellcasting, Feat 12* collapse: closed # Expert Cathartic Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. @@ -291,7 +291,7 @@ You gain the expert spellcasting benefits. title: Infectious Emotions, Feat 12* collapse: closed # Infectious Emotions *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Infectious Emotions](compendium/feats/infectious-emotions-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. @@ -307,7 +307,7 @@ When you use Catharsis, one ally within 30 feet gains the catharsis activation b title: Master Cathartic Spellcasting, Feat 18* collapse: closed # Master Cathartic Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Cathartic Spellcasting](compendium/feats/master-cathartic-spellcasting-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/cavalier-apg.md b/compendium/character/archetypes/cavalier-apg.md index 4560f94e3..579443fdf 100644 --- a/compendium/character/archetypes/cavalier-apg.md +++ b/compendium/character/archetypes/cavalier-apg.md @@ -21,7 +21,7 @@ You are a skilled and dedicated warrior of the battlefield who specializes in fi title: Cavalier Dedication, Feat 2 collapse: closed # Cavalier Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) or [Society](compendium/skills.md#Society) @@ -37,24 +37,24 @@ You gain a young animal companion that serves as your mount. You can choose from title: Cavalier's Banner, Feat 4 collapse: closed # Cavalier's Banner *Feat 4* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Requirements**: You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar). -You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against [fear](rules/traits/fear.md) effects. +You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against [fear](rules/traits/fear.md "Fear Effect Trait") effects. If your banner is destroyed or removed, allies within 30 feet become [frightened](rules/conditions.md#Frightened). *Source: Advanced Player's Guide p. 164* -%% #trait/uncommon #trait/archetype #trait/emotion #trait/mental #trait/visual %% +%% #trait/archetype #trait/emotion #trait/mental #trait/uncommon #trait/visual %% ``` ```ad-embed-feat title: Cavalier's Charge, Feat 4 collapse: closed # Cavalier's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Requirements**: You are riding your mount. @@ -70,7 +70,7 @@ You [Command an Animal](rules/actions/command-an-animal.md) to order your mount title: Impressive Mount, Feat 4 collapse: closed # Impressive Mount *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -84,7 +84,7 @@ You've trained your mount to become a powerful force on the battlefield. The mou title: Quick Mount, Feat 4 collapse: closed # Quick Mount [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) - **Requirements**: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. @@ -100,7 +100,7 @@ You and your mount can spring into action at a moment's notice. You [Mount](rule title: Defend Mount, Feat 6 collapse: closed # Defend Mount [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Trigger** An enemy makes an attack roll against your mount while you're riding it. @@ -116,7 +116,7 @@ You interpose yourself between an attacker and your mount, defending your mount title: Mounted Shield, Feat 6 collapse: closed # Mounted Shield *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -130,7 +130,7 @@ You've trained with your shield to defend both yourself and your mount. When you title: Incredible Mount, Feat 8 collapse: closed # Incredible Mount *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Impressive Mount](compendium/feats/impressive-mount-apg.md) @@ -144,7 +144,7 @@ Under your care and training, your mount has realized its innate potential. The title: Trampling Charge, Feat 10 collapse: closed # Trampling Charge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Requirements**: You are riding a mount that has a melee [Strike](rules/actions/strike.md) using its legs (claw, talons, hoof, etc. @@ -160,7 +160,7 @@ You urge your mount forward, trampling enemies in your path. You command your mo title: Unseat, Feat 10 collapse: closed # Unseat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Requirements**: You are riding your mount and wielding a jousting weapon. @@ -176,7 +176,7 @@ You attempt to knock an opponent off their mount. Make a melee [Strike](rules/ac title: Specialized Mount, Feat 14* collapse: closed # Specialized Mount *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Specialized Mount](compendium/feats/specialized-mount-apg.md) is intended for use with the Cavalier Archetype. Its level has been changed accordingly. @@ -194,7 +194,7 @@ You've trained your mount to perform in unusual or even extreme circumstances, g title: Legendary Rider, Feat 20* collapse: closed # Legendary Rider *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Legendary Rider](compendium/feats/legendary-rider-apg.md) is intended for use with the Cavalier Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/celebrity-apg.md b/compendium/character/archetypes/celebrity-apg.md index 968de8ecf..ed7a4069d 100644 --- a/compendium/character/archetypes/celebrity-apg.md +++ b/compendium/character/archetypes/celebrity-apg.md @@ -15,7 +15,7 @@ You're a special personality... and you know it. You're not merely comfortable i title: Celebrity Dedication, Feat 2 collapse: closed # Celebrity Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you [Earn Income](rules/actions/earn-income.md), if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to [Earn Income](rules/actions/earn-income.md). @@ -42,7 +42,7 @@ title: Upstage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Re title: Never Tire, Feat 4 collapse: closed # Never Tire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) - **Trigger** You would gain the [fatigued](rules/conditions.md#Fatigued) condition. @@ -59,14 +59,14 @@ As long as you have an audience, you can continue to perform. Indeed, you must title: Mesmerizing Gaze, Feat 6 collapse: closed # Mesmerizing Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) - **Activity** Two-Action When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be [fascinated](rules/conditions.md#Fascinated) until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a [hostile](rules/conditions.md#Hostile) action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day. -When you select this feat, it gains either the [arcane](rules/traits/arcane.md) or [occult](rules/traits/occult.md) trait; once you make this choice, you can't change it. +When you select this feat, it gains either the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") trait; once you make this choice, you can't change it. *Source: Advanced Player's Guide p. 166* %% #trait/archetype #trait/emotion #trait/enchantment #trait/mental #trait/visual %% @@ -76,12 +76,12 @@ When you select this feat, it gains either the [arcane](rules/traits/arcane.md) title: Command Attention, Feat 10 collapse: closed # Command Attention [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) - **Activity** Single Action -You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other [visual](rules/traits/visual.md) effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a [visual](rules/traits/visual.md) effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to [Hide](rules/actions/hide.md) even if they don't have cover, as you are continually providing a distraction. +You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other [visual](rules/traits/visual.md "Visual Effect Trait") effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a [visual](rules/traits/visual.md "Visual Effect Trait") effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to [Hide](rules/actions/hide.md) even if they don't have cover, as you are continually providing a distraction. *Source: Advanced Player's Guide p. 166* %% #trait/archetype #trait/auditory #trait/emotion #trait/enchantment #trait/mental #trait/visual %% diff --git a/compendium/character/archetypes/champion.md b/compendium/character/archetypes/champion.md index eb79e1404..b4044275f 100644 --- a/compendium/character/archetypes/champion.md +++ b/compendium/character/archetypes/champion.md @@ -20,7 +20,7 @@ The champion archetype greatly improves defenses, particularly armor. It's a gre title: Champion Dedication, Feat 2 collapse: closed # Champion Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Charisma 14 @@ -38,7 +38,7 @@ You are bound by your deity's anathema and must follow the champion's code and a title: Basic Devotion, Feat 4 collapse: closed # Basic Devotion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) @@ -52,7 +52,7 @@ You gain a 1st- or 2nd-level champion feat. title: Champion Resiliency, Feat 4 collapse: closed # Champion Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier @@ -66,7 +66,7 @@ You gain 3 additional Hit Points for each champion archetype class feat you have title: Healing Touch, Feat 4 collapse: closed # Healing Touch *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) @@ -80,7 +80,7 @@ You gain the appropriate devotion spell for your cause ([lay on hands](compendiu title: Advanced Devotion, Feat 6 collapse: closed # Advanced Devotion *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Devotion](compendium/feats/basic-devotion.md) @@ -96,7 +96,7 @@ You gain one champion feat. For the purpose of meeting its prerequisites, your c title: Champion's Reaction, Feat 6 collapse: closed # Champion's Reaction *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) @@ -110,7 +110,7 @@ You can use the champion's reaction associated with your cause. title: Divine Ally, Feat 6 collapse: closed # Divine Ally *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) @@ -124,7 +124,7 @@ You gain a divine ally|Champion||3 of your choice. title: Diverse Armor Expert, Feat 14* collapse: closed # Diverse Armor Expert *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Diverse Armor Expert](compendium/feats/diverse-armor-expert.md) is intended for use with the Champion Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/chronoskimmer-da.md b/compendium/character/archetypes/chronoskimmer-da.md index b429495ca..2e479f373 100644 --- a/compendium/character/archetypes/chronoskimmer-da.md +++ b/compendium/character/archetypes/chronoskimmer-da.md @@ -19,26 +19,26 @@ You have the means to see the timelines of all creatures, including your own. Yo title: Chronoskimmer Dedication, Feat 2 collapse: closed # Chronoskimmer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. -Both stabilizing and destabilizing your timestream are [fortune](rules/traits/fortune.md) effects. +Both stabilizing and destabilizing your timestream are [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects. Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. **Special.** You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype. *Source: Dark Archive p. 186* -%% #trait/rare #trait/archetype %% +%% #trait/archetype #trait/rare %% ``` ```ad-embed-feat title: Turn Back the Clock, Feat 4 collapse: closed # Turn Back the Clock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per day @@ -55,13 +55,13 @@ After failing a test of skill, you hop back in your personal timeline so you can title: Guide the Timeline, Feat 6 collapse: closed # Guide the Timeline [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per day - **Activity** Single Action -You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a [misfortune](rules/traits/misfortune.md) effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. +You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. *Source: Dark Archive p. 186* %% #trait/archetype #trait/concentrate %% @@ -71,7 +71,7 @@ You know the result you want and subtly nudge the timeline to your intended dest title: Reversing Charge, Feat 8 collapse: closed # Reversing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Activity** Two-Action @@ -86,7 +86,7 @@ You dive into the fray before rewinding yourself to safety. [Stride](rules/actio title: Superimpose Time Duplicates, Feat 8 collapse: closed # Superimpose Time Duplicates [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per hour @@ -102,7 +102,7 @@ You call alternate versions of yourself, either from a different timeline or per title: Borrow Time, Feat 10 collapse: closed # Borrow Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per minute @@ -119,7 +119,7 @@ You reach ahead and make use of time that's yet to be. You become [quickened](ru title: Steal Time, Feat 10 collapse: closed # Steal Time [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per hour @@ -135,13 +135,13 @@ You reach into another creature's timeline and attempt to alter their flow of ti title: Combat Premonition, Feat 12* collapse: closed # Combat Premonition *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Combat Premonition](compendium/feats/combat-premonition-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) -By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a [fortune](rules/traits/fortune.md) effect. You roll your initiative roll twice and take the worse result; this is a [misfortune](rules/traits/misfortune.md) effect. The two effects are tied together: if you would avoid the [misfortune](rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md) effect, your Combat Premonition does nothing. +By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. You roll your initiative roll twice and take the worse result; this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. The two effects are tied together: if you would avoid the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect, your Combat Premonition does nothing. *Source: Dark Archive p. 187* %% #trait/archetype %% @@ -151,7 +151,7 @@ By narrowing your sense of the future, you can improve that of your allies. When title: Escape Timeline, Feat 12* collapse: closed # Escape Timeline [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Escape Timeline](compendium/feats/escape-timeline-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. @@ -170,7 +170,7 @@ You step outside of the flow of time momentarily, allowing you to avoid dangers. title: Space-Time Shift, Feat 12* collapse: closed # Space-Time Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Space-Time Shift](compendium/feats/space-time-shift-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. @@ -189,7 +189,7 @@ You travel just a few moments into the future to immediately arrive at your dest title: Reset the Past, Feat 14* collapse: closed # Reset the Past [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Reset the Past](compendium/feats/reset-the-past-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/cleric.md b/compendium/character/archetypes/cleric.md index 137901ec3..ce5bf7827 100644 --- a/compendium/character/archetypes/cleric.md +++ b/compendium/character/archetypes/cleric.md @@ -26,7 +26,7 @@ The cleric archetype is a great way to create a character of another class who's title: Cleric Dedication, Feat 2 collapse: closed # Cleric Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Wisdom 14 @@ -42,7 +42,7 @@ You cast spells like a cleric. You gain access to the [Cast a Spell](rules/actio title: Basic Cleric Spellcasting, Feat 4 collapse: closed # Basic Cleric Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) @@ -56,7 +56,7 @@ You gain the basic spellcasting benefits. You can prepare your deity's spells in title: Basic Dogma, Feat 4 collapse: closed # Basic Dogma *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) @@ -70,7 +70,7 @@ You gain a 1st- or 2nd-level cleric feat. title: Advanced Dogma, Feat 6 collapse: closed # Advanced Dogma *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Dogma](compendium/feats/basic-dogma.md) @@ -86,7 +86,7 @@ You gain one cleric feat. For the purpose of meeting its prerequisites, your cle title: Divine Breadth, Feat 8 collapse: closed # Divine Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md) @@ -100,7 +100,7 @@ You can cast more divine spells each day. Increase the spell slots you gain from title: Expert Cleric Spellcasting, Feat 12* collapse: closed # Expert Cleric Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Cleric Spellcasting](compendium/feats/expert-cleric-spellcasting.md) is intended for use with the Cleric Archetype. Its level has been changed accordingly. @@ -116,7 +116,7 @@ You gain the expert spellcasting benefits. title: Master Cleric Spellcasting, Feat 18* collapse: closed # Master Cleric Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Cleric Spellcasting](compendium/feats/master-cleric-spellcasting.md) is intended for use with the Cleric Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/clockwork-reanimator-ooa3.md b/compendium/character/archetypes/clockwork-reanimator-ooa3.md index 5d5d947b9..7b91af233 100644 --- a/compendium/character/archetypes/clockwork-reanimator-ooa3.md +++ b/compendium/character/archetypes/clockwork-reanimator-ooa3.md @@ -21,23 +21,23 @@ While some think your creations are vile, you see beauty in utility and believe title: Clockwork Reanimator Dedication, Feat 2 collapse: closed # Clockwork Reanimator Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) -You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a [minion](rules/traits/minion.md). Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. +You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a [minion](rules/traits/minion.md "Minion Creature Trait"). Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. **Special.** You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it. *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Advanced Reanimated Companion, Feat 4 collapse: closed # Advanced Reanimated Companion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) @@ -51,7 +51,7 @@ Your corpselike construct companion becomes much more powerful and can act with title: Hijack Undead, Feat 4 collapse: closed # Hijack Undead [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) - **Frequency**: once per hour @@ -62,7 +62,7 @@ Your clockwork devices can commandeer the bodies of undead, bending them to your > [!success-degree] > - **Critical Success** The target is unaffected and temporarily immune for 24 hours. > - **Success** The target is unaffected. -> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md) under your control for 1 minute. The control ends if you or an ally attacks the [minion](rules/traits/minion.md) undead. +> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md "Minion Creature Trait") under your control for 1 minute. The control ends if you or an ally attacks the [minion](rules/traits/minion.md "Minion Creature Trait") undead. > - **Critical Failure** As failure, but the duration is 1 hour. *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* @@ -73,7 +73,7 @@ Your clockwork devices can commandeer the bodies of undead, bending them to your title: It's Alive!, Feat 6 collapse: closed # It's Alive! *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) @@ -87,7 +87,7 @@ You've mastered the use of electrical energy to power your clockwork creations. title: Self-Destruct, Feat 12* collapse: closed # Self-Destruct [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Self-Destruct](compendium/feats/self-destruct-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. @@ -106,13 +106,13 @@ You've installed a self-destruct device within your construct companion, which y title: Improved Hijack Undead, Feat 14* collapse: closed # Improved Hijack Undead *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Improved Hijack Undead](compendium/feats/improved-hijack-undead-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md), [Hijack Undead](compendium/feats/hijack-undead-ooa3.md) -Undead creatures find it all but impossible to resist your commands. When you use [Hijack Undead](compendium/feats/hijack-undead-ooa3.md), if the undead fails its save, it becomes your [minion](rules/traits/minion.md) for 10 minutes. If it critically fails, it becomes your [minion](rules/traits/minion.md) for 24 hours. +Undead creatures find it all but impossible to resist your commands. When you use [Hijack Undead](compendium/feats/hijack-undead-ooa3.md), if the undead fails its save, it becomes your [minion](rules/traits/minion.md "Minion Creature Trait") for 10 minutes. If it critically fails, it becomes your [minion](rules/traits/minion.md "Minion Creature Trait") for 24 hours. *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* %% #trait/archetype %% @@ -122,7 +122,7 @@ Undead creatures find it all but impossible to resist your commands. When you us title: Unwind Death, Feat 16* collapse: closed # Unwind Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Unwind Death](compendium/feats/unwind-death-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. @@ -140,7 +140,7 @@ Combining necromancy with the mysterious temporal powers of clockwork, you wind title: Zombie Horde, Feat 20* collapse: closed # Zombie Horde [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Zombie Horde](compendium/feats/zombie-horde-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/crystal-keeper-aoa4.md b/compendium/character/archetypes/crystal-keeper-aoa4.md index 06ba3d171..fe3c30db0 100644 --- a/compendium/character/archetypes/crystal-keeper-aoa4.md +++ b/compendium/character/archetypes/crystal-keeper-aoa4.md @@ -15,7 +15,7 @@ In the era before Earthfall, the elven people of Golarion exhibited a wide range title: Crystal Keeper Dedication, Feat 4 collapse: closed # Crystal Keeper Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Elven Lore](compendium/skills.md#Lore) or [Society](compendium/skills.md#Society) @@ -26,14 +26,14 @@ Additionally, you gain resistance 10 to damage from hazards associated with crys **Special.** You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype. *Source: Age of Ashes #4: Fires of the Haunted City p. 74* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Crystal Ward Spells, Feat 4 collapse: closed # Crystal Ward Spells *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) @@ -49,7 +49,7 @@ Focus spells are automatically heightened to half your level rounded up. Certain title: Simple Crystal Magic, Feat 6 collapse: closed # Simple Crystal Magic *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) @@ -63,7 +63,7 @@ As long as you meditate before a gemstone worth at least 10 gp as part of your d title: Armor Rune Shifter, Feat 10 collapse: closed # Armor Rune Shifter *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) @@ -77,7 +77,7 @@ You learn the secrets of armor runes by viewing them through gems and can alter title: Weapon-rune Shifter, Feat 10 collapse: closed # Weapon-rune Shifter *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) diff --git a/compendium/character/archetypes/curse-maelstrom-da.md b/compendium/character/archetypes/curse-maelstrom-da.md index 7bb2547c9..17deb80ea 100644 --- a/compendium/character/archetypes/curse-maelstrom-da.md +++ b/compendium/character/archetypes/curse-maelstrom-da.md @@ -25,23 +25,23 @@ Misery loves company, so your curse can even be a beacon for more misfortune. Yo title: Curse Maelstrom Dedication, Feat 2 collapse: closed # Curse Maelstrom Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You are cursed or have previously been cursed. A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. -This is a [misfortune](rules/traits/misfortune.md) effect. If you do so, you enter a curse maelstrom state. If the [misfortune](rules/traits/misfortune.md) effect is somehow canceled or negated (by a [fortune](rules/traits/fortune.md) effect, for example), you don't enter a curse maelstrom state. +This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. If you do so, you enter a curse maelstrom state. If the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect is somehow canceled or negated (by a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect, for example), you don't enter a curse maelstrom state. -In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a [misfortune](rules/traits/misfortune.md) effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's [curse](rules/traits/curse.md) effect and are affected by the curse, you also enter a curse maelstrom state. +In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's [curse](rules/traits/curse.md "Curse Effect Trait") effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. -While in a curse maelstrom state, you can't benefit from [fortune](rules/traits/fortune.md) effects, and they also don't cancel [misfortune](rules/traits/misfortune.md) effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. +While in a curse maelstrom state, you can't benefit from [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects, and they also don't cancel [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. ```ad-embed-ability title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Requirements**: You are in a curse maelstrom state @@ -51,23 +51,23 @@ title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Act > - **Critical Success** The creature is unaffected, and the curse's energy dissipates harmlessly. > - **Success** The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. > - **Failure** The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. -> - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](rules/traits/misfortune.md) effect. +> - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. %% #trait/curse #trait/necromancy #trait/occult %% ``` *Source: Dark Archive p. 168* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ```` ```ad-embed-feat title: Familiar Oddities, Feat 2 collapse: closed # Familiar Oddities *Feat 2* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md), trained in [Occultism](compendium/skills.md#Occultism) or [Curse Lore](compendium/skills.md#Lore) -Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to [Identify Magic](rules/actions/identify-magic.md) on a cursed item or a spell that has the [curse](rules/traits/curse.md) trait. +Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to [Identify Magic](rules/actions/identify-magic.md) on a cursed item or a spell that has the [curse](rules/traits/curse.md "Curse Effect Trait") trait. *Source: Dark Archive p. 169* %% #trait/archetype #trait/skill %% @@ -77,7 +77,7 @@ Perhaps due to the curse within you, curses occasionally perceive you as an exte title: Unnerving Expansion, Feat 4 collapse: closed # Unnerving Expansion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) - **Activity** Single Action @@ -92,13 +92,13 @@ You gather your curse around you and impel it to pour outward, expanding your ma title: Share Burden, Feat 6 collapse: closed # Share Burden [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) -- **Trigger** An ally within 60 feet would be affected by a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, and you wouldn't be affected but you are an eligible target for the effect. +- **Trigger** An ally within 60 feet would be affected by a [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, and you wouldn't be affected but you are an eligible target for the effect. - **Activity** Reaction -You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect affects you. +You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect affects you. *Source: Dark Archive p. 169* %% #trait/archetype %% @@ -108,7 +108,7 @@ You draw the misfortune or curse into yourself, potentially enabling you to ente title: Accursed Magic, Feat 8 collapse: closed # Accursed Magic *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) @@ -124,14 +124,14 @@ If you couldn't already cast occult spells, these spells use Wisdom as your spel title: Counter Curse, Feat 8 collapse: closed # Counter Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) -- **Trigger** You or an ally within 30 feet is targeted by or in the emanation of a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect from an opponent or object of which you are aware. +- **Trigger** You or an ally within 30 feet is targeted by or in the emanation of a [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect from an opponent or object of which you are aware. - **Requirements**: You are in a curse maelstrom state. - **Activity** Reaction -You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. +You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. *Source: Dark Archive p. 169* %% #trait/archetype %% @@ -141,7 +141,7 @@ You gather the energy of your maelstrom and fling its unleashed power into the e title: Torrential Backlash, Feat 10 collapse: closed # Torrential Backlash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) - **Requirements**: You are in a curse maelstrom state. @@ -157,13 +157,13 @@ Calling upon forbidden practices, you release the curse from within yourself, al title: Reverse Curse, Feat 12* collapse: closed # Reverse Curse *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Reverse Curse](compendium/feats/reverse-curse-da.md) is intended for use with the Curse Maelstrom Archetype. Its level has been changed accordingly. - **Prerequisites**: Counter Curse -When you counter a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, attempting a saving throw against its own DC if the effect allows a saving throw. +When you counter a [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, attempting a saving throw against its own DC if the effect allows a saving throw. In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself. diff --git a/compendium/character/archetypes/dandy-apg.md b/compendium/character/archetypes/dandy-apg.md index c527b49ec..254850b5b 100644 --- a/compendium/character/archetypes/dandy-apg.md +++ b/compendium/character/archetypes/dandy-apg.md @@ -15,7 +15,7 @@ You are a genteel master of style, culture, and decorum, aware of even the subtl title: Dandy Dedication, Feat 2 collapse: closed # Dandy Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) @@ -33,7 +33,7 @@ You become trained in [Deception](compendium/skills.md#Deception) and [Society]( title: Distracting Flattery, Feat 4 collapse: closed # Distracting Flattery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) - **Trigger** You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. @@ -56,7 +56,7 @@ Make a [Deception](compendium/skills.md#Deception) check against the target's Wi title: Gossip Lore, Feat 4 collapse: closed # Gossip Lore *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md) @@ -72,7 +72,7 @@ If you have legendary proficiency in [Society](compendium/skills.md#Society), yo title: Fabricated Connections, Feat 7 collapse: closed # Fabricated Connections *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md); master in [Deception](compendium/skills.md#Deception) @@ -86,7 +86,7 @@ You can lie about having taken an action so convincingly that you acquire all th title: Party Crasher, Feat 7 collapse: closed # Party Crasher *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), master in [Society](compendium/skills.md#Society) diff --git a/compendium/character/archetypes/dragon-disciple-apg.md b/compendium/character/archetypes/dragon-disciple-apg.md index 09095f977..83076237f 100644 --- a/compendium/character/archetypes/dragon-disciple-apg.md +++ b/compendium/character/archetypes/dragon-disciple-apg.md @@ -25,7 +25,7 @@ As a dragon disciple, you study and learn from the example of dragons, but that title: Dragon Disciple Dedication, Feat 2 collapse: closed # Dragon Disciple Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. @@ -44,23 +44,23 @@ You choose to study or worship one type of dragon, and your focus grants you a m > [!pf2-note] > [^1]Mwangi Expanse, p.76 -You also gain a +1 circumstance bonus to saving throws against [sleep](rules/traits/sleep.md) effects and effects that would make you [paralyzed](rules/conditions.md#Paralyzed). +You also gain a +1 circumstance bonus to saving throws against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects and effects that would make you [paralyzed](rules/conditions.md#Paralyzed). **Special.** You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the [sorcerer archetype](compendium/character/archetypes/sorcerer.md), you must choose the draconic bloodline. *Source: Advanced Player's Guide p. 168* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Claws Of The Dragon, Feat 4 collapse: closed # Claws Of The Dragon *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) -Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md) unarmed attacks that deal `1d6` slashing damage and are in the brawling weapon group. +Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait") unarmed attacks that deal `1d6` slashing damage and are in the brawling weapon group. If you're a draconic sorcerer, when you cast [dragon claws](compendium/spells/dragon-claws.md), increase the spell's slashing damage die from `d4` to `d6` and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level. @@ -72,7 +72,7 @@ If you're a draconic sorcerer, when you cast [dragon claws](compendium/spells/dr title: Draconic Scent, Feat 4 collapse: closed # Draconic Scent *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -86,7 +86,7 @@ Your sense of smell is uncanny, much like a dragon's. You gain imprecise [scent] title: Dragon Arcana, Feat 4 collapse: closed # Dragon Arcana *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: ability to cast spells from spell slots, [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -100,7 +100,7 @@ You've discovered how to add the magic of dragons to your tradition. Add the dra title: Scales Of The Dragon, Feat 4 collapse: closed # Scales Of The Dragon *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -114,7 +114,7 @@ Scales grow across your body, protecting you against physical and magical threat title: Breath Of The Dragon, Feat 8 collapse: closed # Breath Of The Dragon *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -128,7 +128,7 @@ You can use a powerful breath weapon, much like the dragon you emulate. You gain title: Wings Of The Dragon, Feat 12* collapse: closed # Wings Of The Dragon *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Wings Of The Dragon](compendium/feats/wings-of-the-dragon-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. @@ -144,7 +144,7 @@ You can manifest draconic wings to soar through the air at great speed. You gain title: Shape Of The Dragon, Feat 14* collapse: closed # Shape Of The Dragon *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shape Of The Dragon](compendium/feats/shape-of-the-dragon-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. @@ -162,7 +162,7 @@ Any time you score a critical hit with an unarmed [Strike](rules/actions/strike. title: Disciple's Breath, Feat 16* collapse: closed # Disciple's Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Disciple's Breath](compendium/feats/disciples-breath-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. @@ -179,7 +179,7 @@ You unleash your breath weapon without spending focus. This has the effects of y title: Mighty Dragon Shape, Feat 18* collapse: closed # Mighty Dragon Shape *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Mighty Dragon Shape](compendium/feats/mighty-dragon-shape-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/drow-shootist-av3.md b/compendium/character/archetypes/drow-shootist-av3.md index 5c8e1f83b..4bef2fe2c 100644 --- a/compendium/character/archetypes/drow-shootist-av3.md +++ b/compendium/character/archetypes/drow-shootist-av3.md @@ -15,7 +15,7 @@ Some drow take skill with the hand crossbow to new heights. You've learned the s title: Drow Shootist Dedication, Feat 2 collapse: closed # Drow Shootist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in the [hand crossbow](compendium/equipment/items/hand-crossbow.md) @@ -30,14 +30,14 @@ You [Interact](rules/actions/interact.md) to draw a hand crossbow and [Strike](r **Special.** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. *Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ```` ```ad-embed-feat title: Repeating Hand Crossbow Training, Feat 4 collapse: closed # Repeating Hand Crossbow Training *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) @@ -53,7 +53,7 @@ You become trained in the repeating hand crossbow and gain access to repeating h title: Reloading Trick, Feat 6 collapse: closed # Reloading Trick [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) - **Frequency**: once per round @@ -72,7 +72,7 @@ You can fire off a single shot even when unprepared. You [Interact](rules/action title: Lethargy Poisoner, Feat 8 collapse: closed # Lethargy Poisoner *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md), trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/character/archetypes/druid.md b/compendium/character/archetypes/druid.md index e9b2216b1..5f7e53329 100644 --- a/compendium/character/archetypes/druid.md +++ b/compendium/character/archetypes/druid.md @@ -21,7 +21,7 @@ The druid archetype can provide a bit of healing or elemental damage and can inc title: Druid Dedication, Feat 2 collapse: closed # Druid Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Wisdom 14 @@ -41,7 +41,7 @@ Choose an order as you would if you were a druid. You become a member of that or title: Basic Druid Spellcasting, Feat 4 collapse: closed # Basic Druid Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) @@ -55,7 +55,7 @@ You gain the basic spellcasting benefits. title: Basic Wilding, Feat 4 collapse: closed # Basic Wilding *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) @@ -69,7 +69,7 @@ You gain a 1st- or 2nd-level druid feat. title: Order Spell, Feat 4 collapse: closed # Order Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) @@ -83,7 +83,7 @@ You gain the initial order spell from your order. If you don't already have one, title: Advanced Wilding, Feat 6 collapse: closed # Advanced Wilding *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Wilding](compendium/feats/basic-wilding.md) @@ -99,7 +99,7 @@ You gain one druid feat. For the purpose of meeting its prerequisites, your drui title: Primal Breadth, Feat 8 collapse: closed # Primal Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md) @@ -113,7 +113,7 @@ Increase the spell slots you gain from druid archetype feats by 1 for each spell title: Expert Druid Spellcasting, Feat 12* collapse: closed # Expert Druid Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md) is intended for use with the Druid Archetype. Its level has been changed accordingly. @@ -129,7 +129,7 @@ You gain the expert spellcasting benefits. title: Master Druid Spellcasting, Feat 18* collapse: closed # Master Druid Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Druid Spellcasting](compendium/feats/master-druid-spellcasting.md) is intended for use with the Druid Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/dual-weapon-warrior-apg.md b/compendium/character/archetypes/dual-weapon-warrior-apg.md index 0599d3ab0..03acbb05d 100644 --- a/compendium/character/archetypes/dual-weapon-warrior-apg.md +++ b/compendium/character/archetypes/dual-weapon-warrior-apg.md @@ -15,7 +15,7 @@ You're able to effortlessly fight with multiple weapons simultaneously, weaving title: Dual-Weapon Warrior Dedication, Feat 2 collapse: closed # Dual-Weapon Warrior Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You're exceptional in your use of two weapons. You gain the [Double Slice](compendium/feats/double-slice.md) fighter feat. This serves as Double Slice for the purpose of meeting prerequisites. @@ -30,7 +30,7 @@ You're exceptional in your use of two weapons. You gain the [Double Slice](compe title: Dual Thrower, Feat 4 collapse: closed # Dual Thrower *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) @@ -44,7 +44,7 @@ You know how to throw two weapons as easily as strike with them. Whenever a dual title: Dual-Weapon Reload, Feat 4 collapse: closed # Dual-Weapon Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) - **Requirements**: You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. @@ -60,14 +60,14 @@ You carry your ammunition in a way that allows you to reload while holding two w title: Twin Parry (Fighter), Feat 6* collapse: closed # Twin Parry (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Twin Parry (Fighter)](compendium/feats/twin-parry-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. - **Requirements**: You are wielding two melee weapons, one in each hand. - **Activity** Single Action -You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. +You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. You lose this circumstance bonus if you no longer meet this feat's requirement. *Source: Core Rulebook p. 147* %% #trait/fighter %% @@ -77,7 +77,7 @@ You use your two weapons to parry attacks. You gain a +1 circumstance bonus to A title: Flensing Slice, Feat 8 collapse: closed # Flensing Slice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) - **Requirements**: Your last action was a Double Slice, and both attacks hit the target. @@ -93,7 +93,7 @@ When you hit with both attacks with Double Slice, you flense the target, making title: Dual-Weapon Blitz, Feat 10 collapse: closed # Dual-Weapon Blitz [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) - **Requirements**: You are wielding two one-handed melee weapons, each in a different hand. @@ -109,7 +109,7 @@ You attack as you dash among foes. [Stride](rules/actions/stride.md) up to your title: Twin Riposte (Fighter), Feat 12* collapse: closed # Twin Riposte (Fighter) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Twin Riposte (Fighter)](compendium/feats/twin-riposte-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. @@ -127,7 +127,7 @@ A clever parry with one weapon leaves your opponent open to an attack with the o title: Dual Onslaught, Feat 14* collapse: closed # Dual Onslaught *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Dual Onslaught](compendium/feats/dual-onslaught-apg.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. @@ -143,7 +143,7 @@ When you lash out with both weapons, you leave no room for the target to escape title: Improved Twin Riposte (Fighter), Feat 16* collapse: closed # Improved Twin Riposte (Fighter) *Feat 16* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Improved Twin Riposte (Fighter)](compendium/feats/improved-twin-riposte-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. @@ -159,7 +159,7 @@ Your weapons are a blur, blocking and biting at your foes. At the start of each title: Twinned Defense (Fighter), Feat 18* collapse: closed # Twinned Defense (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Twinned Defense (Fighter)](compendium/feats/twinned-defense-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/duelist-apg.md b/compendium/character/archetypes/duelist-apg.md index e6c81a865..1d3154193 100644 --- a/compendium/character/archetypes/duelist-apg.md +++ b/compendium/character/archetypes/duelist-apg.md @@ -15,7 +15,7 @@ Across the world, students in martial academies practice with their blades to ma title: Duelist Dedication, Feat 2 collapse: closed # Duelist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in light armor and simple weapons @@ -31,7 +31,7 @@ You are always ready to draw your weapon and begin a duel, no matter the circums title: Dueling Parry, Feat 4* collapse: closed # Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Dueling Parry](compendium/feats/dueling-parry.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -48,7 +48,7 @@ You can parry attacks against you with your one-handed weapon. You gain a +2 cir title: Duelist's Challenge, Feat 4 collapse: closed # Duelist's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) - **Activity** Single Action @@ -65,7 +65,7 @@ If you attack a creature other than your dueling opponent, you take a circumstan title: Disarming Stance, Feat 8* collapse: closed # Disarming Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Disarming Stance](compendium/feats/disarming-stance.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -83,7 +83,7 @@ You adopt a fencing stance that improves your control over your weapon. While yo title: Selfless Parry, Feat 8 collapse: closed # Selfless Parry *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md), [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) @@ -97,7 +97,7 @@ You protect those near you with a flash of steel. When you're benefiting from Du title: Dueling Riposte, Feat 10* collapse: closed # Dueling Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Dueling Riposte](compendium/feats/dueling-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -116,7 +116,7 @@ You riposte against your flailing enemy. Make a melee [Strike](rules/actions/str title: Disarming Twist, Feat 12* collapse: closed # Disarming Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Disarming Twist](compendium/feats/disarming-twist.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -137,7 +137,7 @@ After your initial attack redirects your foe's defenses, your follow-up wrests t title: Student Of The Dueling Arts, Feat 12* collapse: closed # Student Of The Dueling Arts *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Student Of The Dueling Arts](compendium/feats/student-of-the-dueling-arts-apg.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -155,7 +155,7 @@ In addition, you can enter a stance from a duelist archetype feat you don't have title: Dueling Dance, Feat 14* collapse: closed # Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Dueling Dance](compendium/feats/dueling-dance.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -173,7 +173,7 @@ Using your free hand as pivot and balance, you both attack and defend with your title: Improved Dueling Riposte, Feat 14* collapse: closed # Improved Dueling Riposte *Feat 14* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Improved Dueling Riposte](compendium/feats/improved-dueling-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -189,7 +189,7 @@ Your weapon whirls and darts, striking foes whenever the opportunity presents it title: Guiding Riposte, Feat 16* collapse: closed # Guiding Riposte *Feat 16* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Guiding Riposte](compendium/feats/guiding-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/edgewatch-detective-aoe1.md b/compendium/character/archetypes/edgewatch-detective-aoe1.md index 2bab1c143..10662892f 100644 --- a/compendium/character/archetypes/edgewatch-detective-aoe1.md +++ b/compendium/character/archetypes/edgewatch-detective-aoe1.md @@ -15,7 +15,7 @@ You're a specially trained detective for the Edgewatch guard precinct in Absalom title: Edgewatch Detective Dedication, Feat 2 collapse: closed # Edgewatch Detective Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Intelligence 14 or Wisdom 14 @@ -24,14 +24,14 @@ You become trained in [Society](compendium/skills.md#Society) or [Thievery](comp **Special.** You can't select another dedication feat until you have gained two other feats from the this archetype. *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Sense Alignment, Feat 4 collapse: closed # Sense Alignment [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [secret](rules/traits/secret.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) - **Activity** Three-Action @@ -52,11 +52,11 @@ You read the body language of an intelligent creature within 30 feet and pick up title: Arcane Sensitivity, Feat 6 collapse: closed # Arcane Sensitivity *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) -You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the [concentrate](rules/traits/concentrate.md) trait) to determine if any magical auras are present in the area. +You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait) to determine if any magical auras are present in the area. This has the effects of a 1st-level [detect magic](compendium/spells/detect-magic.md) spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level [detect magic](compendium/spells/detect-magic.md) spell), but doing so prevents you from using this ability again until you've rested for 8 hours. @@ -68,7 +68,7 @@ This has the effects of a 1st-level [detect magic](compendium/spells/detect-magi title: Bolera's Interrogation, Feat 6 collapse: closed # Bolera's Interrogation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) - **Frequency**: three per day diff --git a/compendium/character/archetypes/eldritch-archer-apg.md b/compendium/character/archetypes/eldritch-archer-apg.md index a0500fb43..db9a79c12 100644 --- a/compendium/character/archetypes/eldritch-archer-apg.md +++ b/compendium/character/archetypes/eldritch-archer-apg.md @@ -24,7 +24,7 @@ While having some spellcasting ability increases your potential flexibility and title: Eldritch Archer Dedication, Feat 6 collapse: closed # Eldritch Archer Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: expert in at least one type of bow @@ -52,7 +52,7 @@ title: Eldritch Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Act title: Basic Eldritch Archer Spellcasting, Feat 8 collapse: closed # Basic Eldritch Archer Spellcasting *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) @@ -66,7 +66,7 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n title: Enchanting Arrow, Feat 8 collapse: closed # Enchanting Arrow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Activity** Two-Action @@ -83,7 +83,7 @@ Make a bow [Strike](rules/actions/strike.md). On a hit, the target takes an addi title: Magic Arrow, Feat 8 collapse: closed # Magic Arrow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Frequency**: once per round @@ -103,7 +103,7 @@ When using Magic Arrow, you transform a non-magical arrow or bolt into a piece o title: Precious Arrow, Feat 8 collapse: closed # Precious Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Activity** Single Action @@ -118,7 +118,7 @@ You enchant a piece of ammunition with the magical essence of a precious materia title: Expert Eldritch Archer Spellcasting, Feat 12* collapse: closed # Expert Eldritch Archer Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Eldritch Archer Spellcasting](compendium/feats/expert-eldritch-archer-spellcasting-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -134,7 +134,7 @@ You gain the expert spellcasting benefits. title: Seeker Arrow, Feat 14* collapse: closed # Seeker Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") > [!pf2-note] This version of [Seeker Arrow](compendium/feats/seeker-arrow-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -151,7 +151,7 @@ Your shots zip around corners and fly at impossible angles to reach your target. title: Phase Arrow, Feat 16* collapse: closed # Phase Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") > [!pf2-note] This version of [Phase Arrow](compendium/feats/phase-arrow-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -169,7 +169,7 @@ You can concentrate an immense amount of magic to create a piece of ammunition t title: Arrow Of Death, Feat 18* collapse: closed # Arrow Of Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") > [!pf2-note] This version of [Arrow Of Death](compendium/feats/arrow-of-death-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -177,7 +177,7 @@ collapse: closed - **Frequency**: once per day - **Activity** Three-Action -You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow [Strike](rules/actions/strike.md). On a hit, you deal an additional `10d10` precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the [death](rules/traits/death.md) and [incapacitation](rules/traits/incapacitation.md) traits. +You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow [Strike](rules/actions/strike.md). On a hit, you deal an additional `10d10` precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the [death](rules/traits/death.md "Death Effect Trait") and [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") traits. *Source: Advanced Player's Guide p. 173* %% #trait/archetype #trait/magical #trait/necromancy %% @@ -187,7 +187,7 @@ You modify an arrow or bolt to bring death to your target in a single potent hit title: Master Eldritch Archer Spellcasting, Feat 18* collapse: closed # Master Eldritch Archer Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Eldritch Archer Spellcasting](compendium/feats/master-eldritch-archer-spellcasting-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -203,11 +203,11 @@ You gain the master spellcasting benefits. title: Impossible Volley (Fighter), Feat 20* collapse: closed # Impossible Volley (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") > [!pf2-note] This version of [Impossible Volley (Fighter)](compendium/feats/impossible-volley-fighter.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. -- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md) trait and [reload 0](rules/traits/reload.md). +- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md "Volley Weapon Trait") trait and reload 0. - **Activity** Three-Action You fire a volley at all foes in an area. Make one [Strike](rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. diff --git a/compendium/character/archetypes/eldritch-researcher-av2.md b/compendium/character/archetypes/eldritch-researcher-av2.md index 8aa59cf28..cf40927a9 100644 --- a/compendium/character/archetypes/eldritch-researcher-av2.md +++ b/compendium/character/archetypes/eldritch-researcher-av2.md @@ -19,7 +19,7 @@ You scoff at those fools who claim you meddle in things mortals aren't meant to title: Eldritch Researcher Dedication, Feat 2 collapse: closed # Eldritch Researcher Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Arcana](compendium/skills.md#Arcana) and [Occultism](compendium/skills.md#Occultism) @@ -30,14 +30,14 @@ Regardless of whether you choose an arcane or occult cantrip, you also become an **Special.** You can't select another dedication feat until you've gained two other feats from the Eldritch Researcher archetype. *Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Seeker Of Truths, Feat 4 collapse: closed # Seeker Of Truths *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -53,7 +53,7 @@ Your devotion to discovering and hoarding abstruse truths borders on the fanatic title: Strange Script, Feat 4 collapse: closed # Strange Script *Feat 4* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -67,7 +67,7 @@ You have such familiarity with obscure texts that you can compel them to reveal title: Scholarly Defense, Feat 6 collapse: closed # Scholarly Defense *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -81,7 +81,7 @@ Your knowledge of strange creatures and their bizarre anatomy allows you to anti title: Able Ritualist, Feat 8 collapse: closed # Able Ritualist *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -95,7 +95,7 @@ Your readings on rituals make you a skilled participant. You gain a +2 circumsta title: Lorefinder, Feat 8 collapse: closed # Lorefinder *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -109,7 +109,7 @@ You know that fate sometimes conspires to keep dangerous knowledge or items from title: Know It All, Feat 10 collapse: closed # Know It All *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -123,7 +123,7 @@ Your knowledge of abstruse topics is unparalleled. When you succeed at a check t title: Advanced Seeker Of Truths, Feat 12* collapse: closed # Advanced Seeker Of Truths *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Advanced Seeker Of Truths](compendium/feats/advanced-seeker-of-truths-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. @@ -141,7 +141,7 @@ You have unlocked deeper secrets to uncovering and hoarding lore. You gain an ad title: Words Of Unraveling, Feat 12* collapse: closed # Words Of Unraveling *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Words Of Unraveling](compendium/feats/words-of-unraveling-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. @@ -157,7 +157,7 @@ You have unlocked abstruse methods to tangle with reality itself, altering the f title: Entities From Afar, Feat 14* collapse: closed # Entities From Afar *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Entities From Afar](compendium/feats/entities-from-afar-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. @@ -175,7 +175,7 @@ As soon as the aberration arrives, instead of giving it any other commands, you title: Incredible Recollection, Feat 14* collapse: closed # Incredible Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Incredible Recollection](compendium/feats/incredible-recollection-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/elementalist-som.md b/compendium/character/archetypes/elementalist-som.md index 1a2357b2e..929741f7d 100644 --- a/compendium/character/archetypes/elementalist-som.md +++ b/compendium/character/archetypes/elementalist-som.md @@ -22,7 +22,7 @@ If you're a sorcerer with the elemental bloodline, you can replace your [initial **Druid Elementalist Adjustments:** If you're a druid of the storm order, you can choose to replace your starting order spell, [tempest surge](compendium/spells/tempest-surge.md), with [updraft](compendium/spells/updraft-som.md). -**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](rules/traits/air.md) trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](compendium/feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. +**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](rules/traits/air.md "Air Energy & Element Trait") trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](compendium/feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. *Source: Secrets of Magic p. 206* @@ -30,11 +30,11 @@ If you're a sorcerer with the elemental bloodline, you can replace your [initial title: Elementalist Dedication, Feat 2 collapse: closed # Elementalist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: elemental magic -Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](rules/traits/elemental.md) trait. This attunement lasts until you next make your daily preparations. +Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait. This attunement lasts until you next make your daily preparations. **Special.** You can't select another dedication feat until you've gained two other feats from the elementalist archetype. @@ -46,14 +46,14 @@ Each day when you make your daily preparations, you can attune yourself to one e title: Dousing Spell, Feat 4 collapse: closed # Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) [water](rules/traits/water.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) - **Activity** Single Action You enhance your spell with elemental water, soaking the target. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) targeting a single creature, you soak the target of the spell with water. -If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](rules/traits/water.md) trait (causing it to deal extra damage to creatures with weakness to water). +If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](rules/traits/water.md "Water Energy & Element Trait") trait (causing it to deal extra damage to creatures with weakness to water). *Source: Secrets of Magic p. 206* %% #trait/archetype #trait/metamagic #trait/water %% @@ -63,7 +63,7 @@ If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or title: Elemental Familiar, Feat 4 collapse: closed # Elemental Familiar *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md), Familiar @@ -71,7 +71,7 @@ Your familiar becomes an elemental spirit capable of taking on aspects of the fo Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. -Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching [elemental](rules/traits/elemental.md) trait. You can't select more than one elemental familiar ability at a time. +Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait. You can't select more than one elemental familiar ability at a time. - **Air** If your familiar stays completely still for 1 round, it becomes [invisible](rules/conditions.md#Invisible) until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. - **Earth** Your familiar gains resistance to physical damage (except adamantine) equal to half your level. @@ -86,7 +86,7 @@ Your familiar gains one additional familiar ability each day, which must be one title: Familiar (Sorcerer), Feat 4* collapse: closed # Familiar (Sorcerer) *Feat 4* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Familiar (Sorcerer)](compendium/feats/familiar-sorcerer.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -101,22 +101,22 @@ An animal serves you and assists your spellcasting. You gain a familiar. title: Burning Spell, Feat 6 collapse: closed # Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [fire](rules/traits/fire.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) - **Activity** Single Action -You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that deals damage at a single target, the spell deals additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell level, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](rules/conditions.md#Persistent%20Damage). The spell gains the [fire](rules/traits/fire.md) trait. +You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that deals damage at a single target, the spell deals additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell level, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](rules/conditions.md#Persistent%20Damage). The spell gains the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait. *Source: Secrets of Magic p. 207* -%% #trait/archetype #trait/metamagic #trait/fire %% +%% #trait/archetype #trait/fire #trait/metamagic %% ``` ```ad-embed-feat title: Enhanced Familiar (Sorcerer), Feat 6* collapse: closed # Enhanced Familiar (Sorcerer) *Feat 6* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Enhanced Familiar (Sorcerer)](compendium/feats/enhanced-familiar-sorcerer.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -132,13 +132,13 @@ You infuse your familiar with additional primal energy, increasing its abilities title: Current Spell, Feat 8* collapse: closed # Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[abjuration](rules/traits/abjuration.md) [concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Current Spell](compendium/feats/current-spell-apg.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. - **Activity** Single Action -As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [air](rules/traits/air.md) or [water](rules/traits/water.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](rules/traits/air.md) or [water](rules/traits/water.md) trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](rules/traits/air.md) trait, [water](rules/traits/water.md) trait, or both until the start of your next turn, depending on the spell's traits. +As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [air](rules/traits/air.md "Air Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](rules/traits/air.md "Air Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](rules/traits/air.md "Air Energy & Element Trait") trait, [water](rules/traits/water.md "Water Energy & Element Trait") trait, or both until the start of your next turn, depending on the spell's traits. *Source: Advanced Player's Guide p. 124* %% #trait/abjuration #trait/concentrate #trait/druid #trait/metamagic %% @@ -148,10 +148,10 @@ As you use your magic to manipulate air or water, you divert some of its current title: Metabolize Element, Feat 8 collapse: closed # Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) -- **Trigger** You take damage from a foe's spell or magical ability with the air, earth, [fire](rules/traits/fire.md), or [water](rules/traits/water.md) trait. +- **Trigger** You take damage from a foe's spell or magical ability with the air, earth, [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait. - **Activity** Reaction Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [quickened](rules/conditions.md#Quickened) condition until the end of your next turn. @@ -166,7 +166,7 @@ You can use the extra action only to [Step](rules/actions/step.md) or [Stride](r title: Water Step, Feat 8* collapse: closed # Water Step *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Water Step](compendium/feats/water-step.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -181,12 +181,12 @@ You can [Stride](rules/actions/stride.md) across liquid and surfaces that don't title: Rockslide Spell, Feat 10 collapse: closed # Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [earth](rules/traits/earth.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) - **Activity** Single Action -You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](rules/traits/earth.md) trait. +You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait. *Source: Secrets of Magic p. 207* %% #trait/archetype #trait/earth #trait/metamagic %% @@ -196,12 +196,12 @@ You enhance your spell with elemental earth, causing chunks of stone to litter t title: Redirect Elements, Feat 12* collapse: closed # Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Redirect Elements](compendium/feats/redirect-elements-som.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) -- **Trigger** The spell attack roll for a foe's spell with an [elemental](rules/traits/elemental.md) trait targeting you fails or critically fails. +- **Trigger** The spell attack roll for a foe's spell with an [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait targeting you fails or critically fails. - **Activity** Reaction You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. @@ -214,7 +214,7 @@ You seize the elemental essence of an incoming spell and redirect the spell to a title: Wind-tossed Spell, Feat 14* collapse: closed # Wind-tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[air](rules/traits/air.md) [archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Wind-tossed Spell](compendium/feats/wind-tossed-spell-som.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -223,7 +223,7 @@ collapse: closed You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. -If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](rules/traits/air.md) trait. +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](rules/traits/air.md "Air Energy & Element Trait") trait. *Source: Secrets of Magic p. 207* %% #trait/air #trait/archetype #trait/concentrate #trait/metamagic %% diff --git a/compendium/character/archetypes/exorcist-botd.md b/compendium/character/archetypes/exorcist-botd.md index d15962370..9dc033fa4 100644 --- a/compendium/character/archetypes/exorcist-botd.md +++ b/compendium/character/archetypes/exorcist-botd.md @@ -9,13 +9,13 @@ aliases: ["Exorcist"] > [!pf2-sidebar] Spirit Dwellings and Remnants > -> A _spirit dwelling_ can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your _spirit dwelling_ has the trait of the magical tradition used to take [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) and the [necromancy](rules/traits/necromancy.md) trait. Your _spirit dwelling_ is attuned to you, so only you can use it. If your _spirit dwelling_ is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous _spirit dwelling_ to revert to a mundane object and any spirits within to harmlessly disperse. +> A _spirit dwelling_ can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your _spirit dwelling_ has the trait of the magical tradition used to take [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) and the [necromancy](rules/traits/necromancy.md "Necromancy School Trait") trait. Your _spirit dwelling_ is attuned to you, so only you can use it. If your _spirit dwelling_ is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous _spirit dwelling_ to revert to a mundane object and any spirits within to harmlessly disperse. > > Your _spirit dwelling_ can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the Collect Spirit Remnant activity. > > ```ad-embed-ability > title: Collect Spirit Remnant [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -> [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) +> [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") > > - **Requirements**: You're holding your _spirit dwelling_ > @@ -42,7 +42,7 @@ Exorcists are most commonly found among the faithful of Ashava the True Spark (t title: Exorcist Dedication, Feat 4 collapse: closed # Exorcist Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) @@ -52,11 +52,11 @@ As an exorcist, you do more than just collect spirits: you also help rid them of You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a [helpful](rules/conditions.md#Helpful) effect as they depart for the afterlife. -Any actions you gain from the exorcist archetype gain either the [divine](rules/traits/divine.md) or [occult](rules/traits/occult.md) trait, depending on whether you used [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. +Any actions you gain from the exorcist archetype gain either the [divine](rules/traits/divine.md "Divine Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") trait, depending on whether you used [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. ```ad-embed-ability title: Spirit's Mercy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Cost**: 1 spirit wisp or remnant - **Trigger**: You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead @@ -77,12 +77,12 @@ If you expend a spirit wisp, the resistance is equal to twice your level. If you title: Cast Out, Feat 6 collapse: closed # Cast Out [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) - **Activity** Two-Action -You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the [possession](rules/traits/possession.md) effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your [Occultism](compendium/skills.md#Occultism) modifier, [Religion](compendium/skills.md#Religion) modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. +You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the [possession](rules/traits/possession.md "Possession Effect Trait") effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your [Occultism](compendium/skills.md#Occultism) modifier, [Religion](compendium/skills.md#Religion) modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. *Source: Book of the Dead p. 23* %% #trait/abjuration #trait/archetype #trait/concentrate #trait/manipulate %% @@ -92,7 +92,7 @@ You attempt to cast a malevolent entity out of the creature or object it's posse title: Spirit's Absolution, Feat 6 collapse: closed # Spirit's Absolution [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) - **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling @@ -109,7 +109,7 @@ You purify a spirit by absolving it of its sins and regrets. This cathartic expe title: Spirit's Anguish, Feat 8 collapse: closed # Spirit's Anguish [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) - **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling @@ -126,7 +126,7 @@ You purify a spirit by coaxing it to release its anguish in a final cathartic ho title: Spiritual Sense, Feat 8* collapse: closed # Spiritual Sense *Feat 8* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") > [!pf2-note] This version of [Spiritual Sense](compendium/feats/spiritual-sense-apg.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. @@ -145,7 +145,7 @@ When you notice a creature with your Spiritual Sense, you also learn its locatio title: Blind-fight (Ranger), Feat 10* collapse: closed # Blind-fight (Ranger) *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Blind-fight (Ranger)](compendium/feats/blind-fight-ranger.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. @@ -163,7 +163,7 @@ While you're adjacent to an [undetected](rules/conditions.md#Undetected) creatur title: Enticing Dwelling, Feat 12* collapse: closed # Enticing Dwelling *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Enticing Dwelling](compendium/feats/enticing-dwelling-botd.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. @@ -179,7 +179,7 @@ Your spirit dwelling is particularly inviting to spirit wisps. During your daily title: Sense Evil, Feat 14* collapse: closed # Sense Evil *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Sense Evil](compendium/feats/sense-evil.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. @@ -195,7 +195,7 @@ You sense evil as a queasy or foreboding feeling. When in the presence of an aur title: Sense The Unseen (Ranger), Feat 16* collapse: closed # Sense The Unseen (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Sense The Unseen (Ranger)](compendium/feats/sense-the-unseen-ranger.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/familiar-master-apg.md b/compendium/character/archetypes/familiar-master-apg.md index 7069c9e55..6cd926ae2 100644 --- a/compendium/character/archetypes/familiar-master-apg.md +++ b/compendium/character/archetypes/familiar-master-apg.md @@ -15,7 +15,7 @@ From the wise owl perched on the wizard's shoulder to the crafty gremlin that se title: Familiar Master Dedication, Feat 2 collapse: closed # Familiar Master Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the [Enhanced Familiar](compendium/feats/enhanced-familiar-wizard.md) feat. @@ -30,7 +30,7 @@ You have forged a mystical bond with a creature. This might have involved comple title: Enhanced Familiar (Wizard), Feat 4* collapse: closed # Enhanced Familiar (Wizard) *Feat 4* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Enhanced Familiar (Wizard)](compendium/feats/enhanced-familiar-wizard.md) is intended for use with the Familiar Master Archetype. Its level has been changed accordingly. @@ -48,7 +48,7 @@ You infuse your familiar with additional magical energy. You can select four fam title: Familiar Conduit, Feat 4 collapse: closed # Familiar Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md), able to cast spells - **Requirements**: You have line of effect to your familiar. @@ -64,7 +64,7 @@ Under your tutelage, your familiar has grown attuned to the hidden currents of t title: Familiar Mascot, Feat 4 collapse: closed # Familiar Mascot *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) @@ -80,7 +80,7 @@ When selecting master abilities, you can choose an ally to benefit from any spec title: Improved Familiar (Familiar Master), Feat 6 collapse: closed # Improved Familiar (Familiar Master) *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) @@ -94,7 +94,7 @@ You find it easy to attract a powerful and unusual familiar to your side. The nu title: Mutable Familiar, Feat 8 collapse: closed # Mutable Familiar *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) @@ -108,7 +108,7 @@ Your familiar's supernatural spirit has outgrown its corporeal body. You can con title: Incredible Familiar (Familiar Master), Feat 10 collapse: closed # Incredible Familiar (Familiar Master) *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Enhanced Familiar diff --git a/compendium/character/archetypes/fighter.md b/compendium/character/archetypes/fighter.md index e8c4e7191..0247a0ef3 100644 --- a/compendium/character/archetypes/fighter.md +++ b/compendium/character/archetypes/fighter.md @@ -27,7 +27,7 @@ The fighter archetype grants access to great feats for characters focusing on an title: Fighter Dedication, Feat 2 collapse: closed # Fighter Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Dexterity 14 @@ -43,7 +43,7 @@ You become trained in simple weapons and martial weapons. You become trained in title: Basic Maneuver, Feat 4 collapse: closed # Basic Maneuver *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) @@ -57,7 +57,7 @@ You gain a 1st- or 2nd-level fighter feat. title: Fighter Resiliency, Feat 4 collapse: closed # Fighter Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier @@ -71,7 +71,7 @@ You gain 3 additional Hit Points for each fighter archetype class feat you have. title: Opportunist, Feat 4 collapse: closed # Opportunist *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) @@ -85,7 +85,7 @@ You gain the [Attack of Opportunity](rules/actions/attack-of-opportunity.md) rea title: Advanced Maneuver, Feat 6 collapse: closed # Advanced Maneuver *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Maneuver](compendium/feats/basic-maneuver.md) @@ -101,7 +101,7 @@ You gain a fighter feat. For the purpose of meeting its prerequisites, your figh title: Diverse Weapon Expert, Feat 12* collapse: closed # Diverse Weapon Expert *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Diverse Weapon Expert](compendium/feats/diverse-weapon-expert.md) is intended for use with the Fighter Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/firebrand-braggart-locg.md b/compendium/character/archetypes/firebrand-braggart-locg.md index 8fe669735..23c49251a 100644 --- a/compendium/character/archetypes/firebrand-braggart-locg.md +++ b/compendium/character/archetypes/firebrand-braggart-locg.md @@ -15,7 +15,7 @@ Many Firebrands travel the Inner Sea region drawing attention to themselves, mak title: Firebrand Braggart Dedication, Feat 4 collapse: closed # Firebrand Braggart Dedication [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Charisma 14, second mark member of the Firebrands - **Activity** Single Action @@ -31,14 +31,14 @@ Typically a challenging task is one with at least a standard DC for your level, **Special.** You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype. *Source: Lost Omens: Character Guide p. 74* -%% #trait/uncommon #trait/archetype #trait/dedication #trait/misfortune %% +%% #trait/archetype #trait/dedication #trait/misfortune #trait/uncommon %% ``` ```ad-embed-feat title: Boaster's Challenge, Feat 6 collapse: closed # Boaster's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation); [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) - **Activity** Single Action @@ -53,7 +53,7 @@ You call out a foe, causing them to become flustered and easier to defeat. Selec title: Daring Act, Feat 6 collapse: closed # Daring Act [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) - **Activity** Two-Action @@ -68,7 +68,7 @@ You attempt a death-defying maneuver to distract your enemies. Select one foe wi title: Bravo's Determination, Feat 8 collapse: closed # Bravo's Determination [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) - **Trigger** A foe's [Strike](rules/actions/strike.md) reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed. @@ -88,7 +88,7 @@ Your confidence borders on self-delusion, but it keeps you going against overwhe title: Great Boaster, Feat 8 collapse: closed # Great Boaster *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Charisma 16, [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) @@ -102,7 +102,7 @@ Your bragging is particularly effective. If you succeed at a boast, you can atte title: Daring Flourish, Feat 10 collapse: closed # Daring Flourish *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Daring Act](compendium/feats/daring-act-locg.md) @@ -116,7 +116,7 @@ You make quick use of an opening from your daring stunts. At the end of a succes title: Demanding Challenge, Feat 10 collapse: closed # Demanding Challenge *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Boaster's Challenge](compendium/feats/boasters-challenge-locg.md) @@ -130,7 +130,7 @@ If your skill check to challenge a foe is a success, the target of your challeng title: Daredevil's Gambit, Feat 12* collapse: closed # Daredevil's Gambit *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Daredevil's Gambit](compendium/feats/daredevils-gambit-locg.md) is intended for use with the Firebrand Braggart Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/flexible-spellcaster-som.md b/compendium/character/archetypes/flexible-spellcaster-som.md index 767888203..a96d02d04 100644 --- a/compendium/character/archetypes/flexible-spellcaster-som.md +++ b/compendium/character/archetypes/flexible-spellcaster-som.md @@ -53,7 +53,7 @@ The following feats from the Core Rulebook aren't available for a flexible spell title: Flexible Spellcaster Dedication, Feat 2 collapse: closed # Flexible Spellcaster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: flexible spell preparation diff --git a/compendium/character/archetypes/folklorist-sot2.md b/compendium/character/archetypes/folklorist-sot2.md index bfa87086e..c324d1fd6 100644 --- a/compendium/character/archetypes/folklorist-sot2.md +++ b/compendium/character/archetypes/folklorist-sot2.md @@ -15,7 +15,7 @@ Folklorists are welcome across the Mwangi Expanse for the entertaining stories t title: Folklorist Dedication, Feat 2 collapse: closed # Folklorist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) @@ -23,23 +23,23 @@ You are a master archivist and entertainer, capable of pulling wisdom from the t ```ad-embed-ability title: Spin Tale [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") -You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) effects that have no mechanical impact other than illustrating your tale. +You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") effects that have no mechanical impact other than illustrating your tale. %% #trait/auditory #trait/linguistic %% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the folklorist archetype. *Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ```` ```ad-embed-feat title: Folktales Lore, Feat 4 collapse: closed # Folktales Lore *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) @@ -55,7 +55,7 @@ If you are legendary in the [Performance](compendium/skills.md#Performance) skil title: Narrative Conduit, Feat 6 collapse: closed # Narrative Conduit *Feat 6* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) @@ -69,7 +69,7 @@ You act as a conduit for your companions just as your stories are a conduit betw title: Rule Of Three, Feat 8 collapse: closed # Rule Of Three [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) - **Trigger** The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or @@ -88,7 +88,7 @@ Heroes learn from their previous failures, often succeeding on the third attempt title: Communal Tale, Feat 10 collapse: closed # Communal Tale *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) diff --git a/compendium/character/archetypes/gelid-shard-tv.md b/compendium/character/archetypes/gelid-shard-tv.md index 6a01b25ef..1add1a1d4 100644 --- a/compendium/character/archetypes/gelid-shard-tv.md +++ b/compendium/character/archetypes/gelid-shard-tv.md @@ -18,7 +18,7 @@ _Gelid shards_ are arcane focuses of refined magical cold in physical form. Unfo title: First Frost, Feat 2 collapse: closed # First Frost *Feat 2* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold. You learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with the [frost's touch](compendium/spells/frosts-touch-tv.md) and [ray of frost](compendium/spells/ray-of-frost.md) cantrips. You're trained in spell attack rolls and spell DCs for arcane spells. @@ -33,10 +33,10 @@ Your key spellcasting ability is Charisma. title: Snowcaster, Feat 4 collapse: closed # Snowcaster *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") -Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the [cold](rules/traits/cold.md) trait or another cold spell you have access to. +Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait or another cold spell you have access to. *Source: Treasure Vault p. 185* %% #trait/archetype %% @@ -46,7 +46,7 @@ Your magical power grows as the shard's icy influence spreads ever deeper into y title: Snow Step, Feat 6 collapse: closed # Snow Step *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") Snow and ice are no hindrance to you. You ignore difficult terrain caused by snow and ice, treat greater difficult terrain created by snow and ice as difficult terrain, and leave no tracks when moving through areas of snow or ice. @@ -59,7 +59,7 @@ Snow and ice are no hindrance to you. You ignore difficult terrain caused by sno title: Frozen Breadth, Feat 8 collapse: closed # Frozen Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") Your attunement to arcane cold enhances the depths of your growing power. Increase the number of spells in your repertoire and number of spell slots you gain from gelid shard archetype feats by 1 for each spell level other than your two highest gelid shard spell slots. @@ -72,7 +72,7 @@ Your attunement to arcane cold enhances the depths of your growing power. Increa title: Winter's Embrace, Feat 10 collapse: closed # Winter's Embrace *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") Your eyes are accustomed to the harsh glare of the sun on snow and ice. You gain a +1 status bonus to saving throws against effects that inflict the [dazzled](rules/conditions.md#Dazzled) condition. @@ -87,7 +87,7 @@ Snow doesn't impair your vision; you ignore concealment from snowfall. Your skin title: Expert Snowcasting, Feat 12* collapse: closed # Expert Snowcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Snowcasting](compendium/feats/expert-snowcasting-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. @@ -102,7 +102,7 @@ You draw ever more magical cold into your being, learning how to manipulate it t title: Winter's Kiss, Feat 14* collapse: closed # Winter's Kiss *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Winter's Kiss](compendium/feats/winters-kiss-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. @@ -117,12 +117,12 @@ Whether in the heart of a volcanic passageway or the glacial tundras of the Crow title: Greater Snow Step, Feat 16* collapse: closed # Greater Snow Step *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Greater Snow Step](compendium/feats/greater-snow-step-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. -You can't be impeded by [environmental](rules/traits/environmental.md) effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice. +You can't be impeded by [environmental](rules/traits/environmental.md "Environmental Hazard Trait") effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice. *Source: Treasure Vault p. 185* %% #trait/archetype %% @@ -132,7 +132,7 @@ You can't be impeded by [environmental](rules/traits/environmental.md) effects t title: Master Snowcasting, Feat 18* collapse: closed # Master Snowcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Snowcasting](compendium/feats/master-snowcasting-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. @@ -147,12 +147,12 @@ You have unlocked the deeper magic of your gelid shard, gaining access to new le title: Icy Apotheosis, Feat 20* collapse: closed # Icy Apotheosis *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Icy Apotheosis](compendium/feats/icy-apotheosis-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. -You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the [cold](rules/traits/cold.md) trait. You automatically succeed on saving throws against effects that have the [cold](rules/traits/cold.md) trait. +You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait. You automatically succeed on saving throws against effects that have the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait. *Source: Treasure Vault p. 185* %% #trait/archetype %% diff --git a/compendium/character/archetypes/geomancer-som.md b/compendium/character/archetypes/geomancer-som.md index 571b68743..e2e802310 100644 --- a/compendium/character/archetypes/geomancer-som.md +++ b/compendium/character/archetypes/geomancer-som.md @@ -17,23 +17,23 @@ You might be a druid with an elemental focus (such as the flame, stone, or wave title: Geomancer Dedication, Feat 2 collapse: closed # Geomancer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") -- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](rules/traits/air.md), [cold](rules/traits/cold.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), [plant](rules/traits/plant.md), or [water](rules/traits/water.md) trait +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](rules/traits/air.md "Air Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type. Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. -- **Aquatic** ([water](rules/traits/water.md)) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. -- **Arctic** ([cold](rules/traits/cold.md)) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). -- **Desert** ([fire](rules/traits/fire.md)) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [fatigued](rules/conditions.md#Fatigued) until they drink water or another potable liquid. -- **Forest** ([plant](rules/traits/plant.md)) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). -- **Mountain** ([earth](rules/traits/earth.md)) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. -- **Plains** ([plant](rules/traits/plant.md)) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. -- **Sky** ([air](rules/traits/air.md)) A gust of wind carries you aloft. You can [Fly](rules/actions/fly.md) up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. -- **Swamp** ([plant](rules/traits/plant.md)) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. -- **Underground** ([earth](rules/traits/earth.md)) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain [darkvision](rules/abilities/darkvision.md) as well as imprecise [tremorsense](rules/abilities/tremorsense.md) out to 15 feet. +- **Aquatic** ([water](rules/traits/water.md "Water Energy & Element Trait")) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. +- **Arctic** ([cold](rules/traits/cold.md "Cold Energy & Element Trait")) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). +- **Desert** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [fatigued](rules/conditions.md#Fatigued) until they drink water or another potable liquid. +- **Forest** ([plant](rules/traits/plant.md "Plant Creature Type Trait")) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). +- **Mountain** ([earth](rules/traits/earth.md "Earth Energy & Element Trait")) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. +- **Plains** ([plant](rules/traits/plant.md "Plant Creature Type Trait")) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. +- **Sky** ([air](rules/traits/air.md "Air Energy & Element Trait")) A gust of wind carries you aloft. You can [Fly](rules/actions/fly.md) up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. +- **Swamp** ([plant](rules/traits/plant.md "Plant Creature Type Trait")) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. +- **Underground** ([earth](rules/traits/earth.md "Earth Energy & Element Trait")) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain [darkvision](rules/abilities/darkvision.md) as well as imprecise [tremorsense](rules/abilities/tremorsense.md) out to 15 feet. **Special.** You can't select another dedication feat until you've gained two other feats from the geomancer archetype. @@ -45,11 +45,11 @@ Certain terrain attunements affect your enemies instead of you. If they do, when title: Attunement Shift, Feat 4 collapse: closed # Attunement Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) - **Frequency**: once per 10 minutes -- **Requirements**: Your previous action was to cast a spell with the [air](rules/traits/air.md), [cold](rules/traits/cold.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), [plant](rules/traits/plant.md), or [water](rules/traits/water.md) trait +- **Requirements**: Your previous action was to cast a spell with the [air](rules/traits/air.md "Air Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait - **Activity** Free Action The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast [tanglefoot](compendium/spells/tanglefoot.md), your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. @@ -64,7 +64,7 @@ Your terrain attunement reverts to that of the terrain you're in 1 minute after title: Shared Attunement, Feat 4 collapse: closed # Shared Attunement *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) @@ -80,7 +80,7 @@ This has no effect if the terrain attunement affects your foes instead of granti title: Rough Terrain Stance, Feat 6 collapse: closed # Rough Terrain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) - **Requirements**: You gained a terrain attunement benefit this turn. @@ -98,7 +98,7 @@ This stance ends if you move into a different type of terrain. title: Attuned Stride, Feat 8 collapse: closed # Attuned Stride *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) @@ -114,7 +114,7 @@ When you gain a terrain attunement benefit, you ignore difficult terrain in the title: Draw From The Land, Feat 10 collapse: closed # Draw From The Land [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) - **Requirements**: You gained a terrain attunement benefit this turn, and it matched the terrain you're in. @@ -130,7 +130,7 @@ You pull strength from the surrounding terrain. You gain temporary Hit Points eq title: Read The Land, Feat 12* collapse: closed # Read The Land *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Read The Land](compendium/feats/read-the-land-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. @@ -141,14 +141,14 @@ You've learned how to commune with the land to learn information. You learn the You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster. *Source: Secrets of Magic p. 213* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Shifting Terrain, Feat 14* collapse: closed # Shifting Terrain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shifting Terrain](compendium/feats/shifting-terrain-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. @@ -172,7 +172,7 @@ You slam your fist into the ground or twirl your arms about to cause the terrain title: Terrain Shield, Feat 14* collapse: closed # Terrain Shield *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Terrain Shield](compendium/feats/terrain-shield-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. @@ -191,7 +191,7 @@ You're so attuned to the land that it rises up to protect you from a potentially title: Quickened Attunement, Feat 16* collapse: closed # Quickened Attunement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Quickened Attunement](compendium/feats/quickened-attunement-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ghost-botd.md b/compendium/character/archetypes/ghost-botd.md index 8ee82dd6e..63adb6dfc 100644 --- a/compendium/character/archetypes/ghost-botd.md +++ b/compendium/character/archetypes/ghost-botd.md @@ -21,27 +21,27 @@ Your ties to the living world cling to you in death, your unfinished business re title: Ghost Dedication, Feat 2 collapse: closed # Ghost Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You died and returned as a ghost. -You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, [spirit](rules/traits/spirit.md), and [undead](rules/traits/undead.md) traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the [incorporeal](rules/traits/incorporeal-b1.md) trait, as described on page 218, except you can't pass through solid objects unless you select the [Pass Through](compendium/feats/pass-through-botd.md) feat. Being a ghost has the following major effects. +You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, [spirit](rules/traits/spirit.md "Spirit Creature Trait"), and [undead](rules/traits/undead.md "Undead Creature Type Trait") traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") trait, as described on page 218, except you can't pass through solid objects unless you select the [Pass Through](compendium/feats/pass-through-botd.md) feat. Being a ghost has the following major effects. - **Floating** You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you [Fly](rules/actions/fly.md). This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can [Leap](rules/actions/leap.md), [High Jump](rules/actions/high-jump.md), [Long Jump](rules/actions/long-jump.md), and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. -- **Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the [invested](rules/traits/invested.md) trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can [Interact](rules/actions/interact.md) with them, [Release](rules/actions/release.md) them, and so on. Your incorporated weapons gain the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. +- **Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the [invested](rules/traits/invested.md "Invested Item Trait") trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can [Interact](rules/actions/interact.md) with them, [Release](rules/actions/release.md) them, and so on. Your incorporated weapons gain the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. - **Attacks** Your unarmed attacks become magical and deal negative damage instead of their normal type. - **Strength** Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically [Athletics](compendium/skills.md#Athletics) checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of [Athletics](compendium/skills.md#Athletics) checks, [Strikes](rules/actions/strike.md) with melee weapons, and any other checks or damage rolls dependent on Strength. - **Ties that Bind** When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon. *Source: Book of the Dead p. 46* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Frightful Moan, Feat 4 collapse: closed # Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) - **Frequency**: once per 10 minutes @@ -62,7 +62,7 @@ You lament your fate, forcing each living creature in a 30-foot emanation to att title: Ghostly Resistance, Feat 4 collapse: closed # Ghostly Resistance *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) @@ -78,7 +78,7 @@ At 10th level, the resistance increases to 2, or 4 if the source is non-magical. title: Ghostly Grasp, Feat 6 collapse: closed # Ghostly Grasp *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) @@ -92,7 +92,7 @@ Your control over your ghostly form grows. You gain the advanced undead benefits title: Ghost Flight, Feat 8 collapse: closed # Ghost Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) - **Frequency**: once per day @@ -108,7 +108,7 @@ You can suppress your tether to the ground, overcoming your resistance to fly fr title: Pass Through, Feat 10 collapse: closed # Pass Through [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics), [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) - **Frequency**: once per 10 minutes @@ -117,7 +117,7 @@ collapse: closed Filtering your form through the substance of an object, you can pass through walls, doors, and more. You [Fly](rules/actions/fly.md) up to your Speed. During this movement, you can try to move through one object. Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a [wall of force](compendium/spells/wall-of-force.md). > [!success-degree] -> - **Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being [incorporeal](rules/traits/incorporeal-b1.md), starting your turn inside an object makes you [slowed](rules/conditions.md#Slowed) for that turn. +> - **Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait"), starting your turn inside an object makes you [slowed](rules/conditions.md#Slowed) for that turn. > - **Failure** Your movement ends, and you trigger reactions as if you moved out of the square you started in. *Source: Book of the Dead p. 47* @@ -128,7 +128,7 @@ Filtering your form through the substance of an object, you can pass through wal title: Rejuvenation, Feat 12* collapse: closed # Rejuvenation *Feat 12* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") > [!pf2-note] This version of [Rejuvenation](compendium/feats/rejuvenation-botd.md) is intended for use with the Ghost Archetype. Its level has been changed accordingly. @@ -137,14 +137,14 @@ collapse: closed The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after `2d4` days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business. *Source: Book of the Dead p. 47* -%% #trait/rare #trait/archetype %% +%% #trait/archetype #trait/rare %% ``` ```ad-embed-feat title: Unlimited Ghost Flight, Feat 14* collapse: closed # Unlimited Ghost Flight *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Unlimited Ghost Flight](compendium/feats/unlimited-ghost-flight-botd.md) is intended for use with the Ghost Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ghost-eater-frp1.md b/compendium/character/archetypes/ghost-eater-frp1.md index a4f8d823c..6348db460 100644 --- a/compendium/character/archetypes/ghost-eater-frp1.md +++ b/compendium/character/archetypes/ghost-eater-frp1.md @@ -15,7 +15,7 @@ The warriors of Minata frequently contend with lost spirits of the Taumatan peop title: Ghost Eater Dedication, Feat 2 collapse: closed # Ghost Eater Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) @@ -24,18 +24,18 @@ You have trained as a ghost eater, a hunter specialized in the destruction of sp **Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Reach Beyond, Feat 4 collapse: closed # Reach Beyond *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) -You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee [Strikes](rules/actions/strike.md) against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is [hidden](rules/conditions.md#Hidden), requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the [concentrate](rules/traits/concentrate.md) trait, to focus on a creature inside of a solid object. If you do, the next melee [Strike](rules/actions/strike.md) you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. +You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee [Strikes](rules/actions/strike.md) against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is [hidden](rules/conditions.md#Hidden), requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to focus on a creature inside of a solid object. If you do, the next melee [Strike](rules/actions/strike.md) you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* %% #trait/archetype %% @@ -45,7 +45,7 @@ You've learned to move your spiritual energy past yourself to attack spirits whe title: Disrupting Strikes, Feat 6 collapse: closed # Disrupting Strikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) - **Activity** Single Action @@ -62,7 +62,7 @@ If you're 14th level or higher, your [Strikes](rules/actions/strike.md) instead title: Cross The Threshold, Feat 16* collapse: closed # Cross The Threshold *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Cross The Threshold](compendium/feats/cross-the-threshold-frp1.md) is intended for use with the Ghost Eater Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ghost-hunter-av1.md b/compendium/character/archetypes/ghost-hunter-av1.md index 3709d94ab..9e842ae71 100644 --- a/compendium/character/archetypes/ghost-hunter-av1.md +++ b/compendium/character/archetypes/ghost-hunter-av1.md @@ -17,27 +17,27 @@ The ghost hunter knows that ghosts and haunts share many features. By focusing o title: Ghost Hunter Dedication, Feat 2 collapse: closed # Ghost Hunter Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. [Pick Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore); you become trained in this skill. If you were already trained in both skills, you become trained in a new [Lore](compendium/skills.md#Lore) skill of your choice. -Choose two cantrips from the occult spell list. Each cantrip must have the divination, [enchantment](rules/traits/enchantment.md), or [necromancy](rules/traits/necromancy.md) trait. You can cast these spells as innate occult spells. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity if you didn't have it already. +Choose two cantrips from the occult spell list. Each cantrip must have the divination, [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), or [necromancy](rules/traits/necromancy.md "Necromancy School Trait") trait. You can cast these spells as innate occult spells. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma. **Special.** You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype. *Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Grave's Voice, Feat 4 collapse: closed # Grave's Voice *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) @@ -51,7 +51,7 @@ You can use your choice of [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lo title: Investigate Haunting, Feat 4 collapse: closed # Investigate Haunting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) @@ -65,11 +65,11 @@ You are skilled at noticing the telltale signs of ghosts and hauntings. Even whe title: Spirit Spells, Feat 4 collapse: closed # Spirit Spells *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) -Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can [Cast this Spell](rules/actions/cast-a-spell.md) as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the [divination](rules/traits/divination.md), [enchantment](rules/traits/enchantment.md), or [necromancy](rules/traits/necromancy.md) trait. You can cast each of these spells once per day. +Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can [Cast this Spell](rules/actions/cast-a-spell.md) as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the [divination](rules/traits/divination.md "Divination School Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), or [necromancy](rules/traits/necromancy.md "Necromancy School Trait") trait. You can cast each of these spells once per day. *Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* %% #trait/archetype %% @@ -79,7 +79,7 @@ Your ability to confront incorporeal menaces develops into full-fledged spellcas title: Ghost Strike, Feat 6 collapse: closed # Ghost Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) - **Activity** Two-Action @@ -96,11 +96,11 @@ At 10th level, you can apply this effect to two weapons instead of one. title: Peer Beyond, Feat 8 collapse: closed # Peer Beyond *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) -You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against [mental](rules/traits/mental.md) effects caused by incorporeal undead and haunts, and you can roll a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check for initiative if you know that an incorporeal undead or a haunt is present. +You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects caused by incorporeal undead and haunts, and you can roll a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check for initiative if you know that an incorporeal undead or a haunt is present. If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so. diff --git a/compendium/character/archetypes/ghoul-botd.md b/compendium/character/archetypes/ghoul-botd.md index 7dc02f4d6..cf27f0be0 100644 --- a/compendium/character/archetypes/ghoul-botd.md +++ b/compendium/character/archetypes/ghoul-botd.md @@ -29,7 +29,7 @@ Ghouls who won't restrain themselves with rules of the living may join or establ title: Ghoul Dedication, Feat 2 collapse: closed # Ghoul Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You were killed by b1. @@ -37,13 +37,13 @@ You have succumbed to b1, dying and returning as a ghoul, an undead cursed with Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. -You gain the [ghoul](rules/traits/ghoul-b1.md) and [undead](rules/traits/undead.md) traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals `1d4` slashing damage with the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits, and the second unarmed attack is a set of jaws that deal `1d6` piercing damage and have the [finesse](rules/traits/finesse.md) trait. +You gain the [ghoul](rules/traits/ghoul-b1.md "Ghoul Creature Trait") and [undead](rules/traits/undead.md "Undead Creature Type Trait") traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals `1d4` slashing damage with the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits, and the second unarmed attack is a set of jaws that deal `1d6` piercing damage and have the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait. You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. ```ad-embed-ability title: Consume Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Requirements**: You are adjacent to the corpse of a Small or larger creature that died in the last hour @@ -54,14 +54,14 @@ title: Consume Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio **Special.** You can't select another dedication feat until you have gained two other feats from the ghoul archetype. *Source: Book of the Dead p. 48* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ```` ```ad-embed-feat title: Replenishing Consumption, Feat 4 collapse: closed # Replenishing Consumption *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -75,7 +75,7 @@ When you devour corpses and satiate your hunger, you also recover from some of y title: Swift Leap, Feat 4 collapse: closed # Swift Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) - **Activity** Single Action @@ -92,7 +92,7 @@ If you are satiated, you can choose to end your satiation to instead [High Jump] title: Feverish Enzymes, Feat 6 collapse: closed # Feverish Enzymes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) - **Activity** Two-Action @@ -109,7 +109,7 @@ If you are satiated, when you hit you can choose to end your satiation and boost title: Grave Strength, Feat 6 collapse: closed # Grave Strength *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -123,7 +123,7 @@ The flesh you've consumed over the course of your existence as a ghoul has made title: Guarded Movement, Feat 6* collapse: closed # Guarded Movement *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Guarded Movement](compendium/feats/guarded-movement.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. @@ -138,7 +138,7 @@ Your guard is up, even while moving. You gain a +4 circumstance bonus to AC agai title: Reactive Pursuit, Feat 6* collapse: closed # Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. @@ -155,26 +155,26 @@ You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but title: Paralyzing Slash, Feat 8 collapse: closed # Paralyzing Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Feverish Enzymes](compendium/feats/feverish-enzymes-botd.md) - **Activity** Two-Action -Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. [Strike](rules/actions/strike.md) with your claw or jaws. If you hit a living non-[elf](rules/traits/elf.md) creature, it becomes [paralyzed](rules/conditions.md#Paralyzed) unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes [paralyzed](rules/conditions.md#Paralyzed) can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. +Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. [Strike](rules/actions/strike.md) with your claw or jaws. If you hit a living non-[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") creature, it becomes [paralyzed](rules/conditions.md#Paralyzed) unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes [paralyzed](rules/conditions.md#Paralyzed) can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. *Source: Book of the Dead p. 49* -%% #trait/archetype #trait/incapacitation #trait/occult #trait/necromancy %% +%% #trait/archetype #trait/incapacitation #trait/necromancy #trait/occult %% ``` ```ad-embed-feat title: Sickening Bite, Feat 8 collapse: closed # Sickening Bite *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) -Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is [sickened](rules/conditions.md#Sickened). This is a [disease](rules/traits/disease.md) effect. If you are satiated, you can end your satiation to make the target [sickened](rules/conditions.md#Sickened) on a regular hit instead. +Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is [sickened](rules/conditions.md#Sickened). This is a [disease](rules/traits/disease.md "Disease Effect Trait") effect. If you are satiated, you can end your satiation to make the target [sickened](rules/conditions.md#Sickened) on a regular hit instead. *Source: Book of the Dead p. 49* %% #trait/archetype %% @@ -184,7 +184,7 @@ Your saliva causes severe nausea and mild fever in the living, weakening them so title: Glutton for Flesh, Feat 10 collapse: closed # Glutton for Flesh *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -198,7 +198,7 @@ You have developed a capacity to store more flesh within your gaunt body to leav title: Wall Run, Feat 10* collapse: closed # Wall Run [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Wall Run](compendium/feats/wall-run.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. @@ -214,7 +214,7 @@ You defy gravity, traversing vertical planes as easily as the ground. [Stride](r title: Corpse Stench, Feat 12* collapse: closed # Corpse Stench *Feat 12* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [olfactory](rules/traits/olfactory-b1.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") > [!pf2-note] This version of [Corpse Stench](compendium/feats/corpse-stench-botd.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/gladiator-apg.md b/compendium/character/archetypes/gladiator-apg.md index 93beffa84..66e1302f0 100644 --- a/compendium/character/archetypes/gladiator-apg.md +++ b/compendium/character/archetypes/gladiator-apg.md @@ -17,7 +17,7 @@ If there are sapient creatures observing a combat encounter, and these onlookers title: Gladiator Dedication, Feat 2 collapse: closed # Gladiator Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Impressive Performance](compendium/feats/impressive-performance.md) @@ -35,7 +35,7 @@ At the start of a combat encounter, if you have spectators, you gain a number of title: Fancy Moves, Feat 4 collapse: closed # Fancy Moves *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md), expert in [Performance](compendium/skills.md#Performance) @@ -51,7 +51,7 @@ You can use [Performance](compendium/skills.md#Performance) to [Demoralize](rule title: Play To The Crowd, Feat 4 collapse: closed # Play To The Crowd [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) - **Trigger** You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators. @@ -71,11 +71,11 @@ You show off for the crowd. Attempt a [Performance](compendium/skills.md#Perform title: Stage Fighting, Feat 4 collapse: closed # Stage Fighting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) -You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the [nonlethal](rules/traits/nonlethal.md) trait. +You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. *Source: Advanced Player's Guide p. 175* %% #trait/archetype %% @@ -85,7 +85,7 @@ You pull punches to give a better show. You don't take the usual –2 circumstan title: Performative Weapons Training, Feat 6 collapse: closed # Performative Weapons Training *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) @@ -99,13 +99,13 @@ You're skilled with flashy weapons. You are trained with the [bo staff](compendi title: Call Your Shot, Feat 8 collapse: closed # Call Your Shot *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Play to the Crowd](compendium/feats/play-to-the-crowd-apg.md) When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: -- Choose a creature within 30 feet that can see you to become [frightened](rules/conditions.md#Frightened). This effect has the [emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) traits. +- Choose a creature within 30 feet that can see you to become [frightened](rules/conditions.md#Frightened). This effect has the [emotion](rules/traits/emotion.md "Emotion Effect Trait"), [fear](rules/traits/fear.md "Fear Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") traits. *Source: Advanced Player's Guide p. 175* %% #trait/archetype %% diff --git a/compendium/character/archetypes/golden-league-xun-frp2.md b/compendium/character/archetypes/golden-league-xun-frp2.md index 0641e637c..9d3d767cb 100644 --- a/compendium/character/archetypes/golden-league-xun-frp2.md +++ b/compendium/character/archetypes/golden-league-xun-frp2.md @@ -15,7 +15,7 @@ You've become a xun, a powerful gang enforcer. title: Golden League Xun Dedication, Feat 8 collapse: closed # Golden League Xun Dedication *Feat 8* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: master in [Underworld Lore](compendium/skills.md#Lore) @@ -26,14 +26,14 @@ You gain expert proficiency in two of the following skills (or in two other skil **Special.** You can't select another dedication feat until you've gained two other feats from the Golden League Xun archetype. *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Beneath Notice, Feat 10 collapse: closed # Beneath Notice *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Deception](compendium/skills.md#Deception) @@ -47,7 +47,7 @@ You are skilled at hiding from your foes and targets among the common populace. title: Menacing Prowess, Feat 10 collapse: closed # Menacing Prowess *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Intimidation](compendium/skills.md#Intimidation) @@ -61,7 +61,7 @@ Scaring off multiple people at once is your specialty. When you [Demoralize](rul title: Rope Mastery, Feat 10 collapse: closed # Rope Mastery *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Athletics](compendium/skills.md#Athletics) @@ -77,7 +77,7 @@ In addition, you can use a rope to hamper your foes. When holding a rope, you ca title: Silent Sting, Feat 10 collapse: closed # Silent Sting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Stealth](compendium/skills.md#Stealth) - **Trigger** You make a [Strike](rules/actions/strike.md) with a weapon of light bulk. diff --git a/compendium/character/archetypes/golem-grafter-ec3.md b/compendium/character/archetypes/golem-grafter-ec3.md index 56ed9b6d3..129ef7417 100644 --- a/compendium/character/archetypes/golem-grafter-ec3.md +++ b/compendium/character/archetypes/golem-grafter-ec3.md @@ -15,7 +15,7 @@ You have replaced a portion of your body with artifice of the kind used to creat title: Golem Grafter Dedication, Feat 8 collapse: closed # Golem Grafter Dedication *Feat 8* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana) and [Crafting](compendium/skills.md#Crafting), or an ally with expert proficiency in those skills willing to augment you @@ -24,20 +24,20 @@ Your flesh has been specially treated with the same arcane and alchemical proces **Special.** You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype. *Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Accursed Clay Fist, Feat 10 collapse: closed # Accursed Clay Fist *Feat 10* -[archetype](rules/traits/archetype.md) [curse](rules/traits/curse.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") - **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md), expert in unarmed attacks -You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed [Strike](rules/actions/strike.md) with your clay fist and hit, your target takes a –2 status penalty to saving throws against [curse](rules/traits/curse.md) effects for 1 hour. +You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed [Strike](rules/actions/strike.md) with your clay fist and hit, your target takes a –2 status penalty to saving throws against [curse](rules/traits/curse.md "Curse Effect Trait") effects for 1 hour. -**Special.** The damage die for your clay fist is `1d8`, and it loses the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits of a typical fist. +**Special.** The damage die for your clay fist is `1d8`, and it loses the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits of a typical fist. *Source: Extinction Curse #3: Life's Long Shadows p. 74* %% #trait/archetype #trait/curse %% @@ -47,7 +47,7 @@ You have replaced one of your forearms with one made of clay and infused with cu title: Quicken Heartbeat, Feat 10 collapse: closed # Quicken Heartbeat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) - **Frequency**: once per turn @@ -63,7 +63,7 @@ You've replaced your heart with one made of animated quicksilver and living adam title: Legs Of Stone, Feat 12* collapse: closed # Legs Of Stone *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Legs Of Stone](compendium/feats/legs-of-stone-ec3.md) is intended for use with the Golem Grafter Archetype. Its level has been changed accordingly. @@ -79,7 +79,7 @@ You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to title: Iron Lung, Feat 14* collapse: closed # Iron Lung *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Iron Lung](compendium/feats/iron-lung-ec3.md) is intended for use with the Golem Grafter Archetype. Its level has been changed accordingly. @@ -89,7 +89,7 @@ Your lungs are infused with the resilience of iron. Treat the result of your sav ```ad-embed-ability title: Exhale Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Requirements**: You were within the area of an inhaled poison within the last minute diff --git a/compendium/character/archetypes/gray-gardener-ngd.md b/compendium/character/archetypes/gray-gardener-ngd.md index a46790f01..af510361d 100644 --- a/compendium/character/archetypes/gray-gardener-ngd.md +++ b/compendium/character/archetypes/gray-gardener-ngd.md @@ -19,7 +19,7 @@ Your vigilante identity is that of a Gray Gardener, and you must be wearing a ma title: Executioner Weapon Training, Feat 4 collapse: closed # Executioner Weapon Training *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -35,7 +35,7 @@ Whenever you gain a class feature that grants you expert or greater proficiency title: Harsh Judgment, Feat 4 collapse: closed # Harsh Judgment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - **Activity** Single Action @@ -52,7 +52,7 @@ You typically can use Harsh Judgment only during an encounter, and if you try to title: Voice of Authority, Feat 4 collapse: closed # Voice of Authority *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -68,13 +68,13 @@ Your voice be heard easily by any creatures within 300 feet if you wish, regardl title: Discerning Gaze, Feat 6 collapse: closed # Discerning Gaze *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). -If you use [Sense Motive](rules/actions/sense-motive.md) on a creature you have currently condemned with Harsh Judgment, your GM rolls the [Perception](compendium/skills.md#Perception) check twice and takes the higher result (this is a [fortune](rules/traits/fortune.md) effect). +If you use [Sense Motive](rules/actions/sense-motive.md) on a creature you have currently condemned with Harsh Judgment, your GM rolls the [Perception](compendium/skills.md#Perception) check twice and takes the higher result (this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect). *Source: Night of the Gray Death p. 65* %% #trait/archetype %% @@ -84,7 +84,7 @@ If you use [Sense Motive](rules/actions/sense-motive.md) on a creature you have title: Frightful Condemnation, Feat 6 collapse: closed # Frightful Condemnation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - **Trigger** You hit your condemned foe with a melee [Strike](rules/actions/strike.md) in the same turn during which you condemned it with Harsh Judgment. @@ -103,7 +103,7 @@ Your condemned foe is [frightened](rules/conditions.md#Frightened), or [frighten title: Accurate Swing, Feat 8 collapse: closed # Accurate Swing *Feat 8* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -117,11 +117,11 @@ You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking title: Gardener's Resolve, Feat 8 collapse: closed # Gardener's Resolve [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - **Frequency**: once per day -- **Trigger** You roll a failure (but not a critical failure) on a Will save against a [fear](rules/traits/fear.md) effect. +- **Trigger** You roll a failure (but not a critical failure) on a Will save against a [fear](rules/traits/fear.md "Fear Effect Trait") effect. - **Activity** Reaction The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success. @@ -134,7 +134,7 @@ The Gray Gardeners are known for having nerves of steel and an unbreakable resol title: Reminder of the Greater Fear, Feat 8 collapse: closed # Reminder of the Greater Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) - **Frequency**: once per 10 minutes @@ -151,7 +151,7 @@ You give a target a stern glower to remind them that it is you, and no one else, title: Strident Command, Feat 10 collapse: closed # Strident Command *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), [Voice of Authority](compendium/feats/voice-of-authority-ngd.md), member of the Gray Gardeners @@ -167,7 +167,7 @@ If you're in your vigilante identity, you can command the target only to approac title: Execution, Feat 14* collapse: closed # Execution [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") > [!pf2-note] This version of [Execution](compendium/feats/execution-ngd.md) is intended for use with the Gray Gardener Archetype. Its level has been changed accordingly. @@ -185,7 +185,7 @@ You swing wide, attempting to behead your condemned foe. Make a melee [Strike](r title: Terrifying Countenance, Feat 18* collapse: closed # Terrifying Countenance [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") > [!pf2-note] This version of [Terrifying Countenance](compendium/feats/terrifying-countenance-ngd.md) is intended for use with the Gray Gardener Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/halcyon-speaker-locg.md b/compendium/character/archetypes/halcyon-speaker-locg.md index fc22df7b1..c3f70fd0f 100644 --- a/compendium/character/archetypes/halcyon-speaker-locg.md +++ b/compendium/character/archetypes/halcyon-speaker-locg.md @@ -15,7 +15,7 @@ One of Old-Mage Jatembe's central lessons was that magic was magic, no matter wh title: Halcyon Speaker Dedication, Feat 6 collapse: closed # Halcyon Speaker Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank @@ -24,14 +24,14 @@ You devote much of your study to halcyon magic. You gain two common Halcyon cant **Special.** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. *Source: Lost Omens: Character Guide p. 104* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Dualistic Synergy, Feat 8 collapse: closed # Dualistic Synergy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) - **Activity** Single Action @@ -46,7 +46,7 @@ If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) from you title: Persistent Creation, Feat 8 collapse: closed # Persistent Creation *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) @@ -60,7 +60,7 @@ You can cast [creation](compendium/spells/creation.md) as an innate spell at wil title: Halcyon Spellcasting Initiate, Feat 10 collapse: closed # Halcyon Spellcasting Initiate *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) @@ -74,7 +74,7 @@ Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon title: Shared Synergy, Feat 10 collapse: closed # Shared Synergy *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md) @@ -88,7 +88,7 @@ You can grant the benefit from Dualistic Synergy to an ally within 30 feet inste title: Flexible Halcyon Spellcasting, Feat 12* collapse: closed # Flexible Halcyon Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Flexible Halcyon Spellcasting](compendium/feats/flexible-halcyon-spellcasting-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. @@ -104,7 +104,7 @@ You broaden your ability to channel your power into halcyon magic. You gain one title: Halcyon Spellcasting Adept, Feat 14* collapse: closed # Halcyon Spellcasting Adept *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. @@ -120,7 +120,7 @@ You refine your halcyon magic. You gain two common 4th-level halcyon spells and title: Fulminating Synergy, Feat 16* collapse: closed # Fulminating Synergy *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. @@ -136,7 +136,7 @@ When you draw upon your spells' synergy, you create a physical manifestation of title: Halcyon Spellcasting Sage, Feat 18* collapse: closed # Halcyon Spellcasting Sage *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Halcyon Spellcasting Sage](compendium/feats/halcyon-spellcasting-sage-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. @@ -152,7 +152,7 @@ Your command over halcyon magic is nearly unmatched. You gain two common 6th-lev title: Synergistic Spell, Feat 20* collapse: closed # Synergistic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Synergistic Spell](compendium/feats/synergistic-spell-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/hallowed-necromancer-botd.md b/compendium/character/archetypes/hallowed-necromancer-botd.md index d09745aee..f5cef4810 100644 --- a/compendium/character/archetypes/hallowed-necromancer-botd.md +++ b/compendium/character/archetypes/hallowed-necromancer-botd.md @@ -27,7 +27,7 @@ Though the majority of hallowed necromancers have similar goals and are willing title: Hallowed Necromancer Dedication, Feat 2 collapse: closed # Hallowed Necromancer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in [Religion](compendium/skills.md#Religion) @@ -38,14 +38,14 @@ Casting spells that create, heal, or otherwise aid or promote undead is anathema **Special.** You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype. *Source: Book of the Dead p. 24* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Hallowed Initiate, Feat 4 collapse: closed # Hallowed Initiate *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) @@ -61,11 +61,11 @@ You've expanded your focus spellcasting to techniques used by clerics and wizard title: Sacred Spells, Feat 4 collapse: closed # Sacred Spells *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) -Add [chill touch](compendium/spells/chill-touch.md), [death ward](compendium/spells/death-ward.md), [disrupt undead](compendium/spells/disrupt-undead.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), [holy cascade](compendium/spells/holy-cascade.md), [magic stone](compendium/spells/magic-stone-apg.md), and [sunburst](compendium/spells/sunburst.md) to your spell list. These are all [necromancy](rules/traits/necromancy.md) spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. +Add [chill touch](compendium/spells/chill-touch.md), [death ward](compendium/spells/death-ward.md), [disrupt undead](compendium/spells/disrupt-undead.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), [holy cascade](compendium/spells/holy-cascade.md), [magic stone](compendium/spells/magic-stone-apg.md), and [sunburst](compendium/spells/sunburst.md) to your spell list. These are all [necromancy](rules/traits/necromancy.md "Necromancy School Trait") spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits. @@ -80,11 +80,11 @@ In addition, your knowledge of the conduits to the Positive Energy Plane allows title: Death Warden, Feat 6 collapse: closed # Death Warden *Feat 6* -[archetype](rules/traits/archetype.md) [positive](rules/traits/positive.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) -With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the [negative](rules/traits/negative.md) trait. +With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait. *Source: Book of the Dead p. 25* %% #trait/archetype #trait/positive %% @@ -94,7 +94,7 @@ With your intimate familiarity with the duality of positive and negative energy, title: Advanced Hallowed Spell, Feat 8 collapse: closed # Advanced Hallowed Spell *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md), necromancer initial school spell or death initial domain spell @@ -110,7 +110,7 @@ You dig deeper into the magical tools found in wizard schools and divine domains title: Positive Luminance, Feat 8 collapse: closed # Positive Luminance *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) @@ -124,7 +124,7 @@ You learn how to create a luminous reservoir of positive energy that you can use title: Consecrated Aura, Feat 14* collapse: closed # Consecrated Aura *Feat 14* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [positive](rules/traits/positive.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") > [!pf2-note] This version of [Consecrated Aura](compendium/feats/consecrated-aura-botd.md) is intended for use with the Hallowed Necromancer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/hellknight-armiger-lowg.md b/compendium/character/archetypes/hellknight-armiger-lowg.md index 43c84a5f7..72760a305 100644 --- a/compendium/character/archetypes/hellknight-armiger-lowg.md +++ b/compendium/character/archetypes/hellknight-armiger-lowg.md @@ -15,7 +15,7 @@ You have presented yourself to a Hellknight citadel as a candidate to become a f title: Hellknight Armiger Dedication, Feat 2 collapse: closed # Hellknight Armiger Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Old Cheliax. - **Prerequisites**: member of a Hellknight order, trained in heavy armor as well as your order's favored weapon @@ -27,20 +27,20 @@ You gain resistance to mental damage equal to 1 + your number of class feats fro **Special.** You can't select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype. *Source: Lost Omens: World Guide p. 107* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Ardent Armiger, Feat 4 collapse: closed # Ardent Armiger *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) -You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md) effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, [Making an Impression](rules/actions/make-an-impression.md) on you, or Making a [Request](rules/actions/request.md) of you. +You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, [Making an Impression](rules/actions/make-an-impression.md) on you, or Making a [Request](rules/actions/request.md) of you. -If a [mental](rules/traits/mental.md) effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. +If a [mental](rules/traits/mental.md "Mental Effect Trait") effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. *Source: Lost Omens: World Guide p. 107* %% #trait/archetype %% @@ -50,7 +50,7 @@ If a [mental](rules/traits/mental.md) effect would compel you to act in a way th title: Diabolic Certitude, Feat 4 collapse: closed # Diabolic Certitude [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) - **Trigger** Your turn begins and you can observe a devil. @@ -66,7 +66,7 @@ Your Hellknight training drilled details of Hell's denizens deep into your mind. title: Mortification, Feat 4 collapse: closed # Mortification *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) @@ -80,7 +80,7 @@ Your reckonings have prepared your body for physical punishment. Choose bludgeon title: Armiger's Mobility, Feat 8 collapse: closed # Armiger's Mobility *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: expert in heavy armor, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) diff --git a/compendium/character/archetypes/hellknight-locg.md b/compendium/character/archetypes/hellknight-locg.md index 62426a6d8..0d651fec4 100644 --- a/compendium/character/archetypes/hellknight-locg.md +++ b/compendium/character/archetypes/hellknight-locg.md @@ -15,7 +15,7 @@ Hellknights are among the fiercest warriors in the Inner Sea region, as they hav title: Hellknight Dedication, Feat 6 collapse: closed # Hellknight Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test @@ -24,14 +24,14 @@ You have forged your body to comply with the commands of your mind—orders stee **Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes. *Source: Lost Omens: Character Guide p. 84* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Sense Chaos, Feat 8 collapse: closed # Sense Chaos *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) @@ -45,7 +45,7 @@ You sense chaos as an unsettling feeling of nervous energy. When in the presence title: Advanced Order Training, Feat 12* collapse: closed # Advanced Order Training *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Advanced Order Training](compendium/feats/advanced-order-training-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. @@ -54,14 +54,14 @@ collapse: closed You gain the greater order benefit for the Hellknight order to which you belong. *Source: Lost Omens: Character Guide p. 81* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Blade Of Law, Feat 12* collapse: closed # Blade Of Law [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Blade Of Law](compendium/feats/blade-of-law-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. @@ -78,7 +78,7 @@ You call upon the power of law and make a weapon or unarmed [Strike](rules/actio title: Hell's Armaments, Feat 12* collapse: closed # Hell's Armaments *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Hell's Armaments](compendium/feats/hells-armaments-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. @@ -96,7 +96,7 @@ Hellknight Signifer Signifers are the powerful and enigmatic Hellknight spellcas title: Hellknight Order Cross-training, Feat 12* collapse: closed # Hellknight Order Cross-training *Feat 12* -[archetype](rules/traits/archetype.md) [hellknight](rules/traits/hellknight-locg.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [hellknight](rules/traits/hellknight-locg.md "Hellknight Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. @@ -107,5 +107,5 @@ You gain the lesser order benefit of a Hellknight order other than the one to wh **Special.** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. *Source: Lost Omens: Character Guide p. 81* -%% #trait/uncommon #trait/archetype #trait/hellknight %% +%% #trait/archetype #trait/hellknight #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/hellknight-signifer-locg.md b/compendium/character/archetypes/hellknight-signifer-locg.md index 883f5c78d..41dcaec8d 100644 --- a/compendium/character/archetypes/hellknight-signifer-locg.md +++ b/compendium/character/archetypes/hellknight-signifer-locg.md @@ -15,7 +15,7 @@ Signifers are the powerful and enigmatic Hellknight spellcasters who support and title: Hellknight Signifer Dedication, Feat 6 collapse: closed # Hellknight Signifer Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: spellcasting class feature, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test @@ -24,21 +24,21 @@ You have bolstered your force of will with the power of the Measure and the Chai **Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight signifer or Hellknight armiger archetypes. *Source: Lost Omens: Character Guide p. 85* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Masked Casting, Feat 8 collapse: closed # Masked Casting [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) - **Trigger** You begin [Casting a Spell](rules/actions/cast-a-spell.md). - **Requirements**: You are wearing your signifer's mask. - **Activity** Free Action -You harness the magical energy flowing through your eyeless mask to effortlessly protect you from [visual](rules/traits/visual.md) effects. You Avert your Gaze. +You harness the magical energy flowing through your eyeless mask to effortlessly protect you from [visual](rules/traits/visual.md "Visual Effect Trait") effects. You Avert your Gaze. *Source: Lost Omens: Character Guide p. 85* %% #trait/archetype %% @@ -48,7 +48,7 @@ You harness the magical energy flowing through your eyeless mask to effortlessly title: Gaze Of Veracity, Feat 10 collapse: closed # Gaze Of Veracity *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md), ability to cast focus spells @@ -62,7 +62,7 @@ You can channel your mask's power to pierce through lies and see the truth in an title: Signifer's Sight, Feat 10 collapse: closed # Signifer's Sight *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) @@ -76,7 +76,7 @@ The magic flowing through your signifer's mask allows you to see in the dark, an title: Advanced Order Training, Feat 12* collapse: closed # Advanced Order Training *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Advanced Order Training](compendium/feats/advanced-order-training-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. @@ -85,14 +85,14 @@ collapse: closed You gain the greater order benefit for the Hellknight order to which you belong. *Source: Lost Omens: Character Guide p. 81* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Hellknight Order Cross-training, Feat 12* collapse: closed # Hellknight Order Cross-training *Feat 12* -[archetype](rules/traits/archetype.md) [hellknight](rules/traits/hellknight-locg.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [hellknight](rules/traits/hellknight-locg.md "Hellknight Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. @@ -103,14 +103,14 @@ You gain the lesser order benefit of a Hellknight order other than the one to wh **Special.** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. *Source: Lost Omens: Character Guide p. 81* -%% #trait/uncommon #trait/archetype #trait/hellknight %% +%% #trait/archetype #trait/hellknight #trait/uncommon %% ``` ```ad-embed-feat title: Signifer Armor Expertise, Feat 12* collapse: closed # Signifer Armor Expertise *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Signifer Armor Expertise](compendium/feats/signifer-armor-expertise-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/herbalist-apg.md b/compendium/character/archetypes/herbalist-apg.md index d2fe57e72..ecddf3333 100644 --- a/compendium/character/archetypes/herbalist-apg.md +++ b/compendium/character/archetypes/herbalist-apg.md @@ -16,11 +16,11 @@ The plants around you can provide more remedies than the finest hospital or temp title: Herbalist Dedication, Feat 2 collapse: closed # Herbalist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature), [Natural Medicine](compendium/feats/natural-medicine.md) -You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the [healing](rules/traits/healing.md) trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. +You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the [healing](rules/traits/healing.md "Healing Effect Trait") trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. You become an expert in [Nature](compendium/skills.md#Nature) and can use [Nature](compendium/skills.md#Nature) instead of [Crafting](compendium/skills.md#Crafting) to [Craft](rules/actions/craft.md) herbal items. You don't need to be trained in [Crafting](compendium/skills.md#Crafting) or have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat to do so, and you can use [healer's tools](compendium/equipment/items/healers-tools.md) instead of alchemist's tools. @@ -34,7 +34,7 @@ You become an expert in [Nature](compendium/skills.md#Nature) and can use [Natur title: Fresh Ingredients, Feat 2 collapse: closed # Fresh Ingredients *Feat 2* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) @@ -48,11 +48,11 @@ When using [Natural Medicine](compendium/feats/natural-medicine.md) to [Treat Wo title: Poultice Preparation, Feat 4 collapse: closed # Poultice Preparation *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md) -When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the [oil](rules/traits/oil.md) trait (but remains alchemical, not magical) and loses the [elixir](rules/traits/elixir.md) and [ingested](rules/traits/ingested.md) traits. You can apply a poultice by Interacting with one hand. +When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the [oil](rules/traits/oil.md "Oil Item Trait") trait (but remains alchemical, not magical) and loses the [elixir](rules/traits/elixir.md "Elixir Item Trait") and [ingested](rules/traits/ingested.md "Ingested Item Trait") traits. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of [persistent acid, bleed, or fire damage](rules/conditions.md#Persistent%20Damage), with the DC reduction from appropriate assistance. @@ -64,16 +64,16 @@ When you apply a poultice, in addition to the item's normal effects, the recipie title: Endemic Herbs, Feat 6 collapse: closed # Endemic Herbs *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), trained in [Survival](compendium/skills.md#Survival) During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive (Core Rulebook 75), so you can't include another additive without spoiling the item. - **Aquatic** Gain a +1 circumstance bonus to Fortitude saves. -- **Arctic** For 1 hour, treat environmental [cold](rules/traits/cold.md) effects as if they were one step less severe. +- **Arctic** For 1 hour, treat environmental [cold](rules/traits/cold.md "Cold Energy & Element Trait") effects as if they were one step less severe. - **Desert** For 1 hour, treat environmental heat effects as if they were one step less severe. -- **Forest** Gain a +2 circumstance bonus to saves against [disease](rules/traits/disease.md) and [poison](rules/traits/poison.md) effects. +- **Forest** Gain a +2 circumstance bonus to saves against [disease](rules/traits/disease.md "Disease Effect Trait") and [poison](rules/traits/poison.md "Poison Effect Trait") effects. - **Mountain** Gain a +1 circumstance bonus to Reflex saves. - **Plains** Gain a +1 circumstance bonus to Will saves. - **Swamp** Remove one source of [persistent bleed damage](rules/conditions.md#Persistent%20Damage). @@ -87,7 +87,7 @@ During your daily preparations, you find medicinal plants endemic to your locati title: Expert Herbalism, Feat 6 collapse: closed # Expert Herbalism *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) diff --git a/compendium/character/archetypes/horizon-walker-apg.md b/compendium/character/archetypes/horizon-walker-apg.md index eb12afabf..9c26326db 100644 --- a/compendium/character/archetypes/horizon-walker-apg.md +++ b/compendium/character/archetypes/horizon-walker-apg.md @@ -15,7 +15,7 @@ Many long for the open road, but you prefer the trackless wild. You can find saf title: Horizon Walker Dedication, Feat 2 collapse: closed # Horizon Walker Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) @@ -31,7 +31,7 @@ You've mastered travel within a specific type of terrain. You gain the Favored T title: Acclimatization, Feat 4 collapse: closed # Acclimatization *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) @@ -45,7 +45,7 @@ Your time spent in the hostile parts of the world has inured you to extreme clim title: Sure Foot, Feat 4 collapse: closed # Sure Foot *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md), expert in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) @@ -59,7 +59,7 @@ You know the secrets of moving in your favored terrain. You gain a +2 circumstan title: Perpetual Scout, Feat 6 collapse: closed # Perpetual Scout *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) @@ -73,7 +73,7 @@ You spot anything out of place in the areas you know best. While in your favored title: Blind-fight (Ranger), Feat 10* collapse: closed # Blind-fight (Ranger) *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Blind-fight (Ranger)](compendium/feats/blind-fight-ranger.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. @@ -91,7 +91,7 @@ While you're adjacent to an [undetected](rules/conditions.md#Undetected) creatur title: Magical Adaptation, Feat 10 collapse: closed # Magical Adaptation *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) @@ -105,7 +105,7 @@ When an obstacle bars your path, you pull a trick from your sleeve to overcome i title: Terrain Master, Feat 10* collapse: closed # Terrain Master *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Terrain Master](compendium/feats/terrain-master.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. @@ -121,7 +121,7 @@ You adapt to your surroundings in any natural terrain. You can spend 1 hour prac title: Warden's Step, Feat 12* collapse: closed # Warden's Step *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Warden's Step](compendium/feats/wardens-step.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. @@ -137,7 +137,7 @@ You can guide your allies to move quietly through the wilderness. When you [Snea title: Wild Strider, Feat 12* collapse: closed # Wild Strider *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Wild Strider](compendium/feats/wild-strider-apg.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/investigator-apg.md b/compendium/character/archetypes/investigator-apg.md index 88f529ce3..de420ce9d 100644 --- a/compendium/character/archetypes/investigator-apg.md +++ b/compendium/character/archetypes/investigator-apg.md @@ -20,7 +20,7 @@ The investigator archetype is a good choice for a character that wants deeper in title: Investigator Dedication, Feat 2 collapse: closed # Investigator Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 @@ -36,7 +36,7 @@ You gain the on the case|investigator|apg|1 class feature, which grants you both title: Basic Deduction, Feat 4 collapse: closed # Basic Deduction *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) @@ -50,7 +50,7 @@ You gain a 1st- or 2nd-level investigator feat of your choice. title: Investigator's Stratagem, Feat 4 collapse: closed # Investigator's Stratagem *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) @@ -64,7 +64,7 @@ You play out battles in your head, allowing you to strike when the time is right title: Advanced Deduction, Feat 6 collapse: closed # Advanced Deduction *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Deduction](compendium/feats/basic-deduction-apg.md) @@ -80,7 +80,7 @@ You gain one investigator feat. For the purpose of meeting its prerequisites, yo title: Keen Recollection, Feat 6 collapse: closed # Keen Recollection *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) @@ -94,7 +94,7 @@ You can recall all sorts of information. You gain the keen recollection|investig title: Skill Mastery, Feat 8 collapse: closed # Skill Mastery *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md), trained in at least one skill and expert in at least one skill @@ -110,7 +110,7 @@ Increase your proficiency rank in one of your skills from expert to master and i title: Master Spotter, Feat 12* collapse: closed # Master Spotter *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Spotter](compendium/feats/master-spotter-apg.md) is intended for use with the Investigator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md b/compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md index e020250e6..6f69d4fac 100644 --- a/compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md +++ b/compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md @@ -15,7 +15,7 @@ Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge title: Jalmeri Heavenseeker Dedication, Feat 4 collapse: closed # Jalmeri Heavenseeker Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: trained by a current or former member of a House of Perfection - **Prerequisites**: expert in unarmed attacks @@ -25,23 +25,23 @@ Your skill and dedication have set you on a path to master the techniques of Jal **Special.** You can't select another dedication feat until you have gained two other feats from the Jalmeri heavenseeker archetype. *Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Heaven's Thunder, Feat 6 collapse: closed # Heaven's Thunder [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) verbal +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") verbal - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) - **Activity** Single Action With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body. -Until the end of your next turn, your unarmed attacks and weapons you wield that have the [monk](rules/traits/monk.md) trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level. +Until the end of your next turn, your unarmed attacks and weapons you wield that have the [monk](rules/traits/monk.md "Monk Class Trait") trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level. -If you also know the [ki blast](compendium/spells/ki-blast.md) ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](rules/traits/force.md) trait and gains the [electricity](rules/traits/electricity.md) or [sonic](rules/traits/sonic.md) trait instead). Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the [Grapple](rules/actions/grapple.md) check is resolved. +If you also know the [ki blast](compendium/spells/ki-blast.md) ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](rules/traits/force.md "Force Energy & Element Trait") trait and gains the [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait instead). Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the [Grapple](rules/actions/grapple.md) check is resolved. *Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* %% #trait/archetype #trait/electricity #trait/evocation #trait/sonic #trait/verbal %% @@ -51,13 +51,13 @@ If you also know the [ki blast](compendium/spells/ki-blast.md) ki spell, you can title: Sky And Heaven Stance, Feat 6 collapse: closed # Sky And Heaven Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) - **Requirements**: You are unarmored. - **Activity** Single Action -You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only [Strikes](rules/actions/strike.md) you can make are skyward slash unarmed attacks. These unarmed attacks deal `1d10` slashing damage; are in the brawling; and have the [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md), and [versatile

](rules/traits/versatile.md) traits. +You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only [Strikes](rules/actions/strike.md) you can make are skyward slash unarmed attacks. These unarmed attacks deal `1d10` slashing damage; are in the brawling; and have the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait"), and [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level. @@ -69,7 +69,7 @@ While in Sky and Heaven Stance, you gain resistance 2 to electricity and resista title: Skyseeker, Feat 8 collapse: closed # Skyseeker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Sky and Heaven Stance](compendium/feats/sky-and-heaven-stance-aoe2.md) - **Requirements**: You are in Sky and Heaven Stance. @@ -87,7 +87,7 @@ All Leaps made during this activity gain a +10-foot status bonus to the total he title: Steal The Sky, Feat 10 collapse: closed # Steal The Sky *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) @@ -101,7 +101,7 @@ You can take away the air that keeps a flying foe aloft. You gain the [steal the title: Speaking Sky, Feat 12* collapse: closed # Speaking Sky *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Speaking Sky](compendium/feats/speaking-sky-aoe2.md) is intended for use with the Jalmeri Heavenseeker Archetype. Its level has been changed accordingly. @@ -117,7 +117,7 @@ You can hear air movement like soft whispers. You gain the [speaking sky](compen title: Cross The Final Horizon, Feat 20* collapse: closed # Cross The Final Horizon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [sonic](rules/traits/sonic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") > [!pf2-note] This version of [Cross The Final Horizon](compendium/feats/cross-the-final-horizon-aoe2.md) is intended for use with the Jalmeri Heavenseeker Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/juggler-ec1.md b/compendium/character/archetypes/juggler-ec1.md index c1bc24cc5..dd0531ec2 100644 --- a/compendium/character/archetypes/juggler-ec1.md +++ b/compendium/character/archetypes/juggler-ec1.md @@ -15,7 +15,7 @@ You're a skilled performer, with impressive balance and coordination that help y title: Juggler Dedication, Feat 2 collapse: closed # Juggler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 14 @@ -24,14 +24,14 @@ You become trained in [Performance](compendium/skills.md#Performance); if you we **Special.** You cannot select another dedication feat until you have gained one other feat from the juggler archetype. *Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Focused Juggler, Feat 4 collapse: closed # Focused Juggler [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) - **Trigger** Your turn begins. @@ -42,45 +42,45 @@ You continue Juggling until the end of your next turn. Increase the maximum number of items you can Juggle by one. *Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype #trait/concentrate #trait/manipulate %% +%% #trait/archetype #trait/concentrate #trait/manipulate #trait/uncommon %% ``` ```ad-embed-feat title: Quick Juggler, Feat 4 collapse: closed # Quick Juggler *Feat 4* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one. *Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Reflexive Catch, Feat 4 collapse: closed # Reflexive Catch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Acrobatics](compendium/skills.md#Acrobatics), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) - **Trigger** An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon. - **Requirements**: The item or thrown weapon is of a Bulk you can Juggle. - **Activity** Reaction -You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits. +You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits. *Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype #trait/concentrate #trait/manipulate %% +%% #trait/archetype #trait/concentrate #trait/manipulate #trait/uncommon %% ``` ```ad-embed-feat title: Lobbed Attack, Feat 8 collapse: closed # Lobbed Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: master in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) - **Requirements**: You are Juggling a thrown weapon. @@ -89,14 +89,14 @@ collapse: closed You make a thrown ranged [Strike](rules/actions/strike.md) with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is [flat-footed](rules/conditions.md#Flat-footed) against this attack. *Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Opportune Throw, Feat 16* collapse: closed # Opportune Throw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Opportune Throw](compendium/feats/opportune-throw-ec1.md) is intended for use with the Juggler Archetype. Its level has been changed accordingly. @@ -110,5 +110,5 @@ You make a thrown ranged [Strike](rules/actions/strike.md) with the required wea This [Strike](rules/actions/strike.md) doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). *Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/knight-reclaimant-locg.md b/compendium/character/archetypes/knight-reclaimant-locg.md index 2a527c45c..9cf9b5876 100644 --- a/compendium/character/archetypes/knight-reclaimant-locg.md +++ b/compendium/character/archetypes/knight-reclaimant-locg.md @@ -15,7 +15,7 @@ Knights reclaimant spend much of their time amid the horrors of the Gravelands, title: Knight Reclaimant Dedication, Feat 6 collapse: closed # Knight Reclaimant Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) and [Stealth](compendium/skills.md#Stealth), any non-evil alignment, member of the Knights of Lastwall of knight rank @@ -24,14 +24,14 @@ You have sworn the Crimson Oath and become a full member of the Crimson Reclaime **Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype. *Source: Lost Omens: Character Guide p. 95* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Invoke The Crimson Oath, Feat 8 collapse: closed # Invoke The Crimson Oath *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) @@ -45,7 +45,7 @@ You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapo title: Reactive Pursuit, Feat 8* collapse: closed # Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -62,14 +62,14 @@ You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but title: Scout's Warning (Ranger), Feat 8* collapse: closed # Scout's Warning (Ranger) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Scout's Warning (Ranger)](compendium/feats/scouts-warning-ranger.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. - **Trigger** You are about to roll a [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check for initiative. - **Activity** Free Action -You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md) or the [auditory](rules/traits/auditory.md) trait, respectively. +You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md "Visual Effect Trait") or the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, respectively. *Source: Core Rulebook p. 172* %% #trait/ranger %% @@ -79,7 +79,7 @@ You visually or audibly warn your allies of danger, granting them each a +1 circ title: Survivor Of Desolation, Feat 8 collapse: closed # Survivor Of Desolation *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) @@ -93,7 +93,7 @@ You gain a +2 circumstance bonus to saving throws against unnatural weather even title: Blade Of The Crimson Oath, Feat 12* collapse: closed # Blade Of The Crimson Oath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Blade Of The Crimson Oath](compendium/feats/blade-of-the-crimson-oath-locg.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -110,7 +110,7 @@ You call upon the Crimson Oath to smite undead and then make a weapon or unarmed title: Camouflage, Feat 12* collapse: closed # Camouflage *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -126,7 +126,7 @@ You alter your appearance to blend in to the wilderness. In natural terrain, you title: Reaper Of Repose, Feat 12* collapse: closed # Reaper Of Repose *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Reaper Of Repose](compendium/feats/reaper-of-repose-locg.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -142,7 +142,7 @@ Your skill and fervor allow you to pierce undead defenses and exploit their weak title: Sneak Savant, Feat 12* collapse: closed # Sneak Savant *Feat 12* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Sneak Savant](compendium/feats/sneak-savant.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/knight-vigilant-locg.md b/compendium/character/archetypes/knight-vigilant-locg.md index 09d88b45d..93a966a04 100644 --- a/compendium/character/archetypes/knight-vigilant-locg.md +++ b/compendium/character/archetypes/knight-vigilant-locg.md @@ -15,7 +15,7 @@ Taking their lead from heroic stories of the Shining Crusade, the knights vigila title: Knight Vigilant Dedication, Feat 6 collapse: closed # Knight Vigilant Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion), any good alignment, member of the Knights of Lastwall of knight rank @@ -24,14 +24,14 @@ You are dedicated to the cause of the Shining Sentinels. You gain expert profici **Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype. *Source: Lost Omens: Character Guide p. 94* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Shield Warden (Fighter), Feat 8* collapse: closed # Shield Warden (Fighter) *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. @@ -47,11 +47,11 @@ You use your shield to protect your allies. When you have a [shield raised](rule title: Unshakable Idealism, Feat 8 collapse: closed # Unshakable Idealism *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in Will saves -Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against [fear](rules/traits/fear.md) effects and [emotion](rules/traits/emotion.md) effects that inflict despair. When you would gain the [fleeing](rules/conditions.md#Fleeing) condition, you can choose to stand your ground and be [stunned](rules/conditions.md#Stunned) for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. +Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects and [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects that inflict despair. When you would gain the [fleeing](rules/conditions.md#Fleeing) condition, you can choose to stand your ground and be [stunned](rules/conditions.md#Stunned) for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. *Source: Lost Omens: Character Guide p. 94* %% #trait/archetype %% @@ -61,7 +61,7 @@ Your faith and hope can't be shaken, and you won't flee when lives are at stake. title: Endure Death's Touch, Feat 10 collapse: closed # Endure Death's Touch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in medium or heavy armor - **Trigger** An undead hits you with an unarmed attack. @@ -78,7 +78,7 @@ Your conviction redirects the undead's attack through your armor and then harmle title: Aegis Of Arnisant, Feat 12* collapse: closed # Aegis Of Arnisant [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Aegis Of Arnisant](compendium/feats/aegis-of-arnisant-locg.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. @@ -90,7 +90,7 @@ Inspired by the tale of Arnisant, you transform your shield into a magic ward. U ```ad-embed-ability title: Absorb into the Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Trigger**: An enemy casts a spell that targets you or an ally within 15 feet of you. @@ -106,7 +106,7 @@ title: Absorb into the Aegis [R](rules/core-rulebook/chapter-9-playing-the-game. title: Knight In Shining Armor, Feat 12* collapse: closed # Knight In Shining Armor *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Knight In Shining Armor](compendium/feats/knight-in-shining-armor-locg.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. @@ -124,7 +124,7 @@ Knight Reclaimant Knights reclaimant spend much of their time amid the horrors o title: Mirror Shield, Feat 12* collapse: closed # Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Mirror Shield](compendium/feats/mirror-shield.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/lastwall-sentry-lowg.md b/compendium/character/archetypes/lastwall-sentry-lowg.md index 3c68e9ddd..b795eac1e 100644 --- a/compendium/character/archetypes/lastwall-sentry-lowg.md +++ b/compendium/character/archetypes/lastwall-sentry-lowg.md @@ -15,7 +15,7 @@ While the nation of Lastwall is gone, leaving only the horror of the Gravelands title: Lastwall Sentry Dedication, Feat 2 collapse: closed # Lastwall Sentry Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Eye of Dread region. - **Prerequisites**: member of the Knights of Lastwall, [Shield Block](compendium/feats/shield-block.md) @@ -25,14 +25,14 @@ You've sworn yourself as a sentry for the Knights of Lastwall, the first line of **Special.** You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype. *Source: Lost Omens: World Guide p. 47* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Eye Of Ozem, Feat 4 collapse: closed # Eye Of Ozem *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), expert in [Perception](compendium/skills.md#Perception) @@ -46,11 +46,11 @@ You've learned how to spot danger at a distance, allowing you to serve as a sent title: Necromantic Resistance, Feat 4 collapse: closed # Necromantic Resistance *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) -As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. +As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md "Necromancy School Trait") effects and gain resistance to negative damage equal to half your level. *Source: Lost Omens: World Guide p. 47* %% #trait/archetype %% @@ -60,7 +60,7 @@ As part of your training, you've inured yourself against necromancy through repe title: Grave Sense, Feat 6 collapse: closed # Grave Sense *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) @@ -76,11 +76,11 @@ You sense undead as a vague sense (Core Rulebook 465) similar to a human's sense title: Necromantic Tenacity, Feat 8 collapse: closed # Necromantic Tenacity *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md) -Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a [necromancy](rules/traits/necromancy.md) effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. +Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a [necromancy](rules/traits/necromancy.md "Necromancy School Trait") effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. *Source: Lost Omens: World Guide p. 47* %% #trait/archetype %% @@ -90,7 +90,7 @@ Your training against necromantic effects allows you to escape the worst of thei title: Lastwall Warden, Feat 10 collapse: closed # Lastwall Warden *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/character/archetypes/lich-botd.md b/compendium/character/archetypes/lich-botd.md index 7530518a6..2b60d5e78 100644 --- a/compendium/character/archetypes/lich-botd.md +++ b/compendium/character/archetypes/lich-botd.md @@ -27,27 +27,27 @@ Regardless of what paths they pursue, nearly all liches are obsessed with their title: Lich Dedication, Feat 12* collapse: closed # Lich Dedication *Feat 12* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") > [!pf2-note] This version of [Lich Dedication](compendium/feats/lich-dedication-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - **Prerequisites**: living creature, ability to cast 6th-level or higher spells from spell slots, expert in [Crafting](compendium/skills.md#Crafting), completed ritual to become a lich and crafted a [soul cage](compendium/equipment/items/soul-cage-botd.md) -After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the [undead](rules/traits/undead.md) trait and the basic undead benefits (page 44). Your undead craving is for knowledge. +After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the [undead](rules/traits/undead.md "Undead Creature Type Trait") trait and the basic undead benefits (page 44). Your undead craving is for knowledge. You gain a unique [soul cage](compendium/equipment/items/soul-cage-botd.md)—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed. **Special.** You can't select another dedication feat until you have gained two other feats from the lich archetype. *Source: Book of the Dead p. 50* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Drain Soul Cage, Feat 14* collapse: closed # Drain Soul Cage *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Drain Soul Cage](compendium/feats/drain-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -65,7 +65,7 @@ Even if you can [Drain Bonded Item](rules/actions/drain-bonded-item.md) more tha title: Enshroud Soul Cage, Feat 14* collapse: closed # Enshroud Soul Cage *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Enshroud Soul Cage](compendium/feats/enshroud-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -81,13 +81,13 @@ You wreathe your [soul cage](compendium/equipment/items/soul-cage-botd.md) in an title: Hand of the Lich, Feat 14* collapse: closed # Hand of the Lich *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Hand of the Lich](compendium/feats/hand-of-the-lich-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md) -Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to `1d6` instead of `1d4`, it deals negative damage instead of bludgeoning damage, and it loses the [nonlethal](rules/traits/nonlethal.md) trait. Your fist becomes magical. +Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to `1d6` instead of `1d4`, it deals negative damage instead of bludgeoning damage, and it loses the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. Your fist becomes magical. When you critically hit a living creature with your fist [Strike](rules/actions/strike.md), the creature is [slowed](rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. @@ -101,7 +101,7 @@ This is a critical specialization effect. title: Magic Sense (Wizard), Feat 14* collapse: closed # Magic Sense (Wizard) *Feat 14* -[arcane](rules/traits/arcane.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [wizard](rules/traits/wizard.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Magic Sense (Wizard)](compendium/feats/magic-sense-wizard.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -116,7 +116,7 @@ You have a literal sixth sense for ambient magic in your vicinity. You can sense title: Bolster Soul Cage, Feat 16* collapse: closed # Bolster Soul Cage *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Bolster Soul Cage](compendium/feats/bolster-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -134,7 +134,7 @@ At 20th level, the time it takes your soul cage to rebuild your body is reduced title: Spell Gem, Feat 16* collapse: closed # Spell Gem *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Spell Gem](compendium/feats/spell-gem-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -145,14 +145,14 @@ Inspired by the degenerate demiliches your kind sometimes devolves into, you've At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level [spell turning](compendium/spells/spell-turning.md) without spending a spell slot. *Source: Book of the Dead p. 50* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Frightful Aura, Feat 18* collapse: closed # Frightful Aura *Feat 18* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") > [!pf2-note] This version of [Frightful Aura](compendium/feats/frightful-aura-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/linguist-apg.md b/compendium/character/archetypes/linguist-apg.md index 0093c168b..a6546d844 100644 --- a/compendium/character/archetypes/linguist-apg.md +++ b/compendium/character/archetypes/linguist-apg.md @@ -15,7 +15,7 @@ Whether you study to further your own ambitions or simply out of fascination wit title: Linguist Dedication, Feat 2 collapse: closed # Linguist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: You speak at least three languages. @@ -31,7 +31,7 @@ You have studied languages and their development. You become trained in [Society title: Multilingual Cipher, Feat 4 collapse: closed # Multilingual Cipher *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) @@ -45,7 +45,7 @@ You use multiple languages to create and break codes. You gain a +1 circumstance title: Phonetic Training, Feat 4 collapse: closed # Phonetic Training *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) @@ -61,10 +61,10 @@ Memorizing long sequences of words remains just as difficult as it is normally. title: Spot Translate, Feat 4 collapse: closed # Spot Translate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) -- **Trigger** Another creature within 60 feet uses a [linguistic](rules/traits/linguistic.md) effect in a language you understand. +- **Trigger** Another creature within 60 feet uses a [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") effect in a language you understand. - **Activity** Reaction You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected. @@ -77,7 +77,7 @@ You interpret a creature's words, repeating their message in a different languag title: Analyze Idiolect, Feat 6 collapse: closed # Analyze Idiolect *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) and [Society](compendium/skills.md#Society) @@ -91,7 +91,7 @@ You break down a specific individual's idiolect, memorizing their speech manneri title: Read Shibboleths, Feat 7 collapse: closed # Read Shibboleths *Feat 7* -[archetype](rules/traits/archetype.md) [linguistic](rules/traits/linguistic.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), master in [Society](compendium/skills.md#Society) @@ -107,7 +107,7 @@ Once you've gleaned one or more true minor facts about a person, you can then in title: Crude Communication, Feat 8 collapse: closed # Crude Communication *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) diff --git a/compendium/character/archetypes/lion-blade-lowg.md b/compendium/character/archetypes/lion-blade-lowg.md index 5b5345472..05fb35ea0 100644 --- a/compendium/character/archetypes/lion-blade-lowg.md +++ b/compendium/character/archetypes/lion-blade-lowg.md @@ -15,7 +15,7 @@ You've trained as a spy in service of Taldor, learning secrets of disguise, mani title: Lion Blade Dedication, Feat 2 collapse: closed # Lion Blade Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Taldor. - **Prerequisites**: member of the Lion Blades, trained in [Performance](compendium/skills.md#Performance) @@ -25,14 +25,14 @@ Your lion blade spy training helps you conceal yourself and your identity. You b **Special.** You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype. *Source: Lost Omens: World Guide p. 131* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Lost In The Crowd, Feat 4 collapse: closed # Lost In The Crowd *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) @@ -46,7 +46,7 @@ You've learned how to move as one with crowds and hide among them, vanishing int title: Crowd Mastery, Feat 6 collapse: closed # Crowd Mastery *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lost in the Crowd](compendium/feats/lost-in-the-crowd-lowg.md) @@ -60,7 +60,7 @@ You use the crowd to your advantage, diverting your foes' attention to potential title: Expeditious Advance, Feat 6 collapse: closed # Expeditious Advance *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) - **Requirements**: You are unarmored or wearing light armor. @@ -75,13 +75,13 @@ You advance and retreat quickly. You gain a +10-foot status bonus to your speed. title: Spy's Countermeasures, Feat 10 collapse: closed # Spy's Countermeasures *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) -You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a [divination](rules/traits/divination.md) or [mental](rules/traits/mental.md) effect, you can [Identify Magic](rules/actions/identify-magic.md) to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. +You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a [divination](rules/traits/divination.md "Divination School Trait") or [mental](rules/traits/mental.md "Mental Effect Trait") effect, you can [Identify Magic](rules/actions/identify-magic.md) to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. -If you successfully identify a [divination](rules/traits/divination.md) effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a [mental](rules/traits/mental.md) effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. +If you successfully identify a [divination](rules/traits/divination.md "Divination School Trait") effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a [mental](rules/traits/mental.md "Mental Effect Trait") effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. *Source: Lost Omens: World Guide p. 131* %% #trait/archetype %% @@ -91,7 +91,7 @@ If you successfully identify a [divination](rules/traits/divination.md) effect t title: Flicker, Feat 12* collapse: closed # Flicker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Flicker](compendium/feats/flicker-lowg.md) is intended for use with the Lion Blade Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/living-monolith-lowg.md b/compendium/character/archetypes/living-monolith-lowg.md index 76d52c84d..3e385c16d 100644 --- a/compendium/character/archetypes/living-monolith-lowg.md +++ b/compendium/character/archetypes/living-monolith-lowg.md @@ -15,7 +15,7 @@ You have delved into ancient sphinx magic to imbue your body and soul with the p title: Living Monolith Dedication, Feat 2 collapse: closed # Living Monolith Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Golden Road region. - **Prerequisites**: Ancient Osiriani and Sphinx languages, trained in [Crafting](compendium/skills.md#Crafting) @@ -25,20 +25,20 @@ You've begun to inscribe a magical stone called a ka stone that you will some da **Special.** You cannot select another dedication feat until you have gained two other feats from the living monolith archetype. *Source: Lost Omens: World Guide p. 59* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ````ad-embed-feat title: Ka Stone Ritual, Feat 4 collapse: closed # Ka Stone Ritual *Feat 4* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Living Monolith Dedication](compendium/feats/living-monolith-dedication-lowg.md), a sphinx or living monolith with this feat performs a ritual with you You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible. -The ka stone grants you a +1 item bonus to saves against [death](rules/traits/death.md) effects and [negative](rules/traits/negative.md) effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. +The ka stone grants you a +1 item bonus to saves against [death](rules/traits/death.md "Death Effect Trait") effects and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -47,18 +47,18 @@ You cast [enlarge](compendium/spells/enlarge.md) on yourself or use one of the o ``` *Source: Lost Omens: World Guide p. 59* -%% #trait/rare #trait/archetype %% +%% #trait/archetype #trait/rare %% ```` ```ad-embed-feat title: Stone Blood, Feat 6 collapse: closed # Stone Blood *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) -You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [persistent bleed damage](rules/conditions.md#Persistent%20Damage) you have from 15 to 10, and you can use a single action that has the [concentrate](rules/traits/concentrate.md) trait to gain an early flat check without physically binding the wounds. +You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [persistent bleed damage](rules/conditions.md#Persistent%20Damage) you have from 15 to 10, and you can use a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to gain an early flat check without physically binding the wounds. You recover naturally from the [drained](rules/conditions.md#Drained) condition twice as quickly as normal. @@ -70,7 +70,7 @@ You recover naturally from the [drained](rules/conditions.md#Drained) condition title: Fortified Flesh, Feat 8 collapse: closed # Fortified Flesh *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) @@ -84,7 +84,7 @@ Your flesh takes on the hardness of stone. You gain resistance to physical damag title: Attunement To Stone, Feat 10 collapse: closed # Attunement To Stone *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) @@ -98,7 +98,7 @@ You become attuned to the stone around you. When in contact with a stone surface title: Judgment Of The Monolith, Feat 12* collapse: closed # Judgment Of The Monolith *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Judgment Of The Monolith](compendium/feats/judgment-of-the-monolith-lowg.md) is intended for use with the Living Monolith Archetype. Its level has been changed accordingly. @@ -114,7 +114,7 @@ You can use the oaths bound in your ka stone to compel the truth from the living title: Stone Communion, Feat 14* collapse: closed # Stone Communion *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Stone Communion](compendium/feats/stone-communion-lowg.md) is intended for use with the Living Monolith Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/living-vessel-da.md b/compendium/character/archetypes/living-vessel-da.md index b3192083e..dd9a16bc2 100644 --- a/compendium/character/archetypes/living-vessel-da.md +++ b/compendium/character/archetypes/living-vessel-da.md @@ -21,7 +21,7 @@ Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especi title: Living Vessel Dedication, Feat 2 collapse: closed # Living Vessel Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. @@ -47,20 +47,20 @@ No matter the entity's nature, the entity is sure to wreak vengeance upon the fo **Special.** You can't select another dedication feat until you've gained two other feats from the living vessel archetype. *Source: Dark Archive p. 140* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ```` ```ad-embed-feat title: Entity's Strike, Feat 4 collapse: closed # Entity's Strike *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. -Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals `1d6` damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, [finesse](rules/traits/finesse.md), and [magical](rules/traits/magical.md) traits. +Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals `1d6` damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [magical](rules/traits/magical.md "Magical Item Trait") traits. *Source: Dark Archive p. 140* %% #trait/archetype %% @@ -70,7 +70,7 @@ Whether you grow horns to match the wild hunt fey within you, develop a claw lik title: Tap Vitality, Feat 6 collapse: closed # Tap Vitality [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) - **Frequency**: once per hour @@ -88,7 +88,7 @@ You tap into the entity's life force to heal your wounds, though at the cost of title: Exude Abyssal Corruption, Feat 8 collapse: closed # Exude Abyssal Corruption [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [poison](rules/traits/poison.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a demon - **Activity** Single Action @@ -105,7 +105,7 @@ At 14th level, the poison damage increases to `2d6`, and at 20th level, the pois title: Fey's Trickery, Feat 8 collapse: closed # Fey's Trickery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a fey - **Frequency**: once per hour @@ -121,7 +121,7 @@ You connect with the fey trickster within yourself to create whimsical illusory title: Warped Constriction, Feat 8 collapse: closed # Warped Constriction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is an aberration or outer entity - **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). @@ -137,7 +137,7 @@ The entity inhabiting your body is an aberrant being with unfathomable motivatio title: Vessel's Form, Feat 16* collapse: closed # Vessel's Form [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") > [!pf2-note] This version of [Vessel's Form](compendium/feats/vessels-form-da.md) is intended for use with the Living Vessel Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/loremaster-apg.md b/compendium/character/archetypes/loremaster-apg.md index f31e55eac..3863e1db7 100644 --- a/compendium/character/archetypes/loremaster-apg.md +++ b/compendium/character/archetypes/loremaster-apg.md @@ -15,7 +15,7 @@ Knowledge is power, and you labor in pursuit of that power. No matter the situat title: Loremaster Dedication, Feat 2 collapse: closed # Loremaster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in at least one skill to [Decipher Writing](rules/actions/decipher-writing.md) @@ -33,7 +33,7 @@ If you have the [Bardic Lore](compendium/feats/bardic-lore.md) class feat, you g title: Loremaster's Etude, Feat 4* collapse: closed # Loremaster's Etude *Feat 4* -[bard](rules/traits/bard.md) [fortune](rules/traits/fortune.md) +[bard](rules/traits/bard.md "Bard Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") > [!pf2-note] This version of [Loremaster's Etude](compendium/feats/loremasters-etude.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. @@ -49,7 +49,7 @@ You magically unlock memories, making them easier to recall. You learn the [lore title: Magical Edification, Feat 4 collapse: closed # Magical Edification *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) @@ -63,7 +63,7 @@ You've learned those tidbits of magic that are most conducive to furthering your title: Orthographic Mastery, Feat 4 collapse: closed # Orthographic Mastery *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) @@ -77,7 +77,7 @@ You understand the principles that underlie all written words, allowing you to r title: Quick Study, Feat 4 collapse: closed # Quick Study *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) @@ -91,7 +91,7 @@ During your daily preparations, you can study a particular subject to gain the t title: Assured Knowledge, Feat 8* collapse: closed # Assured Knowledge *Feat 8* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") > [!pf2-note] This version of [Assured Knowledge](compendium/feats/assured-knowledge-apg.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. @@ -107,7 +107,7 @@ You can procure information with confidence. Whenever you [Recall Knowledge](rul title: Greater Magical Edification, Feat 10 collapse: closed # Greater Magical Edification *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magical Edification](compendium/feats/magical-edification-apg.md) @@ -121,7 +121,7 @@ You've continued to expand your compendium of tools to compile knowledge. You ca title: Enigma's Knowledge, Feat 14* collapse: closed # Enigma's Knowledge *Feat 14* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") > [!pf2-note] This version of [Enigma's Knowledge](compendium/feats/enigmas-knowledge-apg.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. @@ -139,7 +139,7 @@ You gain the benefits of the [Automatic Knowledge](compendium/feats/automatic-kn title: True Hypercognition, Feat 16* collapse: closed # True Hypercognition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") > [!pf2-note] This version of [True Hypercognition](compendium/feats/true-hypercognition.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/magaambyan-attendant-locg.md b/compendium/character/archetypes/magaambyan-attendant-locg.md index ff6efe771..ab542e352 100644 --- a/compendium/character/archetypes/magaambyan-attendant-locg.md +++ b/compendium/character/archetypes/magaambyan-attendant-locg.md @@ -15,7 +15,7 @@ Magaambyans attendants have become full members of the Magaambya and begun to le title: Magaambyan Attendant Dedication, Feat 2 collapse: closed # Magaambyan Attendant Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), member of the Magaambya of attendant rank @@ -28,14 +28,14 @@ When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald B **Special.** You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Magaambyan Attendant or halcyon speaker archetype. *Source: Lost Omens: Character Guide p. 101* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Mask Familiar, Feat 4 collapse: closed # Mask Familiar *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md) @@ -49,7 +49,7 @@ Your mask takes on a personality of its own, allowing it to serve as your famili title: Halcyon Speaker Dedication, Feat 6 collapse: closed # Halcyon Speaker Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank @@ -58,14 +58,14 @@ You devote much of your study to halcyon magic. You gain two common Halcyon cant **Special.** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. *Source: Lost Omens: Character Guide p. 104* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Adaptive Mask Familiar, Feat 6 collapse: closed # Adaptive Mask Familiar *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mask Familiar](compendium/feats/mask-familiar-locg.md) @@ -79,7 +79,7 @@ Your mask familiar adapts quickly to material form, allowing it to gain more fam title: Cascade Bearers Flexibility, Feat 6 collapse: closed # Cascade Bearers Flexibility [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation - **Frequency**: once per day @@ -96,7 +96,7 @@ You call upon your Cascade Bearer training to help you adjust a spell for the cu title: Emerald Boughs Accustomation, Feat 6 collapse: closed # Emerald Boughs Accustomation *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation, expert in [Society](compendium/skills.md#Society) @@ -110,7 +110,7 @@ You are comfortable and socially capable in almost any cultural context. When yo title: Rain-scribe Sustenance, Feat 6 collapse: closed # Rain-scribe Sustenance *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation @@ -126,7 +126,7 @@ You can draw on primal power to stay awake and alert while otherwise resting you title: Tempest-sun Redirection, Feat 6 collapse: closed # Tempest-sun Redirection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Tempest-Sun Mages affiliation - **Activity** Single Action @@ -141,7 +141,7 @@ If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) f title: Uzunjati Storytelling, Feat 6 collapse: closed # Uzunjati Storytelling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Uzunjati affiliation, master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill - **Activity** Single Action @@ -156,7 +156,7 @@ You tell a quick story or begin telling a longer tale. This is most useful when title: Cascade Bearers Spellcasting, Feat 10 collapse: closed # Cascade Bearers Spellcasting *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation @@ -170,7 +170,7 @@ Your Cascade Bearer training allows you to broaden the horizons of your halcyon title: Emerald Boughs Hideaway, Feat 10 collapse: closed # Emerald Boughs Hideaway *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation @@ -184,7 +184,7 @@ You use Emerald Bough techniques to create a small extradimensional space called title: Rain-scribe Mobility, Feat 10 collapse: closed # Rain-scribe Mobility [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation - **Activity** Two-Action @@ -199,7 +199,7 @@ You surround yourself in a mantle of Rain-Scribe magic and [Stride](rules/action title: Tempest-sun Shielding, Feat 10 collapse: closed # Tempest-sun Shielding [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Tempest-Sun Redirection](compendium/feats/tempest-sun-redirection-locg.md) - **Trigger** You or an ally within 30 feet takes damage. @@ -215,7 +215,7 @@ You transform unrealized spell energy into a protective shield. If you're a spon title: Uzunjati Recollection, Feat 10 collapse: closed # Uzunjati Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Uzunjati Storytelling](compendium/feats/uzunjati-storytelling-locg.md), master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill - **Activity** Single Action @@ -232,7 +232,7 @@ Halcyon Speaker One of Old-Mage Jatembe's central lessons was that magic was mag title: Charged Creation, Feat 12* collapse: closed # Charged Creation *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Charged Creation](compendium/feats/charged-creation-locg.md) is intended for use with the Magaambyan Attendant Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/magic-warrior-lowg.md b/compendium/character/archetypes/magic-warrior-lowg.md index 6b38f5f4d..dd1c988b5 100644 --- a/compendium/character/archetypes/magic-warrior-lowg.md +++ b/compendium/character/archetypes/magic-warrior-lowg.md @@ -15,14 +15,14 @@ You mix magic and martial prowess, following in the tradition of the Ten Magic W title: Magic Warrior Dedication, Feat 2 collapse: closed # Magic Warrior Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Mwangi Expanse. - **Prerequisites**: ability to cast focus spells You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature) and in [Magic Warrior Lore](compendium/skills.md#Lore); if you were already trained in the skill, you become an expert instead. -You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the [animal form](compendium/spells/animal-form.md) spell. You gain a +1 circumstance bonus to saves against [divination](rules/traits/divination.md) effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. +You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the [animal form](compendium/spells/animal-form.md) spell. You gain a +1 circumstance bonus to saves against [divination](rules/traits/divination.md "Divination School Trait") effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. @@ -31,14 +31,14 @@ Close allies who knew of your decision to take the mask before your dedication d **Special.** You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype. *Source: Lost Omens: World Guide p. 95* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Magic Warrior Aspect, Feat 4 collapse: closed # Magic Warrior Aspect *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) @@ -52,7 +52,7 @@ You can alter your form to gain an aspect of the animal your mask represents. Yo title: Magic Warrior Transformation, Feat 4 collapse: closed # Magic Warrior Transformation *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) @@ -68,7 +68,7 @@ You gain the [magic warrior transformation](compendium/spells/magic-warrior-tran title: Nameless Anonymity, Feat 6 collapse: closed # Nameless Anonymity *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) diff --git a/compendium/character/archetypes/magus-som.md b/compendium/character/archetypes/magus-som.md index 97d3d70d3..544b868f0 100644 --- a/compendium/character/archetypes/magus-som.md +++ b/compendium/character/archetypes/magus-som.md @@ -16,7 +16,7 @@ You've mixed physical combat with spellcasting. title: Magus Dedication, Feat 2 collapse: closed # Magus Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength or Dexterity 14, Intelligence 14 @@ -34,7 +34,7 @@ You become trained in simple weapons. title: Basic Martial Magic, Feat 4 collapse: closed # Basic Martial Magic *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) @@ -48,7 +48,7 @@ You gain a 1st- or 2nd-level magus feat of your choice. title: Hybrid Study Spell, Feat 4 collapse: closed # Hybrid Study Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) @@ -62,7 +62,7 @@ Gain the conflux spell from a hybrid study of your choice. If you don't already title: Spellstriker, Feat 4 collapse: closed # Spellstriker *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) @@ -76,7 +76,7 @@ You gain the magus's [Spellstrike](rules/actions/spellstrike-som.md) activity. Y title: Advanced Martial Magic, Feat 6 collapse: closed # Advanced Martial Magic *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Martial Magic](compendium/feats/basic-martial-magic-som.md) @@ -92,7 +92,7 @@ You gain one magus feat. For the purpose of meeting its prerequisites, your magu title: Basic Magus Spellcasting, Feat 6 collapse: closed # Basic Magus Spellcasting *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) @@ -106,7 +106,7 @@ You gain the basic bounded spellcasting benefits. title: Expert Magus Spellcasting, Feat 12* collapse: closed # Expert Magus Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md) is intended for use with the Magus Archetype. Its level has been changed accordingly. @@ -122,7 +122,7 @@ You gain the expert bounded spellcasting benefits. title: Master Magus Spellcasting, Feat 18* collapse: closed # Master Magus Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md) is intended for use with the Magus Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/marshal-apg.md b/compendium/character/archetypes/marshal-apg.md index f8c9102b8..95c3f01c0 100644 --- a/compendium/character/archetypes/marshal-apg.md +++ b/compendium/character/archetypes/marshal-apg.md @@ -15,13 +15,13 @@ Marshals are leaders, first and foremost. Marshals can come from any class or ba title: Marshal Dedication, Feat 2 collapse: closed # Marshal Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in martial weapons and either [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) You've combined your social skills and combat training to become a talented combat leader. Choose [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation). You become trained in that skill or become an expert if you were already trained in it. -In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the [emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) traits and grants you and allies within the aura a +1 status bonus to saving throws against [fear](rules/traits/fear.md). +In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the [emotion](rules/traits/emotion.md "Emotion Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") traits and grants you and allies within the aura a +1 status bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait"). **Special.** You can't select another dedication feat until you have gained two other feats from the marshal archetype. @@ -33,7 +33,7 @@ In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your title: Dread Marshal Stance, Feat 4 collapse: closed # Dread Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Single Action @@ -58,7 +58,7 @@ The effect depends on the result of your check. title: Inspiring Marshal Stance, Feat 4 collapse: closed # Inspiring Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Diplomacy](compendium/skills.md#Diplomacy) - **Activity** Single Action @@ -66,7 +66,7 @@ collapse: closed You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a [Diplomacy](compendium/skills.md#Diplomacy) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. > [!success-degree] -> - **Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against [mental](rules/traits/mental.md) effects. +> - **Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. > - **Success** As critical success, but your aura's size doesn't increase. > - **Failure** You fail to enter the stance. > - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. @@ -79,12 +79,12 @@ You become a brilliant example of dedication and poise in battle, encouraging yo title: Snap Out Of It!, Feat 4 collapse: closed # Snap Out Of It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Single Action -You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a [mental](rules/traits/mental.md) effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. +You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a [mental](rules/traits/mental.md "Mental Effect Trait") effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. *Source: Advanced Player's Guide p. 180* %% #trait/archetype #trait/auditory #trait/emotion #trait/mental %% @@ -94,7 +94,7 @@ You give a quick shout, hoping to shake the fog clouding your ally's thoughts. C title: Steel Yourself!, Feat 4 collapse: closed # Steel Yourself! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Single Action @@ -109,7 +109,7 @@ You encourage an ally to toughen up, giving them a fighting chance. Choose one a title: Cadence Call, Feat 6 collapse: closed # Cadence Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Frequency**: once per minute @@ -125,7 +125,7 @@ You call out a quick cadence, guiding your allies into a more efficient rhythm. title: Rallying Charge, Feat 6 collapse: closed # Rallying Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Two-Action @@ -140,7 +140,7 @@ Your fearless charge into battle reinvigorates your allies to carry on the fight title: Attack Of Opportunity (Barbarian), Feat 8* collapse: closed # Attack Of Opportunity (Barbarian) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") > [!pf2-note] This version of [Attack Of Opportunity (Barbarian)](compendium/feats/attack-of-opportunity-barbarian.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. @@ -157,7 +157,7 @@ You swat a foe that leaves an opening. Make a melee [Strike](rules/actions/strik title: Back To Back, Feat 8 collapse: closed # Back To Back *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) @@ -171,7 +171,7 @@ You excel at watching your allies' backs and helping them watch yours. As long a title: To Battle!, Feat 8 collapse: closed # To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) @@ -186,7 +186,7 @@ With a resounding cry, you rally your ally to the offensive. Choose one ally wit title: Topple Foe, Feat 10 collapse: closed # Topple Foe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) - **Activity** Reaction @@ -201,7 +201,7 @@ You take advantage of the opening created by your ally to tip your foe off their title: Coordinated Charge, Feat 12* collapse: closed # Coordinated Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") > [!pf2-note] This version of [Coordinated Charge](compendium/feats/coordinated-charge-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. @@ -220,7 +220,7 @@ If your [Strike](rules/actions/strike.md) hits and damages an enemy, each ally w title: Tactical Cadence, Feat 14* collapse: closed # Tactical Cadence *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Tactical Cadence](compendium/feats/tactical-cadence-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. @@ -236,7 +236,7 @@ Your remarkable breath control and concise instructions allow you to coordinate title: Target Of Opportunity, Feat 14* collapse: closed # Target Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") > [!pf2-note] This version of [Target Of Opportunity](compendium/feats/target-of-opportunity-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/martial-artist-apg.md b/compendium/character/archetypes/martial-artist-apg.md index 28ca8ddc3..abd81e0d6 100644 --- a/compendium/character/archetypes/martial-artist-apg.md +++ b/compendium/character/archetypes/martial-artist-apg.md @@ -15,10 +15,10 @@ You have trained in the martial arts, making your unarmed strikes lethal. You se title: Martial Artist Dedication, Feat 2 collapse: closed # Martial Artist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") -You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes `1d6` instead of `1d4`. You don't take the –2 circumstance penalty for making a lethal attack with your [nonlethal](rules/traits/nonlethal.md) unarmed attacks. +You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes `1d6` instead of `1d4`. You don't take the –2 circumstance penalty for making a lethal attack with your [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. @@ -32,7 +32,7 @@ Whenever you gain a class feature that grants you expert or greater proficiency title: Brawling Focus, Feat 4* collapse: closed # Brawling Focus *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Brawling Focus](compendium/feats/brawling-focus.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -47,14 +47,14 @@ You know how to make the most of your attacks when fighting hand-to-hand. You ga title: Crane Stance, Feat 4* collapse: closed # Crane Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Crane Stance](compendium/feats/crane-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only [Strikes](rules/actions/strike.md) you can make are crane wing attacks. These deal `1d6` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only [Strikes](rules/actions/strike.md) you can make are crane wing attacks. These deal `1d6` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Crane Stance, reduce the DC for [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md) by 5, and when you [Leap](rules/actions/leap.md), you can move an additional 5 feet horizontally or 2 feet vertically. @@ -66,14 +66,14 @@ While in Crane Stance, reduce the DC for [High Jump](rules/actions/high-jump.md) title: Dragon Stance, Feat 4* collapse: closed # Dragon Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Dragon Stance](compendium/feats/dragon-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal `1d10` bludgeoning damage. They are in the brawling group and have the [backswing](rules/traits/backswing.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal `1d10` bludgeoning damage. They are in the brawling group and have the [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Dragon Stance, you can ignore the first square of difficult terrain while [Striding](rules/actions/stride.md). @@ -85,7 +85,7 @@ While in Dragon Stance, you can ignore the first square of difficult terrain whi title: Gorilla Stance, Feat 4* collapse: closed # Gorilla Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Gorilla Stance](compendium/feats/gorilla-stance-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -93,7 +93,7 @@ collapse: closed You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are gorilla slam unarmed attacks. -These deal `1d8` bludgeoning damage; are in the brawling group; and have the [backswing](rules/traits/backswing.md), [forceful](rules/traits/forceful.md), [grapple](rules/traits/grapple.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), and if you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. +These deal `1d8` bludgeoning damage; are in the brawling group; and have the [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), and if you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. *Source: Advanced Player's Guide p. 128* %% #trait/monk #trait/stance %% @@ -103,14 +103,14 @@ These deal `1d8` bludgeoning damage; are in the brawling group; and have the [ba title: Mountain Stance, Feat 4* collapse: closed # Mountain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Mountain Stance](compendium/feats/mountain-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - **Requirements**: You are unarmored and touching the ground. - **Activity** Single Action -You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only [Strikes](rules/actions/strike.md) you can make are falling stone unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only [Strikes](rules/actions/strike.md) you can make are falling stone unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being [Shoved](rules/actions/shove.md) or [Tripped](rules/actions/trip.md). You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your [explorer's clothing](compendium/equipment/items/explorers-clothing.md), [mage armor](compendium/spells/mage-armor.md), and bracers of armor. @@ -122,14 +122,14 @@ While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance b title: Stumbling Stance, Feat 4* collapse: closed # Stumbling Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Stumbling Stance](compendium/feats/stumbling-stance-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) - **Activity** Single Action -You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md). The only [Strikes](rules/actions/strike.md) you can make are stumbling swing unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. If an enemy hits you with a melee [Strike](rules/actions/strike.md) while in this stance, it becomes [flat-footed](rules/conditions.md#Flat-footed) against the next stumbling swing [Strike](rules/actions/strike.md) you make against it before the end of your next turn. +You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md). The only [Strikes](rules/actions/strike.md) you can make are stumbling swing unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. If an enemy hits you with a melee [Strike](rules/actions/strike.md) while in this stance, it becomes [flat-footed](rules/conditions.md#Flat-footed) against the next stumbling swing [Strike](rules/actions/strike.md) you make against it before the end of your next turn. *Source: Advanced Player's Guide p. 128* %% #trait/monk #trait/stance %% @@ -139,14 +139,14 @@ You enter a seemingly unfocused stance that mimics the movements of the inebriat title: Tiger Stance, Feat 4* collapse: closed # Tiger Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Tiger Stance](compendium/feats/tiger-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of a tiger and can make tiger claw attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. On a critical success with your tiger claws, if you deal damage, the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +You enter the stance of a tiger and can make tiger claw attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. On a critical success with your tiger claws, if you deal damage, the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). As long as your Speed is at least 20 feet while in Tiger Stance, you can [Step](rules/actions/step.md) 10 feet. @@ -158,16 +158,16 @@ As long as your Speed is at least 20 feet while in Tiger Stance, you can [Step]( title: Wolf Stance, Feat 4* collapse: closed # Wolf Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Wolf Stance](compendium/feats/wolf-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal `1d8` piercing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal `1d8` piercing damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. -If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the [trip](rules/traits/trip.md) trait. +If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the [trip](rules/traits/trip.md "Trip Weapon Trait") trait. *Source: Core Rulebook p. 159* %% #trait/monk #trait/stance %% @@ -177,7 +177,7 @@ If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks title: Follow-up Strike, Feat 6 collapse: closed # Follow-up Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) - **Requirements**: Your last action was a missed [Strike](rules/actions/strike.md) with a melee unarmed attack. @@ -195,7 +195,7 @@ Make another [Strike](rules/actions/strike.md) with a melee unarmed attack, usin title: Crane Flutter, Feat 8* collapse: closed # Crane Flutter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Crane Flutter](compendium/feats/crane-flutter.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -214,7 +214,7 @@ You interpose your arm between yourself and your opponent. Your circumstance bon title: Dragon Roar, Feat 8* collapse: closed # Dragon Roar [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Dragon Roar](compendium/feats/dragon-roar.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -234,7 +234,7 @@ After you use Dragon Roar, you can't use it again for `1d4` rounds. Its effects title: Gorilla Pound, Feat 8* collapse: closed # Gorilla Pound [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[emotion](rules/traits/emotion.md) [flourish](rules/traits/flourish.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Gorilla Pound](compendium/feats/gorilla-pound-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -258,7 +258,7 @@ If your [Strike](rules/actions/strike.md) hits, you gain a circumstance bonus to title: Grievous Blow, Feat 8 collapse: closed # Grievous Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) - **Activity** Two-Action @@ -277,7 +277,7 @@ This attack also ignores an amount of resistance to physical damage, or to a spe title: Mountain Stronghold, Feat 8* collapse: closed # Mountain Stronghold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Mountain Stronghold](compendium/feats/mountain-stronghold.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -297,7 +297,7 @@ You focus on your connection to the earth and call upon the mountain to block at title: Stumbling Feint, Feat 8* collapse: closed # Stumbling Feint *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Stumbling Feint](compendium/feats/stumbling-feint-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -314,7 +314,7 @@ You lash out confusingly with what seems to be a weak move but instead allows yo title: Tiger Slash, Feat 8* collapse: closed # Tiger Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Tiger Slash](compendium/feats/tiger-slash.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -332,7 +332,7 @@ You make a fierce swipe with both hands. Make a tiger claw [Strike](rules/action title: Wolf Drag, Feat 8* collapse: closed # Wolf Drag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Wolf Drag](compendium/feats/wolf-drag.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -340,7 +340,7 @@ collapse: closed - **Requirements**: You are in Wolf Stance. - **Activity** Two-Action -You rip your enemy off their feet. Make a wolf jaw [Strike](rules/actions/strike.md). Your wolf jaw gains the [fatal ](rules/traits/fatal.md) trait for this [Strike](rules/actions/strike.md), and if the attack succeeds, you knock the target [prone](rules/conditions.md#Prone). +You rip your enemy off their feet. Make a wolf jaw [Strike](rules/actions/strike.md). Your wolf jaw gains the [fatal ](rules/traits/fatal-d12.md "Fatal Weapon Trait") trait for this [Strike](rules/actions/strike.md), and if the attack succeeds, you knock the target [prone](rules/conditions.md#Prone). *Source: Core Rulebook p. 162* %% #trait/monk %% @@ -350,7 +350,7 @@ You rip your enemy off their feet. Make a wolf jaw [Strike](rules/actions/strike title: Path Of Iron, Feat 14* collapse: closed # Path Of Iron [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Path Of Iron](compendium/feats/path-of-iron-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -368,7 +368,7 @@ With a burst of effort, you weave a path through your enemies, striking each in title: Mountain Quake, Feat 16* collapse: closed # Mountain Quake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Mountain Quake](compendium/feats/mountain-quake.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/mauler-apg.md b/compendium/character/archetypes/mauler-apg.md index 1e84fbd5d..27bc9eb55 100644 --- a/compendium/character/archetypes/mauler-apg.md +++ b/compendium/character/archetypes/mauler-apg.md @@ -15,11 +15,11 @@ You shove your way through legions of foes, knock enemies on all sides to the gr title: Mauler Dedication, Feat 2 collapse: closed # Mauler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Strength 14 -You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the [two-hand](rules/traits/two-hand.md) trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. +You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. **Special.** You can't select another dedication feat until you have gained two other feats from the mauler archetype. @@ -31,7 +31,7 @@ You specialize in weapons that require two hands. You become trained in all simp title: Knockdown, Feat 4* collapse: closed # Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Knockdown](compendium/feats/knockdown.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -48,7 +48,7 @@ You make an attack to knock a foe off balance, then follow up immediately with a title: Power Attack, Feat 4* collapse: closed # Power Attack [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Power Attack](compendium/feats/power-attack.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -64,7 +64,7 @@ You unleash a particularly powerful attack that clobbers your foe but leaves you title: Clear The Way, Feat 6 collapse: closed # Clear The Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) - **Requirements**: You're wielding a melee weapon in two hands. @@ -80,7 +80,7 @@ You put your body behind your massive weapon and swing, shoving enemies to clear title: Shoving Sweep, Feat 8 collapse: closed # Shoving Sweep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md), expert in [Athletics](compendium/skills.md#Athletics) - **Trigger** A creature within your reach leaves a square during a move action it's using. @@ -97,7 +97,7 @@ You swing your weapon at your foe, rebuffing them back. You attempt to [Shove](r title: Improved Knockdown, Feat 12* collapse: closed # Improved Knockdown *Feat 12* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Improved Knockdown](compendium/feats/improved-knockdown.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -113,7 +113,7 @@ You can dash your foe to the ground with a single blow. When you use Knockdown, title: Brutal Finish, Feat 14* collapse: closed # Brutal Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Brutal Finish](compendium/feats/brutal-finish.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -133,12 +133,12 @@ Your final blow can make an impact even if it rebounds off a foe's defenses. Mak title: Hammer Quake, Feat 14* collapse: closed # Hammer Quake [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") > [!pf2-note] This version of [Hammer Quake](compendium/feats/hammer-quake-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) -- **Requirements**: You're wielding a non-[finesse](rules/traits/finesse.md) melee weapon in two hands. +- **Requirements**: You're wielding a non-[finesse](rules/traits/finesse.md "Finesse Weapon Trait") melee weapon in two hands. - **Activity** Three-Action You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, [Strike](rules/actions/strike.md) that foe with the required weapon. @@ -153,7 +153,7 @@ Then attempt to [Trip](rules/actions/trip.md) every foe in the chosen square plu title: Unbalancing Sweep, Feat 14* collapse: closed # Unbalancing Sweep [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") > [!pf2-note] This version of [Unbalancing Sweep](compendium/feats/unbalancing-sweep-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -171,7 +171,7 @@ Whichever of the two options you choose, roll a separate [Athletics](compendium/ title: Avalanche Strike, Feat 16* collapse: closed # Avalanche Strike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") > [!pf2-note] This version of [Avalanche Strike](compendium/feats/avalanche-strike-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/medic-apg.md b/compendium/character/archetypes/medic-apg.md index dbdf5bfa1..83e019550 100644 --- a/compendium/character/archetypes/medic-apg.md +++ b/compendium/character/archetypes/medic-apg.md @@ -15,7 +15,7 @@ You've studied countless techniques for providing medical aid, making you a peer title: Medic Dedication, Feat 2 collapse: closed # Medic Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine), [Battle Medicine](compendium/feats/battle-medicine.md) @@ -31,7 +31,7 @@ You become an expert in [Medicine](compendium/skills.md#Medicine). When you succ title: Doctor's Visitation, Feat 4 collapse: closed # Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) - **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) @@ -46,7 +46,7 @@ You move to provide immediate care to those who need it. [Stride](rules/actions/ title: Treat Condition, Feat 4 collapse: closed # Treat Condition [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) - **Requirements**: You are holding healer's tools, or you are wearing them and have a hand free. @@ -67,7 +67,7 @@ You treat an adjacent creature in an attempt to reduce the [clumsy](rules/condit title: Holistic Care, Feat 6 collapse: closed # Holistic Care *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Treat Condition](compendium/feats/treat-condition-apg.md) @@ -83,7 +83,7 @@ Add [frightened](rules/conditions.md#Frightened), [stupefied](rules/conditions.m title: Resuscitate, Feat 16* collapse: closed # Resuscitate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") > [!pf2-note] This version of [Resuscitate](compendium/feats/resuscitate-apg.md) is intended for use with the Medic Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/mind-smith-da.md b/compendium/character/archetypes/mind-smith-da.md index 3708f93cd..750e6464e 100644 --- a/compendium/character/archetypes/mind-smith-da.md +++ b/compendium/character/archetypes/mind-smith-da.md @@ -15,15 +15,15 @@ aliases: ["Mind Smith"] title: Mind Smith Dedication, Feat 2 collapse: closed # Mind Smith Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: -- A one-handed weapon that deals `1d4` damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits -- A one-handed weapon that deals `1d6` damage and has the [finesse](rules/traits/finesse.md) trait +- A one-handed weapon that deals `1d4` damage and has the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits +- A one-handed weapon that deals `1d6` damage and has the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait - A one-handed weapon that deals `d8` damage -- A two-handed weapon that deals `1d10` damage and has the [reach](rules/traits/reach.md) trait +- A two-handed weapon that deals `1d10` damage and has the [reach](rules/traits/reach.md "Reach Weapon Trait") trait Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an [Interact](rules/actions/interact.md) action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an [Interact](rules/actions/interact.md) action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. @@ -37,7 +37,7 @@ Each day during your daily preparations, you can decide if you want your weapon title: Malleable Movement, Feat 2 collapse: closed # Malleable Movement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md), expert in [Athletics](compendium/skills.md#Athletics) - **Trigger** You [Leap](rules/actions/leap.md). @@ -53,7 +53,7 @@ You shift the shape of your weapon to help you [Leap](rules/actions/leap.md) far title: Ghost Blade, Feat 4 collapse: closed # Ghost Blade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) - **Frequency**: once per hour @@ -69,7 +69,7 @@ You alter your weapon's phase so it can more easily strike incorporeal creatures title: Just the Tool, Feat 4 collapse: closed # Just the Tool [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) - **Activity** Single Action @@ -84,7 +84,7 @@ You temporarily change your weapon's shape to assist you in the field. You morph title: Mental Forge, Feat 4 collapse: closed # Mental Forge *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -98,7 +98,7 @@ Your experiences in combat shape your mind's capability to strengthen and shape title: Mind Shards, Feat 6 collapse: closed # Mind Shards [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) - **Activity** Two-Action @@ -115,7 +115,7 @@ You concentrate and unleash a 15-foot cone that deals `3d6` mental damage to all title: Malleable Mental Forge, Feat 8 collapse: closed # Malleable Mental Forge *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mental Forge](compendium/feats/mental-forge-da.md) @@ -129,7 +129,7 @@ You open your mind to further weapon customization. During your daily preparatio title: Mind Projectiles, Feat 8 collapse: closed # Mind Projectiles *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -145,7 +145,7 @@ For example, if your weapon had +1, striking, and spell storing runes, you would title: Runic Mind Smithing, Feat 10 collapse: closed # Runic Mind Smithing *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -159,7 +159,7 @@ You focus your mind on thoughtforms of fundamental magical forces, shaping them title: Metallic Envisionment, Feat 12* collapse: closed # Metallic Envisionment *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Metallic Envisionment](compendium/feats/metallic-envisionment-da.md) is intended for use with the Mind Smith Archetype. Its level has been changed accordingly. @@ -175,7 +175,7 @@ You always account for every weakness, allowing your mind to imagine just the ri title: Advanced Runic Mind-Smithing, Feat 16* collapse: closed # Advanced Runic Mind-Smithing *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Advanced Runic Mind-Smithing](compendium/feats/advanced-runic-mind-smithing-da.md) is intended for use with the Mind Smith Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/monk.md b/compendium/character/archetypes/monk.md index 85b474ede..3f1447c02 100644 --- a/compendium/character/archetypes/monk.md +++ b/compendium/character/archetypes/monk.md @@ -26,7 +26,7 @@ The monk archetype is a strong choice for any character that fights unarmored or title: Monk Dedication, Feat 2 collapse: closed # Monk Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Dexterity 14 @@ -42,7 +42,7 @@ You become trained in unarmed attacks and gain the powerful fist class feature ( title: Basic Kata, Feat 4 collapse: closed # Basic Kata *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) @@ -56,7 +56,7 @@ You gain a 1st- or 2nd-level monk feat. title: Monk Resiliency, Feat 4 collapse: closed # Monk Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier @@ -70,7 +70,7 @@ You gain 3 additional Hit Points for each monk archetype class feat you have. As title: Advanced Kata, Feat 6 collapse: closed # Advanced Kata *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Kata](compendium/feats/basic-kata.md) @@ -86,7 +86,7 @@ You gain one monk feat. For the purpose of meeting its prerequisites, your monk title: Monk Moves, Feat 8 collapse: closed # Monk Moves *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) @@ -100,7 +100,7 @@ You gain a +10-foot status bonus to your Speed when you're not wearing armor. title: Monk's Flurry, Feat 10 collapse: closed # Monk's Flurry *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) @@ -114,7 +114,7 @@ You gain the [Flurry of Blows](rules/actions/flurry-of-blows.md) action. title: Perfection's Path, Feat 12* collapse: closed # Perfection's Path *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Perfection's Path](compendium/feats/perfections-path.md) is intended for use with the Monk Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/mummy-botd.md b/compendium/character/archetypes/mummy-botd.md index 921102227..b57caeed3 100644 --- a/compendium/character/archetypes/mummy-botd.md +++ b/compendium/character/archetypes/mummy-botd.md @@ -23,27 +23,27 @@ Mummies are most commonly found in Geb and Osirion, as well as the surrounding n title: Mummy Dedication, Feat 2 collapse: closed # Mummy Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: you are dead and were mummified (by natural or ritualistic means) -Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the [mummy](rules/traits/mummy-b1.md) and [undead](rules/traits/undead.md) traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [Toughness](compendium/feats/toughness.md) feat, but also fire weakness equal to half your level. +Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the [mummy](rules/traits/mummy-b1.md "Mummy Creature Trait") and [undead](rules/traits/undead.md "Undead Creature Type Trait") traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [Toughness](compendium/feats/toughness.md) feat, but also fire weakness equal to half your level. -Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to `1d6` instead of `1d4`, and your fist loses the [nonlethal](rules/traits/nonlethal.md) trait. +Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to `1d6` instead of `1d4`, and your fist loses the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats. **Special.** You can't select another dedication feat until you have gained two other feats from the mummy archetype. *Source: Book of the Dead p. 52* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: One with the Land, Feat 4 collapse: closed # One with the Land *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -62,7 +62,7 @@ Your connection to your bound terrain strengthens, making you unhindered by loca title: Semblance of Life, Feat 4 collapse: closed # Semblance of Life [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Trigger** You deal damage to a living creature with your fist [Strike](rules/actions/strike.md) or with [Desiccating Inhalation](compendium/feats/desiccating-inhalation-botd.md). @@ -78,7 +78,7 @@ You draw the moisture you've drained from others into your own flesh, temporaril title: Grave Mummification, Feat 6 collapse: closed # Grave Mummification *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -92,7 +92,7 @@ Exposure to the elements, magic, alchemy, and other phenomena intensified the ch title: Mummy's Despair, Feat 6 collapse: closed # Mummy's Despair [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Frequency**: once per hour @@ -108,11 +108,11 @@ You force your mental anguish outward, projecting it upon those around you. You title: Accursed Touch, Feat 8 collapse: closed # Accursed Touch *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) -You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist [Strike](rules/actions/strike.md), negative energy binds to it; this is a [curse](rules/traits/curse.md) and a [disease](rules/traits/disease.md). The creature takes `2d6` [persistent negative damage](rules/conditions.md#Persistent%20Damage). While the creature has this [persistent damage](rules/conditions.md#Persistent%20Damage), it's also [stupefied](rules/conditions.md#Stupefied). The [persistent damage](rules/conditions.md#Persistent%20Damage) increases to `3d6` at 14th level and `4d6` at 20th level. This is a critical specialization effect. +You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist [Strike](rules/actions/strike.md), negative energy binds to it; this is a [curse](rules/traits/curse.md "Curse Effect Trait") and a [disease](rules/traits/disease.md "Disease Effect Trait"). The creature takes `2d6` [persistent negative damage](rules/conditions.md#Persistent%20Damage). While the creature has this [persistent damage](rules/conditions.md#Persistent%20Damage), it's also [stupefied](rules/conditions.md#Stupefied). The [persistent damage](rules/conditions.md#Persistent%20Damage) increases to `3d6` at 14th level and `4d6` at 20th level. This is a critical specialization effect. *Source: Book of the Dead p. 52* %% #trait/archetype %% @@ -122,13 +122,13 @@ You've learned to harness the supernatural curse that animates you, imbuing your title: Storm Shroud, Feat 8 collapse: closed # Storm Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Frequency**: once per hour - **Activity** Two-Action -You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically [earth](rules/traits/earth.md) for sand and [water](rules/traits/water.md) for rain, snow, or clouds. You become [concealed](rules/conditions.md#Concealed) for 1 minute. You can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for concealment that makes your position obvious. +You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically [earth](rules/traits/earth.md "Earth Energy & Element Trait") for sand and [water](rules/traits/water.md "Water Energy & Element Trait") for rain, snow, or clouds. You become [concealed](rules/conditions.md#Concealed) for 1 minute. You can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for concealment that makes your position obvious. *Source: Book of the Dead p. 52* %% #trait/archetype #trait/concentrate #trait/conjuration #trait/divine %% @@ -138,7 +138,7 @@ You become surrounded by a swirling storm of rain, sand, snow, or clouds, whiche title: Channel Rot, Feat 10 collapse: closed # Channel Rot *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Accursed Touch](compendium/feats/accursed-touch-botd.md) @@ -152,7 +152,7 @@ You've learned to channel your curse through weapons you wield instead of solely title: Ensnaring Wrappings, Feat 10 collapse: closed # Ensnaring Wrappings [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Mummy Dedication, expert in [Athletics](compendium/skills.md#Athletics) - **Trigger** Your [Strike](rules/actions/strike.md) deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you. @@ -168,7 +168,7 @@ Some of your wrappings come loose to ensnare a creature you recently damaged. Yo title: Terrain Form, Feat 10 collapse: closed # Terrain Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Frequency**: once per day @@ -176,10 +176,10 @@ collapse: closed You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the [gaseous form](compendium/spells/gaseous-form.md) spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits. -- **Arctic** Snow ([water](rules/traits/water.md)) -- **Desert** Sand ([earth](rules/traits/earth.md)) -- **Mountain** Cloud ([water](rules/traits/water.md)) -- **Swamp** Mud ([earth](rules/traits/earth.md), [water](rules/traits/water.md)) +- **Arctic** Snow ([water](rules/traits/water.md "Water Energy & Element Trait")) +- **Desert** Sand ([earth](rules/traits/earth.md "Earth Energy & Element Trait")) +- **Mountain** Cloud ([water](rules/traits/water.md "Water Energy & Element Trait")) +- **Swamp** Mud ([earth](rules/traits/earth.md "Earth Energy & Element Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) *Source: Book of the Dead p. 52* %% #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% @@ -189,7 +189,7 @@ You crumble to pieces, becoming composed of the very terrain to which you're bou title: Desiccating Inhalation, Feat 12* collapse: closed # Desiccating Inhalation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") > [!pf2-note] This version of [Desiccating Inhalation](compendium/feats/desiccating-inhalation-botd.md) is intended for use with the Mummy Archetype. Its level has been changed accordingly. @@ -209,13 +209,13 @@ At 14th level and every 2 levels thereafter, the damage increases by `1d8`. title: Greater Despair, Feat 12* collapse: closed # Greater Despair *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Greater Despair](compendium/feats/greater-despair-botd.md) is intended for use with the Mummy Archetype. Its level has been changed accordingly. - **Prerequisites**: Mummy's Despair -You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [paralyzed](rules/conditions.md#Paralyzed) for 1 round instead of [frightened](rules/conditions.md#Frightened). Mummy's Despair gains the [incapacitation](rules/traits/incapacitation.md) trait. +You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [paralyzed](rules/conditions.md#Paralyzed) for 1 round instead of [frightened](rules/conditions.md#Frightened). Mummy's Despair gains the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. *Source: Book of the Dead p. 52* %% #trait/archetype %% diff --git a/compendium/character/archetypes/nantambu-chime-ringer-sot2.md b/compendium/character/archetypes/nantambu-chime-ringer-sot2.md index 8206bea95..ab5934571 100644 --- a/compendium/character/archetypes/nantambu-chime-ringer-sot2.md +++ b/compendium/character/archetypes/nantambu-chime-ringer-sot2.md @@ -15,7 +15,7 @@ The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while title: Nantambu Chime-Ringer Dedication, Feat 2 collapse: closed # Nantambu Chime-Ringer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) and [Society](compendium/skills.md#Society) @@ -24,14 +24,14 @@ You've studied the basics of harmony and resonance in magic, exemplified by the **Special.** You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype. *Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Fleet Tempo, Feat 4 collapse: closed # Fleet Tempo [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) - **Frequency**: once per hour @@ -47,7 +47,7 @@ To rush after a criminal or reach someone in need, you ring a sprightly tone. Yo title: Deny The Songs Of War, Feat 10 collapse: closed # Deny The Songs Of War *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) @@ -63,7 +63,7 @@ You can cast [deafness](compendium/spells/deafness.md) and 4th-level [silence](c title: Sing To The Steel, Feat 12* collapse: closed # Sing To The Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") > [!pf2-note] This version of [Sing To The Steel](compendium/feats/sing-to-the-steel-sot2.md) is intended for use with the Nantambu Chime-Ringer Archetype. Its level has been changed accordingly. @@ -77,7 +77,7 @@ You and your allies within 30 feet gain the effects of one of the following rune You choose the rune and the effect applies to all creatures. -You can use an action, which has the [concentrate](rules/traits/concentrate.md) trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. +You can use an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. *Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* %% #trait/archetype #trait/auditory #trait/evocation %% @@ -87,7 +87,7 @@ You can use an action, which has the [concentrate](rules/traits/concentrate.md) title: Song Of Grace And Speed, Feat 16* collapse: closed # Song Of Grace And Speed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") > [!pf2-note] This version of [Song Of Grace And Speed](compendium/feats/song-of-grace-and-speed-sot2.md) is intended for use with the Nantambu Chime-Ringer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/oozemorph-sli.md b/compendium/character/archetypes/oozemorph-sli.md index c940ae335..96a957af5 100644 --- a/compendium/character/archetypes/oozemorph-sli.md +++ b/compendium/character/archetypes/oozemorph-sli.md @@ -15,7 +15,7 @@ You have suffered from the deadly touch of an ooze or other amorphous creature, title: Oozemorph Dedication, Feat 2 collapse: closed # Oozemorph Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in [Occultism](compendium/skills.md#Occultism) and [Ooze Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to [Escape](rules/actions/escape.md) after being Engulfed. @@ -25,14 +25,14 @@ As you develop more abilities based on your amorphous affliction, you become inc **Special.** You can't select another dedication feat until you have gained two other feats from the oozemorph archetype. *Source: The Slithering p. 59* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Disturbing Defense, Feat 4 collapse: closed # Disturbing Defense *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) @@ -46,7 +46,7 @@ Your internal organs and blood vessels have shifted and changed, and even you do title: Hideous Ululation, Feat 4 collapse: closed # Hideous Ululation *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), trained in [Performance](compendium/skills.md#Performance) @@ -60,10 +60,10 @@ Your throat has multiple separate chambers that can give your voice an eerie ech title: Vacate Vision, Feat 6 collapse: closed # Vacate Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) -- **Trigger** You fail (but don't critically fail) a saving throw against an effect with the [visual](rules/traits/visual.md) trait. +- **Trigger** You fail (but don't critically fail) a saving throw against an effect with the [visual](rules/traits/visual.md "Visual Effect Trait") trait. - **Activity** Reaction You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are [blinded](rules/conditions.md#Blinded) for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns. @@ -76,7 +76,7 @@ You cause your eyes to liquefy and run out of your eye sockets, leaving them emp title: Ooze Empathy, Feat 8 collapse: closed # Ooze Empathy *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), at least two other class feats from the oozemorph archetype @@ -90,7 +90,7 @@ You can connect with oozes (and other amorphous aberrations, at the GM's discret title: Rubbery Skin, Feat 10 collapse: closed # Rubbery Skin *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) @@ -104,7 +104,7 @@ Your skin develops a malleable, rubbery quality. You gain resistance to bludgeon title: Uncanny Suction, Feat 12* collapse: closed # Uncanny Suction *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Uncanny Suction](compendium/feats/uncanny-suction-sli.md) is intended for use with the Oozemorph Archetype. Its level has been changed accordingly. @@ -122,7 +122,7 @@ In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being [ title: Peculiar Anatomy, Feat 14* collapse: closed # Peculiar Anatomy *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Peculiar Anatomy](compendium/feats/peculiar-anatomy-sli.md) is intended for use with the Oozemorph Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/oracle-apg.md b/compendium/character/archetypes/oracle-apg.md index 56cd88119..70c636cf8 100644 --- a/compendium/character/archetypes/oracle-apg.md +++ b/compendium/character/archetypes/oracle-apg.md @@ -16,7 +16,7 @@ A mysterious force granted you divine magic and a curse. title: Oracle Dedication, Feat 2 collapse: closed # Oracle Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 @@ -32,7 +32,7 @@ Choose a mystery|oracle|apg|1. You become trained in [Religion](compendium/skill title: Basic Mysteries, Feat 4 collapse: closed # Basic Mysteries *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) @@ -46,7 +46,7 @@ You gain a 1st- or 2nd-level oracle of your choice. title: Basic Oracle Spellcasting, Feat 4 collapse: closed # Basic Oracle Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) @@ -60,11 +60,11 @@ You gain the basic spellcasting benefits. When you gain a spell slot of a new le title: First Revelation, Feat 4 collapse: closed # First Revelation *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) -You gain your mystery's initial revelation spell. Casting this spell progresses your oracular curse|oracle|apg|1||curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate [curse](rules/traits/curse.md) effect, you become [flat-footed](rules/conditions.md#Flat-footed) in addition to the effects of the minor curse. +You gain your mystery's initial revelation spell. Casting this spell progresses your oracular curse|oracle|apg|1||curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate [curse](rules/traits/curse.md "Curse Effect Trait") effect, you become [flat-footed](rules/conditions.md#Flat-footed) in addition to the effects of the minor curse. If you don't have one, you gain a focus pool of 1 Focus Point. @@ -78,7 +78,7 @@ You can [Refocus](rules/actions/refocus.md) by reconciling the conflicting natur title: Advanced Mysteries, Feat 6 collapse: closed # Advanced Mysteries *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Mysteries](compendium/feats/basic-mysteries-apg.md) @@ -94,7 +94,7 @@ You gain one oracle feat. For meeting its prerequisites, your oracle level is eq title: Mysterious Breadth, Feat 8 collapse: closed # Mysterious Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md) @@ -108,7 +108,7 @@ Increase the spell slots you gain from oracle archetype feats by 1 for each spel title: Expert Oracle Spellcasting, Feat 12* collapse: closed # Expert Oracle Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Oracle Spellcasting](compendium/feats/expert-oracle-spellcasting-apg.md) is intended for use with the Oracle Archetype. Its level has been changed accordingly. @@ -124,7 +124,7 @@ You gain the expert spellcasting benefits. title: Master Oracle Spellcasting, Feat 18* collapse: closed # Master Oracle Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Oracle Spellcasting](compendium/feats/master-oracle-spellcasting-apg.md) is intended for use with the Oracle Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/pactbinder-da.md b/compendium/character/archetypes/pactbinder-da.md index 7ad57f2ff..856099af9 100644 --- a/compendium/character/archetypes/pactbinder-da.md +++ b/compendium/character/archetypes/pactbinder-da.md @@ -19,7 +19,7 @@ All these things, you can and must consider in every pact. In addition to pacts, title: Pactbinder Dedication, Feat 2 collapse: closed # Pactbinder Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) as well as either [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -27,7 +27,7 @@ The first step toward forming a successful pact is an understanding of the magic ```ad-embed-ability title: Binding Vow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). @@ -38,14 +38,14 @@ When you make a [Request](rules/actions/request.md) or [Coerce](rules/actions/co **Special.** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. *Source: Dark Archive p. 166* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ```` ```ad-embed-feat title: Pact of Fey Glamour, Feat 4 collapse: closed # Pact of Fey Glamour *Feat 4* -[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) @@ -54,14 +54,14 @@ You've sworn a pact with fey powers, granting you the otherworldly appearance of In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact. *Source: Dark Archive p. 166* -%% #trait/uncommon #trait/archetype #trait/illusion #trait/primal %% +%% #trait/archetype #trait/illusion #trait/primal #trait/uncommon %% ``` ```ad-embed-feat title: Sociable Vow, Feat 4 collapse: closed # Sociable Vow *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md), expert in [Diplomacy](compendium/skills.md#Diplomacy) @@ -75,7 +75,7 @@ You can leverage your vow in more social interactions. The circumstance bonus fr title: Pact of Draconic Fury, Feat 6 collapse: closed # Pact of Draconic Fury *Feat 6* -[arcane](rules/traits/arcane.md) [archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) @@ -88,30 +88,30 @@ You breathe deeply and exhale a line or cone of powerful breath, much like the d ``` *Source: Dark Archive p. 166* -%% #trait/uncommon #trait/arcane #trait/archetype #trait/evocation %% +%% #trait/arcane #trait/archetype #trait/evocation #trait/uncommon %% ```` ```ad-embed-feat title: Pact of Infernal Prowess, Feat 8 collapse: closed # Pact of Infernal Prowess *Feat 8* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) -You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a [fortune](rules/traits/fortune.md) effect. Additionally, you can choose to automatically succeed at checks to [Earn Income](rules/actions/earn-income.md) for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a [discern location](compendium/spells/discern-location.md) spell. They can also use 10th-level [scrying](compendium/spells/scrying.md) on you at will, and you automatically critically fail your saving throw. +You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. Additionally, you can choose to automatically succeed at checks to [Earn Income](rules/actions/earn-income.md) for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a [discern location](compendium/spells/discern-location.md) spell. They can also use 10th-level [scrying](compendium/spells/scrying.md) on you at will, and you automatically critically fail your saving throw. **Special.** You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact. *Source: Dark Archive p. 167* -%% #trait/uncommon #trait/archetype #trait/divination #trait/divine %% +%% #trait/archetype #trait/divination #trait/divine #trait/uncommon %% ``` ```ad-embed-feat title: Pact of the Final Breath, Feat 12* collapse: closed # Pact of the Final Breath *Feat 12* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Pact of the Final Breath](compendium/feats/pact-of-the-final-breath-da.md) is intended for use with the Pactbinder Archetype. Its level has been changed accordingly. @@ -124,14 +124,14 @@ As long as you keep your end of the bargain, you live twice as long as you norma In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on. *Source: Dark Archive p. 167* -%% #trait/uncommon #trait/archetype #trait/divine #trait/necromancy %% +%% #trait/archetype #trait/divine #trait/necromancy #trait/uncommon %% ``` ```ad-embed-feat title: Pact of Eldritch Eyes, Feat 14* collapse: closed # Pact of Eldritch Eyes *Feat 14* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Pact of Eldritch Eyes](compendium/feats/pact-of-eldritch-eyes-da.md) is intended for use with the Pactbinder Archetype. Its level has been changed accordingly. @@ -146,5 +146,5 @@ However, in the unlikely event that an encounter begins while you're experiencin **Special.** The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void. *Source: Dark Archive p. 167* -%% #trait/uncommon #trait/archetype #trait/divination #trait/occult %% +%% #trait/archetype #trait/divination #trait/occult #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/pactbound-initiate-lomm.md b/compendium/character/archetypes/pactbound-initiate-lomm.md index 7c45820e9..456d09657 100644 --- a/compendium/character/archetypes/pactbound-initiate-lomm.md +++ b/compendium/character/archetypes/pactbound-initiate-lomm.md @@ -17,7 +17,7 @@ An unwilling creature can never be forced to become a pactbound initiate, and on title: Pactbound Dedication, Feat 2 collapse: closed # Pactbound Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: Erutaki or Giant language, trained in [Nature](compendium/skills.md#Nature), must have earned the trust of a saumen kar who initiates you into the archetype @@ -26,14 +26,14 @@ You befriended one of the last saumen kar and were infused with a fraction of th **Special.** You can't select another dedication feat until you have gained two other feats from the pactbound archetype. *Source: Lost Omens: Monsters of Myth p. 10* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Ice Crafter, Feat 4 collapse: closed # Ice Crafter *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) @@ -47,11 +47,11 @@ The ancient ice-crafting techniques of the saumen kar awaken within you. You bec title: Crown of the Saumen Kar, Feat 6 collapse: closed # Crown of the Saumen Kar *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) -Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks made to [Sneak](rules/actions/sneak.md) or [Hide](rules/actions/hide.md) in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals `1d8` bludgeoning damage. Your horns are in the brawling group and have the [shove](rules/traits/shove.md) and [trip](rules/traits/trip.md) traits. +Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks made to [Sneak](rules/actions/sneak.md) or [Hide](rules/actions/hide.md) in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals `1d8` bludgeoning damage. Your horns are in the brawling group and have the [shove](rules/traits/shove.md "Shove Weapon Trait") and [trip](rules/traits/trip.md "Trip Weapon Trait") traits. *Source: Lost Omens: Monsters of Myth p. 10* %% #trait/archetype %% @@ -61,13 +61,13 @@ Your body begins to evolve and adapt, taking the first steps towards blending y title: Frostbite Runes, Feat 12* collapse: closed # Frostbite Runes *Feat 12* -[archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") > [!pf2-note] This version of [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. - **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) -Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against [evil](rules/traits/evil.md) and [necromancy](rules/traits/necromancy.md) spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the [negative healing](rules/abilities/negative-healing-b2.md) ability, like dhampir. +Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against [evil](rules/traits/evil.md "Evil Alignment Trait") and [necromancy](rules/traits/necromancy.md "Necromancy School Trait") spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the [negative healing](rules/abilities/negative-healing-b2.md) ability, like dhampir. *Source: Lost Omens: Monsters of Myth p. 10* %% #trait/archetype #trait/evocation #trait/primal %% @@ -77,7 +77,7 @@ Thick tattoos, each one a rune fragment from the saumen kar's long-lost language title: Curse of the Saumen Kar, Feat 14* collapse: closed # Curse of the Saumen Kar [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") > [!pf2-note] This version of [Curse of the Saumen Kar](compendium/feats/curse-of-the-saumen-kar-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. @@ -97,7 +97,7 @@ The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critica title: Bound in Ice, Feat 16* collapse: closed # Bound in Ice *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Bound in Ice](compendium/feats/bound-in-ice-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. @@ -112,9 +112,9 @@ title: Blizzard Evasion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Ac - **Trigger**: You take 40 or more physical damage from a single attack -**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) weapons and unarmed attacks gain the backstabber and [deadly ](rules/traits/deadly.md) weapon traits when you're attacking your mark. +**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapons and unarmed attacks gain the backstabber and [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") weapon traits when you're attacking your mark. -If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it deadly . +If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait, increase the size of the deadly damage die by one step instead of giving it deadly . ``` *Source: Lost Omens: Monsters of Myth p. 10* diff --git a/compendium/character/archetypes/pathfinder-agent-lowg.md b/compendium/character/archetypes/pathfinder-agent-lowg.md index cd9dc3c06..84fcf4345 100644 --- a/compendium/character/archetypes/pathfinder-agent-lowg.md +++ b/compendium/character/archetypes/pathfinder-agent-lowg.md @@ -15,7 +15,7 @@ You're a field agent of the globe-trotting Pathfinder Society, sworn to report, title: Pathfinder Agent Dedication, Feat 2 collapse: closed # Pathfinder Agent Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Absalom. - **Prerequisites**: member of the Pathfinder Society @@ -25,14 +25,14 @@ Your Pathfinder training has broadened your horizons and made you more flexible **Special.** You cannot select another dedication feat until you have gained two other feats from the Pathfinder agent archetype. *Source: Lost Omens: World Guide p. 23* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Careful Explorer, Feat 4 collapse: closed # Careful Explorer *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) @@ -48,7 +48,7 @@ Even if you aren't [Searching](rules/actions/search.md) in exploration mode, you title: Deft Cooperation, Feat 4 collapse: closed # Deft Cooperation *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) @@ -62,7 +62,7 @@ When you set things up to help your allies, you also gain some of the fruits of title: Thorough Reports, Feat 4 collapse: closed # Thorough Reports *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) @@ -76,7 +76,7 @@ Your reports are thorough and informative, and putting your thoughts to paper he title: Wayfinder Resonance Tinkerer, Feat 4 collapse: closed # Wayfinder Resonance Tinkerer *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/character/archetypes/pirate-apg.md b/compendium/character/archetypes/pirate-apg.md index 6b89a284e..838a966de 100644 --- a/compendium/character/archetypes/pirate-apg.md +++ b/compendium/character/archetypes/pirate-apg.md @@ -17,7 +17,7 @@ Pirates have much in common with swashbucklers, and many pirates have the swashb title: Pirate Dedication, Feat 2 collapse: closed # Pirate Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) @@ -25,7 +25,7 @@ As a pirate, you sail the seas in search of enemy ships to plunder. You become t ```ad-embed-ability title: Boarding Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[flourish](rules/traits/flourish.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") Either [Stride](rules/actions/stride.md) twice or attempt an [Acrobatics](compendium/skills.md#Acrobatics) check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee [Strike](rules/actions/strike.md) that deals one additional weapon damage die. %% #trait/flourish %% @@ -41,7 +41,7 @@ Either [Stride](rules/actions/stride.md) twice or attempt an [Acrobatics](compen title: Pirate Weapon Training, Feat 4 collapse: closed # Pirate Weapon Training *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) @@ -55,7 +55,7 @@ You're particularly skilled at wielding traditional pirate weapons. You become t title: Rope Runner, Feat 4 collapse: closed # Rope Runner *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md); trained in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) @@ -69,12 +69,12 @@ You run and climb across ropes and rigging almost as easily as on the ground. Yo title: Walk The Plank, Feat 8 collapse: closed # Walk The Plank [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) - **Activity** Two-Action -You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to [Demoralize](rules/actions/demoralize.md) an opponent; this check gains the [incapacitation](rules/traits/incapacitation.md) trait. On a success, in addition to the normal effects, you can also force the target to [Stride](rules/actions/stride.md) up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to [Demoralize](rules/actions/demoralize.md) was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. +You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to [Demoralize](rules/actions/demoralize.md) an opponent; this check gains the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. On a success, in addition to the normal effects, you can also force the target to [Stride](rules/actions/stride.md) up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to [Demoralize](rules/actions/demoralize.md) was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. *Source: Advanced Player's Guide p. 185* %% #trait/archetype %% diff --git a/compendium/character/archetypes/poisoner-apg.md b/compendium/character/archetypes/poisoner-apg.md index 2c1ebcba1..75c01f453 100644 --- a/compendium/character/archetypes/poisoner-apg.md +++ b/compendium/character/archetypes/poisoner-apg.md @@ -16,7 +16,7 @@ People are so delightfully fragile when exposed to the glories of nature. The bi title: Poisoner Dedication, Feat 2 collapse: closed # Poisoner Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) @@ -32,7 +32,7 @@ You make a point of always having a few toxins near at hand—you never know whe title: Poison Resistance (Alchemist), Feat 4* collapse: closed # Poison Resistance (Alchemist) *Feat 4* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Poison Resistance (Alchemist)](compendium/feats/poison-resistance-alchemist.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -47,7 +47,7 @@ Repeated exposure to toxic reagents has fortified your body against poisons of a title: Poisoner's Twist, Feat 4 collapse: closed # Poisoner's Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), trained in [Medicine](compendium/skills.md#Medicine) - **Requirements**: Your last action was a successful melee [Strike](rules/actions/strike.md) that dealt damage against a target that is afflicted by a poison, and you know which poison. @@ -63,7 +63,7 @@ Poisons attack specific parts of the body—one venom might target the lungs, an title: Subtle Delivery, Feat 4* collapse: closed # Subtle Delivery *Feat 4* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Subtle Delivery](compendium/feats/subtle-delivery-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -78,7 +78,7 @@ You can capably deliver toxins with a blowgun. Your blowgun [Strikes](rules/acti title: Expert Poisoner, Feat 6 collapse: closed # Expert Poisoner *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), expert in [Crafting](compendium/skills.md#Crafting) @@ -92,7 +92,7 @@ Your advanced alchemy level for poison increases to your level – 3. title: Poison Coat, Feat 6 collapse: closed # Poison Coat [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) - **Trigger** A creature adjacent to you hits you with a melee unarmed [Strike](rules/actions/strike.md). @@ -111,14 +111,14 @@ When you use this reaction, the triggering creature is exposed to the suffused p title: Poison Weapon, Feat 6* collapse: closed # Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Poison Weapon](compendium/feats/poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - **Requirements**: You are wielding a piercing or slashing weapon. - **Activity** Single Action -You apply a [poison](rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. +You apply a [poison](rules/traits/poison.md "Poison Effect Trait") to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. **Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. @@ -130,7 +130,7 @@ You apply a [poison](rules/traits/poison.md) to the required weapon; if you're n title: Tenacious Toxins, Feat 6* collapse: closed # Tenacious Toxins *Feat 6* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Tenacious Toxins](compendium/feats/tenacious-toxins-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -145,7 +145,7 @@ Your victims tend to expire long before your poisons, since the latter have been title: Acquired Tolerance, Feat 8 collapse: closed # Acquired Tolerance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) - **Trigger** You fail a save against a poison. @@ -161,7 +161,7 @@ A small amount of poison, taken at nonlethal doses, can help the body build up a title: Sticky Poison, Feat 8* collapse: closed # Sticky Poison *Feat 8* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Sticky Poison](compendium/feats/sticky-poison-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -176,7 +176,7 @@ A combination of additional viscosity and careful application keeps your weapons title: Improved Poison Weapon, Feat 10* collapse: closed # Improved Poison Weapon *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -192,7 +192,7 @@ You deliver poisons in ways that maximize their harmful effects. When you apply title: Pinpoint Poisoner, Feat 10* collapse: closed # Pinpoint Poisoner *Feat 10* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Pinpoint Poisoner](compendium/feats/pinpoint-poisoner-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -207,7 +207,7 @@ Unsuspecting targets are especially vulnerable to your poisons. When you success title: Improved Poison Weapon, Feat 12* collapse: closed # Improved Poison Weapon *Feat 12* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -223,7 +223,7 @@ You deliver poisons in ways that maximize their harmful effects. When you apply title: Chemical Contagion, Feat 18* collapse: closed # Chemical Contagion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Chemical Contagion](compendium/feats/chemical-contagion-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/provocator-aoe3.md b/compendium/character/archetypes/provocator-aoe3.md index a26fd94be..196d64613 100644 --- a/compendium/character/archetypes/provocator-aoe3.md +++ b/compendium/character/archetypes/provocator-aoe3.md @@ -15,7 +15,7 @@ The provocator is a gladiator who mixes brilliant performance with mastery of we title: Provocator Dedication, Feat 10 collapse: closed # Provocator Dedication *Feat 10* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Successfully defeat the ebaraks in the Irorium. - **Prerequisites**: Strength 14, Charisma 14 @@ -25,14 +25,14 @@ For you, fighting is as much about style as skill. You become trained in simple **Special.** You can't select another dedication feat until you have gained two other feats from the provocator archetype. *Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Cartwheel Dodge, Feat 12* collapse: closed # Cartwheel Dodge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Cartwheel Dodge](compendium/feats/cartwheel-dodge-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. @@ -51,7 +51,7 @@ You [Step](rules/actions/step.md) up to 10 feet. title: Flourishing Finish, Feat 12* collapse: closed # Flourishing Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") > [!pf2-note] This version of [Flourishing Finish](compendium/feats/flourishing-finish-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. @@ -75,7 +75,7 @@ Regardless of the result, each target is immune to your Flourishing Finish for 1 title: Murderer's Circle, Feat 14* collapse: closed # Murderer's Circle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Murderer's Circle](compendium/feats/murderers-circle-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. @@ -92,7 +92,7 @@ You [Strike](rules/actions/strike.md) a target within reach and then [Step](rule title: Pin To The Spot, Feat 14* collapse: closed # Pin To The Spot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Pin To The Spot](compendium/feats/pin-to-the-spot-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. @@ -109,7 +109,7 @@ You [Strike](rules/actions/strike.md) a target within reach. If you hit and deal title: Performance Weapon Expert, Feat 16* collapse: closed # Performance Weapon Expert *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Performance Weapon Expert](compendium/feats/performance-weapon-expert-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/psychic-da.md b/compendium/character/archetypes/psychic-da.md index cf1c1de5d..c910a1b2d 100644 --- a/compendium/character/archetypes/psychic-da.md +++ b/compendium/character/archetypes/psychic-da.md @@ -20,7 +20,7 @@ Psychic is a good fit for characters who want a touch of occult power. Intellige title: Psychic Dedication, Feat 2 collapse: closed # Psychic Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 or Charisma 14 @@ -36,7 +36,7 @@ You feel something awaken within your mind. You become trained in [Occultism](co title: Basic Psychic Spellcasting, Feat 4 collapse: closed # Basic Psychic Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) @@ -50,7 +50,7 @@ You gain the basic spellcasting benefits. When you gain a spell slot of a new le title: Basic Thoughtform, Feat 4 collapse: closed # Basic Thoughtform *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) @@ -64,7 +64,7 @@ You gain a 1st- or 2nd-level psychic feat of your choice. title: Advanced Thoughtform, Feat 6 collapse: closed # Advanced Thoughtform *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Thoughtform](compendium/feats/basic-thoughtform-da.md) @@ -80,7 +80,7 @@ You gain one psychic feat. For the purpose of meeting its prerequisites, your ps title: Psi Development, Feat 6 collapse: closed # Psi Development *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) @@ -96,7 +96,7 @@ You gain the benefits and the amp for this second psi cantrip. Increase the numb title: Expert Psychic Spellcasting, Feat 12* collapse: closed # Expert Psychic Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Psychic Spellcasting](compendium/feats/expert-psychic-spellcasting-da.md) is intended for use with the Psychic Archetype. Its level has been changed accordingly. @@ -112,7 +112,7 @@ You gain the expert spellcasting benefits. title: Master Psychic Spellcasting, Feat 18* collapse: closed # Master Psychic Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Psychic Spellcasting](compendium/feats/master-psychic-spellcasting-da.md) is intended for use with the Psychic Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/psychic-duelist-da.md b/compendium/character/archetypes/psychic-duelist-da.md index 1ee3cd2ad..ba3878b8d 100644 --- a/compendium/character/archetypes/psychic-duelist-da.md +++ b/compendium/character/archetypes/psychic-duelist-da.md @@ -15,7 +15,7 @@ The mental landscape of the psychic duel rises to meet your steps and reshapes a title: Psychic Duelist Dedication, Feat 4 collapse: closed # Psychic Duelist Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism), you have been in a psychic duel @@ -27,14 +27,14 @@ Through experience and in-depth visualizations of mental battles, you've grown a **Special.** You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype. *Source: Dark Archive p. 203* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Duel Spell Advantage, Feat 6 collapse: closed # Duel Spell Advantage *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) @@ -50,7 +50,7 @@ If you're 9th level or higher, add the following spells to the list of natural p title: Supreme Psychic Center, Feat 8 collapse: closed # Supreme Psychic Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) - **Trigger** Your turn in a psychic duel begins. @@ -66,7 +66,7 @@ With the merest thought, you realign your mental defenses to your duel's circums title: Instigate Psychic Duel, Feat 12* collapse: closed # Instigate Psychic Duel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") > [!pf2-note] This version of [Instigate Psychic Duel](compendium/feats/instigate-psychic-duel-da.md) is intended for use with the Psychic Duelist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ranger.md b/compendium/character/archetypes/ranger.md index e42272188..c39b7737c 100644 --- a/compendium/character/archetypes/ranger.md +++ b/compendium/character/archetypes/ranger.md @@ -26,7 +26,7 @@ The ranger archetype has access to excellent options to improve a character's mo title: Ranger Dedication, Feat 2 collapse: closed # Ranger Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Dexterity 14 @@ -44,7 +44,7 @@ You can use the [Hunt Prey](rules/actions/hunt-prey.md) action (page 168). title: Basic Hunter's Trick, Feat 4 collapse: closed # Basic Hunter's Trick *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md) @@ -58,7 +58,7 @@ You gain a 1st- or 2nd-level ranger feat. title: Ranger Resiliency, Feat 4 collapse: closed # Ranger Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier @@ -72,7 +72,7 @@ You gain 3 additional Hit Points for each ranger archetype class feat you have. title: Advanced Hunter's Trick, Feat 6 collapse: closed # Advanced Hunter's Trick *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Hunter's Trick](compendium/feats/basic-hunters-trick.md) @@ -88,7 +88,7 @@ You gain one ranger feat. For the purpose of meeting its prerequisites, your ran title: Master Spotter, Feat 12* collapse: closed # Master Spotter *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Spotter](compendium/feats/master-spotter.md) is intended for use with the Ranger Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/reanimator-botd.md b/compendium/character/archetypes/reanimator-botd.md index 3a7e88a31..379563df7 100644 --- a/compendium/character/archetypes/reanimator-botd.md +++ b/compendium/character/archetypes/reanimator-botd.md @@ -15,7 +15,7 @@ Most cultures revere the bodies of the deceased, laying to rest the mortal remai title: Reanimator Dedication, Feat 2 collapse: closed # Reanimator Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: able to cast [animate dead](compendium/spells/animate-dead-apg.md) with a spell slot @@ -31,7 +31,7 @@ You have dedicated your studies to the art of raising and commanding undead. If title: Undying Conviction, Feat 4* collapse: closed # Undying Conviction *Feat 4* -[aura](rules/traits/aura.md) [cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Undying Conviction](compendium/feats/undying-conviction-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. @@ -42,14 +42,14 @@ Your presence has a bolstering effect on your undead minions. Undead creatures u **Special.** This feat has the trait matching your spellcasting tradition. *Source: Book of the Dead p. 33* -%% #trait/uncommon #trait/aura #trait/cleric #trait/necromancy #trait/oracle #trait/wizard %% +%% #trait/aura #trait/cleric #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% ``` ```ad-embed-feat title: Deathly Secrets, Feat 6 collapse: closed # Deathly Secrets *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) @@ -65,7 +65,7 @@ No means of creating or ruling the undead is beyond your grasp, even those of ma title: Macabre Virtuoso, Feat 6 collapse: closed # Macabre Virtuoso *Feat 6* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md); expert in [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -76,14 +76,14 @@ When acting as primary caster, you can perform all [create undead](compendium/sp **Special.** You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures. *Source: Book of the Dead p. 34* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Bonds of Death, Feat 8 collapse: closed # Bonds of Death [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) - **Frequency**: once per day @@ -100,7 +100,7 @@ You sway with the motions of your spells that animate the dead, channeling your title: Greater Deathly Secrets, Feat 10 collapse: closed # Greater Deathly Secrets *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Deathly Secrets](compendium/feats/deathly-secrets-botd.md) @@ -116,7 +116,7 @@ Your undead secrets grow stronger still. You learn either the [malignant sustena title: Master of the Dead, Feat 12* collapse: closed # Master of the Dead *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Master of the Dead](compendium/feats/master-of-the-dead-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. @@ -125,14 +125,14 @@ collapse: closed You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the [shambling horror](compendium/spells/shambling-horror-botd.md) focus spell. Your focus pool increases by 1 Focus Point. *Source: Book of the Dead p. 35* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Necromancer's Visage, Feat 12* collapse: closed # Necromancer's Visage *Feat 12* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Necromancer's Visage](compendium/feats/necromancers-visage-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. @@ -151,14 +151,14 @@ Each time an undead creature 2 or more levels lower than you attacks you, it mus **Special.** This feat has the trait matching your spellcasting tradition. *Source: Book of the Dead p. 33* -%% #trait/uncommon #trait/cleric #trait/necromancy #trait/oracle #trait/wizard %% +%% #trait/cleric #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% ``` ```ad-embed-feat title: Sepulchral Sublimation, Feat 14* collapse: closed # Sepulchral Sublimation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Sepulchral Sublimation](compendium/feats/sepulchral-sublimation-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. @@ -171,5 +171,5 @@ You repurpose the negative energy that flows through your minions at a moment's **Special.** This feat has the trait matching your spellcasting tradition. *Source: Book of the Dead p. 33* -%% #trait/uncommon #trait/cleric #trait/concentrate #trait/metamagic #trait/necromancy #trait/oracle #trait/wizard %% +%% #trait/cleric #trait/concentrate #trait/metamagic #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/ritualist-apg.md b/compendium/character/archetypes/ritualist-apg.md index 719186d68..ec32e3812 100644 --- a/compendium/character/archetypes/ritualist-apg.md +++ b/compendium/character/archetypes/ritualist-apg.md @@ -15,7 +15,7 @@ While some learn the art of ritual casting through rigorous study, other gifted title: Ritualist Dedication, Feat 4 collapse: closed # Ritualist Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -26,14 +26,14 @@ You gain a +2 circumstance bonus to all primary checks to perform a ritual. You **Special.** You can't select another dedication feat until you've gained two other feats from the ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it. *Source: Advanced Player's Guide p. 187* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Flexible Ritualist, Feat 6 collapse: closed # Flexible Ritualist *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) @@ -49,7 +49,7 @@ When you do, you must fulfill any requirements for the secondary caster, and you title: Resourceful Ritualist, Feat 6 collapse: closed # Resourceful Ritualist *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) @@ -63,7 +63,7 @@ You can cast difficult rituals that might otherwise be just beyond your skill. Y title: Efficient Rituals, Feat 8 collapse: closed # Efficient Rituals *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) @@ -77,7 +77,7 @@ You can perform some rituals in less time. If the ritual normally requires 1 day title: Assured Ritualist, Feat 10 collapse: closed # Assured Ritualist *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Flexible Ritualist](compendium/feats/flexible-ritualist-apg.md) @@ -91,7 +91,7 @@ You can cover for a secondary caster's error. If you are the primary caster, aft title: Speedy Rituals, Feat 14* collapse: closed # Speedy Rituals *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Speedy Rituals](compendium/feats/speedy-rituals-apg.md) is intended for use with the Ritualist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/rogue.md b/compendium/character/archetypes/rogue.md index 110034743..341190059 100644 --- a/compendium/character/archetypes/rogue.md +++ b/compendium/character/archetypes/rogue.md @@ -28,7 +28,7 @@ Nearly any character can benefit from the many skills and tricks the rogue arche title: Rogue Dedication, Feat 2 collapse: closed # Rogue Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Dexterity 14 @@ -44,7 +44,7 @@ You gain a skill feat and the rogue's surprise attack|Rogue||1 class feature. Yo title: Basic Trickery, Feat 4 collapse: closed # Basic Trickery *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) @@ -58,7 +58,7 @@ You gain a 1st- or 2nd-level rogue feat. title: Sneak Attacker, Feat 4 collapse: closed # Sneak Attacker *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) @@ -72,7 +72,7 @@ You gain the sneak attack class feature (page 181), except it deals `1d4` damage title: Advanced Trickery, Feat 6 collapse: closed # Advanced Trickery *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Trickery](compendium/feats/basic-trickery.md) @@ -88,7 +88,7 @@ You gain one rogue feat. For the purpose of meeting its prerequisites, your rogu title: Skill Mastery, Feat 8 collapse: closed # Skill Mastery *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md), trained in at least one skill and expert in at least one skill @@ -104,7 +104,7 @@ Increase your proficiency rank in one of your skills from expert to master and i title: Uncanny Dodge, Feat 10 collapse: closed # Uncanny Dodge *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) @@ -118,7 +118,7 @@ You gain the deny advantage class feature (page 181). title: Evasiveness, Feat 12* collapse: closed # Evasiveness *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Evasiveness](compendium/feats/evasiveness.md) is intended for use with the Rogue Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/runelord-som.md b/compendium/character/archetypes/runelord-som.md index f84fc6c56..bd504164d 100644 --- a/compendium/character/archetypes/runelord-som.md +++ b/compendium/character/archetypes/runelord-som.md @@ -86,7 +86,7 @@ Runelords of transmutation not only transform objects to create value, but also title: Runelord Dedication, Feat 2 collapse: closed # Runelord Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: runelord specialization @@ -95,14 +95,14 @@ Your rune magic increases, and you practice with your school's associated weapon **Special.** You can't select another dedication feat until you have gained two other feats from the runelord archetype. *Source: Secrets of Magic p. 240* -%% #trait/rare #trait/archetype #trait/class #trait/dedication %% +%% #trait/archetype #trait/class #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Embed Aeon Stone, Feat 2 collapse: closed # Embed Aeon Stone *Feat 2* -[archetype](rules/traits/archetype.md) [downtime](rules/traits/downtime.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md), trained in [Crafting](compendium/skills.md#Crafting) @@ -118,7 +118,7 @@ You can also use this activity to safely remove an embedded aeon stone in 1 day. title: Tattoo Artist, Feat 2* collapse: closed # Tattoo Artist *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") > [!pf2-note] This version of [Tattoo Artist](compendium/feats/tattoo-artist-tv.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. @@ -134,7 +134,7 @@ You can craft tattoos, including magical tattoos. When you select this feat, you title: Aeon Resonance, Feat 4 collapse: closed # Aeon Resonance *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Embed Aeon Stone](compendium/feats/embed-aeon-stone-som.md) @@ -150,7 +150,7 @@ You gain the resonant power of one embedded aeon stone as if it were placed in a title: Polearm Tricks, Feat 6 collapse: closed # Polearm Tricks *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) @@ -164,7 +164,7 @@ Your connection to rune magic has revealed tricks to make polearms deadlier in y title: Sin Reservoir, Feat 8 collapse: closed # Sin Reservoir *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) @@ -178,7 +178,7 @@ During daily preparations, you can indulge in your associated sin. When you do, title: Fused Polearm, Feat 10 collapse: closed # Fused Polearm *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) - **Requirements**: Your arcane bonded item is a polearm. @@ -195,7 +195,7 @@ While the two are fused, the weapon's haft takes on aesthetic aspects of the sta title: School Counterspell, Feat 12* collapse: closed # School Counterspell *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [School Counterspell](compendium/feats/school-counterspell-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. @@ -211,7 +211,7 @@ Your intricate knowledge of your school lets you easily negate spells from that title: School Spell Redirection, Feat 18* collapse: closed # School Spell Redirection *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [School Spell Redirection](compendium/feats/school-spell-redirection-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/runescarred-lowg.md b/compendium/character/archetypes/runescarred-lowg.md index ddbe2f7c1..4258bcd9f 100644 --- a/compendium/character/archetypes/runescarred-lowg.md +++ b/compendium/character/archetypes/runescarred-lowg.md @@ -15,7 +15,7 @@ The rune magic of Thassilon and its descendant nations has left its mark on your title: Runescarred Dedication, Feat 2 collapse: closed # Runescarred Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Saga Lands. - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) @@ -27,14 +27,14 @@ Choose one cantrip from the arcane list. One of the runes on your body correspon **Special.** You cannot select another dedication feat until you have gained two other feats from the runescarred archetype. *Source: Lost Omens: World Guide p. 119* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Spell Runes, Feat 4 collapse: closed # Spell Runes *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) @@ -48,7 +48,7 @@ The magical runes on your body grant you several magical abilities. Choose a 1st title: Living Rune, Feat 6 collapse: closed # Living Rune *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) @@ -62,7 +62,7 @@ You've bridged a connection between the runes on your body and the magic of rune title: Warding Rune, Feat 6 collapse: closed # Warding Rune *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) @@ -76,7 +76,7 @@ Your runes provide a warding effect that protects you against a specific school title: Greater Spell Runes, Feat 10 collapse: closed # Greater Spell Runes *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Runes](compendium/feats/spell-runes-lowg.md) diff --git a/compendium/character/archetypes/scout-apg.md b/compendium/character/archetypes/scout-apg.md index 177170c1b..67712217a 100644 --- a/compendium/character/archetypes/scout-apg.md +++ b/compendium/character/archetypes/scout-apg.md @@ -15,7 +15,7 @@ You're an expert in espionage and reconnaissance, able to skulk silently through title: Scout Dedication, Feat 2 collapse: closed # Scout Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival) @@ -31,7 +31,7 @@ You are a highly skilled scout, capable of providing your allies a timely warnin title: Scout's Charge, Feat 4 collapse: closed # Scout's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) - **Activity** Two-Action @@ -46,7 +46,7 @@ You meander around unpredictably, and then ambush your opponents without warning title: Terrain Scout, Feat 4 collapse: closed # Terrain Scout *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) @@ -60,7 +60,7 @@ You gain the [Terrain Stalker](compendium/feats/terrain-stalker.md) skill feat ( title: Fleeting Shadow, Feat 6 collapse: closed # Fleeting Shadow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) - **Activity** Two-Action @@ -75,7 +75,7 @@ You're able to quickly disappear and then move about stealthily. You [Hide](rule title: Scout's Speed, Feat 6 collapse: closed # Scout's Speed *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) @@ -89,7 +89,7 @@ You move faster, especially when traveling, allowing you to scout ahead and repo title: Scout's Pounce, Feat 10 collapse: closed # Scout's Pounce [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) - **Requirements**: You are [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by all of your opponents, and you aren't within 10 feet of any enemy. @@ -105,7 +105,7 @@ You leap from the shadows to strike your foes. [Stride](rules/actions/stride.md) title: Camouflage, Feat 12* collapse: closed # Camouflage *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Scout Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/scroll-trickster-apg.md b/compendium/character/archetypes/scroll-trickster-apg.md index 6f7075d9e..6b4bb527d 100644 --- a/compendium/character/archetypes/scroll-trickster-apg.md +++ b/compendium/character/archetypes/scroll-trickster-apg.md @@ -15,7 +15,7 @@ Magic has long been written down, and in myriad forms. From the classic rolled p title: Scroll Trickster Dedication, Feat 2 collapse: closed # Scroll Trickster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -31,7 +31,7 @@ You've studied scrolls in depth. This might have been a comprehensive education title: Basic Scroll Cache, Feat 6 collapse: closed # Basic Scroll Cache *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) @@ -51,7 +51,7 @@ At 8th level, add a second temporary scroll containing a 2nd-level spell. title: Skim Scroll, Feat 8 collapse: closed # Skim Scroll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) - **Activity** Single Action @@ -66,7 +66,7 @@ You can activate the magic of a scroll with a cursory read as you draw it from y title: Camouflage, Feat 12* collapse: closed # Camouflage *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. @@ -82,7 +82,7 @@ You alter your appearance to blend in to the wilderness. In natural terrain, you title: Expert Scroll Cache, Feat 12* collapse: closed # Expert Scroll Cache *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Scroll Cache](compendium/feats/expert-scroll-cache-apg.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. @@ -98,7 +98,7 @@ Your scroll collection is more powerful. In addition to your daily scrolls from title: Master Scroll Cache, Feat 18* collapse: closed # Master Scroll Cache *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Scroll Cache](compendium/feats/master-scroll-cache-apg.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/scrollmaster-locg.md b/compendium/character/archetypes/scrollmaster-locg.md index ac02f0df2..134df6c15 100644 --- a/compendium/character/archetypes/scrollmaster-locg.md +++ b/compendium/character/archetypes/scrollmaster-locg.md @@ -15,7 +15,7 @@ Members who align themselves with the Scrolls branch of the Pathfinder Society a title: Scrollmaster Dedication, Feat 6 collapse: closed # Scrollmaster Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in any [Lore](compendium/skills.md#Lore) skill, member of the Pathfinder Society affiliated with the School of Scrolls @@ -26,14 +26,14 @@ If you have the [Thorough Reports](compendium/feats/thorough-reports-lowg.md) fe **Special.** You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype. *Source: Lost Omens: Character Guide p. 113* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Lore Seeker, Feat 8 collapse: closed # Lore Seeker *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) @@ -49,7 +49,7 @@ You can cast [comprehend language](compendium/spells/comprehend-language.md), re title: Unravel Mysteries, Feat 8 collapse: closed # Unravel Mysteries *Feat 8* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in a [Decipher Writing](rules/actions/decipher-writing.md) skill, [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) @@ -63,7 +63,7 @@ You can understand the true meaning of texts quickly, and even when you get lost title: Font Of Knowledge, Feat 10 collapse: closed # Font Of Knowledge *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/character/archetypes/scrounger-apg.md b/compendium/character/archetypes/scrounger-apg.md index e09ed489e..6c21ca5a4 100644 --- a/compendium/character/archetypes/scrounger-apg.md +++ b/compendium/character/archetypes/scrounger-apg.md @@ -15,7 +15,7 @@ You have spent countless hours disassembling and rebuilding complex items to lea title: Scrounger Dedication, Feat 2 collapse: closed # Scrounger Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) @@ -30,14 +30,14 @@ You can incorporate any materials or items that you have on hand, even if they'r **Special.** You can't select another dedication feat until you have gained two other feats from the scrounger archetype. *Source: Advanced Player's Guide p. 190* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Reverse Engineering, Feat 4 collapse: closed # Reverse Engineering *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) @@ -51,7 +51,7 @@ You are able to reverse engineer items into formulas more effectively than most. title: High-quality Scrounger, Feat 6 collapse: closed # High-quality Scrounger *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) @@ -65,7 +65,7 @@ When you [Craft](rules/actions/craft.md) a temporary item using Scrounger Dedica title: Expert Disassembly, Feat 7 collapse: closed # Expert Disassembly *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) diff --git a/compendium/character/archetypes/sentinel-apg.md b/compendium/character/archetypes/sentinel-apg.md index edc0f3368..92de49ab5 100644 --- a/compendium/character/archetypes/sentinel-apg.md +++ b/compendium/character/archetypes/sentinel-apg.md @@ -15,7 +15,7 @@ Armor offers solid, reassuring protection in combat, and as someone who faces da title: Sentinel Dedication, Feat 2 collapse: closed # Sentinel Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. @@ -32,7 +32,7 @@ Whenever you gain a class feature that grants you expert or greater proficiency title: Steel Skin, Feat 4 collapse: closed # Steel Skin *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival), [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) @@ -46,7 +46,7 @@ You wear your armor like a second skin. You can rest normally while wearing medi title: Armor Specialist, Feat 6 collapse: closed # Armor Specialist *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) @@ -60,7 +60,7 @@ You have trained hard to optimize your armor's protective qualities. You gain th title: Armored Rebuff, Feat 8 collapse: closed # Armored Rebuff [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) - **Trigger** An adjacent foe critically fails an attack roll to [Strike](rules/actions/strike.md) you with a melee weapon or unarmed attack. @@ -77,7 +77,7 @@ You rebuff puny attacks with your armor, knocking back your foe. Attempt an [Ath title: Mighty Bulwark, Feat 10 collapse: closed # Mighty Bulwark *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) @@ -91,7 +91,7 @@ Thanks to your incredible connection to your armor, you can use it to shrug off title: Sacrifice Armor, Feat 10* collapse: closed # Sacrifice Armor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Sacrifice Armor](compendium/feats/sacrifice-armor-apg.md) is intended for use with the Sentinel Archetype. Its level has been changed accordingly. @@ -108,7 +108,7 @@ With divine awareness, you twist your body to lessen the impact of an attack. Re title: Greater Interpose, Feat 16* collapse: closed # Greater Interpose *Feat 16* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Greater Interpose](compendium/feats/greater-interpose-apg.md) is intended for use with the Sentinel Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/shadowcaster-som.md b/compendium/character/archetypes/shadowcaster-som.md index 7cb9028ab..ed900e761 100644 --- a/compendium/character/archetypes/shadowcaster-som.md +++ b/compendium/character/archetypes/shadowcaster-som.md @@ -15,25 +15,25 @@ The world is full of shadows, but each living creature possesses a form of inner title: Shadowcaster Dedication, Feat 2 collapse: closed # Shadowcaster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: ability to cast spells -You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the [light](rules/traits/light.md) trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a [light](compendium/spells/light.md) spell, such as the Domain Initiate feat granting you the [dazzling flash](compendium/spells/dazzling-flash.md) spell, you don't gain that spell. +You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the [light](rules/traits/light.md "Light Effect Trait") trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a [light](compendium/spells/light.md) spell, such as the Domain Initiate feat granting you the [dazzling flash](compendium/spells/dazzling-flash.md) spell, you don't gain that spell. You gain the [cloak of shadow](compendium/spells/cloak-of-shadow.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. You can [Refocus](rules/actions/refocus.md) by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites. **Special.** You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype. *Source: Secrets of Magic p. 226* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Familiar (Sorcerer), Feat 4* collapse: closed # Familiar (Sorcerer) *Feat 4* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Familiar (Sorcerer)](compendium/feats/familiar-sorcerer.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -48,7 +48,7 @@ An animal serves you and assists your spellcasting. You gain a familiar. title: Shadow Spells, Feat 4 collapse: closed # Shadow Spells *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) @@ -64,7 +64,7 @@ Add [shadow blast](compendium/spells/shadow-blast.md), [shadow siphon](compendiu title: Disciple Of Shade, Feat 6 collapse: closed # Disciple Of Shade *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) @@ -78,7 +78,7 @@ You've delved deeper into the mysteries of shadow and become blessed with magica title: Enhanced Familiar (Sorcerer), Feat 6* collapse: closed # Enhanced Familiar (Sorcerer) *Feat 6* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Enhanced Familiar (Sorcerer)](compendium/feats/enhanced-familiar-sorcerer.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -94,12 +94,12 @@ You infuse your familiar with additional primal energy, increasing its abilities title: Shadow Spell, Feat 8 collapse: closed # Shadow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) [shadow](rules/traits/shadow.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) - **Activity** Single Action -You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [shadow](rules/traits/shadow.md) trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to [Stealth](compendium/skills.md#Stealth) or takes a –2 status penalty to [Perception](compendium/skills.md#Perception) (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. +You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [shadow](rules/traits/shadow.md "Shadow General Trait") trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to [Stealth](compendium/skills.md#Stealth) or takes a –2 status penalty to [Perception](compendium/skills.md#Perception) (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. The effects of Shadow Spell end if you use Shadow Spell again. @@ -111,7 +111,7 @@ The effects of Shadow Spell end if you use Shadow Spell again. title: Shadow Reservoir, Feat 10 collapse: closed # Shadow Reservoir *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: ability to cast spells from spell slots, [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) @@ -119,7 +119,7 @@ Your own shadow speaks to you, providing knowledge of spells and a reservoir of Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot. -Spells cast from your shadow reservoir gain the [shadow](rules/traits/shadow.md) trait, and affected creatures might be able to 0. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. +Spells cast from your shadow reservoir gain the [shadow](rules/traits/shadow.md "Shadow General Trait") trait, and affected creatures might be able to 0. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir. @@ -131,7 +131,7 @@ If you have more than one source of spells you can cast with spell slots, such a title: Secrets Of Shadow, Feat 12* collapse: closed # Secrets Of Shadow *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Secrets Of Shadow](compendium/feats/secrets-of-shadow-som.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -151,7 +151,7 @@ In addition, the tattoos generated by casting shadow spells protect your body ag title: Shadow Magic, Feat 12* collapse: closed # Shadow Magic *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Magic](compendium/feats/shadow-magic-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -169,7 +169,7 @@ Shadowdancer focus spells are occult spells. You become trained in occult spell title: Additional Shadow Magic, Feat 14* collapse: closed # Additional Shadow Magic *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -185,7 +185,7 @@ Choose an additional shadowdancer focus spell you haven't already selected from title: Shadow Illusion, Feat 14* collapse: closed # Shadow Illusion *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Illusion](compendium/feats/shadow-illusion-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -201,7 +201,7 @@ With an artful eye, you shape shadows into illusory forms. You gain the [shadow title: Unending Emptiness, Feat 14* collapse: closed # Unending Emptiness *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Unending Emptiness](compendium/feats/unending-emptiness-som.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -217,7 +217,7 @@ You pool the power of shadow within your eyes, gaining the ability to gather dar title: Shadow Power, Feat 16* collapse: closed # Shadow Power *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Power](compendium/feats/shadow-power-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/shadowdancer-apg.md b/compendium/character/archetypes/shadowdancer-apg.md index 938039a76..81e8157e3 100644 --- a/compendium/character/archetypes/shadowdancer-apg.md +++ b/compendium/character/archetypes/shadowdancer-apg.md @@ -27,7 +27,7 @@ Regardless of the reason why someone embraces the shadows, the shadows embrace t title: Shadowdancer Dedication, Feat 8 collapse: closed # Shadowdancer Dedication *Feat 8* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth), expert in [Performance](compendium/skills.md#Performance) @@ -43,7 +43,7 @@ You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, you title: Shadow Magic, Feat 10 collapse: closed # Shadow Magic *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) @@ -59,7 +59,7 @@ Shadowdancer focus spells are occult spells. You become trained in occult spell title: Shadow Sneak Attack, Feat 10 collapse: closed # Shadow Sneak Attack *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) @@ -75,7 +75,7 @@ Sneak attack|rogue|crb|1 from multiple sources isn't cumulative. If you have sne title: Uncanny Dodge, Feat 10* collapse: closed # Uncanny Dodge *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Uncanny Dodge](compendium/feats/uncanny-dodge.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -91,7 +91,7 @@ You gain the deny advantage class feature (page 181). title: Additional Shadow Magic, Feat 12* collapse: closed # Additional Shadow Magic *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -107,7 +107,7 @@ Choose an additional shadowdancer focus spell you haven't already selected from title: Shadow Illusion, Feat 12* collapse: closed # Shadow Illusion *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Illusion](compendium/feats/shadow-illusion-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -123,7 +123,7 @@ With an artful eye, you shape shadows into illusory forms. You gain the [shadow title: Shadow Power, Feat 14* collapse: closed # Shadow Power *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Power](compendium/feats/shadow-power-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -139,7 +139,7 @@ You can focus the shadows into a powerful blast. You can cast [shadow blast](com title: Spring From The Shadows, Feat 14* collapse: closed # Spring From The Shadows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Spring From The Shadows](compendium/feats/spring-from-the-shadows.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -155,7 +155,7 @@ Leaping out from hiding, you assail your target when they least expect it. You [ title: Sense The Unseen (Rogue), Feat 16* collapse: closed # Sense The Unseen (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Sense The Unseen (Rogue)](compendium/feats/sense-the-unseen-rogue.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -172,17 +172,17 @@ When you look for foes, you catch the slightest of cues. Even though you failed title: Cognitive Loophole, Feat 18* collapse: closed # Cognitive Loophole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Cognitive Loophole](compendium/feats/cognitive-loophole.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - **Trigger** Your turn ends. -- **Requirements**: You are currently affected by a [mental](rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. +- **Requirements**: You are currently affected by a [mental](rules/traits/mental.md "Mental Effect Trait") effect that you gained by failing, but not critically failing, a saving throw. - **Activity** Reaction -You can find a loophole in a [mental](rules/traits/mental.md) effect to temporarily overcome it. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md) effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. +You can find a loophole in a [mental](rules/traits/mental.md "Mental Effect Trait") effect to temporarily overcome it. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md "Mental Effect Trait") effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. -**Special.** You can use this reaction even if the [mental](rules/traits/mental.md) effect is preventing you from using reactions. +**Special.** You can use this reaction even if the [mental](rules/traits/mental.md "Mental Effect Trait") effect is preventing you from using reactions. *Source: Core Rulebook p. 188* %% #trait/rogue %% @@ -192,13 +192,13 @@ You can find a loophole in a [mental](rules/traits/mental.md) effect to temporar title: Shadow Master, Feat 18* collapse: closed # Shadow Master *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Master](compendium/feats/shadow-master-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) -The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. +The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. *Source: Advanced Player's Guide p. 192* %% #trait/archetype %% diff --git a/compendium/character/archetypes/shieldmarshal-loil.md b/compendium/character/archetypes/shieldmarshal-loil.md index edb5c4bfe..7b2914169 100644 --- a/compendium/character/archetypes/shieldmarshal-loil.md +++ b/compendium/character/archetypes/shieldmarshal-loil.md @@ -17,7 +17,7 @@ You've undergone specialized training to help you keep the peace in Alkenstar's title: Shieldmarshal Dedication, Feat 2 collapse: closed # Shieldmarshal Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in [Society](compendium/skills.md#Society); if you were already trained, you become an expert in [Society](compendium/skills.md#Society) instead. @@ -25,14 +25,14 @@ Your elite shieldmarshal training makes you equally at home in the squalor of Sm In urban environments, you can attempt [Society](compendium/skills.md#Society) checks to [Sense Direction](rules/actions/sense-direction.md). You also gain the Courtly Graces and [Streetwise](compendium/feats/streetwise.md) skill feats. *Source: Lost Omens: Impossible Lands p. 109* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Consolidated Overlay Panopticon, Feat 4 collapse: closed # Consolidated Overlay Panopticon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) - **Frequency**: once per hour @@ -48,7 +48,7 @@ You volunteered for a controversial experimental procedure to install clockwork title: Equitable Defense, Feat 8 collapse: closed # Equitable Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) - **Frequency**: once per 10 minutes @@ -65,7 +65,7 @@ Gritting your teeth through the pain, you position yourself to counterattack. Yo title: Counterclockwork Focus, Feat 10 collapse: closed # Counterclockwork Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) - **Frequency**: once per round diff --git a/compendium/character/archetypes/sixth-pillar-frp2.md b/compendium/character/archetypes/sixth-pillar-frp2.md index 0bfd5d063..80fa81b31 100644 --- a/compendium/character/archetypes/sixth-pillar-frp2.md +++ b/compendium/character/archetypes/sixth-pillar-frp2.md @@ -15,7 +15,7 @@ The Sixth Pillar follows a tradition that blends martial arts with magic. Tradit title: Sixth Pillar Dedication, Feat 8 collapse: closed # Sixth Pillar Dedication *Feat 8* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 14, expert in [Acrobatics](compendium/skills.md#Acrobatics), able to cast spells @@ -26,20 +26,20 @@ If your proficiency rank in unarmed attacks is at least expert, your proficiency **Special.** You can't select another dedication feat until you've gained two other feats from the Sixth Pillar archetype. *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Six Pillars Stance, Feat 10 collapse: closed # Six Pillars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) - **Requirements**: You are unarmored. - **Activity** Single Action -You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the [concentrate](rules/traits/concentrate.md) or [manipulate](rules/traits/manipulate.md) traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed [Strikes](rules/actions/strike.md) gain a +1 circumstance bonus to damage. +You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") or [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed [Strikes](rules/actions/strike.md) gain a +1 circumstance bonus to damage. *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* %% #trait/archetype #trait/stance %% @@ -49,7 +49,7 @@ You stand firm, steeling your mind and body, allowing you to use your magic unpe title: Maneuvering Spell, Feat 12* collapse: closed # Maneuvering Spell [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Maneuvering Spell](compendium/feats/maneuvering-spell-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. @@ -67,7 +67,7 @@ You instantly tap into the magical power of a spell you're casting to quickly po title: Touch Focus, Feat 14* collapse: closed # Touch Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Touch Focus](compendium/feats/touch-focus-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. @@ -84,7 +84,7 @@ You can redirect a spell's power through you to deliver it within striking dista title: Sixth Pillar Mastery, Feat 16* collapse: closed # Sixth Pillar Mastery *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Sixth Pillar Mastery](compendium/feats/sixth-pillar-mastery-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/sleepwalker-da.md b/compendium/character/archetypes/sleepwalker-da.md index 4610bcd34..5bf49e4db 100644 --- a/compendium/character/archetypes/sleepwalker-da.md +++ b/compendium/character/archetypes/sleepwalker-da.md @@ -17,15 +17,15 @@ Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, title: Sleepwalker Dedication, Feat 4 collapse: closed # Sleepwalker Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) -You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can voluntarily end your trance by taking a single action, which has a [concentrate](rules/traits/concentrate.md) trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. +You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can voluntarily end your trance by taking a single action, which has a [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects: -- You gain a +1 status bonus to Will saves. This bonus increases to +2 against [mental](rules/traits/mental.md) effects. If you're legendary in [Occultism](compendium/skills.md#Occultism), the bonus against [mental](rules/traits/mental.md) effects increases to +3. +- You gain a +1 status bonus to Will saves. This bonus increases to +2 against [mental](rules/traits/mental.md "Mental Effect Trait") effects. If you're legendary in [Occultism](compendium/skills.md#Occultism), the bonus against [mental](rules/traits/mental.md "Mental Effect Trait") effects increases to +3. - You take a –1 penalty to [Perception](compendium/skills.md#Perception) checks and initiative rolls. **Special.** You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype. @@ -38,7 +38,7 @@ Once your trance ends, you can't enter a Daydream Trance again for 1 minute. Whi title: Infiltrate Dream, Feat 6 collapse: closed # Infiltrate Dream *Feat 6* -[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) @@ -59,7 +59,7 @@ While within the dream, you can attempt an [Occultism](compendium/skills.md#Occu title: Vision of Foresight, Feat 6 collapse: closed # Vision of Foresight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) - **Requirements**: You're in a Daydream Trance @@ -75,7 +75,7 @@ You use your daydreams to predict the success of actions, rapidly envisioning th title: Dream Magic, Feat 8 collapse: closed # Dream Magic *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) @@ -91,7 +91,7 @@ You learn dream-related magic to aid your studies. Choose dream message or sleep title: Waking Dream, Feat 8 collapse: closed # Waking Dream *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) @@ -107,7 +107,7 @@ You gain a pool of Focus Points with 1 Focus Point and you can [Refocus](rules/a title: Oneiric Influence, Feat 12* collapse: closed # Oneiric Influence *Feat 12* -[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") > [!pf2-note] This version of [Oneiric Influence](compendium/feats/oneiric-influence-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. @@ -123,7 +123,7 @@ While Infiltrating a Dream, you can also implant a suggestion in the target's mi title: Ward Slumber, Feat 12* collapse: closed # Ward Slumber *Feat 12* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [occult](rules/traits/occult.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") > [!pf2-note] This version of [Ward Slumber](compendium/feats/ward-slumber-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. @@ -141,7 +141,7 @@ They heal double the usual amount of Hit Points from resting. title: Dream Logic, Feat 14* collapse: closed # Dream Logic *Feat 14* -[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") > [!pf2-note] This version of [Dream Logic](compendium/feats/dream-logic-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. @@ -159,7 +159,7 @@ Any [hostile](rules/conditions.md#Hostile) action by you or your allies against title: Shared Dream, Feat 16* collapse: closed # Shared Dream *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shared Dream](compendium/feats/shared-dream-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. @@ -175,7 +175,7 @@ You've learned to create a shared dreamscape to communicate with others. You can title: Ever Dreaming, Feat 18* collapse: closed # Ever Dreaming *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Ever Dreaming](compendium/feats/ever-dreaming-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/snarecrafter-apg.md b/compendium/character/archetypes/snarecrafter-apg.md index b11e50dc6..02f4cd6d8 100644 --- a/compendium/character/archetypes/snarecrafter-apg.md +++ b/compendium/character/archetypes/snarecrafter-apg.md @@ -15,7 +15,7 @@ You're able to take ordinary materials and use them to create deadly snares, spe title: Snarecrafter Dedication, Feat 2 collapse: closed # Snarecrafter Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) @@ -31,7 +31,7 @@ You've learned to create a limited number of snares at no cost. Each day during title: Surprise Snare, Feat 4 collapse: closed # Surprise Snare [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) - **Activity** Three-Action @@ -46,7 +46,7 @@ You install one of your snares prepared for quick deployment in a space that's o title: Remote Trigger, Feat 6 collapse: closed # Remote Trigger *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) @@ -60,7 +60,7 @@ You've learned how to trigger snares from afar, creating ranged hazards to assai title: Quick Snares, Feat 8* collapse: closed # Quick Snares *Feat 8* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Quick Snares](compendium/feats/quick-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. @@ -76,7 +76,7 @@ You can rig a snare in only moments. You can [Craft](rules/actions/craft.md) sna title: Giant Snare, Feat 10 collapse: closed # Giant Snare *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) @@ -92,7 +92,7 @@ When you prepare snares for quick deployment, you can prepare some of them as gi title: Powerful Snares, Feat 10* collapse: closed # Powerful Snares *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Powerful Snares](compendium/feats/powerful-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. @@ -108,7 +108,7 @@ Your snares are particularly difficult for enemies to avoid. When you set a snar title: Plentiful Snares, Feat 12* collapse: closed # Plentiful Snares *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Plentiful Snares](compendium/feats/plentiful-snares-apg.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. @@ -124,7 +124,7 @@ You can prepare incredible numbers of snares each day out of simple ingredients. title: Lightning Snares, Feat 14* collapse: closed # Lightning Snares *Feat 14* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Lightning Snares](compendium/feats/lightning-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/sorcerer.md b/compendium/character/archetypes/sorcerer.md index 3c1850894..d38319bed 100644 --- a/compendium/character/archetypes/sorcerer.md +++ b/compendium/character/archetypes/sorcerer.md @@ -21,7 +21,7 @@ The sorcerer archetype is a method for anyone to pick up commonly useful spells, title: Sorcerer Dedication, Feat 2 collapse: closed # Sorcerer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 @@ -39,7 +39,7 @@ You cast spells like a sorcerer. You gain access to the [Cast a Spell](rules/act title: Basic Blood Potency, Feat 4 collapse: closed # Basic Blood Potency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) @@ -53,7 +53,7 @@ You gain a 1st- or 2nd-level sorcerer feat. title: Basic Bloodline Spell, Feat 4 collapse: closed # Basic Bloodline Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) @@ -67,7 +67,7 @@ You gain your bloodline|Sorcerer||1's initial bloodline spell. If you don't alre title: Basic Sorcerer Spellcasting, Feat 4 collapse: closed # Basic Sorcerer Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) @@ -81,7 +81,7 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n title: Advanced Blood Potency, Feat 6 collapse: closed # Advanced Blood Potency *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Blood Potency](compendium/feats/basic-blood-potency.md) @@ -97,7 +97,7 @@ You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer leve title: Bloodline Breadth, Feat 8 collapse: closed # Bloodline Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md) @@ -111,7 +111,7 @@ Your repertoire expands, and you can cast more spells of your bloodline's tradit title: Expert Sorcerer Spellcasting, Feat 12* collapse: closed # Expert Sorcerer Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Sorcerer Spellcasting](compendium/feats/expert-sorcerer-spellcasting.md) is intended for use with the Sorcerer Archetype. Its level has been changed accordingly. @@ -127,7 +127,7 @@ You gain the expert spellcasting benefits. title: Master Sorcerer Spellcasting, Feat 18* collapse: closed # Master Sorcerer Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Sorcerer Spellcasting](compendium/feats/master-sorcerer-spellcasting.md) is intended for use with the Sorcerer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/soul-warden-botd.md b/compendium/character/archetypes/soul-warden-botd.md index 1a0d46a2f..b6c660bcc 100644 --- a/compendium/character/archetypes/soul-warden-botd.md +++ b/compendium/character/archetypes/soul-warden-botd.md @@ -23,7 +23,7 @@ Nearly all soul wardens worship [Pharasma](compendium/setting/deities/pharasma.m title: Soul Warden Dedication, Feat 2 collapse: closed # Soul Warden Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion), worships [Pharasma](compendium/setting/deities/pharasma.md) or a psychopomp usher @@ -45,7 +45,7 @@ When you have at least two other feats from this archetype, the spiral glows wit title: Cycle Spell, Feat 4 collapse: closed # Cycle Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) @@ -59,7 +59,7 @@ Your devotion to the cycle of souls grants you an additional divine spell. Choos title: Domain Initiate, Feat 4* collapse: closed # Domain Initiate *Feat 4* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") > [!pf2-note] This version of [Domain Initiate](compendium/feats/domain-initiate.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. @@ -80,16 +80,16 @@ Focus spells are automatically heightened to half your level rounded up. Focus s title: Psychopomp Familiar, Feat 4 collapse: closed # Psychopomp Familiar *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md), familiar -Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the [monitor](rules/traits/monitor.md) and [psychopomp](rules/traits/psychopomp-b1.md) traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. +Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") and [psychopomp](rules/traits/psychopomp-b1.md "Psychopomp Creature Trait") traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities. - **Soul Sight** Your familiar gains [lifesense](rules/abilities/lifesense.md) with a range of 30 feet. -- **Spirit Touch** Your familiar can touch [incorporeal](rules/traits/incorporeal-b1.md) creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. +- **Spirit Touch** Your familiar can touch [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. *Source: Book of the Dead p. 27* %% #trait/archetype %% @@ -99,14 +99,14 @@ You can select three familiar or master abilities each day, instead of two, but title: Liberate Soul, Feat 6 collapse: closed # Liberate Soul [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) - **Frequency**: once per hour - **Requirements**: Your spiral is glowing. - **Activity** Two-Action -The light flows from your sigil of [Pharasma](compendium/setting/deities/pharasma.md) to shatter the bonds imprisoning a soul. You attempt to counteract a [possession](rules/traits/possession.md) effect, or an effect, object, or spell that is imprisoning a soul (such as [bind soul](compendium/spells/bind-soul.md), a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. +The light flows from your sigil of [Pharasma](compendium/setting/deities/pharasma.md) to shatter the bonds imprisoning a soul. You attempt to counteract a [possession](rules/traits/possession.md "Possession Effect Trait") effect, or an effect, object, or spell that is imprisoning a soul (such as [bind soul](compendium/spells/bind-soul.md), a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. *Source: Book of the Dead p. 27* %% #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% @@ -116,7 +116,7 @@ The light flows from your sigil of [Pharasma](compendium/setting/deities/pharasm title: Spiral Sworn, Feat 6 collapse: closed # Spiral Sworn [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) - **Frequency**: once per 10 minutes @@ -134,7 +134,7 @@ If your spiral is glowing, you can target a willing creature in its light. If yo title: Enhanced Psychopomp Familiar, Feat 8 collapse: closed # Enhanced Psychopomp Familiar *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychopomp Familiar](compendium/feats/psychopomp-familiar-botd.md) @@ -150,7 +150,7 @@ Your psychopomp's continued service in [Pharasma](compendium/setting/deities/pha title: Expanded Domain Initiate, Feat 8* collapse: closed # Expanded Domain Initiate *Feat 8* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") > [!pf2-note] This version of [Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. @@ -166,11 +166,11 @@ You have long venerated one of your deity's lesser-known aspects. Select one dom title: Safeguard Soul, Feat 8 collapse: closed # Safeguard Soul *Feat 8* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) -You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against [death](rules/traits/death.md) effects, [possession](rules/traits/possession.md) effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. +You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against [death](rules/traits/death.md "Death Effect Trait") effects, [possession](rules/traits/possession.md "Possession Effect Trait") effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. *Source: Book of the Dead p. 27* %% #trait/abjuration #trait/archetype #trait/divine %% @@ -180,7 +180,7 @@ You've girded your soul against outside interference. You gain a +2 status bonus title: Expand Spiral, Feat 10 collapse: closed # Expand Spiral *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spiral Sworn](compendium/feats/spiral-sworn-botd.md) @@ -194,7 +194,7 @@ Your prayers encompass your companions, granting you the ability to share [Phara title: Advanced Domain, Feat 16* collapse: closed # Advanced Domain *Feat 16* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") > [!pf2-note] This version of [Advanced Domain](compendium/feats/advanced-domain.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/soulforger-som.md b/compendium/character/archetypes/soulforger-som.md index 3c17ad596..46f43ecc5 100644 --- a/compendium/character/archetypes/soulforger-som.md +++ b/compendium/character/archetypes/soulforger-som.md @@ -14,27 +14,27 @@ Your devotion to a cause unifies your soul with an armament tethered to the very Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a _Corruption Flaw_ that affects you if you have soulforged corruption. Essence powers that only apply to some types of armament indicate which. -**Adaptable Persona** ([transmutation](rules/traits/transmutation.md)) Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. _Corruption Flaw_ You take a –10-foot penalty to all your Speeds. +**Adaptable Persona** ([transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. _Corruption Flaw_ You take a –10-foot penalty to all your Speeds. -**Bounding Spirit** Melee weapon only. The weapon gains the [thrown](rules/traits/thrown.md) 30 feet trait and has the [returning](compendium/equipment/items/returning.md) rune (even if it already has its maximum number of property runes). _Corruption Flaw_ When you make a [Strike](rules/actions/strike.md) with a thrown or ranged weapon and miss, reroll the [Strike](rules/actions/strike.md), targeting your ally nearest to the target. This [Strike](rules/actions/strike.md) uses the same multiple attack penalty as the missed [Strike](rules/actions/strike.md) and doesn't count toward your multiple attack penalty. +**Bounding Spirit** Melee weapon only. The weapon gains the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 30 feet trait and has the [returning](compendium/equipment/items/returning.md) rune (even if it already has its maximum number of property runes). _Corruption Flaw_ When you make a [Strike](rules/actions/strike.md) with a thrown or ranged weapon and miss, reroll the [Strike](rules/actions/strike.md), targeting your ally nearest to the target. This [Strike](rules/actions/strike.md) uses the same multiple attack penalty as the missed [Strike](rules/actions/strike.md) and doesn't count toward your multiple attack penalty. **Deep-Seeded Fear** You gain a +2 status bonus to your [Intimidation](compendium/skills.md#Intimidation) checks and don't take any penalties for not sharing a language when [Demoralizing](rules/actions/demoralize.md) foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to [Demoralize](rules/actions/demoralize.md) an enemy who can perceive the manifestation. _Corruption Flaw_ If you attempt to [Demoralize](rules/actions/demoralize.md) an enemy, your [Demoralize](rules/actions/demoralize.md) also targets the ally closest to you. **Determined Toughness** Any status penalties you take from the following conditions are 1 less than their condition's value: [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [frightened](rules/conditions.md#Frightened), [sickened](rules/conditions.md#Sickened), [stupefied](rules/conditions.md#Stupefied). This doesn't change the actual condition value, or any other effects of the condition (such as [stupefied's](rules/conditions.md#Stupefied) disruption and its DC). _Corruption Flaw_ Whenever you take a status penalty from the listed conditions, you also take a –1 penalty to the same statistics. -**Harmful Malice** ([necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) Your [Strikes](rules/actions/strike.md) deal an additional `1d4` negative damage. Once while the armament is manifested, you can cast [harm](compendium/spells/harm.md) as an innate spell, with a level equal to half your level rounded up. _Corruption Flaw_ Reduce any damage you would deal by half your level. +**Harmful Malice** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [negative](rules/traits/negative.md "Negative Energy & Element Trait")) Your [Strikes](rules/actions/strike.md) deal an additional `1d4` negative damage. Once while the armament is manifested, you can cast [harm](compendium/spells/harm.md) as an innate spell, with a level equal to half your level rounded up. _Corruption Flaw_ Reduce any damage you would deal by half your level. -**Heroic Heart** ([enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) You gain a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, skill checks, and saves. _Corruption Flaw_ You take a –1 penalty to attack rolls. +**Heroic Heart** ([enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) You gain a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, skill checks, and saves. _Corruption Flaw_ You take a –1 penalty to attack rolls. -**Healing Grace** ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) You gain fast healing equal to half your level. You can cast [heal](compendium/spells/heal.md) once as an innate spell with a level equal to half your level rounded up. _Corruption Flaw_ Reduce all healing you would receive or grant with a spell by half your level. +**Healing Grace** ([healing](rules/traits/healing.md "Healing Effect Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [positive](rules/traits/positive.md "Positive Energy & Element Trait")) You gain fast healing equal to half your level. You can cast [heal](compendium/spells/heal.md) once as an innate spell with a level equal to half your level rounded up. _Corruption Flaw_ Reduce all healing you would receive or grant with a spell by half your level. -**Magical Resilience** ([abjuration](rules/traits/abjuration.md)) Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast [dispel magic](compendium/spells/dispel-magic.md) once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). _Corruption Flaw_ You take a –1 penalty to saving throws and AC against spells. +**Magical Resilience** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast [dispel magic](compendium/spells/dispel-magic.md) once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). _Corruption Flaw_ You take a –1 penalty to saving throws and AC against spells. -**Planar Bond** ([abjuration](rules/traits/abjuration.md)) Armor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type. _Corruption Flaw_ You gain weakness 1 to all damage. +**Planar Bond** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) Armor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type. _Corruption Flaw_ You gain weakness 1 to all damage. -**Planar Pain** ([evocation](rules/traits/evocation.md)) Weapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. _Corruption Flaw_ When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil. +**Planar Pain** ([evocation](rules/traits/evocation.md "Evocation School Trait")) Weapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. _Corruption Flaw_ When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil. -**Pull of Stasis** ([transmutation](rules/traits/transmutation.md)) Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is [immobilized](rules/conditions.md#Immobilized) for 1 round instead. _Corruption Flaw_ You take a –10-foot penalty to all your Speeds. +**Pull of Stasis** ([transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is [immobilized](rules/conditions.md#Immobilized) for 1 round instead. _Corruption Flaw_ You take a –10-foot penalty to all your Speeds. **Reflecting Spirit** Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged [Strike](rules/actions/strike.md) against the attacker using the projectile that missed. _Corruption Flaw_ You have weakness 5 to physical ranged attacks. @@ -46,7 +46,7 @@ Your soulforged armament has an essence power you choose when you first bind it. title: Soulforger Dedication, Feat 2 collapse: closed # Soulforger Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Wis 14 or ability to cast divine spells @@ -56,7 +56,7 @@ You can Manifest Soulforged Armament to summon your armaments in combat. ```ad-embed-ability title: Manifest Soulforged Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [extradimensional](rules/traits/extradimensional.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") - **Requirements**: If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor @@ -71,14 +71,14 @@ After 1 minute, the essence form armament is automatically Dismissed. **Special.** You can't select another dedication feat before gaining two other feats from this archetype. *Source: Secrets of Magic p. 236* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ```` ```ad-embed-feat title: Soul Flare, Feat 4 collapse: closed # Soul Flare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) - **Trigger** An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised. @@ -95,7 +95,7 @@ You strive to change the outcome with sheer zeal. You gain a +1 status bonus to title: Rapid Manifestation, Feat 6 collapse: closed # Rapid Manifestation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) - **Trigger** You roll initiative or a hazard attacks you. @@ -111,7 +111,7 @@ Your unwavering soul brings up your defenses as soon as you're in danger. You Ma title: Soul Arsenal, Feat 6 collapse: closed # Soul Arsenal *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) diff --git a/compendium/character/archetypes/spell-trickster-lotgb.md b/compendium/character/archetypes/spell-trickster-lotgb.md index a454cd2b2..4802e0230 100644 --- a/compendium/character/archetypes/spell-trickster-lotgb.md +++ b/compendium/character/archetypes/spell-trickster-lotgb.md @@ -23,7 +23,7 @@ Just as Golarion's merchants scour busy marketplaces for newfound goods, scholar title: Spell Trickster Dedication, Feat 2 collapse: closed # Spell Trickster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Able to cast spells; trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -41,7 +41,7 @@ Choose up to two 4th-level spell trickster archetype feats for which you meet th title: Agile Hand, Feat 4 collapse: closed # Agile Hand *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) @@ -55,7 +55,7 @@ When you cast [mage hand](compendium/spells/mage-hand.md), you can modify its ta title: Barrier Shield, Feat 4 collapse: closed # Barrier Shield *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [shield](compendium/spells/shield.md) @@ -71,7 +71,7 @@ You can't use the [Shield Block](compendium/feats/shield-block.md) reaction when title: Forceful Push, Feat 4 collapse: closed # Forceful Push *Feat 4* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) @@ -85,7 +85,7 @@ When you cast [mage hand](compendium/spells/mage-hand.md), you can modify its ta title: Shining Arms, Feat 4 collapse: closed # Shining Arms *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [light](compendium/spells/light.md) @@ -99,7 +99,7 @@ When you cast [light](compendium/spells/light.md), you can modify its target to title: Summon Ensemble, Feat 4 collapse: closed # Summon Ensemble *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [summon instrument](compendium/spells/summon-instrument-apg.md) @@ -115,7 +115,7 @@ The target must attempt a Will save against the spell's DC; on a failure, it bec title: Tracing Sigil, Feat 4 collapse: closed # Tracing Sigil *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sigil](compendium/spells/sigil.md) @@ -129,11 +129,11 @@ When you cast [sigil](compendium/spells/sigil.md), you can modify the spell to a title: Wild Lights, Feat 4 collapse: closed # Wild Lights *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [dancing lights](compendium/spells/dancing-lights.md) -When you cast [dancing lights](compendium/spells/dancing-lights.md), you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the [concentrate](rules/traits/concentrate.md) trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. +When you cast [dancing lights](compendium/spells/dancing-lights.md), you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. *Source: Lost Omens: The Grand Bazaar p. 123* %% #trait/archetype %% @@ -143,7 +143,7 @@ When you cast [dancing lights](compendium/spells/dancing-lights.md), you can mod title: Animate Net, Feat 6 collapse: closed # Animate Net *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [animate rope](compendium/spells/animate-rope-apg.md) APG @@ -157,7 +157,7 @@ When you cast [animate rope](compendium/spells/animate-rope-apg.md), you can mod title: Confounding Image, Feat 6 collapse: closed # Confounding Image *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mirror image](compendium/spells/mirror-image.md) @@ -171,7 +171,7 @@ When you cast [mirror image](compendium/spells/mirror-image.md), you can modify title: Disk Rider, Feat 6 collapse: closed # Disk Rider *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [floating disk](compendium/spells/floating-disk.md) @@ -187,7 +187,7 @@ When you cast [floating disk](compendium/spells/floating-disk.md), you can modif title: Drenching Mist, Feat 6 collapse: closed # Drenching Mist *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) @@ -203,7 +203,7 @@ When you cast [obscuring mist](compendium/spells/obscuring-mist.md), you can mod title: Obscured Terrain, Feat 6 collapse: closed # Obscured Terrain *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) @@ -217,7 +217,7 @@ When you cast [obscuring mist](compendium/spells/obscuring-mist.md), you can mod title: Uneasy Rest, Feat 6 collapse: closed # Uneasy Rest *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sleep](compendium/spells/sleep.md) @@ -231,7 +231,7 @@ When you cast [sleep](compendium/spells/sleep.md), you can modify the spell to a title: Volatile Grease, Feat 6 collapse: closed # Volatile Grease *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [grease](compendium/spells/grease.md) @@ -252,7 +252,7 @@ When you cast [grease](compendium/spells/grease.md), you can modify its target t title: Beacon Mark, Feat 8 collapse: closed # Beacon Mark *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Tracing Sigil](compendium/feats/tracing-sigil-lotgb.md) @@ -260,7 +260,7 @@ When you cast [sigil](compendium/spells/sigil.md), you can modify the spell to a **Heightened (4th)** You attune yourself to the marked target. -While the spell lasts, you can spend a single action, which has the concentrate, [detection](rules/traits/detection.md), and [divination](rules/traits/divination.md) traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you [Cast this Spell](rules/actions/cast-a-spell.md) again on a second target, the [sigil](compendium/spells/sigil.md) spell on the first target ends, and your mark fades. +While the spell lasts, you can spend a single action, which has the concentrate, [detection](rules/traits/detection.md "Detection Effect Trait"), and [divination](rules/traits/divination.md "Divination School Trait") traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you [Cast this Spell](rules/actions/cast-a-spell.md) again on a second target, the [sigil](compendium/spells/sigil.md) spell on the first target ends, and your mark fades. *Source: Lost Omens: The Grand Bazaar p. 124* %% #trait/archetype %% @@ -270,7 +270,7 @@ While the spell lasts, you can spend a single action, which has the concentrate, title: Larcenous Hand, Feat 8 collapse: closed # Larcenous Hand *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Agile Hand](compendium/feats/agile-hand-lotgb.md), [Pickpocket](compendium/feats/pickpocket.md) skill feat @@ -288,7 +288,7 @@ If you're a master in [Thievery](compendium/skills.md#Thievery), you can attempt title: Lingering Flames, Feat 8 collapse: closed # Lingering Flames *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) @@ -304,7 +304,7 @@ When you cast [fireball](compendium/spells/fireball.md), you can modify its effe title: Scattered Fire, Feat 8 collapse: closed # Scattered Fire *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) @@ -318,7 +318,7 @@ When you cast [fireball](compendium/spells/fireball.md), you can modify its area title: Siphoning Touch, Feat 8 collapse: closed # Siphoning Touch *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) @@ -332,7 +332,7 @@ When you cast [vampiric touch](compendium/spells/vampiric-touch.md), you can mod title: Smoldering Explosion, Feat 8 collapse: closed # Smoldering Explosion *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) @@ -346,7 +346,7 @@ When you cast [fireball](compendium/spells/fireball.md) heightened to at least 4 title: Steal Vitality, Feat 8 collapse: closed # Steal Vitality *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) @@ -360,7 +360,7 @@ When you cast [vampiric touch](compendium/spells/vampiric-touch.md), you can mod title: Surrounding Flames, Feat 10 collapse: closed # Surrounding Flames *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [wall of fire](compendium/spells/wall-of-fire.md) @@ -374,7 +374,7 @@ When you cast [wall of fire](compendium/spells/wall-of-fire.md), you can modify title: Toppling Tentacles, Feat 10 collapse: closed # Toppling Tentacles *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [black tentacles](compendium/spells/black-tentacles.md) @@ -388,7 +388,7 @@ When you cast [black tentacles](compendium/spells/black-tentacles.md), replace t title: Choking Smoke, Feat 12* collapse: closed # Choking Smoke *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Choking Smoke](compendium/feats/choking-smoke-lotgb.md) is intended for use with the Spell Trickster Archetype. Its level has been changed accordingly. @@ -404,7 +404,7 @@ When you cast [fireball](compendium/spells/fireball.md) heightened to at least 6 title: Directed Poison, Feat 12* collapse: closed # Directed Poison *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Directed Poison](compendium/feats/directed-poison-lotgb.md) is intended for use with the Spell Trickster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/spellmaster-locg.md b/compendium/character/archetypes/spellmaster-locg.md index 0b8aa442b..29d0897eb 100644 --- a/compendium/character/archetypes/spellmaster-locg.md +++ b/compendium/character/archetypes/spellmaster-locg.md @@ -15,7 +15,7 @@ Those who train under the Master of Spells concern themselves with all matters r title: Spellmaster Dedication, Feat 6 collapse: closed # Spellmaster Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells @@ -24,14 +24,14 @@ As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance **Special.** You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype. *Source: Lost Omens: Character Guide p. 114* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Surreptitious Spellcaster, Feat 8 collapse: closed # Surreptitious Spellcaster *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) @@ -45,7 +45,7 @@ You've learned that it pays for a Pathfinder to be able to cast spells without b title: Ward Casting, Feat 10 collapse: closed # Ward Casting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), Steady Spellcasting - **Trigger** You attempt a flat check for Steady Spellcasting, but you haven't rolled yet. @@ -61,7 +61,7 @@ You carefully ward your spell by drawing from a mantle of magical energy you pre title: Spellmaster's Resilience, Feat 12* collapse: closed # Spellmaster's Resilience *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Spellmaster's Resilience](compendium/feats/spellmasters-resilience-locg.md) is intended for use with the Spellmaster Archetype. Its level has been changed accordingly. @@ -77,7 +77,7 @@ Your experience with a specific type of harmful magic makes you more resistant t title: Absorb Spell, Feat 14* collapse: closed # Absorb Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Absorb Spell](compendium/feats/absorb-spell-locg.md) is intended for use with the Spellmaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/staff-acrobat-ec1.md b/compendium/character/archetypes/staff-acrobat-ec1.md index ac72fdd88..a686facff 100644 --- a/compendium/character/archetypes/staff-acrobat-ec1.md +++ b/compendium/character/archetypes/staff-acrobat-ec1.md @@ -15,7 +15,7 @@ You can perform amazing acts in and out of combat when you have a spear, staff, title: Staff Acrobat Dedication, Feat 2 collapse: closed # Staff Acrobat Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 16; trained in [Acrobatics](compendium/skills.md#Acrobatics); trained in [Athletics](compendium/skills.md#Athletics); trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm (referred to in this archetype as "your staff") @@ -24,14 +24,14 @@ When you [High Jump](rules/actions/high-jump.md), [Leap](rules/actions/leap.md), **Special.** You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype. *Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Bullying Staff, Feat 4 collapse: closed # Bullying Staff *Feat 4* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) - **Requirements**: You are wielding your staff. @@ -39,14 +39,14 @@ collapse: closed You can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) creatures up to three sizes larger than you. *Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Staff Sweep, Feat 6 collapse: closed # Staff Sweep [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) - **Requirements**: You are wielding your staff. @@ -55,14 +55,14 @@ collapse: closed You sweep your foes away with your staff. Roll an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md), and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart. *Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/flourish %% +%% #trait/archetype #trait/flourish #trait/uncommon %% ``` ```ad-embed-feat title: Levering Strike, Feat 8 collapse: closed # Levering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [press](rules/traits/press.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [press](rules/traits/press.md "Press Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) - **Requirements**: You are wielding your staff. @@ -71,30 +71,30 @@ collapse: closed Make a [Strike](rules/actions/strike.md) with your staff. As long as you don't critically fail, the target becomes [flat-footed](rules/conditions.md#Flat-footed) and takes a –2 circumstance penalty to its DC against [Shove](rules/actions/shove.md), [Trip](rules/actions/trip.md), and [Tumble Through](rules/actions/tumble-through.md) attempts until the start of your next turn. *Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/press %% +%% #trait/archetype #trait/press #trait/uncommon %% ``` ```ad-embed-feat title: Whirlwind Stance, Feat 10 collapse: closed # Whirlwind Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md), expert proficiency in your staff -- **Requirements**: You are wielding your staff, which must have the [parry](rules/traits/parry.md) trait. +- **Requirements**: You are wielding your staff, which must have the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. - **Activity** Single Action You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance. *Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/flourish #trait/stance %% +%% #trait/archetype #trait/flourish #trait/stance #trait/uncommon %% ``` ```ad-embed-feat title: Pivot Strike, Feat 14* collapse: closed # Pivot Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [open](rules/traits/open.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [open](rules/traits/open.md "Open Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Pivot Strike](compendium/feats/pivot-strike-ec1.md) is intended for use with the Staff Acrobat Archetype. Its level has been changed accordingly. @@ -107,5 +107,5 @@ You [Leap](rules/actions/leap.md) and then [Strike](rules/actions/strike.md) usi You gain a circumstance bonus to damage for the [Strike](rules/actions/strike.md) equal to twice the number of weapon damage dice. Regardless of whether your [Strike](rules/actions/strike.md) hit, you can then attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) the target. *Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/attack #trait/open %% +%% #trait/archetype #trait/attack #trait/open #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/student-of-perfection-lowg.md b/compendium/character/archetypes/student-of-perfection-lowg.md index 4c8a700c3..d9c0f4998 100644 --- a/compendium/character/archetypes/student-of-perfection-lowg.md +++ b/compendium/character/archetypes/student-of-perfection-lowg.md @@ -15,7 +15,7 @@ You studied martial arts at Jalmeray's Houses of Perfection. title: Student of Perfection Dedication, Feat 2 collapse: closed # Student of Perfection Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Jalmeray. - **Prerequisites**: powerful fist|monk||1 or expert in unarmed attacks; member of a House of Perfection @@ -25,14 +25,14 @@ You have learned the martial arts techniques of your House of Perfection. You be **Special.** You can't select another dedication feat until you have gained two other feats from the student of perfection archetype. *Source: Lost Omens: World Guide p. 83* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Perfect Strike, Feat 4 collapse: closed # Perfect Strike *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) @@ -46,7 +46,7 @@ You gain the [perfect strike](compendium/spells/perfect-strike-lowg.md) ki spell title: Perfect Ki Adept, Feat 6 collapse: closed # Perfect Ki Adept *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) diff --git a/compendium/character/archetypes/summoner-som.md b/compendium/character/archetypes/summoner-som.md index 4caded5eb..504bc235e 100644 --- a/compendium/character/archetypes/summoner-som.md +++ b/compendium/character/archetypes/summoner-som.md @@ -34,13 +34,13 @@ The summoner archetype grants you an eidolon to join you in battle. It's a parti title: Summoner Dedication, Feat 2 collapse: closed # Summoner Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an eidolon as well as the [Manifest Eidolon](rules/actions/manifest-eidolon-som.md) activity. -Due to your tenuous link, you can't gain or use [tandem](rules/traits/tandem-som.md) actions. Because you don't have [Act Together](rules/actions/act-together-som.md), only you or your eidolon can perform an [exploration](rules/traits/exploration.md) activity at one time, so for instance you couldn't both be [Searching](rules/actions/search.md)} or [Investigating](rules/actions/investigate.md). +Due to your tenuous link, you can't gain or use [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") actions. Because you don't have [Act Together](rules/actions/act-together-som.md), only you or your eidolon can perform an [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") activity at one time, so for instance you couldn't both be [Searching](rules/actions/search.md)} or [Investigating](rules/actions/investigate.md). Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for [Perception](compendium/skills.md#Perception), saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice. @@ -58,7 +58,7 @@ At 5th level, the eidolon's ability score that was reduced to 16 increases to 18 title: Basic Synergy, Feat 4 collapse: closed # Basic Synergy *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) @@ -72,7 +72,7 @@ You gain a 1st- or 2nd-level summoner feat of your choice. title: Initial Eidolon Ability, Feat 4 collapse: closed # Initial Eidolon Ability *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) @@ -86,7 +86,7 @@ Your link to your eidolon becomes stronger, granting it a new ability. Your eido title: Advanced Synergy, Feat 6 collapse: closed # Advanced Synergy *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Synergy](compendium/feats/basic-synergy-som.md) @@ -102,7 +102,7 @@ You gain one summoner feat. For the purpose of meeting its prerequisites, your s title: Basic Summoner Spellcasting, Feat 6 collapse: closed # Basic Summoner Spellcasting *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) @@ -120,7 +120,7 @@ You become trained in spell attack rolls and spell DCs of that tradition. You ga title: Expert Combat Eidolon, Feat 12* collapse: closed # Expert Combat Eidolon *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Combat Eidolon](compendium/feats/expert-combat-eidolon-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. @@ -136,7 +136,7 @@ Your eidolon advances its capabilities in combat. Your eidolon becomes an expert title: Expert Summoner Spellcasting, Feat 12* collapse: closed # Expert Summoner Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. @@ -152,7 +152,7 @@ You gain the expert bounded spellcasting benefits. title: Signature Synergy, Feat 14* collapse: closed # Signature Synergy *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Signature Synergy](compendium/feats/signature-synergy-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. @@ -168,7 +168,7 @@ Your eidolon gains an evolution integral to its form, and it comes more easily t title: Master Summoner Spellcasting, Feat 18* collapse: closed # Master Summoner Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Summoner Spellcasting](compendium/feats/master-summoner-spellcasting-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/swashbuckler-apg.md b/compendium/character/archetypes/swashbuckler-apg.md index 405cbdefb..4bbe4a111 100644 --- a/compendium/character/archetypes/swashbuckler-apg.md +++ b/compendium/character/archetypes/swashbuckler-apg.md @@ -20,7 +20,7 @@ The swashbuckler archetype is a great fit for martial characters who want to be title: Swashbuckler Dedication, Feat 2 collapse: closed # Swashbuckler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14, Dexterity 14 @@ -38,7 +38,7 @@ You also become trained in swashbuckler class DC. You don't gain any other effec title: Basic Flair, Feat 4 collapse: closed # Basic Flair *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) @@ -52,13 +52,13 @@ You gain a 1st- or 2nd-level swashbuckler of your choice. title: Finishing Precision, Feat 4 collapse: closed # Finishing Precision *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) You've learned how to land daring blows when you have panache. You gain the precise strike|swashbuckler|apg|1 class feature but you deal 1 additional damage on a hit and `1d6` damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. -Basic Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([finisher](rules/traits/finisher-apg.md), [swashbuckler](rules/traits/swashbuckler-apg.md)) You make a graceful, deadly attack. Make a [Strike](rules/actions/strike.md); if you hit and your weapon qualifies for precise strike, you deal the full `1d6` damage from precise strike. +Basic Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([finisher](rules/traits/finisher-apg.md "Finisher Combat Trait"), [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait")) You make a graceful, deadly attack. Make a [Strike](rules/actions/strike.md); if you hit and your weapon qualifies for precise strike, you deal the full `1d6` damage from precise strike. *Source: Advanced Player's Guide p. 153* %% #trait/archetype %% @@ -68,7 +68,7 @@ Basic Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Si title: Advanced Flair, Feat 6 collapse: closed # Advanced Flair *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Flair](compendium/feats/basic-flair-apg.md) @@ -84,7 +84,7 @@ You gain one swashbuckler feat. For the purpose of meeting its prerequisites, yo title: Swashbuckler's Riposte, Feat 6 collapse: closed # Swashbuckler's Riposte *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) @@ -98,7 +98,7 @@ You've learned to riposte against ill-conceived attacks. You gain the Opportune title: Swashbuckler's Speed, Feat 8 collapse: closed # Swashbuckler's Speed *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) @@ -112,7 +112,7 @@ You move faster, with or without panache. Increase the status bonus to your Spee title: Evasiveness, Feat 12* collapse: closed # Evasiveness *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Evasiveness](compendium/feats/evasiveness-apg.md) is intended for use with the Swashbuckler Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/swordmaster-locg.md b/compendium/character/archetypes/swordmaster-locg.md index f1bbc04c8..73d7b6a58 100644 --- a/compendium/character/archetypes/swordmaster-locg.md +++ b/compendium/character/archetypes/swordmaster-locg.md @@ -15,7 +15,7 @@ Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot title: Swordmaster Dedication, Feat 6 collapse: closed # Swordmaster Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords @@ -24,14 +24,14 @@ Your Swords training taught you to never lose hold of your weapon. You gain a +2 **Special.** You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype. *Source: Lost Omens: Character Guide p. 115* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Harrying Strike, Feat 10 collapse: closed # Harrying Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [press](rules/traits/press.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [press](rules/traits/press.md "Press Combat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) - **Activity** Single Action @@ -51,7 +51,7 @@ Your attack prevents a foe from pursuing your allies. Make a melee [Strike](rule title: Shoulder Catastrophe, Feat 12* collapse: closed # Shoulder Catastrophe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shoulder Catastrophe](compendium/feats/shoulder-catastrophe-locg.md) is intended for use with the Swordmaster Archetype. Its level has been changed accordingly. @@ -69,7 +69,7 @@ You've trained to protect your allies by diverting the worst attacks to yourself title: Death's Door, Feat 14* collapse: closed # Death's Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Death's Door](compendium/feats/deaths-door-locg.md) is intended for use with the Swordmaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/talisman-dabbler-apg.md b/compendium/character/archetypes/talisman-dabbler-apg.md index 8d2aa9817..23f8b27b0 100644 --- a/compendium/character/archetypes/talisman-dabbler-apg.md +++ b/compendium/character/archetypes/talisman-dabbler-apg.md @@ -15,7 +15,7 @@ The classic idea of magic is that of a hoary wizard, poring over a crumbling boo title: Talisman Dabbler Dedication, Feat 2 collapse: closed # Talisman Dabbler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. @@ -36,7 +36,7 @@ Finally, when you [Affix a Talisman](rules/actions/affix-a-talisman.md), you can title: Quick Fix, Feat 4 collapse: closed # Quick Fix *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) @@ -54,7 +54,7 @@ You gain the ability to [Affix a Talisman](rules/actions/affix-a-talisman.md) as title: Deeper Dabbler, Feat 8 collapse: closed # Deeper Dabbler *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) @@ -70,7 +70,7 @@ With some streamlining to your process and a deeper collection of talisman mater title: Talismanic Sage, Feat 14* collapse: closed # Talismanic Sage *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Talismanic Sage](compendium/feats/talismanic-sage-apg.md) is intended for use with the Talisman Dabbler Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/thaumaturge-da.md b/compendium/character/archetypes/thaumaturge-da.md index abdf34e32..de49320ec 100644 --- a/compendium/character/archetypes/thaumaturge-da.md +++ b/compendium/character/archetypes/thaumaturge-da.md @@ -20,15 +20,15 @@ Thaumaturge suits characters who want to glean strange knowledge. It's especiall title: Thaumaturge Dedication, Feat 2 collapse: closed # Thaumaturge Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 -You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](rules/traits/esoterica-da.md) actions. You become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. +You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") actions. You become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. ```ad-embed-ability title: Glimpse Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) +[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Requirements**: You are holding your implement @@ -46,7 +46,7 @@ title: Glimpse Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game. title: Basic Thaumaturgy, Feat 4 collapse: closed # Basic Thaumaturgy *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) @@ -60,7 +60,7 @@ You gain a 1st- or 2nd-level thaumaturge feat of your choice. title: Advanced Thaumaturgy, Feat 6 collapse: closed # Advanced Thaumaturgy *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Thaumaturgy](compendium/feats/basic-thaumaturgy-da.md) @@ -76,7 +76,7 @@ You gain one thaumaturge feat. For the purpose of meeting its prerequisites, you title: Implement Initiate, Feat 6 collapse: closed # Implement Initiate *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) @@ -90,7 +90,7 @@ You gain your first implement and esoterica|thaumaturge|DA|1||implement's initia title: Magical Knowledge, Feat 8 collapse: closed # Magical Knowledge *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md), trained in one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) and expert in another @@ -104,7 +104,7 @@ Increase your proficiency rank in one of [Arcana](compendium/skills.md#Arcana), title: Resolute, Feat 12* collapse: closed # Resolute *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Resolute](compendium/feats/resolute-da.md) is intended for use with the Thaumaturge Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/time-mage-da.md b/compendium/character/archetypes/time-mage-da.md index 27cf439f2..93df92b6d 100644 --- a/compendium/character/archetypes/time-mage-da.md +++ b/compendium/character/archetypes/time-mage-da.md @@ -19,7 +19,7 @@ For these reasons, most mages merely dabble in time magic, learning a spell or t title: Time Mage Dedication, Feat 6 collapse: closed # Time Mage Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: You have a spellcasting class feature. @@ -30,14 +30,14 @@ As some of your future knowledge leaks back to your present self, you gain the [ **Special.** You can't select another dedication feat until you have gained two other feats from the time mage archetype. *Source: Dark Archive p. 184* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` ```ad-embed-feat title: Chronocognizance, Feat 7 collapse: closed # Chronocognizance *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md), master in [Perception](compendium/skills.md#Perception) @@ -51,7 +51,7 @@ The flows and ebbs of time are obvious to you, as are the tangles that form when title: Chronomancer's Secrets, Feat 8 collapse: closed # Chronomancer's Secrets *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) @@ -67,7 +67,7 @@ The secrets of time peel back, revealing deeper truths. You gain either the [sta title: Future Spell Learning, Feat 8 collapse: closed # Future Spell Learning *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) @@ -81,7 +81,7 @@ More future memories of time magic percolate back to the present, teaching you s title: What Could Have Been, Feat 8 collapse: closed # What Could Have Been [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) - **Activity** Free Action @@ -96,7 +96,7 @@ Rather than conjuring creatures from elsewhere in the world or the planes, you c title: Into the Future, Feat 10 collapse: closed # Into the Future [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) - **Activity** Single Action @@ -111,7 +111,7 @@ You know your spell will be needed not now but in a few moments, so you cast you title: Read Disaster, Feat 10* collapse: closed # Read Disaster *Feat 10* -[divination](rules/traits/divination.md) [exploration](rules/traits/exploration.md) [oracle](rules/traits/oracle-apg.md) [prediction](rules/traits/prediction.md) +[divination](rules/traits/divination.md "Divination School Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") > [!pf2-note] This version of [Read Disaster](compendium/feats/read-disaster-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -126,7 +126,7 @@ You spend 10 minutes and open yourself to the divine mysteries of the world, pee title: Quickened Casting (Bard), Feat 12* collapse: closed # Quickened Casting (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Quickened Casting (Bard)](compendium/feats/quickened-casting-bard.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -143,7 +143,7 @@ If your next action is to cast a bard cantrip or a bard spell that is at least 2 title: Plot The Future, Feat 16* collapse: closed # Plot The Future *Feat 16* -[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Plot The Future](compendium/feats/plot-the-future-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -151,14 +151,14 @@ collapse: closed You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn. *Source: Advanced Player's Guide p. 64* -%% #trait/uncommon #trait/concentrate #trait/investigator #trait/prediction %% +%% #trait/concentrate #trait/investigator #trait/prediction #trait/uncommon %% ``` ```ad-embed-feat title: Purge of Moments, Feat 16* collapse: closed # Purge of Moments [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") > [!pf2-note] This version of [Purge of Moments](compendium/feats/purge-of-moments-da.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -166,7 +166,7 @@ collapse: closed - **Frequency**: once per hour - **Activity** Three-Action -All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, [negative](rules/traits/negative.md) effects, afflictions, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage). Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. +All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, afflictions, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage). Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. *Source: Dark Archive p. 185* %% #trait/archetype #trait/concentrate #trait/transmutation %% @@ -176,7 +176,7 @@ All things eventually end, a truth that you can put into practice by acceleratin title: Timeline-Splitting Spell, Feat 18* collapse: closed # Timeline-Splitting Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Timeline-Splitting Spell](compendium/feats/timeline-splitting-spell-da.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -196,7 +196,7 @@ Then, choose which of the two spells takes effect, using the previously made rol title: Echoing Spell, Feat 20* collapse: closed # Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Echoing Spell](compendium/feats/echoing-spell-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md b/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md index ea353fdf2..dbcec251b 100644 --- a/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md +++ b/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md @@ -15,7 +15,7 @@ You are a feller of trees and a skilled axe wielder, trained in the art of fores title: Turpin Rowe Lumberjack Dedication, Feat 2 collapse: closed # Turpin Rowe Lumberjack Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You must befriend at least one Turpin Rowe logger. - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) @@ -25,14 +25,14 @@ Your logging training has made you intimately familiar with all aspects of fores **Special.** You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype. *Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Axe Climber, Feat 4 collapse: closed # Axe Climber *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) @@ -46,7 +46,7 @@ When you are climbing a wooden surface and have a hatchet or battle axe in each title: Log Roll, Feat 4 collapse: closed # Log Roll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) - **Requirements**: You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is [flat-footed](rules/conditions.md#Flat-footed). @@ -64,11 +64,11 @@ Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the adjac title: Axe Thrower, Feat 6 collapse: closed # Axe Thrower *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) -You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the [thrown](rules/traits/thrown.md) trait with a range of 10 feet. For axes that already have the [thrown](rules/traits/thrown.md) trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. +You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait with a range of 10 feet. For axes that already have the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. *Source: Extinction Curse #3: Life's Long Shadows p. 75* %% #trait/archetype %% @@ -78,7 +78,7 @@ You have mastered the weight and balance of a variety of axes and can lob them w title: Widen The Gap, Feat 10 collapse: closed # Widen The Gap *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) diff --git a/compendium/character/archetypes/undead-master-botd.md b/compendium/character/archetypes/undead-master-botd.md index 8a6699828..27123656e 100644 --- a/compendium/character/archetypes/undead-master-botd.md +++ b/compendium/character/archetypes/undead-master-botd.md @@ -19,7 +19,7 @@ The additional feats below are found in the [beastmaster](compendium/character/a title: Undead Master Dedication, Feat 2 collapse: closed # Undead Master Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: evil alignment @@ -30,20 +30,20 @@ Contrary to the usual rules for companions, as an undead master it's possible fo **Special.** You can't select another dedication feat until you have gained two other feats from the undead master archetype. *Source: Book of the Dead p. 41* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Additional Companion, Feat 4* collapse: closed # Additional Companion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Additional Companion](compendium/feats/additional-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) -Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. +Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. **Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). @@ -55,7 +55,7 @@ Another animal joins you in your travels. It is a young animal companion that ha title: Mature Beastmaster Companion, Feat 4* collapse: closed # Mature Beastmaster Companion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -71,7 +71,7 @@ All of your animal companions grow up, becoming mature animal companions and gai title: Companion's Cry, Feat 6* collapse: closed # Companion's Cry *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Companion's Cry](compendium/feats/companions-cry.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -87,7 +87,7 @@ You can urge your companion to do its utmost. You can spend 2 actions to [Comman title: Guardian Ghosts, Feat 8 collapse: closed # Guardian Ghosts [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Undead Master Dedication](compendium/feats/undead-master-dedication-botd.md) - **Frequency**: once per 10 minutes @@ -104,7 +104,7 @@ You magically divert some of the harm from an incoming attack away from yourself title: Incredible Beastmaster Companion, Feat 8* collapse: closed # Incredible Beastmaster Companion *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -122,7 +122,7 @@ They each become nimble or savage animal companions (your choice, choose for eac title: Their Master's Call, Feat 12* collapse: closed # Their Master's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") > [!pf2-note] This version of [Their Master's Call](compendium/feats/their-masters-call-botd.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -139,7 +139,7 @@ In a pinch, you pull one of your inactive companions from their rest to provide title: Specialized Beastmaster Companion, Feat 14* collapse: closed # Specialized Beastmaster Companion *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -157,7 +157,7 @@ Your nimble and savage animal companions become cunning enough to become special title: Lead The Pack, Feat 16* collapse: closed # Lead The Pack *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Lead The Pack](compendium/feats/lead-the-pack-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -166,5 +166,5 @@ collapse: closed You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), as per Mature Beastmaster Companion, but not both. When you [Command an Animal](rules/actions/command-an-animal.md), either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). Either way, you can't [Command an Animal](rules/actions/command-an-animal.md) to make either companion act again until your next turn. *Source: Advanced Player's Guide p. 161* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/undead-slayer-botd.md b/compendium/character/archetypes/undead-slayer-botd.md index 9863bc9d6..ea1a4d444 100644 --- a/compendium/character/archetypes/undead-slayer-botd.md +++ b/compendium/character/archetypes/undead-slayer-botd.md @@ -29,7 +29,7 @@ Some undead slayers work at the behest of an organization to exterminate the und title: Undead Slayer Dedication, Feat 2 collapse: closed # Undead Slayer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) @@ -51,7 +51,7 @@ title: Slayer's Identification [F](rules/core-rulebook/chapter-9-playing-the-gam title: Blessed Medicine, Feat 4 collapse: closed # Blessed Medicine *Feat 4* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) - **Trigger** You fail a check to [Treat a Disease](rules/actions/treat-disease.md) that was inflicted by an undead (such as b1 or mummy rot). @@ -66,7 +66,7 @@ Your experience battling undead has uniquely prepared you to fight the diseases title: Hunter's Sanctum, Feat 4 collapse: closed # Hunter's Sanctum *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) @@ -80,11 +80,11 @@ You establish a safe house where you can prepare for your hunt. The sanctum is r title: Necromantic Resistance, Feat 4 collapse: closed # Necromantic Resistance *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) -As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. +As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md "Necromancy School Trait") effects and gain resistance to negative damage equal to half your level. *Source: Book of the Dead p. 28* %% #trait/archetype %% @@ -94,7 +94,7 @@ As part of your training, you've inured yourself against necromancy through grue title: Slayer's Strike, Feat 4 collapse: closed # Slayer's Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [positive](rules/traits/positive.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) - **Activity** Two-Action @@ -111,12 +111,12 @@ If you're at least 10th level, increase this to two extra dice, and if you're at title: Frighten Undead, Feat 6 collapse: closed # Frighten Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md), trained in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Single Action -Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [Demoralize](rules/actions/demoralize.md) an undead target using your [Religion](compendium/skills.md#Religion) modifier instead of your [Intimidation](compendium/skills.md#Intimidation) modifier if it's higher. If you use your [Religion](compendium/skills.md#Religion) modifier, the [Demoralize](rules/actions/demoralize.md) action loses the [emotion](rules/traits/emotion.md) and [mental](rules/traits/mental.md) traits, as your faith connects to the undead on an instinctual level. +Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [Demoralize](rules/actions/demoralize.md) an undead target using your [Religion](compendium/skills.md#Religion) modifier instead of your [Intimidation](compendium/skills.md#Intimidation) modifier if it's higher. If you use your [Religion](compendium/skills.md#Religion) modifier, the [Demoralize](rules/actions/demoralize.md) action loses the [emotion](rules/traits/emotion.md "Emotion Effect Trait") and [mental](rules/traits/mental.md "Mental Effect Trait") traits, as your faith connects to the undead on an instinctual level. *Source: Book of the Dead p. 29* %% #trait/archetype %% @@ -126,7 +126,7 @@ Your very presence chills creatures of the night down to their core and you can title: Gear Up, Feat 6 collapse: closed # Gear Up *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) @@ -140,7 +140,7 @@ Whether it's wooden stakes, [holy water](compendium/equipment/items/holy-water.m title: Slayer's Blessing, Feat 8 collapse: closed # Slayer's Blessing *Feat 8* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Slayer's Strike](compendium/feats/slayers-strike-botd.md) @@ -156,7 +156,7 @@ At 14th level, add adamantine and mithral to the list of materials you can choos title: Slayer's Presence, Feat 10 collapse: closed # Slayer's Presence *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Frighten Undead](compendium/feats/frighten-undead-botd.md) diff --git a/compendium/character/archetypes/ursine-avenger-hood-tv.md b/compendium/character/archetypes/ursine-avenger-hood-tv.md index a87d5a7cb..1f3177409 100644 --- a/compendium/character/archetypes/ursine-avenger-hood-tv.md +++ b/compendium/character/archetypes/ursine-avenger-hood-tv.md @@ -18,11 +18,11 @@ Over many generations, the magic of the hood was proven true, and more than that title: Ursine Avenger Form, Feat 2 collapse: closed # Ursine Avenger Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[archetype](rules/traits/archetype.md) [artifact](rules/traits/artifact-gmg.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Single Action -You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals `1d8` piercing damage and a claws unarmed attack that deals `1d6` slashing damage and has the [agile](rules/traits/agile.md) trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form. +You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals `1d8` piercing damage and a claws unarmed attack that deals `1d6` slashing damage and has the [agile](rules/traits/agile.md "Agile Weapon Trait") trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form. *Source: Treasure Vault p. 183* %% #trait/archetype #trait/artifact #trait/morph #trait/primal #trait/transmutation %% @@ -32,7 +32,7 @@ You draw the Ursine Avenger Hood over your head and its fur over your arms, assu title: Senses of the Bear, Feat 4 collapse: closed # Senses of the Bear *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. If you already had low-light vision, you instead gain darkvision. @@ -45,7 +45,7 @@ While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. I title: Bear Hug, Feat 6 collapse: closed # Bear Hug [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Requirements**: Your last action was a successful claw [Strike](rules/actions/strike.md). - **Activity** Single Action @@ -60,7 +60,7 @@ You snatch at your opponent with your claws, pulling them close in a ferocious b title: Call Ursine Ally, Feat 8 collapse: closed # Call Ursine Ally *Feat 8* -[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Frequency**: once per hour @@ -74,7 +74,7 @@ You can cast a 3rd-level [summon animal](compendium/spells/summon-animal.md) as title: Bear Empathy, Feat 10 collapse: closed # Bear Empathy *Feat 10* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") You have a magical affinity for bears and can speak to them through sounds and body language. You can communicate with all bears, as well as other ursine creatures at the GM's discretion. @@ -87,7 +87,7 @@ You have a magical affinity for bears and can speak to them through sounds and b title: Great Bear, Feat 12* collapse: closed # Great Bear *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Great Bear](compendium/feats/great-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. @@ -104,7 +104,7 @@ When you transform, you can take on a bear's bulk and size. You can spend an add title: Terrible Transformation, Feat 14* collapse: closed # Terrible Transformation *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Terrible Transformation](compendium/feats/terrible-transformation-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. @@ -120,7 +120,7 @@ You let out a mighty roar as part of your transformation. When you use Ursine Av title: Fearsome Fangs, Feat 16* collapse: closed # Fearsome Fangs *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Fearsome Fangs](compendium/feats/fearsome-fangs-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. @@ -136,7 +136,7 @@ Your claws and jaws are brutally powerful and efficient, even by ursine standard title: Mighty Bear, Feat 18* collapse: closed # Mighty Bear *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Mighty Bear](compendium/feats/mighty-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. @@ -152,7 +152,7 @@ The power of the bear within you can expand your physical presence even further. title: Immortal Bear, Feat 20* collapse: closed # Immortal Bear *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Immortal Bear](compendium/feats/immortal-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/vampire-botd.md b/compendium/character/archetypes/vampire-botd.md index 3d6761a82..1486139ea 100644 --- a/compendium/character/archetypes/vampire-botd.md +++ b/compendium/character/archetypes/vampire-botd.md @@ -23,15 +23,15 @@ After being exsanguinated by a vampire, you've risen again, pulling yourself fro title: Vampire Dedication, Feat 2 collapse: closed # Vampire Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You were a killed by a vampire drinking your blood. -You're a newly risen vampire. You gain the [undead](rules/traits/undead.md) and [vampire](rules/traits/vampire-b1.md) traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](rules/traits/grapple.md) and [unarmed](rules/traits/unarmed.md) traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. +You're a newly risen vampire. You gain the [undead](rules/traits/undead.md "Undead Creature Type Trait") and [vampire](rules/traits/vampire-b1.md "Vampire Creature Trait") traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. ```ad-embed-ability title: Drink Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Requirements**: A [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), [unconscious](rules/conditions.md#Unconscious), or willing creature is within your reach @@ -40,14 +40,14 @@ title: Drink Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ``` *Source: Book of the Dead p. 58* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ```` ```ad-embed-feat title: Clinging Climber, Feat 4 collapse: closed # Clinging Climber *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md), trained in [Athletics](compendium/skills.md#Athletics) @@ -61,13 +61,13 @@ You climb like a spider. You gain a climb Speed of 15 feet. title: Manipulative Charm, Feat 4 collapse: closed # Manipulative Charm *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Vampire Dedication, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) Against humanoids, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), and to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) and [Make an Impression](rules/actions/make-an-impression.md). -Once per day, you can cast [charm](compendium/spells/charm.md) as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the [visual](rules/traits/visual.md) trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [charm](compendium/spells/charm.md) when you are 19th level. +Once per day, you can cast [charm](compendium/spells/charm.md) as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the [visual](rules/traits/visual.md "Visual Effect Trait") trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [charm](compendium/spells/charm.md) when you are 19th level. *Source: Book of the Dead p. 58* %% #trait/archetype %% @@ -77,7 +77,7 @@ Once per day, you can cast [charm](compendium/spells/charm.md) as a divine innat title: Nocturnal Kindred, Feat 4 collapse: closed # Nocturnal Kindred *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Vampire Dedication, trained in [Nature](compendium/skills.md#Nature) @@ -93,25 +93,25 @@ Once per day, you can cast [animal allies](compendium/spells/animal-allies-som.m title: Daywalker, Feat 6 collapse: closed # Daywalker *Feat 6* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits (page 44) and can't be destroyed by sunlight. This doesn't prevent you from becoming [slowed](rules/conditions.md#Slowed) by exposure to the sun. *Source: Book of the Dead p. 58* -%% #trait/archetype #trait/abjuration #trait/divine %% +%% #trait/abjuration #trait/archetype #trait/divine %% ``` ```ad-embed-feat title: Predatory Claws, Feat 6 collapse: closed # Predatory Claws *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) -Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. +Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. If you hit the same enemy with two consecutive claw [Strikes](rules/actions/strike.md) in the same round, you can attempt to [Grapple](rules/actions/grapple.md) that same target as a free action, provided you take that action immediately after the second [Strike](rules/actions/strike.md). @@ -123,7 +123,7 @@ If you hit the same enemy with two consecutive claw [Strikes](rules/actions/stri title: Vicious Fangs, Feat 8 collapse: closed # Vicious Fangs *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) @@ -139,7 +139,7 @@ At 14th level, the [persistent bleed damage](rules/conditions.md#Persistent%20Da title: Bat Form, Feat 10 collapse: closed # Bat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) - **Frequency**: once per hour @@ -155,7 +155,7 @@ You can transform into a bat. You gain the effects of a 4th-level [pest form](co title: Turn to Mist, Feat 10 collapse: closed # Turn to Mist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) - **Frequency**: once per day @@ -171,7 +171,7 @@ You turn into vapor, gaining the effects of [gaseous form](compendium/spells/gas title: Coffin Bound, Feat 12* collapse: closed # Coffin Bound *Feat 12* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Coffin Bound](compendium/feats/coffin-bound-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. @@ -184,14 +184,14 @@ If you would be destroyed, you instead remain near death. This doesn't change yo Your coffin can't heal you if you're staked through the chest. You can be staked only if [unconscious](rules/conditions.md#Unconscious), and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function. *Source: Book of the Dead p. 59* -%% #trait/uncommon #trait/archetype #trait/divine #trait/necromancy #trait/negative %% +%% #trait/archetype #trait/divine #trait/necromancy #trait/negative #trait/uncommon %% ``` ```ad-embed-feat title: Mist Escape, Feat 14* collapse: closed # Mist Escape [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Mist Escape](compendium/feats/mist-escape-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. @@ -209,14 +209,14 @@ As you fall, your body reacts to defend itself. You [Turn to Mist](compendium/fe title: Dominating Gaze, Feat 16* collapse: closed # Dominating Gaze *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Dominating Gaze](compendium/feats/dominating-gaze-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. - **Prerequisites**: [Manipulative Charm](compendium/feats/manipulative-charm-botd.md) -You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level [dominate](compendium/spells/dominate.md) as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the [visual](rules/traits/visual.md) trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't [Cast the Spell](rules/actions/cast-a-spell.md) again within 24 hours. If you are destroyed, all your [dominate](compendium/spells/dominate.md) spells from Dominating Gaze immediately end. +You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level [dominate](compendium/spells/dominate.md) as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the [visual](rules/traits/visual.md "Visual Effect Trait") trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't [Cast the Spell](rules/actions/cast-a-spell.md) again within 24 hours. If you are destroyed, all your [dominate](compendium/spells/dominate.md) spells from Dominating Gaze immediately end. *Source: Book of the Dead p. 59* -%% #trait/uncommon #trait/archetype %% +%% #trait/archetype #trait/uncommon %% ``` \ No newline at end of file diff --git a/compendium/character/archetypes/vigilante-apg.md b/compendium/character/archetypes/vigilante-apg.md index c123418ce..58b3549f6 100644 --- a/compendium/character/archetypes/vigilante-apg.md +++ b/compendium/character/archetypes/vigilante-apg.md @@ -15,7 +15,7 @@ As a vigilante, you have two faces: a public persona, and a secret identity that title: Vigilante Dedication, Feat 2 collapse: closed # Vigilante Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) @@ -34,14 +34,14 @@ Your class feats and vigilante feats are associated with your vigilante identity **Special.** You can't select another dedication feat until you have gained two other feats from the vigilante archetype. *Source: Advanced Player's Guide p. 196* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Hidden Magic, Feat 4 collapse: closed # Hidden Magic *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -57,7 +57,7 @@ A spellcaster using [detect magic](compendium/spells/detect-magic.md) or [read a title: Minion Guise, Feat 4 collapse: closed # Minion Guise *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [social](rules/traits/social-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [social](rules/traits/social-apg.md "Social Feat Trait") - **Prerequisites**: animal companion or familiar, expert in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -71,7 +71,7 @@ When you are in your social identity, you can also grant a social identity to an title: Quick Draw (Rogue), Feat 4* collapse: closed # Quick Draw (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Quick Draw (Rogue)](compendium/feats/quick-draw-rogue.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. @@ -87,7 +87,7 @@ You draw your weapon and attack with the same motion. You [Interact](rules/actio title: Safe House, Feat 4 collapse: closed # Safe House *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -101,7 +101,7 @@ You establish a safe house—a secure space in which to hide your secrets from t title: Social Purview, Feat 4 collapse: closed # Social Purview *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -115,7 +115,7 @@ You have built a reputation for yourself in your social identity. Choose one arc title: Startling Appearance, Feat 6 collapse: closed # Startling Appearance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) - **Requirements**: You are completely [unnoticed](rules/conditions.md#Unnoticed) by the target creature. @@ -133,7 +133,7 @@ Make a [Strike](rules/actions/strike.md) against your target. That creature is [ title: Quick Change, Feat 7 collapse: closed # Quick Change *Feat 7* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -147,7 +147,7 @@ You can shift between your identities with ease. Instead of spending 1 minute to title: Subjective Truth, Feat 7 collapse: closed # Subjective Truth *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -161,7 +161,7 @@ Your disparate identities allow you to defeat magic that detects lies. As long a title: Many Guises, Feat 8 collapse: closed # Many Guises *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -177,7 +177,7 @@ You can't use either social abilities or vigilante abilities while in this ident title: Frightening Appearance, Feat 12* collapse: closed # Frightening Appearance *Feat 12* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") > [!pf2-note] This version of [Frightening Appearance](compendium/feats/frightening-appearance-apg.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. @@ -193,7 +193,7 @@ Your dramatic appearances can frighten bystanders. When you make a Startling App title: Stunning Appearance, Feat 16* collapse: closed # Stunning Appearance *Feat 16* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") > [!pf2-note] This version of [Stunning Appearance](compendium/feats/stunning-appearance-apg.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/viking-apg.md b/compendium/character/archetypes/viking-apg.md index fdd52cdf0..c1a95017c 100644 --- a/compendium/character/archetypes/viking-apg.md +++ b/compendium/character/archetypes/viking-apg.md @@ -15,7 +15,7 @@ To go "a-viking" is to raid by sea, and thus vikings have spread far and wide. S title: Viking Dedication, Feat 2 collapse: closed # Viking Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) @@ -31,7 +31,7 @@ Vikings spend long periods of time at sea, only to leap from their boats at a mo title: Hurling Charge, Feat 4 collapse: closed # Hurling Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) - **Activity** Two-Action @@ -46,7 +46,7 @@ You make a ranged [Strike](rules/actions/strike.md) with a thrown weapon you alr title: Reactive Shield, Feat 4* collapse: closed # Reactive Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Reactive Shield](compendium/feats/reactive-shield.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. @@ -64,7 +64,7 @@ You can snap your shield into place just as you would take a blow, avoiding the title: Viking Weapon Familiarity, Feat 4 collapse: closed # Viking Weapon Familiarity *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) @@ -78,7 +78,7 @@ From childhood, you have been exposed to traditional viking weapons, and you soo title: Second Shield, Feat 6 collapse: closed # Second Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) - **Trigger** Your [Shield Block](compendium/feats/shield-block.md) causes your shield to break or be destroyed. @@ -94,7 +94,7 @@ You're used to your shield breaking in the middle of battle, and you're prepared title: Shielded Stride, Feat 6* collapse: closed # Shielded Stride *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Shielded Stride](compendium/feats/shielded-stride.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. @@ -109,7 +109,7 @@ When your shield is up, your enemies' blows can't touch you. When you have your title: Viking Weapon Specialist, Feat 6 collapse: closed # Viking Weapon Specialist *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Weapon Familiarity](compendium/feats/viking-weapon-familiarity-apg.md) @@ -123,7 +123,7 @@ You are even more skilled in the weapons of your people. You gain the critical s title: Quick Shield Block (Fighter), Feat 10* collapse: closed # Quick Shield Block (Fighter) *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/weapon-improviser-apg.md b/compendium/character/archetypes/weapon-improviser-apg.md index a6216bb59..794c70547 100644 --- a/compendium/character/archetypes/weapon-improviser-apg.md +++ b/compendium/character/archetypes/weapon-improviser-apg.md @@ -32,7 +32,7 @@ Whether you're smashing someone over the head with a bar stool, tossing a mug of title: Weapon Improviser Dedication, Feat 2 collapse: closed # Weapon Improviser Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in all martial weapons @@ -48,7 +48,7 @@ You don't take the normal –2 penalty to attack rolls with improvised weapons. title: Improvised Pummel, Feat 4 collapse: closed # Improvised Pummel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) - **Requirements**: You are wielding an improvised weapon. @@ -66,7 +66,7 @@ At 12th level, your item bonus to the attack roll increases to +2 instead of +1, title: Surprise Strike, Feat 6 collapse: closed # Surprise Strike *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) @@ -80,7 +80,7 @@ Whenever you make a [Strike](rules/actions/strike.md) with an improvised weapon title: Improvised Critical, Feat 8 collapse: closed # Improvised Critical *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) @@ -94,7 +94,7 @@ You can apply critical specialization effects to improvised weapons you wield. F title: Makeshift Strike, Feat 8 collapse: closed # Makeshift Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) - **Activity** Single Action @@ -109,7 +109,7 @@ You quickly snatch up whatever's nearby and then attack with it as an improvised title: Shattering Strike, Feat 10 collapse: closed # Shattering Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Improvised Pummel](compendium/feats/improvised-pummel-apg.md) - **Trigger** An improvised weapon that you are wielding becomes [broken](rules/conditions.md#Broken) as a result of a critical success on an [Improvised Pummel](compendium/feats/improvised-pummel-apg.md). diff --git a/compendium/character/archetypes/wellspring-mage-som.md b/compendium/character/archetypes/wellspring-mage-som.md index c81c17609..bcd1d2c93 100644 --- a/compendium/character/archetypes/wellspring-mage-som.md +++ b/compendium/character/archetypes/wellspring-mage-som.md @@ -42,25 +42,25 @@ A wellspring surge always has the trait of your magical tradition, plus any trai | `d20` | Effect | |-------|--------| -| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | -| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | -| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | -| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md) or a [minion](rules/traits/minion.md). | -| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md), [morph](rules/traits/morph.md), [transmutation](rules/traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | -| 6 | **Sudden Gale** ([air](rules/traits/air.md), [evocation](rules/traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | -| 7 | **Tremor** ([earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | -| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md), [mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | -| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | -| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | -| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md), [divination](rules/traits/divination.md), [mental](rules/traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | -| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md), [plant](rules/traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | -| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | -| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | -| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md)) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | -| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | -| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md), [visual](rules/traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | -| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | -| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md), [water](rules/traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | +| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md "Evocation School Trait")) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | +| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md "Healing Effect Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [positive](rules/traits/positive.md "Positive Energy & Element Trait")) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | +| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | +| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait")) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md "Summoned Creature Trait") or a [minion](rules/traits/minion.md "Minion Creature Trait"). | +| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md "Mental Effect Trait"), [morph](rules/traits/morph.md "Morph Effect Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | +| 6 | **Sudden Gale** ([air](rules/traits/air.md "Air Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | +| 7 | **Tremor** ([earth](rules/traits/earth.md "Earth Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | +| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md "Divination School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | +| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md "Illusion School Trait")) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | +| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | +| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md "Detection Effect Trait"), [divination](rules/traits/divination.md "Divination School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | +| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait")) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | +| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [fear](rules/traits/fear.md "Fear Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | +| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [illusion](rules/traits/illusion.md "Illusion School Trait")) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | +| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait")) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | +| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | +| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md "Illusion School Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | +| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | +| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | | 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | @@ -70,7 +70,7 @@ A wellspring surge always has the trait of your magical tradition, plus any trai title: Wellspring Mage Dedication, Feat 2 collapse: closed # Wellspring Mage Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: wellspring magic @@ -79,14 +79,14 @@ There's no longer a limit on how many temporary spell slots you can gain per day **Special.** You can't select another dedication feat until you gain two other feats from the wellspring mage archetype. *Source: Secrets of Magic p. 249* -%% #trait/rare #trait/archetype #trait/class #trait/dedication %% +%% #trait/archetype #trait/class #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Wellspring Control, Feat 4 collapse: closed # Wellspring Control *Feat 4* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) @@ -100,7 +100,7 @@ When you generate a wellspring surge, roll twice on [Table 5–2](rules/tables/w title: Urgent Upwelling, Feat 6 collapse: closed # Urgent Upwelling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) - **Frequency**: once per 10 minutes @@ -117,7 +117,7 @@ Defeat lets you to tap into your wellspring. Attempt the flat check for wellspri title: Energetic Resonance, Feat 8* collapse: closed # Energetic Resonance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Energetic Resonance](compendium/feats/energetic-resonance-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -135,7 +135,7 @@ Your blood resonates with magical energy, mitigating the effects of harmful spel title: Spell Relay, Feat 8* collapse: closed # Spell Relay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[concentrate](rules/traits/concentrate.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Spell Relay](compendium/feats/spell-relay-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -152,7 +152,7 @@ You open the power in your blood to your ally's spellcasting, using your magic t title: Surging Might, Feat 10* collapse: closed # Surging Might [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") > [!pf2-note] This version of [Surging Might](compendium/feats/surging-might-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -168,7 +168,7 @@ With a complex gesture, you focus the divine power of your spell to overcome ene title: Interfering Surge, Feat 12* collapse: closed # Interfering Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Interfering Surge](compendium/feats/interfering-surge-som.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -191,13 +191,13 @@ If the triggering spell is successfully counteracted, it creates a wellspring su title: Scintillating Spell, Feat 16* collapse: closed # Scintillating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[concentrate](rules/traits/concentrate.md) [light](rules/traits/light.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [light](rules/traits/light.md "Light Effect Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Scintillating Spell](compendium/feats/scintillating-spell-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. - **Activity** Single Action -Your spells become a radiant display of light and color. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that doesn't have the [darkness](rules/traits/darkness.md) trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is [dazzled](rules/conditions.md#Dazzled) for 1 round, and those who critically failed are instead [blinded](rules/conditions.md#Blinded) for 1 round. +Your spells become a radiant display of light and color. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that doesn't have the [darkness](rules/traits/darkness.md "Darkness Effect Trait") trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is [dazzled](rules/conditions.md#Dazzled) for 1 round, and those who critically failed are instead [blinded](rules/conditions.md#Blinded) for 1 round. *Source: Advanced Player's Guide p. 141* %% #trait/concentrate #trait/light #trait/metamagic #trait/sorcerer %% @@ -207,7 +207,7 @@ Your spells become a radiant display of light and color. If your next action is title: Echoing Spell, Feat 18* collapse: closed # Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Echoing Spell](compendium/feats/echoing-spell-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/witch-apg.md b/compendium/character/archetypes/witch-apg.md index 2f26717d2..c10cc0c32 100644 --- a/compendium/character/archetypes/witch-apg.md +++ b/compendium/character/archetypes/witch-apg.md @@ -21,7 +21,7 @@ The witch archetype grants versatile prepared spells, perfect for characters loo title: Witch Dedication, Feat 2 collapse: closed # Witch Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 @@ -37,7 +37,7 @@ You cast spells like a witch. Choose a patron; You gain a familiar with two comm title: Basic Witch Spellcasting, Feat 4 collapse: closed # Basic Witch Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) @@ -51,7 +51,7 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n title: Basic Witchcraft, Feat 4 collapse: closed # Basic Witchcraft *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) @@ -65,7 +65,7 @@ You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer title: Advanced Witchcraft, Feat 6 collapse: closed # Advanced Witchcraft *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Witchcraft](compendium/feats/basic-witchcraft-apg.md) @@ -81,7 +81,7 @@ You gain one witch feat. For the purpose of meeting its prerequisites, your witc title: Patron's Breadth, Feat 8 collapse: closed # Patron's Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md) @@ -95,7 +95,7 @@ You can cast more spells each day. Increase the spell slots you gain from witch title: Expert Witch Spellcasting, Feat 12* collapse: closed # Expert Witch Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Witch Spellcasting](compendium/feats/expert-witch-spellcasting-apg.md) is intended for use with the Witch Archetype. Its level has been changed accordingly. @@ -111,7 +111,7 @@ You gain the expert spellcasting benefits. title: Master Witch Spellcasting, Feat 18* collapse: closed # Master Witch Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Witch Spellcasting](compendium/feats/master-witch-spellcasting-apg.md) is intended for use with the Witch Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/wizard.md b/compendium/character/archetypes/wizard.md index c7970683c..f063bad7d 100644 --- a/compendium/character/archetypes/wizard.md +++ b/compendium/character/archetypes/wizard.md @@ -21,7 +21,7 @@ The wizard archetype grants versatile prepared spells, perfect for characters lo title: Wizard Dedication, Feat 2 collapse: closed # Wizard Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 @@ -39,7 +39,7 @@ Select one arcane arcane school|wizard||1||school of magic; you don't gain any a title: Arcane School Spell, Feat 4 collapse: closed # Arcane School Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) @@ -53,7 +53,7 @@ You gain the school's initial school spell. If you don't already have one, you g title: Basic Arcana, Feat 4 collapse: closed # Basic Arcana *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) @@ -67,7 +67,7 @@ You gain a 1st- or 2nd-level wizard feat of your choice. title: Basic Wizard Spellcasting, Feat 4 collapse: closed # Basic Wizard Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) @@ -81,7 +81,7 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n title: Advanced Arcana, Feat 6 collapse: closed # Advanced Arcana *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Arcana](compendium/feats/basic-arcana.md) @@ -97,7 +97,7 @@ You gain one wizard feat. For the purpose of meeting its prerequisites, your wiz title: Arcane Breadth, Feat 8 collapse: closed # Arcane Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md) @@ -111,7 +111,7 @@ You can cast more arcane spells each day. Increase the spell slots you gain from title: Expert Wizard Spellcasting, Feat 12* collapse: closed # Expert Wizard Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md) is intended for use with the Wizard Archetype. Its level has been changed accordingly. @@ -127,7 +127,7 @@ You gain the expert spellcasting benefits. title: Master Wizard Spellcasting, Feat 18* collapse: closed # Master Wizard Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Wizard Spellcasting](compendium/feats/master-wizard-spellcasting.md) is intended for use with the Wizard Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/wrestler-lotgb.md b/compendium/character/archetypes/wrestler-lotgb.md index b5aeba266..b7f4eb746 100644 --- a/compendium/character/archetypes/wrestler-lotgb.md +++ b/compendium/character/archetypes/wrestler-lotgb.md @@ -21,7 +21,7 @@ Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan w title: Wrestler Dedication, Feat 2 collapse: closed # Wrestler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics), unarmed attacks, and unarmored defense @@ -39,7 +39,7 @@ You become an expert in [Athletics](compendium/skills.md#Athletics) and gain the title: Combat Grab, Feat 4* collapse: closed # Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Combat Grab](compendium/feats/combat-grab.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -56,12 +56,12 @@ You swipe at your opponent and grab at them. Make a melee [Strike](rules/actions title: Crushing Grab, Feat 4* collapse: closed # Crushing Grab *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Crushing Grab](compendium/feats/crushing-grab.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. -Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md) with no penalty. +Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") with no penalty. *Source: Core Rulebook p. 160* %% #trait/monk %% @@ -71,7 +71,7 @@ Like a powerful constrictor, you crush targets in your unyielding grasp. When yo title: Disengaging Twist, Feat 4 collapse: closed # Disengaging Twist [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Trigger** A creature gives you the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition. @@ -87,7 +87,7 @@ Your ability to twist your opponents' bodies into painful locks and holds makes title: Elbow Breaker, Feat 4 collapse: closed # Elbow Breaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). @@ -109,7 +109,7 @@ Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you title: Snagging Strike, Feat 4* collapse: closed # Snagging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Snagging Strike](compendium/feats/snagging-strike.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -126,7 +126,7 @@ You combine an attack with quick grappling moves to throw an enemy off balance a title: Suplex, Feat 4 collapse: closed # Suplex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). @@ -142,7 +142,7 @@ Flexing your entire body, you heave your opponent over your head and slam them i title: Clinch Strike, Feat 6 collapse: closed # Clinch Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Trigger** A creature you had [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) successfully [Escapes](rules/actions/escape.md) @@ -158,7 +158,7 @@ Your opponents can't slip your grasp without receiving further punishment. Make title: Running Tackle, Feat 8 collapse: closed # Running Tackle [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Activity** Two-Action @@ -173,7 +173,7 @@ You charge toward your opponent, throwing your body at them in a vicious tackle. title: Strangle, Feat 8 collapse: closed # Strangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). @@ -189,7 +189,7 @@ You twist and squeeze the breath out of your foe. Make an unarmed melee [Strike] title: Submission Hold, Feat 8 collapse: closed # Submission Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). @@ -209,7 +209,7 @@ Your iron grip slowly saps your opponent's strength. Attempt an [Athletics](comp title: Whirling Throw, Feat 8* collapse: closed # Whirling Throw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Whirling Throw](compendium/feats/whirling-throw.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -234,7 +234,7 @@ Attempt an [Athletics](compendium/skills.md#Athletics) check against the foe's F title: Aerial Piledriver, Feat 10 collapse: closed # Aerial Piledriver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). @@ -257,7 +257,7 @@ This [Strike](rules/actions/strike.md) deals `1d6` additional damage per weapon title: Spinebreaker, Feat 10 collapse: closed # Spinebreaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). @@ -279,7 +279,7 @@ Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/ title: Inescapable Grasp, Feat 12* collapse: closed # Inescapable Grasp *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Inescapable Grasp](compendium/feats/inescapable-grasp-lotgb.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -297,7 +297,7 @@ If a creature you have [grabbed](rules/conditions.md#Grabbed) attempts to use a title: Form Lock, Feat 14* collapse: closed # Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") > [!pf2-note] This version of [Form Lock](compendium/feats/form-lock-lotgb.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -305,7 +305,7 @@ collapse: closed - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). - **Activity** Single Action -Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md) effect currently affecting the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. +Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect currently affecting the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. *Source: Lost Omens: The Grand Bazaar p. 127* %% #trait/archetype #trait/attack %% diff --git a/compendium/character/archetypes/zephyr-guard-aoa5.md b/compendium/character/archetypes/zephyr-guard-aoa5.md index 84ec83b12..168b3ef59 100644 --- a/compendium/character/archetypes/zephyr-guard-aoa5.md +++ b/compendium/character/archetypes/zephyr-guard-aoa5.md @@ -15,7 +15,7 @@ You are one of the Zephyr Guard, professional soldiers who protect Katapesh from title: Zephyr Guard Dedication, Feat 2 collapse: closed # Zephyr Guard Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Katapesh. - **Prerequisites**: member of the Zephyr Guard @@ -25,14 +25,14 @@ As a Zephyr Guard, you're always vigilant against crime and threats to the city' **Special.** You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype. *Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #trait/uncommon #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/uncommon %% ``` ```ad-embed-feat title: Know The Beat, Feat 3 collapse: closed # Know The Beat *Feat 3* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md) @@ -46,7 +46,7 @@ You become trained in your choice of [Guild Lore](compendium/skills.md#Lore), [L title: Decry Thief, Feat 4 collapse: closed # Decry Thief *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Intimidation](compendium/skills.md#Intimidation) @@ -64,7 +64,7 @@ When you attempt to [Demoralize](rules/actions/demoralize.md), you can make it h title: Relentless Disarm, Feat 6 collapse: closed # Relentless Disarm *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Athletics](compendium/skills.md#Athletics) @@ -80,7 +80,7 @@ When you critically succeed at a [Disarm](rules/actions/disarm.md) check, you ca title: Unfazed Assessment, Feat 8 collapse: closed # Unfazed Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), expert in [Perception](compendium/skills.md#Perception) - **Activity** Single Action diff --git a/compendium/character/archetypes/zombie-botd.md b/compendium/character/archetypes/zombie-botd.md index 086c13e53..91d50a68f 100644 --- a/compendium/character/archetypes/zombie-botd.md +++ b/compendium/character/archetypes/zombie-botd.md @@ -21,29 +21,29 @@ One day you might be nothing more than a walking corpse, but for now, you retain title: Zombie Dedication, Feat 2 collapse: closed # Zombie Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You died and were animated as a husk zombie. -Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the [undead](rules/traits/undead.md) and [zombie](rules/traits/zombie-b1.md) traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not [mindless](rules/traits/mindless.md). Reduce all your Speeds by 5 feet. Your fist loses the [nonlethal](rules/traits/nonlethal.md) trait. +Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the [undead](rules/traits/undead.md "Undead Creature Type Trait") and [zombie](rules/traits/zombie-b1.md "Zombie Creature Trait") traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not [mindless](rules/traits/mindless.md "Mindless Creature Trait"). Reduce all your Speeds by 5 feet. Your fist loses the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body. While your body is deteriorated, you're [slowed](rules/conditions.md#Slowed). You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the [slowed](rules/conditions.md#Slowed) condition from deterioration through any other means. -You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d8` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md) trait. You can use your jaws [Strike](rules/actions/strike.md) only against a creature that's [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. +You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d8` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") trait. You can use your jaws [Strike](rules/actions/strike.md) only against a creature that's [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. **Special.** You can't select another dedication feat until you have gained two other feats from the zombie archetype. *Source: Book of the Dead p. 60* -%% #trait/rare #trait/archetype #trait/dedication %% +%% #trait/archetype #trait/dedication #trait/rare %% ``` ```ad-embed-feat title: Ankle Biter, Feat 4 collapse: closed # Ankle Biter *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) @@ -57,7 +57,7 @@ You fight just as well on the ground as you do standing up. While you are [prone title: Bashing Charge, Feat 4* collapse: closed # Bashing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Bashing Charge](compendium/feats/bashing-charge-apg.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -74,7 +74,7 @@ You smash, bust, and charge through solid obstacles without hesitation. [Stride] title: Combat Grab, Feat 4* collapse: closed # Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Combat Grab](compendium/feats/combat-grab.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -91,12 +91,12 @@ You swipe at your opponent and grab at them. Make a melee [Strike](rules/actions title: Crushing Grab, Feat 4* collapse: closed # Crushing Grab *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Crushing Grab](compendium/feats/crushing-grab.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. -Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md) with no penalty. +Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") with no penalty. *Source: Core Rulebook p. 160* %% #trait/monk %% @@ -106,7 +106,7 @@ Like a powerful constrictor, you crush targets in your unyielding grasp. When yo title: Feast, Feat 4 collapse: closed # Feast [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Requirements**: You are adjacent to a [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. @@ -124,7 +124,7 @@ You can instead choose to gain temporary Hit Points equal to double your level, title: Ravenous Charge, Feat 4 collapse: closed # Ravenous Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Activity** Two-Action @@ -139,10 +139,10 @@ Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnash title: Brains!, Feat 6 collapse: closed # Brains! [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Feast](compendium/feats/feast-botd.md) -- **Trigger** You Feast upon a humanoid's brain. The humanoid can't be [mindless](rules/traits/mindless.md) (or, if you're Feasting on a corpse, can't have been mindless while alive). +- **Trigger** You Feast upon a humanoid's brain. The humanoid can't be [mindless](rules/traits/mindless.md "Mindless Creature Trait") (or, if you're Feasting on a corpse, can't have been mindless while alive). - **Activity** Free Action You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md) for 1 hour. If the humanoid had a higher modifier to the skill check you're using to [Recall Knowledge](rules/actions/recall-knowledge.md) than you do, the status bonus increases to +2. @@ -155,11 +155,11 @@ You consume the brains of your foe, causing synapses long rotten to fire and ena title: Numb, Feat 6 collapse: closed # Numb *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) -As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md) and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) or pain effect, you get a critical success instead. +As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") or pain effect, you get a critical success instead. *Source: Book of the Dead p. 61* %% #trait/archetype %% @@ -169,11 +169,11 @@ As your body continues to rot and putrefy, your senses deaden and your undead po title: Out of Hand, Feat 8 collapse: closed # Out of Hand *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) -Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](rules/traits/minion.md) trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](rules/actions/strike.md)). Any [Strikes](rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. +Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](rules/traits/minion.md "Minion Creature Trait") trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](rules/actions/strike.md)). Any [Strikes](rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. ```ad-embed-ability title: Lay Down Arms [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") @@ -189,7 +189,7 @@ You pull your arm off, harmlessly severing it from your body and dropping it in title: Shamble, Feat 8 collapse: closed # Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Activity** Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) @@ -206,7 +206,7 @@ You can choose to ignore all circumstance and status penalties to your Speed whe title: Unkillable, Feat 8 collapse: closed # Unkillable [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Frequency**: once per hour @@ -223,7 +223,7 @@ You're relentless and nigh unkillable, shrugging off blows that should destroy y title: Festering Wounds, Feat 12* collapse: closed # Festering Wounds *Feat 12* -[archetype](rules/traits/archetype.md) [disease](rules/traits/disease.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") > [!pf2-note] This version of [Festering Wounds](compendium/feats/festering-wounds-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -239,7 +239,7 @@ Wounds you inflict with your unarmed attacks fester and rot, becoming infected a title: Corpse Stench, Feat 14* collapse: closed # Corpse Stench *Feat 14* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [olfactory](rules/traits/olfactory-b1.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") > [!pf2-note] This version of [Corpse Stench](compendium/feats/corpse-stench-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -255,7 +255,7 @@ Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putri title: Seize, Feat 14* collapse: closed # Seize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Seize](compendium/feats/seize-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. diff --git a/compendium/character/backgrounds/anti-magical-som.md b/compendium/character/backgrounds/anti-magical-som.md index 4ce238da8..dd38f7544 100644 --- a/compendium/character/backgrounds/anti-magical-som.md +++ b/compendium/character/backgrounds/anti-magical-som.md @@ -16,4 +16,4 @@ Choose two ability boosts. One must be to Constitution or Wisdom, and one is a f You're trained in a [Lore](compendium/skills.md#Lore) skill of your choice, though it can't be about a magical subject (as determined by the GM if it's unclear). Whenever you would be affected by magic, even your own magic or that of an ally, the originator of the effect must attempt a DC 3 flat check. -On a failure, the magic doesn't affect you (though it still has its normal effects on anyone else). On a success, the magic affects you and there is no need to attempt further flat checks for the same [magical](rules/traits/magical.md) effect, even if it affects you again later. \ No newline at end of file +On a failure, the magic doesn't affect you (though it still has its normal effects on anyone else). On a success, the magic affects you and there is no need to attempt further flat checks for the same [magical](rules/traits/magical.md "Magical Item Trait") effect, even if it affects you again later. \ No newline at end of file diff --git a/compendium/character/backgrounds/backgrounds.md b/compendium/character/backgrounds/backgrounds.md index 55afe7fa4..e5c02ee38 100644 --- a/compendium/character/backgrounds/backgrounds.md +++ b/compendium/character/backgrounds/backgrounds.md @@ -7,7 +7,7 @@ cssclass: pf2e,pf2e-index - [Abadar's Avenger](abadars-avenger-frp0.md) - [Academy Dropout](academy-dropout-som.md) - [Acolyte](acolyte.md) -- [Acrobat](acrobat.md) +- [Acrobat](compendium/character/backgrounds/acrobat.md) - [Aerialist](aerialist-ec0.md) - [Aiudara Seeker](aiudara-seeker-aoa6.md) - [Alkenstar Tinker](alkenstar-tinker-lowg.md) @@ -27,9 +27,9 @@ cssclass: pf2e,pf2e-index - [Bandit](bandit-apg.md) - [Banished Brighite](banished-brighite-ooa0.md) - [Barber](barber-apg.md) -- [Barkeep](barkeep.md) +- [Barkeep](compendium/character/backgrounds/barkeep.md) - [Barker](barker-ec0.md) -- [Barrister](barrister.md) +- [Barrister](compendium/character/backgrounds/barrister.md) - [Bekyar Restorer](bekyar-restorer-lowg.md) - [Belkzen Slayer](belkzen-slayer-lowg.md) - [Bellflower Agent](bellflower-agent-lowg.md) @@ -39,10 +39,10 @@ cssclass: pf2e,pf2e-index - [Blow-in](blow-in-ec0.md) - [Bonuwat Wavetouched](bonuwat-wavetouched-lowg.md) - [Bookkeeper](bookkeeper-apg.md) -- [Bounty Hunter](bounty-hunter.md) +- [Bounty Hunter](compendium/character/backgrounds/bounty-hunter.md) - [Bright Lion](bright-lion-lowg.md) - [Butcher](butcher-ec0.md) -- [Charlatan](charlatan.md) +- [Charlatan](compendium/character/backgrounds/charlatan.md) - [Chelish Rebel](chelish-rebel-lowg.md) - [Child Of The Puddles](child-of-the-puddles-lowg.md) - [Child of the Twin Village](child-of-the-twin-village-da.md) @@ -63,6 +63,7 @@ cssclass: pf2e,pf2e-index - [Doomcaller](doomcaller-lotg.md) - [Dragon Scholar](dragon-scholar-aoa0.md) - [Dreamer Of The Verdant Moon](dreamer-of-the-verdant-moon-ec3.md) +- [Dreams of Vengeance](dreams-of-vengeance-gw0.md) - [Droskari Disciple](droskari-disciple-aoa4.md) - [Eclipseborn](eclipseborn-lotg.md) - [Eidolon Contact](eidolon-contact-som.md) @@ -91,7 +92,7 @@ cssclass: pf2e,pf2e-index - [Grand Council Bureaucrat](grand-council-bureaucrat-lowg.md) - [Grave Robber](grave-robber-botd.md) - [Grizzled Muckrucker](grizzled-muckrucker-aoe0.md) -- [Guard](guard.md) +- [Guard](compendium/character/backgrounds/guard.md) - [Harbor Guard Moonlighter](harbor-guard-moonlighter-aoe0.md) - [Harrow-led](harrow-led-aoe4.md) - [Haunted](haunted-apg.md) @@ -102,7 +103,7 @@ cssclass: pf2e,pf2e-index - [Hermean Expatriate](hermean-expatriate-lowg.md) - [Hermean Heritor](hermean-heritor-aoa6.md) - [Hermit](hermit.md) -- [Hunter](hunter.md) +- [Hunter](compendium/character/backgrounds/hunter.md) - [Inexplicably Expelled](inexplicably-expelled-ooa0.md) - [Inlander](inlander-lowg.md) - [Insurgent](insurgent-apg.md) @@ -115,6 +116,7 @@ cssclass: pf2e,pf2e-index - [Legacy of the Hammer](legacy-of-the-hammer-da.md) - [Legendary Parents](legendary-parents-aoa6.md) - [Local Scion](local-scion-aoa0.md) +- [Lost Loved One](lost-loved-one-gw0.md) - [Lumber Consortium Laborer](lumber-consortium-laborer-lowg.md) - [Magaambya Academic](magaambya-academic-lowg.md) - [Magical Experiment](magical-experiment-som.md) @@ -127,8 +129,8 @@ cssclass: pf2e,pf2e-index - [Martial Disciple](martial-disciple.md) - [Menagerie Dung Sweeper](menagerie-dung-sweeper-lowg.md) - [Merabite Prodigy](merabite-prodigy-lowg.md) -- [Merchant](merchant.md) -- [Miner](miner.md) +- [Merchant](compendium/character/backgrounds/merchant.md) +- [Miner](compendium/character/backgrounds/miner.md) - [Molthuni Mercenary](molthuni-mercenary-lowg.md) - [Musical Prodigy](musical-prodigy-som.md) - [Mystic Seer](mystic-seer-ec0.md) @@ -138,7 +140,7 @@ cssclass: pf2e,pf2e-index - [Nexian Mystic](nexian-mystic-lowg.md) - [Night Watch](night-watch-botd.md) - [Nirmathi Guerrilla](nirmathi-guerrilla-lowg.md) -- [Noble](noble.md) +- [Noble](compendium/character/backgrounds/noble.md) - [Nocturnal Navigator](nocturnal-navigator-lotg.md) - [Nomad](nomad.md) - [Occult Librarian](occult-librarian-som.md) @@ -158,7 +160,7 @@ cssclass: pf2e,pf2e-index - [Political Scion](political-scion-aoe0.md) - [Post Guard Of All Trades](post-guard-of-all-trades-aoe0.md) - [Press-ganged](press-ganged-lowg.md) -- [Prisoner](prisoner.md) +- [Prisoner](compendium/character/backgrounds/prisoner.md) - [Purveyor Of The Bizarre](purveyor-of-the-bizarre-lowg.md) - [Pyre Tender](pyre-tender-botd.md) - [Quick](quick-lowg.md) @@ -193,6 +195,7 @@ cssclass: pf2e,pf2e-index - [Secular Medic](secular-medic-lowg.md) - [Seer Of The Dead](seer-of-the-dead-som.md) - [Senghor Sailor](senghor-sailor-lowg.md) +- [Sense of Belonging](sense-of-belonging-gw0.md) - [Sentinel Reflectance](sentinel-reflectance-lokl.md) - [Servant](servant-apg.md) - [Shadow Haunted](shadow-haunted-lowg.md) @@ -227,6 +230,7 @@ cssclass: pf2e,pf2e-index - [Time Traveler](time-traveler-som.md) - [Tinker](tinker.md) - [Tomb Born](tomb-born-botd.md) +- [Total Power](total-power-gw0.md) - [Touched By Dahak](touched-by-dahak-aoa6.md) - [Trade Consortium Underling](trade-consortium-underling-lowg.md) - [Trailblazer](trailblazer-lopsg.md) @@ -241,6 +245,7 @@ cssclass: pf2e,pf2e-index - [Ustalavic Academic](ustalavic-academic-lowg.md) - [Varisian Wanderer](varisian-wanderer-lowg.md) - [Vidrian Reformer](vidrian-reformer-lowg.md) +- [Wanderlust](wanderlust-gw0.md) - [Wanted Witness](wanted-witness-ooa0.md) - [Ward](ward-apg.md) - [Warrior](warrior.md) @@ -248,6 +253,7 @@ cssclass: pf2e,pf2e-index - [Wildwood Local](wildwood-local-lowg.md) - [Willing Host](willing-host-botd.md) - [Winter's Child](winters-child-lowg.md) +- [Wishes for Riches](wishes-for-riches-gw0.md) - [Witch Wary](witch-wary-lowg.md) - [Witchlight Follower](witchlight-follower-av0.md) - [Wonder Taster](wonder-taster-lowg.md) diff --git a/compendium/character/backgrounds/chosen-one-som.md b/compendium/character/backgrounds/chosen-one-som.md index 6f04e8ef8..44de8b0a2 100644 --- a/compendium/character/backgrounds/chosen-one-som.md +++ b/compendium/character/backgrounds/chosen-one-som.md @@ -18,7 +18,7 @@ Decide with your GM the basics of the prophecy in which you're meant to play a m ```ad-embed-ability title: Prophecy's Pawn [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [fortune](rules/traits/fortune.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Trigger**: You fail a saving throw, attack roll, or skill check @@ -26,6 +26,6 @@ title: Prophecy's Pawn [F](rules/core-rulebook/chapter-9-playing-the-game.md#Act For 24 hours afterward, the GM can force you to reroll a successful saving throw, attack roll, or skill check as fate balances the scale. -This is a [misfortune](rules/traits/misfortune.md) effect. You can't use prophecy's pawn again until the GM uses this option or 24 hours pass, whichever comes first. +This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. You can't use prophecy's pawn again until the GM uses this option or 24 hours pass, whichever comes first. %% #trait/abjuration #trait/divine #trait/fortune %% ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/cursed-apg.md b/compendium/character/backgrounds/cursed-apg.md index 4c123db54..93fb32e04 100644 --- a/compendium/character/backgrounds/cursed-apg.md +++ b/compendium/character/backgrounds/cursed-apg.md @@ -20,7 +20,7 @@ You are trained in [Occultism](compendium/skills.md#Occultism) and [Curse Lore]( ```ad-embed-ability title: Warding Sign [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You attempt a saving throw against a [magical](rules/traits/magical.md) effect, but you haven't rolled yet +- **Trigger**: You attempt a saving throw against a [magical](rules/traits/magical.md "Magical Item Trait") effect, but you haven't rolled yet **Effect** You call on the power of a personal, eldritch sign of protection, which flares brightly before slowly fading. You gain a +2 circumstance bonus to the triggering saving throw, or a +3 circumstance bonus if the effect is a curse. ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/doomcaller-lotg.md b/compendium/character/backgrounds/doomcaller-lotg.md index fad057424..69ba25fb4 100644 --- a/compendium/character/backgrounds/doomcaller-lotg.md +++ b/compendium/character/backgrounds/doomcaller-lotg.md @@ -19,7 +19,7 @@ You're trained in Occultism and Star Lore. You also gain the Stellar Misfortune ```ad-embed-ability title: Stellar Misfortune [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](rules/traits/divination.md) [misfortune](rules/traits/misfortune.md) [occult](rules/traits/occult.md) +[divination](rules/traits/divination.md "Divination School Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature you can see is about to attempt a saving throw, attack roll, or skill check - **Requirements**: You must be under the night sky with the stars visible diff --git a/compendium/character/backgrounds/dreams-of-vengeance-gw0.md b/compendium/character/backgrounds/dreams-of-vengeance-gw0.md new file mode 100644 index 000000000..2b393cb11 --- /dev/null +++ b/compendium/character/backgrounds/dreams-of-vengeance-gw0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/gw0 +aliases: ["Dreams of Vengeance"] +--- +# Dreams of Vengeance +*Source: Gatewalkers Player's Guide p. 6* + +You've known strife your whole life, whether on the battlefield, in the arena, or simply living your day-to-day life. When you're not thinking about your next brawl, you're turning over memories of traitorous rivals and troublesome betrayers who've wronged you in the past. + +The sight of your enemies [broken](rules/conditions.md#Broken) and maimed, then, greatly appealed to you when you glimpsed through a mysterious glowing archway during the Missing Moment. But when you stepped through the gate, you found yourself back where you started, with no indications of your exacted revenge anywhere in sight. You nearly burned down the countryside in frustrated rage, only realizing afterward the magnitude of the fiery new power you wielded. Fiery rays of energy you could shoot from your eyes—these, no doubt, would come in handy. Your deviant abilities are of the dragon classification. You gain the [Blasting Beams](compendium/feats/blasting-beams-da.md) deviant feat with the fire type. As a quirk, your pupils are shaped like curved arches. When you use a deviant ability, the centers of your pupils shine with light, like the glowing gateways of the Missing Moment. + +Choose two ability boosts. One must be to Constitution or Strength, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Gladiator Lore](compendium/skills.md#Lore) skill. You gain the [Titan Wrestler](compendium/feats/titan-wrestler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/eclipseborn-lotg.md b/compendium/character/backgrounds/eclipseborn-lotg.md index 4febdfaf1..d83f46d9f 100644 --- a/compendium/character/backgrounds/eclipseborn-lotg.md +++ b/compendium/character/backgrounds/eclipseborn-lotg.md @@ -14,4 +14,4 @@ You were born at the exact moment of a solar or lunar eclipse. At the eclipse's Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. -Decide with the GM what catastrophic event coincided with your birth; you're trained in a [Lore](compendium/skills.md#Lore) skill related to that event. You can cast ill omen as an occult innate spell once per day. After you [Cast this Spell](rules/actions/cast-a-spell.md), but before you regain the ability to cast it the following day, the GM can force you to reroll a successful saving throw, attack roll, or skill check as misfortune finds its way back to you. This is a [misfortune](rules/traits/misfortune.md) effect. If this effect causes you to fail the associated saving throw, attack roll, or skill check, you can cast ill omen again a second time that day. \ No newline at end of file +Decide with the GM what catastrophic event coincided with your birth; you're trained in a [Lore](compendium/skills.md#Lore) skill related to that event. You can cast ill omen as an occult innate spell once per day. After you [Cast this Spell](rules/actions/cast-a-spell.md), but before you regain the ability to cast it the following day, the GM can force you to reroll a successful saving throw, attack roll, or skill check as misfortune finds its way back to you. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. If this effect causes you to fail the associated saving throw, attack roll, or skill check, you can cast ill omen again a second time that day. \ No newline at end of file diff --git a/compendium/character/backgrounds/energy-scarred-som.md b/compendium/character/backgrounds/energy-scarred-som.md index a5f61085f..253bf2c62 100644 --- a/compendium/character/backgrounds/energy-scarred-som.md +++ b/compendium/character/backgrounds/energy-scarred-som.md @@ -13,4 +13,4 @@ Exposure to a significant magical event overloaded you with magical energy. Perh Choose two ability boosts. One must be Constitution and one is a free ability boost. -Your innate [magical](rules/traits/magical.md) trait is [primal](rules/traits/primal.md). Choose acid, cold, electricity, fire, force, negative, positive, or sonic. You are trained in a [Lore](compendium/skills.md#Lore) skill associated with the chosen energy (such as [Fire Lore](compendium/skills.md#Lore)) and you gain resistance to that energy type equal to half your level (minimum 1). \ No newline at end of file +Your innate [magical](rules/traits/magical.md "Magical Item Trait") trait is [primal](rules/traits/primal.md "Primal Tradition Trait"). Choose acid, cold, electricity, fire, force, negative, positive, or sonic. You are trained in a [Lore](compendium/skills.md#Lore) skill associated with the chosen energy (such as [Fire Lore](compendium/skills.md#Lore)) and you gain resistance to that energy type equal to half your level (minimum 1). \ No newline at end of file diff --git a/compendium/character/backgrounds/genie-blessed-som.md b/compendium/character/backgrounds/genie-blessed-som.md index b004967e3..a4a253bef 100644 --- a/compendium/character/backgrounds/genie-blessed-som.md +++ b/compendium/character/backgrounds/genie-blessed-som.md @@ -20,7 +20,7 @@ You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the ```ad-embed-ability title: Wish for Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[arcane](rules/traits/arcane.md) [auditory](rules/traits/auditory.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Trigger**: You are about to roll an attack roll, saving throw, or skill check diff --git a/compendium/character/backgrounds/lost-loved-one-gw0.md b/compendium/character/backgrounds/lost-loved-one-gw0.md new file mode 100644 index 000000000..47d18c87e --- /dev/null +++ b/compendium/character/backgrounds/lost-loved-one-gw0.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/gw0 +aliases: ["Lost Loved One"] +--- +# Lost Loved One +*Source: Gatewalkers Player's Guide p. 6* + +You see your life as naturally divided into two chapters: in one, the love-limned, halcyon days of yesteryear, in the other, the day you lost the person most important to you, plus every aching moment thereafter. When you saw a vision of your lost loved one in a glowing portal on the night of the Missing Moment, you knew it was too good to be true. But you couldn't help yourself, either, so you walked through the door, one grasping hand outstretched in anticipation. You don't know what happened on the other side of the arch, but your hand seems to. Like a ghostly fragment of your missing loved one, you can summon an ethereal hand to reach out from your body. Though it's a pale imitation of the warmth you once felt in your dearly departed's presence, you do find this new hand somehow comforting, in a way. Your deviant abilities are of the wraith classification. You gain the [Ghostly Grasp](compendium/feats/ghostly-grasp-da.md) deviant feat. As a quirk, whenever you use a deviant ability, a low, rattling moan emanates from some unseen maw in your vicinity. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Genealogy Lore](compendium/skills.md#Lore) skill. You gain the [Multilingual](compendium/feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/mystic-tutor-som.md b/compendium/character/backgrounds/mystic-tutor-som.md index ee04bfc4a..d762ef829 100644 --- a/compendium/character/backgrounds/mystic-tutor-som.md +++ b/compendium/character/backgrounds/mystic-tutor-som.md @@ -16,4 +16,4 @@ You spent years predicting, identifying, and harnessing the innate magical talen Choose two ability boosts. One must be Intelligence or Wisdom and one is a free ability boost. -Your innate [magical](rules/traits/magical.md) trait is [arcane](rules/traits/arcane.md) or [occult](rules/traits/occult.md). You're trained in either [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), depending on your innate [magical](rules/traits/magical.md) trait, and the [Academia Lore](compendium/skills.md#Lore) skill. You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file +Your innate [magical](rules/traits/magical.md "Magical Item Trait") trait is [arcane](rules/traits/arcane.md "Arcane Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait"). You're trained in either [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), depending on your innate [magical](rules/traits/magical.md "Magical Item Trait") trait, and the [Academia Lore](compendium/skills.md#Lore) skill. You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sense-of-belonging-gw0.md b/compendium/character/backgrounds/sense-of-belonging-gw0.md new file mode 100644 index 000000000..713aaa762 --- /dev/null +++ b/compendium/character/backgrounds/sense-of-belonging-gw0.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/survival +- compendium/src/pf2e/gw0 +aliases: ["Sense of Belonging"] +--- +# Sense of Belonging +*Source: Gatewalkers Player's Guide p. 7* + +Home is all you've ever wanted. But home, whatever that means to you, has always been a step out of reach. On the night of the Missing Moment, you saw loving figures with outstretched arms, beckoning you toward a warm hearth just inside a glowing archway. On the other side of the portal, though, you found only missing memories and lost time, your feet back at the very spot where you started. Perhaps your heart was [broken](rules/conditions.md#Broken) that night, or perhaps you met your mission to find a suitable community with renewed zeal. Either way, you haven't felt quite "whole" since your gatewalker experience. Your new ability to momentarily disappear onto another plane of existence only reinforces this feeling of emptiness. + +Your deviant abilities are of the wraith classification. You gain the [Eerie Flicker](compendium/feats/eerie-flicker-da.md) deviant feat. As a quirk, whenever you use a deviant ability, plants around you spontaneously bloom and then wilt, as if rapidly aging. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Scouting Lore](compendium/skills.md#Lore) skill. You gain the [Forager](compendium/feats/forager.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/starless-one-lotg.md b/compendium/character/backgrounds/starless-one-lotg.md index f628ee5b3..f364e2aa2 100644 --- a/compendium/character/backgrounds/starless-one-lotg.md +++ b/compendium/character/backgrounds/starless-one-lotg.md @@ -19,10 +19,10 @@ You're trained in [Occultism](compendium/skills.md#Occultism) and [Astrology Lor ```ad-embed-ability title: Reclaim Destiny [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](rules/traits/divination.md) [occult](rules/traits/occult.md) +[divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") -- **Trigger**: You are about to attempt a check and are affected by a [fortune](rules/traits/fortune.md) or [misfortune](rules/traits/misfortune.md) effect that modifies the triggering effect +- **Trigger**: You are about to attempt a check and are affected by a [fortune](rules/traits/fortune.md "Fortune Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect that modifies the triggering effect -**Effect** You break the influence over your fortunes and claim a stable hold over your fate. You ignore the [fortune](rules/traits/fortune.md) or [misfortune](rules/traits/misfortune.md) effect and can roll the triggering roll normally. +**Effect** You break the influence over your fortunes and claim a stable hold over your fate. You ignore the [fortune](rules/traits/fortune.md "Fortune Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect and can roll the triggering roll normally. %% #trait/divination #trait/occult %% ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/sun-dancer-lotg.md b/compendium/character/backgrounds/sun-dancer-lotg.md index 1b94555c6..899acab91 100644 --- a/compendium/character/backgrounds/sun-dancer-lotg.md +++ b/compendium/character/backgrounds/sun-dancer-lotg.md @@ -11,7 +11,7 @@ aliases: ["Sun Dancer"] # Sun Dancer *Source: Lost Omens: Travel Guide p. 123* -You've been taught the Burning Mother's blessings could be invited through dances done under its presence, such as in welcoming the first rays of warmth in the spring. You could have been the apprentice of some [primal](rules/traits/primal.md) caster who wished to harness the sun's power for their incantations or lived in a community who reveres the Daughter of the [Cosmic Caravan](compendium/setting/deities/cosmic-caravan-lotg.md) through displays of veneration for the sun. Whatever the case, you developed a supernatural connection to the sun. +You've been taught the Burning Mother's blessings could be invited through dances done under its presence, such as in welcoming the first rays of warmth in the spring. You could have been the apprentice of some [primal](rules/traits/primal.md "Primal Tradition Trait") caster who wished to harness the sun's power for their incantations or lived in a community who reveres the Daughter of the [Cosmic Caravan](compendium/setting/deities/cosmic-caravan-lotg.md) through displays of veneration for the sun. Whatever the case, you developed a supernatural connection to the sun. Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost. diff --git a/compendium/character/backgrounds/time-traveler-som.md b/compendium/character/backgrounds/time-traveler-som.md index d8e08bd34..db8b12a06 100644 --- a/compendium/character/backgrounds/time-traveler-som.md +++ b/compendium/character/backgrounds/time-traveler-som.md @@ -18,7 +18,7 @@ You are trained in three [Lore](compendium/skills.md#Lore) skills of your choice ```ad-embed-ability title: Bend Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: Your turn begins diff --git a/compendium/character/backgrounds/total-power-gw0.md b/compendium/character/backgrounds/total-power-gw0.md new file mode 100644 index 000000000..e72572aa2 --- /dev/null +++ b/compendium/character/backgrounds/total-power-gw0.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/intimidation +- compendium/src/pf2e/gw0 +aliases: ["Total Power"] +--- +# Total Power +*Source: Gatewalkers Player's Guide p. 7* + +Whether you desire simple security after a life of uncertainty or you're actually just a control freak, power over your own fate is the thing you've always wanted. + +On the night of the Missing Moment, you glimpsed such power amid the light of a glowing archway, and you stepped through, eager to claim control over your destiny. + +What happened next, you don't remember—you came to at the same place you'd started, though clearly a lot of time had passed. Ever since that night, your body has felt heavier than before. You soon discovered that you could will your very bones into extending from your flesh like thorns from a rose's stem. Though you didn't choose the title gatewalker for yourself, you're sure you can use your strange new power to exercise control over your life. + +Your deviant abilities are of the troll classification. You gain the [Bone Spikes](compendium/feats/bone-spikes-da.md) deviant feat. As a quirk, whenever you use a deviant ability, the very fibers of your muscles flex and expand to impossible proportions. Your actual strength remains the same during these times, but few can deny your fearsome appearance. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Legal Lore](compendium/skills.md#Lore) skill. You gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/wanderlust-gw0.md b/compendium/character/backgrounds/wanderlust-gw0.md new file mode 100644 index 000000000..2b02bbaa6 --- /dev/null +++ b/compendium/character/backgrounds/wanderlust-gw0.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/nature +- compendium/src/pf2e/gw0 +aliases: ["Wanderlust"] +--- +# Wanderlust +*Source: Gatewalkers Player's Guide p. 8* + +You've traveled the world for years in search of excitement and adventure. On the night of the Missing Moment, all the many exciting occasions you've experienced paled in comparison to the vision of fantastic lands and incredible people you saw on the other side of the glowing gate. + +You stepped through in the hopes of finally reaching the thrilling highs you so desperately seek, but as soon as you'd gone there you were again, standing in front of a lightless gateway with a months-long gap in your memories. Frustrated at having come so close to achieving your dreams, you swung at a nearby tree, smashing it to splinters with surprising strength you never knew you had. + +This strange new brawn wasn't what you asked for—but it might help you pursue the excitement you crave. + +Your deviant abilities are of the troll classification. You gain the [Titan Swing](compendium/feats/titan-swing-da.md) deviant feat. As a quirk, whenever you use a deviant ability, your feet elongate and your leg bones crack as your lower limbs transform into those of a rabbit, wolf, or other spry, long-heeled animal. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and the [Stabling Lore](compendium/skills.md#Lore) skill. You gain the [Express Rider](compendium/feats/express-rider-apg.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/willing-host-botd.md b/compendium/character/backgrounds/willing-host-botd.md index 0b92587a4..c3bafa579 100644 --- a/compendium/character/backgrounds/willing-host-botd.md +++ b/compendium/character/backgrounds/willing-host-botd.md @@ -18,7 +18,7 @@ You're trained in the [Spirit Lore](compendium/skills.md#Lore) skill. You gain t ```ad-embed-ability title: Host Spirit -[exploration](rules/traits/exploration.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're [fatigued](rules/conditions.md#Fatigued) until the obligation is fulfilled. %% #trait/exploration #trait/necromancy #trait/occult %% diff --git a/compendium/character/backgrounds/wishes-for-riches-gw0.md b/compendium/character/backgrounds/wishes-for-riches-gw0.md new file mode 100644 index 000000000..7f3b29fd7 --- /dev/null +++ b/compendium/character/backgrounds/wishes-for-riches-gw0.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/thievery +- compendium/src/pf2e/gw0 +aliases: ["Wishes for Riches"] +--- +# Wishes for Riches +*Source: Gatewalkers Player's Guide p. 8* + +On the night of the Missing Moment, you saw visions of fabulous riches in the gate before you. Honestly, how someone could see anything but piles of jewels and gold is utterly baffling to you. Having pined for material wealth for as long as you could remember, you practically sprang into the portal in hopes of securing your fortune. The next moment, however, you were standing right where you'd just been, though indeterminate time had passed. + +The night's cold hardly bothered you; in fact, you soon discovered that you could absorb the very chill in the air, in the process changing the appearance of everything around you into a sheen of finest silver. You're no richer than before you walked through the gate, unfortunately, but perhaps you could use this new power somehow to pursue your avarice anew. + +Your deviant abilities are of the dragon classification. You gain the [Consume Energy](compendium/feats/consume-energy-da.md) deviant feat with the cold type. As a quirk, your deviant abilities manifest in a silver hue, and when you use a deviant ability you absorb the color silver from your surroundings. The absorbed color returns to your surroundings within an hour. + +Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost. + +You're trained in the [Thievery](compendium/skills.md#Thievery) skill and the [Games Lore](compendium/skills.md#Lore) skill. You gain the [Subtle Theft](compendium/feats/subtle-theft.md) skill feat. \ No newline at end of file diff --git a/compendium/equipment/items/abadars-flawless-scale-logm.md b/compendium/equipment/items/abadars-flawless-scale-logm.md index 35f90a14a..1848a540e 100644 --- a/compendium/equipment/items/abadars-flawless-scale-logm.md +++ b/compendium/equipment/items/abadars-flawless-scale-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Abadar's Flawless Scale"] --- # Abadar's Flawless Scale *Item 3* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Abadar](compendium/setting/deities/abadar.md) - **Price** 50 gp diff --git a/compendium/equipment/items/abysium-armor-lotgb.md b/compendium/equipment/items/abysium-armor-lotgb.md index f588fe6b1..d62e3fcbb 100644 --- a/compendium/equipment/items/abysium-armor-lotgb.md +++ b/compendium/equipment/items/abysium-armor-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Abysium Armor"] --- # Abysium Armor *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/abysium-lotgb.md b/compendium/equipment/items/abysium-lotgb.md index a6c1d0991..b92ed3cf4 100644 --- a/compendium/equipment/items/abysium-lotgb.md +++ b/compendium/equipment/items/abysium-lotgb.md @@ -9,23 +9,23 @@ tags: aliases: ["Abysium"] --- # Abysium *Item 0+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material -A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is [sickened](rules/conditions.md#Sickened) for a standard-grade object of light Bulk, [sickened](rules/conditions.md#Sickened) for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or [sickened](rules/conditions.md#Sickened) for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are [poison](rules/traits/poison.md) effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. +A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is [sickened](rules/conditions.md#Sickened) for a standard-grade object of light Bulk, [sickened](rules/conditions.md#Sickened) for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or [sickened](rules/conditions.md#Sickened) for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are [poison](rules/traits/poison.md "Poison Effect Trait") effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. | Abysium Items | Hardness | HP | BT | |---------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 6 | 24 | 12 | -| High-grade | 10 | 40 | 20 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 10 | 40 | 20 | -| High-grade | 13 | 52 | 26 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 20 | 80 | 40 | -| High-grade | 26 | 104 | 52 | +| multiRow | | +| multiRow | | *Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-powder-lotgb.md b/compendium/equipment/items/abysium-powder-lotgb.md index f259d905d..74854456a 100644 --- a/compendium/equipment/items/abysium-powder-lotgb.md +++ b/compendium/equipment/items/abysium-powder-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Abysium Powder"] --- # Abysium Powder *Item 9* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 150 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/abysium-shield-lotgb.md b/compendium/equipment/items/abysium-shield-lotgb.md index e54af55b5..aef9457b6 100644 --- a/compendium/equipment/items/abysium-shield-lotgb.md +++ b/compendium/equipment/items/abysium-shield-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Abysium Shield"] --- # Abysium Shield *Item 8+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield - **Category** Material diff --git a/compendium/equipment/items/abysium-weapon-lotgb.md b/compendium/equipment/items/abysium-weapon-lotgb.md index 62cb0ff9a..90ed352c9 100644 --- a/compendium/equipment/items/abysium-weapon-lotgb.md +++ b/compendium/equipment/items/abysium-weapon-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Abysium Weapon"] --- # Abysium Weapon *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/accompaniment-cloak-tv.md b/compendium/equipment/items/accompaniment-cloak-tv.md index e0de53255..4cb6e9470 100644 --- a/compendium/equipment/items/accompaniment-cloak-tv.md +++ b/compendium/equipment/items/accompaniment-cloak-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Accompaniment Cloak"] --- # Accompaniment Cloak *Item 11* -[focused](rules/traits/focused.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) +[focused](rules/traits/focused.md "Focused Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Price** 1300 gp - **Usage** worn cloak; **Bulk** L diff --git a/compendium/equipment/items/accursed-staff-tv.md b/compendium/equipment/items/accursed-staff-tv.md index b9801cf12..98f4b9c19 100644 --- a/compendium/equipment/items/accursed-staff-tv.md +++ b/compendium/equipment/items/accursed-staff-tv.md @@ -10,12 +10,12 @@ tags: aliases: ["Accursed Staff"] --- # Accursed Staff *Item 6+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff -Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the [curse](rules/traits/curse.md) trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse. +Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the [curse](rules/traits/curse.md "Curse Effect Trait") trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/achaekeks-kiss-tv.md b/compendium/equipment/items/achaekeks-kiss-tv.md index 4cd961f7c..9b6677a57 100644 --- a/compendium/equipment/items/achaekeks-kiss-tv.md +++ b/compendium/equipment/items/achaekeks-kiss-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Achaekek's Kiss"] --- # Achaekek's Kiss *Item 20* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Access** member of the Red Mantis assassins - **Price** 13000 gp diff --git a/compendium/equipment/items/acid-flask.md b/compendium/equipment/items/acid-flask.md index 619300aac..48331f491 100644 --- a/compendium/equipment/items/acid-flask.md +++ b/compendium/equipment/items/acid-flask.md @@ -12,7 +12,7 @@ tags: aliases: ["Acid Flask"] --- # Acid Flask *Item 1+* -[acid](rules/traits/acid.md) [alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/acrobats-staff-ec2.md b/compendium/equipment/items/acrobats-staff-ec2.md index e2a56dba8..51e97770d 100644 --- a/compendium/equipment/items/acrobats-staff-ec2.md +++ b/compendium/equipment/items/acrobats-staff-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Acrobat's Staff"] --- # Acrobat's Staff *Item 6* -[fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 235 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/adamantine-armor.md b/compendium/equipment/items/adamantine-armor.md index 0e743b3bb..87e5b0aa8 100644 --- a/compendium/equipment/items/adamantine-armor.md +++ b/compendium/equipment/items/adamantine-armor.md @@ -8,7 +8,7 @@ tags: aliases: ["Adamantine Armor"] --- # Adamantine Armor *Item 12+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/adamantine-shield.md b/compendium/equipment/items/adamantine-shield.md index c31d978d5..001e58f32 100644 --- a/compendium/equipment/items/adamantine-shield.md +++ b/compendium/equipment/items/adamantine-shield.md @@ -8,7 +8,7 @@ tags: aliases: ["Adamantine Shield"] --- # Adamantine Shield *Item 8+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by shield - **Category** Material diff --git a/compendium/equipment/items/adamantine-weapon.md b/compendium/equipment/items/adamantine-weapon.md index 63440975b..2691a31ba 100644 --- a/compendium/equipment/items/adamantine-weapon.md +++ b/compendium/equipment/items/adamantine-weapon.md @@ -8,7 +8,7 @@ tags: aliases: ["Adamantine Weapon"] --- # Adamantine Weapon *Item 11+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/adamantine.md b/compendium/equipment/items/adamantine.md index 7786f0de9..1be71d814 100644 --- a/compendium/equipment/items/adamantine.md +++ b/compendium/equipment/items/adamantine.md @@ -9,7 +9,7 @@ tags: aliases: ["Adamantine"] --- # Adamantine *Item 8+* -[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) +[precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Category** Material @@ -18,14 +18,14 @@ Mined from rocks that fell from the heavens, adamantine is one of the hardest me | Adamantine Items | Hardness | HP | BT | |------------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 10 | 40 | 20 | -| High-grade | 13 | 52 | 26 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 14 | 56 | 28 | -| High-grade | 17 | 68 | 34 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 28 | 112 | 56 | -| High-grade | 34 | 136 | 68 | +| multiRow | | +| multiRow | | *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/addiction-suppressant-lol.md b/compendium/equipment/items/addiction-suppressant-lol.md index 6fa45fb20..a905cc57f 100644 --- a/compendium/equipment/items/addiction-suppressant-lol.md +++ b/compendium/equipment/items/addiction-suppressant-lol.md @@ -10,7 +10,7 @@ tags: aliases: ["Addiction Suppressant"] --- # Addiction Suppressant *Item 1+* -[consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/addiction-suppressant-tv.md b/compendium/equipment/items/addiction-suppressant-tv.md index e4bf097ce..88b780259 100644 --- a/compendium/equipment/items/addiction-suppressant-tv.md +++ b/compendium/equipment/items/addiction-suppressant-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Addiction Suppressant"] --- # Addiction Suppressant *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/addlebrain-aoa3.md b/compendium/equipment/items/addlebrain-aoa3.md index 8f723089f..d554888cc 100644 --- a/compendium/equipment/items/addlebrain-aoa3.md +++ b/compendium/equipment/items/addlebrain-aoa3.md @@ -12,7 +12,7 @@ tags: aliases: ["Addlebrain"] --- # Addlebrain *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 58 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/advancing-tv.md b/compendium/equipment/items/advancing-tv.md index 529e14731..9be98f406 100644 --- a/compendium/equipment/items/advancing-tv.md +++ b/compendium/equipment/items/advancing-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Advancing"] --- # Advancing *Item 9+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** etched onto heavy armor - **Category** Rune diff --git a/compendium/equipment/items/adze-loag.md b/compendium/equipment/items/adze-loag.md index df668b525..15fb19ae6 100644 --- a/compendium/equipment/items/adze-loag.md +++ b/compendium/equipment/items/adze-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Adze"] --- # Adze *Item 0* -[forceful](rules/traits/forceful.md) [grippli](rules/traits/grippli-b2.md) [sweep](rules/traits/sweep.md) +[forceful](rules/traits/forceful.md "Forceful Weapon Trait") [grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") - **Price** 1 gp - **Bulk** 2 diff --git a/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md b/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md index 5e436d0b2..ebfdc8184 100644 --- a/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md +++ b/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Aeon Stone (Clear Quartz Octagon)"] --- # Aeon Stone (Clear Quartz Octagon) *Item 4* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 90 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/aeon-stone.md b/compendium/equipment/items/aeon-stone.md index 3c4c831c3..36e9c0c8d 100644 --- a/compendium/equipment/items/aeon-stone.md +++ b/compendium/equipment/items/aeon-stone.md @@ -11,7 +11,7 @@ tags: aliases: ["Aeon Stone"] --- # Aeon Stone *Item 1+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn; **Bulk** — - **Category** Worn @@ -22,6 +22,6 @@ When you invest one of these precisely shaped crystals, the stone orbits your he You can stow an aeon stone with an [Interact](rules/actions/interact.md) action, and an orbiting stone can be snatched out of the air with a successful [Disarm](rules/actions/disarm.md) action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. -There are various types of aeon stones, each with a different shape, color, and [magical](rules/traits/magical.md) effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a [wayfinder](compendium/equipment/items/wayfinder.md). +There are various types of aeon stones, each with a different shape, color, and [magical](rules/traits/magical.md "Magical Item Trait") effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a [wayfinder](compendium/equipment/items/wayfinder.md). *Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/aether-appendage-tv.md b/compendium/equipment/items/aether-appendage-tv.md index ad347e52b..bf1f64022 100644 --- a/compendium/equipment/items/aether-appendage-tv.md +++ b/compendium/equipment/items/aether-appendage-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Aether Appendage"] --- # Aether Appendage *Item 5* -[incorporeal](rules/traits/incorporeal-b1.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/aether-marbles-gw3.md b/compendium/equipment/items/aether-marbles-gw3.md new file mode 100644 index 000000000..245a31965 --- /dev/null +++ b/compendium/equipment/items/aether-marbles-gw3.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/bomb +- trait/bomb +- trait/consumable +- trait/force +- trait/splash +- trait/uncommon +aliases: ["Aether Marbles"] +--- +# Aether Marbles *Item 4+* +[bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. + +Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/aim-aiding-tv.md b/compendium/equipment/items/aim-aiding-tv.md index 82cac6af3..4fc09dd16 100644 --- a/compendium/equipment/items/aim-aiding-tv.md +++ b/compendium/equipment/items/aim-aiding-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Aim-Aiding"] --- # Aim-Aiding *Item 6* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 225 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/aklys-b1.md b/compendium/equipment/items/aklys-b1.md index 0429a5399..705428ba8 100644 --- a/compendium/equipment/items/aklys-b1.md +++ b/compendium/equipment/items/aklys-b1.md @@ -12,7 +12,7 @@ tags: aliases: ["Aklys"] --- # Aklys *Item 0* -[ranged trip](rules/traits/ranged-trip-b1.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 ft.>](rules/traits/thrown.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[ranged trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait") [tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") [thrown <20 ft.>](rules/traits/thrown-20-ft.md "Thrown Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/alarm-snare.md b/compendium/equipment/items/alarm-snare.md index a4a7a2775..ffa860370 100644 --- a/compendium/equipment/items/alarm-snare.md +++ b/compendium/equipment/items/alarm-snare.md @@ -12,7 +12,7 @@ tags: aliases: ["Alarm Snare"] --- # Alarm Snare *Item 1* -[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp - **Category** Snare diff --git a/compendium/equipment/items/alchemical-atomizer-lol.md b/compendium/equipment/items/alchemical-atomizer-lol.md index 933a061e9..d078a99eb 100644 --- a/compendium/equipment/items/alchemical-atomizer-lol.md +++ b/compendium/equipment/items/alchemical-atomizer-lol.md @@ -9,7 +9,7 @@ tags: aliases: ["Alchemical Atomizer"] --- # Alchemical Atomizer *Item 10* -[alchemical](rules/traits/alchemical.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 175 gp - **Usage** held in 1 hands, Bulk L diff --git a/compendium/equipment/items/alchemical-chart-tv.md b/compendium/equipment/items/alchemical-chart-tv.md index 871c6e6d0..bda310919 100644 --- a/compendium/equipment/items/alchemical-chart-tv.md +++ b/compendium/equipment/items/alchemical-chart-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Alchemical Chart"] --- # Alchemical Chart *Item 4+* -[alchemical](rules/traits/alchemical.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/alchemical-crossbow-fop.md b/compendium/equipment/items/alchemical-crossbow-fop.md index 584e12ff7..cf5256dd6 100644 --- a/compendium/equipment/items/alchemical-crossbow-fop.md +++ b/compendium/equipment/items/alchemical-crossbow-fop.md @@ -9,7 +9,7 @@ tags: aliases: ["Alchemical Crossbow"] --- # Alchemical Crossbow *Item 0* -[alchemical](rules/traits/alchemical.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Bulk** 1 diff --git a/compendium/equipment/items/alchemical-fuse-ooa2.md b/compendium/equipment/items/alchemical-fuse-ooa2.md index ca67ab242..c83232af9 100644 --- a/compendium/equipment/items/alchemical-fuse-ooa2.md +++ b/compendium/equipment/items/alchemical-fuse-ooa2.md @@ -10,7 +10,7 @@ tags: aliases: ["Alchemical Fuse"] --- # Alchemical Fuse *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Usage** held in one hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/alchemical-gauntlet-tv.md b/compendium/equipment/items/alchemical-gauntlet-tv.md index 3e96d21f2..c8bf3e241 100644 --- a/compendium/equipment/items/alchemical-gauntlet-tv.md +++ b/compendium/equipment/items/alchemical-gauntlet-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Alchemical Gauntlet"] --- # Alchemical Gauntlet *Item 1* -[alchemical](rules/traits/alchemical.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 10 gp - **Category** Adventuring Gear diff --git a/compendium/equipment/items/alchemist-goggles.md b/compendium/equipment/items/alchemist-goggles.md index 41119e4e6..839746bca 100644 --- a/compendium/equipment/items/alchemist-goggles.md +++ b/compendium/equipment/items/alchemist-goggles.md @@ -10,7 +10,7 @@ tags: aliases: ["Alchemist Goggles"] --- # Alchemist Goggles *Item 4+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn eyepiece; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/alchemists-damper-ooa2.md b/compendium/equipment/items/alchemists-damper-ooa2.md index d4de8fc76..943c797bf 100644 --- a/compendium/equipment/items/alchemists-damper-ooa2.md +++ b/compendium/equipment/items/alchemists-damper-ooa2.md @@ -12,7 +12,7 @@ tags: aliases: ["Alchemist's Damper"] --- # Alchemist's Damper *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** attached ; **Bulk** — diff --git a/compendium/equipment/items/alchemists-fire.md b/compendium/equipment/items/alchemists-fire.md index 8d7ddcd80..29378ef38 100644 --- a/compendium/equipment/items/alchemists-fire.md +++ b/compendium/equipment/items/alchemists-fire.md @@ -12,7 +12,7 @@ tags: aliases: ["Alchemist's Fire"] --- # Alchemist's Fire *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/alchemists-flamethrower-tv.md b/compendium/equipment/items/alchemists-flamethrower-tv.md index 100ffae67..cbbbb711d 100644 --- a/compendium/equipment/items/alchemists-flamethrower-tv.md +++ b/compendium/equipment/items/alchemists-flamethrower-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Alchemist's Flamethrower"] --- # Alchemist's Flamethrower *Item 2* -[alchemical](rules/traits/alchemical.md) [fire](rules/traits/fire.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 35 gp - **Usage** held in two hands; **Bulk** 1 @@ -20,7 +20,7 @@ This long cylinder is topped by a pair of brass sockets and a collection of poli ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fire](rules/traits/fire.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Requirements**: The flamethrower is loaded diff --git a/compendium/equipment/items/alchemists-haversack-tv.md b/compendium/equipment/items/alchemists-haversack-tv.md index 927604db7..1a2f6ee3a 100644 --- a/compendium/equipment/items/alchemists-haversack-tv.md +++ b/compendium/equipment/items/alchemists-haversack-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Alchemist's Haversack"] --- # Alchemist's Haversack *Item 11* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp - **Usage** worn backpack; **Bulk** 1 diff --git a/compendium/equipment/items/alcohol-gmg.md b/compendium/equipment/items/alcohol-gmg.md index 11e158226..dd497c785 100644 --- a/compendium/equipment/items/alcohol-gmg.md +++ b/compendium/equipment/items/alcohol-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Alcohol"] --- # Alcohol *Item 0* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -29,9 +29,9 @@ title: Saving Throw: DC 12 Fortitude ## Stages -**Stage 1** +1 item bonus to saving throws against [fear](rules/traits/fear.md) effects (10 minutes) +**Stage 1** +1 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects (10 minutes) -**Stage 2** [flat-footed](rules/conditions.md#Flat-footed), +1 item bonus to saving throws against [fear](rules/traits/fear.md) effects (10 minutes) +**Stage 2** [flat-footed](rules/conditions.md#Flat-footed), +1 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects (10 minutes) **Stage 3** [clumsy](rules/conditions.md#Clumsy), [flat-footed](rules/conditions.md#Flat-footed), [stupefied](rules/conditions.md#Stupefied) (10 minutes) diff --git a/compendium/equipment/items/aldori-dueling-sword-lowg.md b/compendium/equipment/items/aldori-dueling-sword-lowg.md index 2aa1aacd8..3360b1357 100644 --- a/compendium/equipment/items/aldori-dueling-sword-lowg.md +++ b/compendium/equipment/items/aldori-dueling-sword-lowg.md @@ -10,7 +10,7 @@ tags: aliases: ["Aldori Dueling Sword"] --- # Aldori Dueling Sword *Item 1* -[finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/alghollthu-lash-tv.md b/compendium/equipment/items/alghollthu-lash-tv.md index de28556ef..3d819d74b 100644 --- a/compendium/equipment/items/alghollthu-lash-tv.md +++ b/compendium/equipment/items/alghollthu-lash-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Alghollthu Lash"] --- # Alghollthu Lash *Item 7* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 350 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -26,7 +26,7 @@ The next creature you successfully [Strike](rules/actions/strike.md) with this w ```ad-inline-affliction title: Alghollthu Slime -[curse](rules/traits/curse.md) [occult](rules/traits/occult.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") A [remove disease](compendium/spells/remove-disease.md) spell can counteract this curse, but immunity to disease offers no protection against it. - **Saving Throws**: DC 25 Fortitude diff --git a/compendium/equipment/items/alicorn-lance-tv.md b/compendium/equipment/items/alicorn-lance-tv.md index 2c8cefcfc..412190b90 100644 --- a/compendium/equipment/items/alicorn-lance-tv.md +++ b/compendium/equipment/items/alicorn-lance-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Alicorn Lance"] --- # Alicorn Lance *Item 5* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** held in 1 hand; **Bulk** 2 @@ -19,15 +19,15 @@ aliases: ["Alicorn Lance"] This white +1 striking lance is made from the horn of a unicorn, willingly granted at the end of its lifetime. In addition to its normal damage, it deals 1 good damage on successful attacks. -You can make the lance glow like a torch or suppress its light by using an action, which has the [concentrate](rules/traits/concentrate.md) trait. +You can make the lance glow like a torch or suppress its light by using an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge. -Move up to twice your Speed and make a [Strike](rules/actions/strike.md) with the alicorn lance; you gain the effects of the lance's [jousting](rules/traits/jousting.md) trait on this [Strike](rules/actions/strike.md). If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge. +Move up to twice your Speed and make a [Strike](rules/actions/strike.md) with the alicorn lance; you gain the effects of the lance's [jousting](rules/traits/jousting.md "Jousting Weapon Trait") trait on this [Strike](rules/actions/strike.md). If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge. %% #trait/magical #trait/necromancy %% ``` diff --git a/compendium/equipment/items/aligned-oil.md b/compendium/equipment/items/aligned-oil.md index 6e9e8775d..a4b26fcb2 100644 --- a/compendium/equipment/items/aligned-oil.md +++ b/compendium/equipment/items/aligned-oil.md @@ -11,7 +11,7 @@ tags: aliases: ["Aligned Oil"] --- # Aligned Oil *Item 9* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [oil](rules/traits/oil.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 140 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/alignment-ampoule-lopsg.md b/compendium/equipment/items/alignment-ampoule-lopsg.md index 6054c528b..d98e46d17 100644 --- a/compendium/equipment/items/alignment-ampoule-lopsg.md +++ b/compendium/equipment/items/alignment-ampoule-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Alignment Ampoule"] --- # Alignment Ampoule *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Bomb diff --git a/compendium/equipment/items/alkenstar-ice-wine-loil.md b/compendium/equipment/items/alkenstar-ice-wine-loil.md index 49bc281f9..90ff48914 100644 --- a/compendium/equipment/items/alkenstar-ice-wine-loil.md +++ b/compendium/equipment/items/alkenstar-ice-wine-loil.md @@ -14,7 +14,7 @@ tags: aliases: ["Alkenstar Ice Wine"] --- # Alkenstar Ice Wine *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/alluring-scarf-lotgb.md b/compendium/equipment/items/alluring-scarf-lotgb.md index 0c2874194..4d13fba72 100644 --- a/compendium/equipment/items/alluring-scarf-lotgb.md +++ b/compendium/equipment/items/alluring-scarf-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Alluring Scarf"] --- # Alluring Scarf *Item 8+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand - **Category** Held @@ -19,7 +19,7 @@ This thin, multicolored scarf shifts between hues in almost dizzying patterns. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") You [Stride](rules/actions/stride.md). All creatures within 10 feet of you when you started the [Stride](rules/actions/stride.md) must attempt a DC 24 Will save. On a failure, a creature becomes [fascinated](rules/conditions.md#Fascinated) and must spend at least one of its actions on its next turn to move toward you. A [fascinated](rules/conditions.md#Fascinated) creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting [hostile](rules/conditions.md#Hostile) to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting [hostile](rules/conditions.md#Hostile) to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. %% #trait/emotion #trait/enchantment #trait/mental #trait/visual %% diff --git a/compendium/equipment/items/aluum-charm-aoa5.md b/compendium/equipment/items/aluum-charm-aoa5.md index cf5223819..b7cabe45a 100644 --- a/compendium/equipment/items/aluum-charm-aoa5.md +++ b/compendium/equipment/items/aluum-charm-aoa5.md @@ -11,7 +11,7 @@ tags: aliases: ["Aluum Charm"] --- # Aluum Charm *Item 10* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn; **Bulk** – - **Category** Worn diff --git a/compendium/equipment/items/amaranthine-pavise-lotgb.md b/compendium/equipment/items/amaranthine-pavise-lotgb.md index 4899911f0..4ae8d3c72 100644 --- a/compendium/equipment/items/amaranthine-pavise-lotgb.md +++ b/compendium/equipment/items/amaranthine-pavise-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Amaranthine Pavise"] --- # Amaranthine Pavise *Item 10* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1000 gp - **Usage** held in 1 hand; **Bulk** 4 diff --git a/compendium/equipment/items/amazing-pop-up-book-tv.md b/compendium/equipment/items/amazing-pop-up-book-tv.md index 7b0f7a802..082c8aab3 100644 --- a/compendium/equipment/items/amazing-pop-up-book-tv.md +++ b/compendium/equipment/items/amazing-pop-up-book-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Amazing Pop-Up Book"] --- # Amazing Pop-Up Book *Item 11* -[grimoire](rules/traits/grimoire-som.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1250 gp - **Bulk** L @@ -21,7 +21,7 @@ Goblin wizards invented the amazing pop-up book to store their spells without wr ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory terrain, you draw forth the pop-up scene. If a creature succeeds, but doesn't critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell's level. %% #trait/metamagic %% diff --git a/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md b/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md index 8a9d0f6f1..8e89064e7 100644 --- a/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md +++ b/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md @@ -12,7 +12,7 @@ tags: aliases: ["Ambrosia Of Undying Hope"] --- # Ambrosia Of Undying Hope *Item 19* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 6200 gp - **Usage** held in 1 hand; **Bulk** L @@ -21,6 +21,6 @@ aliases: ["Ambrosia Of Undying Hope"] This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered sacred to [Cayden Cailean](compendium/setting/deities/cayden-cailean.md) and to the cults of the Failed in Absalom. The next time you would die from damage within 8 hours after you drink the ambrosia, it prevents you from [dying](rules/conditions.md#Dying), you regain 20 Hit Points, the elixir's benefits end, and you become temporarily immune to the ambrosia of undying hope for 24 hours. -The ambrosia can't protect you from [death](rules/traits/death.md) effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time. +The ambrosia can't protect you from [death](rules/traits/death.md "Death Effect Trait") effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time. *Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/amnemonic-charm-tv.md b/compendium/equipment/items/amnemonic-charm-tv.md index a384331ad..a77741483 100644 --- a/compendium/equipment/items/amnemonic-charm-tv.md +++ b/compendium/equipment/items/amnemonic-charm-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Amnemonic Charm"] --- # Amnemonic Charm *Item 9* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 140 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/amphibious-chair-lotgb.md b/compendium/equipment/items/amphibious-chair-lotgb.md index ee9436290..af0778ce1 100644 --- a/compendium/equipment/items/amphibious-chair-lotgb.md +++ b/compendium/equipment/items/amphibious-chair-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Amphibious Chair"] --- # Amphibious Chair *Item 9* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 575 gp - **Category** Wheelchair Upgrade diff --git a/compendium/equipment/items/amulet-of-the-third-eye-tv.md b/compendium/equipment/items/amulet-of-the-third-eye-tv.md index 6bc3ebc48..cd61da356 100644 --- a/compendium/equipment/items/amulet-of-the-third-eye-tv.md +++ b/compendium/equipment/items/amulet-of-the-third-eye-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Amulet of the Third Eye"] --- # Amulet of the Third Eye *Item 17* -[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp - **Usage** worn amulet; **Bulk** L diff --git a/compendium/equipment/items/anarchic.md b/compendium/equipment/items/anarchic.md index 86f22617c..3db7d3ec6 100644 --- a/compendium/equipment/items/anarchic.md +++ b/compendium/equipment/items/anarchic.md @@ -10,7 +10,7 @@ tags: aliases: ["Anarchic"] --- # Anarchic *Item 11* -[chaotic](rules/traits/chaotic.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp - **Usage** etched onto a weapon without an axiomatic rune diff --git a/compendium/equipment/items/anathema-fulu-tv.md b/compendium/equipment/items/anathema-fulu-tv.md index 099741557..fefae23eb 100644 --- a/compendium/equipment/items/anathema-fulu-tv.md +++ b/compendium/equipment/items/anathema-fulu-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Anathema Fulu"] --- # Anathema Fulu *Item 11* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 250 gp - **Usage** affixed to the ground in four spaces along a circle with a 20‑foot radius; **Bulk** — diff --git a/compendium/equipment/items/ancestral-echoing-aoa4.md b/compendium/equipment/items/ancestral-echoing-aoa4.md index a7165216e..98c7277b0 100644 --- a/compendium/equipment/items/ancestral-echoing-aoa4.md +++ b/compendium/equipment/items/ancestral-echoing-aoa4.md @@ -12,7 +12,7 @@ tags: aliases: ["Ancestral Echoing"] --- # Ancestral Echoing *Item 15* -[dwarf](rules/traits/dwarf.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [saggorak](rules/traits/saggorak-aoa4.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [saggorak](rules/traits/saggorak-aoa4.md "Saggorak Trait") - **Price** 9500 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/ancestral-embrace-sot6.md b/compendium/equipment/items/ancestral-embrace-sot6.md index a285456db..b99d236ed 100644 --- a/compendium/equipment/items/ancestral-embrace-sot6.md +++ b/compendium/equipment/items/ancestral-embrace-sot6.md @@ -12,7 +12,7 @@ tags: aliases: ["Ancestral Embrace"] --- # Ancestral Embrace *Item 26* -[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** worn armor; **Bulk** 1 - **Category** Artifact diff --git a/compendium/equipment/items/ancestral-geometry-tv.md b/compendium/equipment/items/ancestral-geometry-tv.md index 1f111cc33..5265581b9 100644 --- a/compendium/equipment/items/ancestral-geometry-tv.md +++ b/compendium/equipment/items/ancestral-geometry-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Ancestral Geometry"] --- # Ancestral Geometry *Item 2* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** tattooed on the body; **Bulk** — @@ -28,7 +28,7 @@ Usually, the ancestor provides a kind of knowledge they believe you'll need. For ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Trigger**: You rolled a saving throw of the noted type diff --git a/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md b/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md index 860addc9d..d7c785471 100644 --- a/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md +++ b/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md @@ -11,13 +11,13 @@ tags: aliases: ["Anchor of Aquatic Exploration"] --- # Anchor of Aquatic Exploration *Item 9* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 690 gp - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held -No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic exploration, you can breathe underwater; however, you can't [Swim](rules/actions/swim.md), losing any [Swim](rules/actions/swim.md) speed you have, automatically failing any [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md), and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You're protected from [environmental](rules/traits/environmental.md) effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization. +No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic exploration, you can breathe underwater; however, you can't [Swim](rules/actions/swim.md), losing any [Swim](rules/actions/swim.md) speed you have, automatically failing any [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md), and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You're protected from [environmental](rules/traits/environmental.md "Environmental Hazard Trait") effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization. ```ad-embed-ability title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") diff --git a/compendium/equipment/items/anchor-spear-ec5.md b/compendium/equipment/items/anchor-spear-ec5.md index a908d3a72..ec17865e8 100644 --- a/compendium/equipment/items/anchor-spear-ec5.md +++ b/compendium/equipment/items/anchor-spear-ec5.md @@ -10,7 +10,7 @@ tags: aliases: ["Anchor Spear"] --- # Anchor Spear *Item 13* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2800 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/anchoring-lotgb.md b/compendium/equipment/items/anchoring-lotgb.md index b0b5fcf0e..695a6b9d0 100644 --- a/compendium/equipment/items/anchoring-lotgb.md +++ b/compendium/equipment/items/anchoring-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Anchoring"] --- # Anchoring *Item 10+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/animal-repellent-tv.md b/compendium/equipment/items/animal-repellent-tv.md index 1a81108a6..e5faef9da 100644 --- a/compendium/equipment/items/animal-repellent-tv.md +++ b/compendium/equipment/items/animal-repellent-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Animal Repellent"] --- # Animal Repellent *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [olfactory](rules/traits/olfactory-b1.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/animal-staff.md b/compendium/equipment/items/animal-staff.md index 3292da471..e014bceb8 100644 --- a/compendium/equipment/items/animal-staff.md +++ b/compendium/equipment/items/animal-staff.md @@ -10,7 +10,7 @@ tags: aliases: ["Animal Staff"] --- # Animal Staff *Item 4+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/anklets-of-alacrity.md b/compendium/equipment/items/anklets-of-alacrity.md index 0573fcec8..c009b9e38 100644 --- a/compendium/equipment/items/anklets-of-alacrity.md +++ b/compendium/equipment/items/anklets-of-alacrity.md @@ -11,7 +11,7 @@ tags: aliases: ["Anklets of Alacrity"] --- # Anklets of Alacrity *Item 17* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp - **Usage** worn anklets; **Bulk** — diff --git a/compendium/equipment/items/ankylostar-ec4.md b/compendium/equipment/items/ankylostar-ec4.md index d4b209245..52b2680a1 100644 --- a/compendium/equipment/items/ankylostar-ec4.md +++ b/compendium/equipment/items/ankylostar-ec4.md @@ -10,7 +10,7 @@ tags: aliases: ["Ankylostar"] --- # Ankylostar *Item 13* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2800 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/anointed-waterskin-som.md b/compendium/equipment/items/anointed-waterskin-som.md index 45b3f720b..9ea3b7632 100644 --- a/compendium/equipment/items/anointed-waterskin-som.md +++ b/compendium/equipment/items/anointed-waterskin-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Anointed Waterskin"] --- # Anointed Waterskin *Item 9* -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [water](rules/traits/water.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** L @@ -30,7 +30,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S - **Requirements**: The anointed waterskin is full -**Effect** You drink the water within the waterskin, granting you the effects of bless. As normal with the spell, you can increase the radius with a single action with the [concentrate](rules/traits/concentrate.md) trait. +**Effect** You drink the water within the waterskin, granting you the effects of bless. As normal with the spell, you can increase the radius with a single action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/anointing-oil-lokl.md b/compendium/equipment/items/anointing-oil-lokl.md index 334fbbc2a..9ac401f7b 100644 --- a/compendium/equipment/items/anointing-oil-lokl.md +++ b/compendium/equipment/items/anointing-oil-lokl.md @@ -12,7 +12,7 @@ tags: aliases: ["Anointing Oil"] --- # Anointing Oil *Item 4+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/anticorrosion-oil-tv.md b/compendium/equipment/items/anticorrosion-oil-tv.md index c085be03f..62e757201 100644 --- a/compendium/equipment/items/anticorrosion-oil-tv.md +++ b/compendium/equipment/items/anticorrosion-oil-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Anticorrosion Oil"] --- # Anticorrosion Oil *Item 2* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 6 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/antidote.md b/compendium/equipment/items/antidote.md index 2c9f38ea2..c819523fc 100644 --- a/compendium/equipment/items/antidote.md +++ b/compendium/equipment/items/antidote.md @@ -11,7 +11,7 @@ tags: aliases: ["Antidote"] --- # Antidote *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/antimagic-oil.md b/compendium/equipment/items/antimagic-oil.md index 21ffd34fb..6aecfeb73 100644 --- a/compendium/equipment/items/antimagic-oil.md +++ b/compendium/equipment/items/antimagic-oil.md @@ -12,7 +12,7 @@ tags: aliases: ["Antimagic Oil"] --- # Antimagic Oil *Item 20* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 13000 gp - **Usage** held in 2 hands; **Bulk** L @@ -21,7 +21,7 @@ aliases: ["Antimagic Oil"] This oil contains energy that repels nearly all types of magic. -When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer's and those of others), and effects with the [magical](rules/traits/magical.md) trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer. +When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer's and those of others), and effects with the [magical](rules/traits/magical.md "Magical Item Trait") trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer. Magical effects from a source of 20th level or higher, such as a deity, still function on the armor's wearer. diff --git a/compendium/equipment/items/antimagic.md b/compendium/equipment/items/antimagic.md index 9d2ea2f50..0affb7a8f 100644 --- a/compendium/equipment/items/antimagic.md +++ b/compendium/equipment/items/antimagic.md @@ -10,13 +10,13 @@ tags: aliases: ["Antimagic"] --- # Antimagic *Item 15* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp - **Usage** etched onto armor - **Category** Rune -This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against [magical](rules/traits/magical.md) effects. +This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against [magical](rules/traits/magical.md "Magical Item Trait") effects. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/equipment/items/antiplague.md b/compendium/equipment/items/antiplague.md index 4da980801..7056fbe71 100644 --- a/compendium/equipment/items/antiplague.md +++ b/compendium/equipment/items/antiplague.md @@ -11,7 +11,7 @@ tags: aliases: ["Antiplague"] --- # Antiplague *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/antipode-oil-tv.md b/compendium/equipment/items/antipode-oil-tv.md index 18b4ef770..b74b48a6f 100644 --- a/compendium/equipment/items/antipode-oil-tv.md +++ b/compendium/equipment/items/antipode-oil-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Antipode Oil"] --- # Antipode Oil *Item 6* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 45 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/antivenom-potion-tio.md b/compendium/equipment/items/antivenom-potion-tio.md index 7b62ac1ae..9d22c6c7c 100644 --- a/compendium/equipment/items/antivenom-potion-tio.md +++ b/compendium/equipment/items/antivenom-potion-tio.md @@ -11,7 +11,7 @@ tags: aliases: ["Antivenom Potion"] --- # Antivenom Potion *Item 2* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 6 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/antler-arrow-apg.md b/compendium/equipment/items/antler-arrow-apg.md index cd9ecb7e1..8d8181961 100644 --- a/compendium/equipment/items/antler-arrow-apg.md +++ b/compendium/equipment/items/antler-arrow-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Antler Arrow"] --- # Antler Arrow *Item 2* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 7 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) diff --git a/compendium/equipment/items/apotropaic-fulu-som.md b/compendium/equipment/items/apotropaic-fulu-som.md index 66a9dc842..2b93d51e4 100644 --- a/compendium/equipment/items/apotropaic-fulu-som.md +++ b/compendium/equipment/items/apotropaic-fulu-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Apotropaic Fulu"] --- # Apotropaic Fulu *Item 5* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** affixed over an entrance diff --git a/compendium/equipment/items/apparition-gloves-tv.md b/compendium/equipment/items/apparition-gloves-tv.md index 2aa377ef5..abc75fce3 100644 --- a/compendium/equipment/items/apparition-gloves-tv.md +++ b/compendium/equipment/items/apparition-gloves-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Apparition Gloves"] --- # Apparition Gloves *Item 2* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** worn gloves; **Bulk** L diff --git a/compendium/equipment/items/applereed-mutagen-lol.md b/compendium/equipment/items/applereed-mutagen-lol.md index ff3c832ac..45fe307d7 100644 --- a/compendium/equipment/items/applereed-mutagen-lol.md +++ b/compendium/equipment/items/applereed-mutagen-lol.md @@ -13,7 +13,7 @@ tags: aliases: ["Applereed Mutagen"] --- # Applereed Mutagen *Item 4+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/apricot-of-bestial-might-frp2.md b/compendium/equipment/items/apricot-of-bestial-might-frp2.md index 8087e83a1..7be14e28c 100644 --- a/compendium/equipment/items/apricot-of-bestial-might-frp2.md +++ b/compendium/equipment/items/apricot-of-bestial-might-frp2.md @@ -13,7 +13,7 @@ tags: aliases: ["Apricot Of Bestial Might"] --- # Apricot Of Bestial Might *Item 16* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2000 gp - **Usage** held in 1 hand; **Bulk** L @@ -22,8 +22,8 @@ aliases: ["Apricot Of Bestial Might"] This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform into a boar-faced battle form with scaly skin. You can use feats with this item as if it were a bestial mutagen, improving your tusk unarmed attack as if it were a claw or jaws attack. -Benefit You gain 8 resistance to all physical damage and gain a tusk unarmed attack with the [deadly ](rules/traits/deadly.md) trait that deals `1d10` piercing damage. +Benefit You gain 8 resistance to all physical damage and gain a tusk unarmed attack with the [deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait") trait that deals `1d10` piercing damage. -Drawback You become [clumsy](rules/conditions.md#Clumsy). If you perform an action with the [auditory](rules/traits/auditory.md) or [linguistic](rules/traits/linguistic.md) traits, you must succeed at a DC 5 flat check or the action is lost. +Drawback You become [clumsy](rules/conditions.md#Clumsy). If you perform an action with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits, you must succeed at a DC 5 flat check or the action is lost. *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/arachnid-harness-tv.md b/compendium/equipment/items/arachnid-harness-tv.md index 816fd7cd2..ecddfd06f 100644 --- a/compendium/equipment/items/arachnid-harness-tv.md +++ b/compendium/equipment/items/arachnid-harness-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Arachnid Harness"] --- # Arachnid Harness *Item 7+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn armor; **Bulk** 1 - **Category** Armor diff --git a/compendium/equipment/items/arboreal-staff-tv.md b/compendium/equipment/items/arboreal-staff-tv.md index 40c301be9..3586d8d89 100644 --- a/compendium/equipment/items/arboreal-staff-tv.md +++ b/compendium/equipment/items/arboreal-staff-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Arboreal Staff"] --- # Arboreal Staff *Item 12* -[divination](rules/traits/divination.md) [intelligent](rules/traits/intelligent-gmg.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) +[divination](rules/traits/divination.md "Divination School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/archaic-wayfinder-lowg.md b/compendium/equipment/items/archaic-wayfinder-lowg.md index 267079a2f..ba92dc464 100644 --- a/compendium/equipment/items/archaic-wayfinder-lowg.md +++ b/compendium/equipment/items/archaic-wayfinder-lowg.md @@ -11,7 +11,7 @@ tags: aliases: ["Archaic Wayfinder"] --- # Archaic Wayfinder *Item 2* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/architects-pattern-book-tv.md b/compendium/equipment/items/architects-pattern-book-tv.md index 7d048ceab..ffd82a9c0 100644 --- a/compendium/equipment/items/architects-pattern-book-tv.md +++ b/compendium/equipment/items/architects-pattern-book-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Architect's Pattern Book"] --- # Architect's Pattern Book *Item 6* -[conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 240 gp - **Bulk** L @@ -21,7 +21,7 @@ Typically created by wizards who are hobbyists or professional architects, an ar ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to cast a cozy cabin APG, [magnificent mansion](compendium/spells/magnificent-mansion.md) or [resplendent mansion](compendium/spells/resplendent-mansion.md) spell, you add a room to the structure that is up to 10 feet per side per level of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day's preparations, they gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks and Will saves for the next 12 hours. %% #trait/metamagic %% diff --git a/compendium/equipment/items/archivists-gaze-som.md b/compendium/equipment/items/archivists-gaze-som.md index 601542f99..b5f155910 100644 --- a/compendium/equipment/items/archivists-gaze-som.md +++ b/compendium/equipment/items/archivists-gaze-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Archivist's Gaze"] --- # Archivist's Gaze *Item 18* -[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 24000 gp - **Usage** worn eyepiece diff --git a/compendium/equipment/items/arctic-vigor-lotgb.md b/compendium/equipment/items/arctic-vigor-lotgb.md index a3b2e6e4e..5ab5cf210 100644 --- a/compendium/equipment/items/arctic-vigor-lotgb.md +++ b/compendium/equipment/items/arctic-vigor-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Arctic Vigor"] --- # Arctic Vigor *Item 10+* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** tattoo - **Category** Tattoo diff --git a/compendium/equipment/items/armbands-of-athleticism.md b/compendium/equipment/items/armbands-of-athleticism.md index 7be774883..94055c6fb 100644 --- a/compendium/equipment/items/armbands-of-athleticism.md +++ b/compendium/equipment/items/armbands-of-athleticism.md @@ -10,7 +10,7 @@ tags: aliases: ["Armbands of Athleticism"] --- # Armbands of Athleticism *Item 9+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn armbands; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/armbands-of-the-gorgon-tv.md b/compendium/equipment/items/armbands-of-the-gorgon-tv.md index ab2d9fdb5..0950442f3 100644 --- a/compendium/equipment/items/armbands-of-the-gorgon-tv.md +++ b/compendium/equipment/items/armbands-of-the-gorgon-tv.md @@ -11,13 +11,13 @@ tags: aliases: ["Armbands of the Gorgon"] --- # Armbands of the Gorgon *Item 17* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp - **Usage** worn armbands; **Bulk** L - **Category** Apex -Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the [incapacitation](rules/traits/incapacitation.md) effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the level of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. +Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the level of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/equipment/items/armor-latches-tv.md b/compendium/equipment/items/armor-latches-tv.md index 34013fd47..6f0ce36e0 100644 --- a/compendium/equipment/items/armor-latches-tv.md +++ b/compendium/equipment/items/armor-latches-tv.md @@ -8,12 +8,12 @@ tags: aliases: ["Armor Latches"] --- # Armor Latches *Item 1* -[adjustment](rules/traits/adjustment-lotgb.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") - **Price** 4 gp - **Usage** applied to armor; **Bulk** — - **Category** Adjustment -This armor is easily doffed. A set of armor with armor latches gains the [noisy](rules/traits/noisy.md) trait; you can't add latches to armor that already possesses the [noisy](rules/traits/noisy.md) trait. You can remove a set of armor with armor latches with a 3-action activity, which has the [manipulate](rules/traits/manipulate.md) trait. This doesn't affect the time it takes to don the armor. +This armor is easily doffed. A set of armor with armor latches gains the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait; you can't add latches to armor that already possesses the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. You can remove a set of armor with armor latches with a 3-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. This doesn't affect the time it takes to don the armor. *Source: Treasure Vault p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md b/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md index 7dd7c554f..ef963999c 100644 --- a/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md +++ b/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md @@ -13,7 +13,7 @@ tags: aliases: ["Armor of the Holy Warrior"] --- # Armor of the Holy Warrior *Item 16* -[divine](rules/traits/divine.md) [good](rules/traits/good.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 9000 gp - **Usage** worn armor; **Bulk** 3 diff --git a/compendium/equipment/items/armor-potency.md b/compendium/equipment/items/armor-potency.md index 5bb552cb5..2fb7aa4f2 100644 --- a/compendium/equipment/items/armor-potency.md +++ b/compendium/equipment/items/armor-potency.md @@ -9,7 +9,7 @@ tags: aliases: ["Armor Potency"] --- # Armor Potency *Item 5+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/armored-coat-lokl.md b/compendium/equipment/items/armored-coat-lokl.md index e42cb6dcc..4b7be03d6 100644 --- a/compendium/equipment/items/armored-coat-lokl.md +++ b/compendium/equipment/items/armored-coat-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Armored Coat"] --- # Armored Coat *Item 0* -[comfort](rules/traits/comfort.md) [flexible](rules/traits/flexible.md) +[comfort](rules/traits/comfort.md "Comfort Armor Trait") [flexible](rules/traits/flexible.md "Flexible Armor Trait") - **Price** 20 gp - **Bulk** 2 diff --git a/compendium/equipment/items/armored-skirt-locg.md b/compendium/equipment/items/armored-skirt-locg.md index 11d1f56e7..12b947afe 100644 --- a/compendium/equipment/items/armored-skirt-locg.md +++ b/compendium/equipment/items/armored-skirt-locg.md @@ -14,8 +14,8 @@ aliases: ["Armored Skirt"] These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 [Interact](rules/actions/interact.md) actions when it's worn with light or medium armor, or as part of donning heavy armor. -When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds the [noisy](rules/traits/noisy.md) trait. This also makes the armor one step heavier (from light to medium, or medium to heavy), and you use the proficiency bonus appropriate to this adjusted armor type. +When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. This also makes the armor one step heavier (from light to medium, or medium to heavy), and you use the proficiency bonus appropriate to this adjusted armor type. -Alternatively, when wearing an armored skirt to replace appropriate portions of a set of half plate or full plate, reduce the armor's item bonus to AC by 1, lessen the check penalty by 1, decrease the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, increase the armor's Dex cap by 1, and add the [noisy](rules/traits/noisy.md) trait to the armor. An armored skirt grants no benefit when worn by itself or with armors other than those listed here. +Alternatively, when wearing an armored skirt to replace appropriate portions of a set of half plate or full plate, reduce the armor's item bonus to AC by 1, lessen the check penalty by 1, decrease the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, increase the armor's Dex cap by 1, and add the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait to the armor. An armored skirt grants no benefit when worn by itself or with armors other than those listed here. *Source: Lost Omens: Character Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/armory-bracelet-tv.md b/compendium/equipment/items/armory-bracelet-tv.md index 242a8400f..71d250468 100644 --- a/compendium/equipment/items/armory-bracelet-tv.md +++ b/compendium/equipment/items/armory-bracelet-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Armory Bracelet"] --- # Armory Bracelet *Item 3+* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/arodens-hearthstone-ec6.md b/compendium/equipment/items/arodens-hearthstone-ec6.md index 33dd936bf..cc75e7d8f 100644 --- a/compendium/equipment/items/arodens-hearthstone-ec6.md +++ b/compendium/equipment/items/arodens-hearthstone-ec6.md @@ -11,7 +11,7 @@ tags: aliases: ["Aroden's Hearthstone"] --- # Aroden's Hearthstone *Item 25* -[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [unique](rules/traits/unique.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Artifact diff --git a/compendium/equipment/items/arrow-attracting-gmg.md b/compendium/equipment/items/arrow-attracting-gmg.md index 19dc96508..77952aaa9 100644 --- a/compendium/equipment/items/arrow-attracting-gmg.md +++ b/compendium/equipment/items/arrow-attracting-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Arrow Attracting"] --- # Arrow Attracting *Item 8* -[abjuration](rules/traits/abjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses armor or shield - **Category** Curse diff --git a/compendium/equipment/items/arrow-catching-shield.md b/compendium/equipment/items/arrow-catching-shield.md index 6a11e4b11..f8ee4becc 100644 --- a/compendium/equipment/items/arrow-catching-shield.md +++ b/compendium/equipment/items/arrow-catching-shield.md @@ -9,7 +9,7 @@ tags: aliases: ["Arrow-catching Shield"] --- # Arrow-catching Shield *Item 11* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1350 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/arsenic.md b/compendium/equipment/items/arsenic.md index 3fd451096..dbed36176 100644 --- a/compendium/equipment/items/arsenic.md +++ b/compendium/equipment/items/arsenic.md @@ -11,7 +11,7 @@ tags: aliases: ["Arsenic"] --- # Arsenic *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/arsonous-gmg.md b/compendium/equipment/items/arsonous-gmg.md index 62acc5877..416093780 100644 --- a/compendium/equipment/items/arsonous-gmg.md +++ b/compendium/equipment/items/arsonous-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Arsonous"] --- # Arsonous *Item 7* -[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a ring, staff, or wand - **Category** Curse diff --git a/compendium/equipment/items/artevil-suspension-lotg.md b/compendium/equipment/items/artevil-suspension-lotg.md index 9510a7973..8e38a0eeb 100644 --- a/compendium/equipment/items/artevil-suspension-lotg.md +++ b/compendium/equipment/items/artevil-suspension-lotg.md @@ -9,7 +9,7 @@ tags: aliases: ["Artevil Suspension"] --- # Artevil Suspension *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 11 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/artificer-spectacles-tv.md b/compendium/equipment/items/artificer-spectacles-tv.md index 9efbf0d9a..9ae9739e5 100644 --- a/compendium/equipment/items/artificer-spectacles-tv.md +++ b/compendium/equipment/items/artificer-spectacles-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Artificer Spectacles"] --- # Artificer Spectacles *Item 17* -[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp - **Usage** worn eyeglasses; **Bulk** — diff --git a/compendium/equipment/items/asp-coil-lotgb.md b/compendium/equipment/items/asp-coil-lotgb.md index 633c1c326..349ca62c8 100644 --- a/compendium/equipment/items/asp-coil-lotgb.md +++ b/compendium/equipment/items/asp-coil-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Asp Coil"] --- # Asp Coil *Item 0* -[reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[reach](rules/traits/reach.md "Reach Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 10 gp - **Bulk** 1 diff --git a/compendium/equipment/items/assassin-vine-wine-tv.md b/compendium/equipment/items/assassin-vine-wine-tv.md index 9946b391a..f677741a6 100644 --- a/compendium/equipment/items/assassin-vine-wine-tv.md +++ b/compendium/equipment/items/assassin-vine-wine-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Assassin Vine Wine"] --- # Assassin Vine Wine *Item 9+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 130 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/assisting-tv.md b/compendium/equipment/items/assisting-tv.md index 7315239ae..ed01da448 100644 --- a/compendium/equipment/items/assisting-tv.md +++ b/compendium/equipment/items/assisting-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Assisting"] --- # Assisting *Item 5* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 125 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/astringent-venom-tv.md b/compendium/equipment/items/astringent-venom-tv.md index 8bbd7b083..efc995735 100644 --- a/compendium/equipment/items/astringent-venom-tv.md +++ b/compendium/equipment/items/astringent-venom-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Astringent Venom"] --- # Astringent Venom *Item 12* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 350 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/astrolabe-lopsg.md b/compendium/equipment/items/astrolabe-lopsg.md index 9dc598473..db7b45290 100644 --- a/compendium/equipment/items/astrolabe-lopsg.md +++ b/compendium/equipment/items/astrolabe-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Astrolabe"] --- # Astrolabe *Item 2+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/atlatl-tv.md b/compendium/equipment/items/atlatl-tv.md index 2eddd6f34..85d7b58ff 100644 --- a/compendium/equipment/items/atlatl-tv.md +++ b/compendium/equipment/items/atlatl-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Atlatl"] --- # Atlatl *Item 0* -[propulsive](rules/traits/propulsive.md) +[propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") - **Price** 2 sp - **Bulk** 1 diff --git a/compendium/equipment/items/auric-noodles-tv.md b/compendium/equipment/items/auric-noodles-tv.md index 309d4af8c..a1eac44cc 100644 --- a/compendium/equipment/items/auric-noodles-tv.md +++ b/compendium/equipment/items/auric-noodles-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Auric Noodles"] --- # Auric Noodles *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Price** 10 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/aurifying-salts-aoe1.md b/compendium/equipment/items/aurifying-salts-aoe1.md index 160bacc53..4cb8760c5 100644 --- a/compendium/equipment/items/aurifying-salts-aoe1.md +++ b/compendium/equipment/items/aurifying-salts-aoe1.md @@ -10,7 +10,7 @@ tags: aliases: ["Aurifying Salts"] --- # Aurifying Salts *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/auspicious-scepter-som.md b/compendium/equipment/items/auspicious-scepter-som.md index 55645c686..612d19786 100644 --- a/compendium/equipment/items/auspicious-scepter-som.md +++ b/compendium/equipment/items/auspicious-scepter-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Auspicious Scepter"] --- # Auspicious Scepter *Item 5* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 150 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -19,7 +19,7 @@ This imperious mace has a glowing orb in the shape of an eye set in its flanged ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Trigger**: You Cast a divination spell diff --git a/compendium/equipment/items/authorized-tv.md b/compendium/equipment/items/authorized-tv.md index 8ed26c224..10f201fdf 100644 --- a/compendium/equipment/items/authorized-tv.md +++ b/compendium/equipment/items/authorized-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Authorized"] --- # Authorized *Item 3* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 50 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/autumns-embrace-tv.md b/compendium/equipment/items/autumns-embrace-tv.md index 4b322a7f3..1ebf5dc4b 100644 --- a/compendium/equipment/items/autumns-embrace-tv.md +++ b/compendium/equipment/items/autumns-embrace-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Autumn's Embrace"] --- # Autumn's Embrace *Item 12* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2000 gp - **Usage** worn armor; **Bulk** 1 @@ -20,7 +20,7 @@ Woven by fey seamstresses as rewards for servants of nature, countless leaves co ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[aura](rules/traits/aura.md) +[aura](rules/traits/aura.md "Aura Combat Trait") You call forth a storm of leaves from autumn's embrace. These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are [concealed](rules/conditions.md#Concealed), and creatures outside the area are [concealed](rules/conditions.md#Concealed) to creatures within the leaves. However, you can see through this concealment. You can [Dismiss](rules/actions/dismiss.md) the activation. %% #trait/aura %% diff --git a/compendium/equipment/items/avalanche-boots-tv.md b/compendium/equipment/items/avalanche-boots-tv.md index ba3c73422..3ae67a636 100644 --- a/compendium/equipment/items/avalanche-boots-tv.md +++ b/compendium/equipment/items/avalanche-boots-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Avalanche Boots"] --- # Avalanche Boots *Item 17* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp - **Usage** worn boots; **Bulk** 1 diff --git a/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md b/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md index 64b1b748a..35b3596d3 100644 --- a/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md +++ b/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Avalanche Of Stones Snare"] --- # Avalanche Of Stones Snare *Item 18* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3750 gp - **Category** Snare diff --git a/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md b/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md index 015f00af7..a64a5b85d 100644 --- a/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md +++ b/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md @@ -12,14 +12,14 @@ tags: aliases: ["Axe Of The Dwarven Lords"] --- # Axe Of The Dwarven Lords *Item 26* -[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 2 hands; **Bulk** 3 - **Category** Artifact The blade of this Dwarven War Axe is carved with an intricate design depicting countless generations of great dwarven warriors and leaders. -The axe has the [thrown <30 feet>](rules/traits/thrown.md) weapon trait, in addition to the normal weapon traits for a dwarven waraxe. [Strikes](rules/actions/strike.md) with the axe deal an additional `1d6` damage to orcs. While the axe is in your possession, you gain a +4 item bonus when [Crafting](rules/actions/craft.md) armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons. If you are a dwarf, you gain [greater darkvision](rules/abilities/darkvision.md) while holding the axe. If you are not a dwarf, you are [stupefied](rules/conditions.md#Stupefied) while holding the axe, and if you are an orc, you are also [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled) while holding it. +The axe has the [thrown <30 feet>](rules/traits/thrown-30-feet.md "Thrown Weapon Trait") weapon trait, in addition to the normal weapon traits for a dwarven waraxe. [Strikes](rules/actions/strike.md) with the axe deal an additional `1d6` damage to orcs. While the axe is in your possession, you gain a +4 item bonus when [Crafting](rules/actions/craft.md) armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons. If you are a dwarf, you gain [greater darkvision](rules/abilities/darkvision.md) while holding the axe. If you are not a dwarf, you are [stupefied](rules/conditions.md#Stupefied) while holding the axe, and if you are an orc, you are also [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled) while holding it. ```ad-embed-ability title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/equipment/items/axiomatic.md b/compendium/equipment/items/axiomatic.md index ccb88c084..f94804452 100644 --- a/compendium/equipment/items/axiomatic.md +++ b/compendium/equipment/items/axiomatic.md @@ -10,7 +10,7 @@ tags: aliases: ["Axiomatic"] --- # Axiomatic *Item 11* -[evocation](rules/traits/evocation.md) [lawful](rules/traits/lawful.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp - **Usage** etched onto a weapon without an anarchic rune diff --git a/compendium/equipment/items/backbiting-gmg.md b/compendium/equipment/items/backbiting-gmg.md index 36dc632e9..9a5a555fa 100644 --- a/compendium/equipment/items/backbiting-gmg.md +++ b/compendium/equipment/items/backbiting-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Backbiting"] --- # Backbiting *Item 4* -[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon - **Category** Curse diff --git a/compendium/equipment/items/backfire-mantle-som.md b/compendium/equipment/items/backfire-mantle-som.md index ef4b91788..0ce3e04e7 100644 --- a/compendium/equipment/items/backfire-mantle-som.md +++ b/compendium/equipment/items/backfire-mantle-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Backfire Mantle"] --- # Backfire Mantle *Item 3+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn cloak; **Bulk** 1 - **Category** Worn diff --git a/compendium/equipment/items/bag-of-cats-sot2.md b/compendium/equipment/items/bag-of-cats-sot2.md index eaef97998..4cd7d882a 100644 --- a/compendium/equipment/items/bag-of-cats-sot2.md +++ b/compendium/equipment/items/bag-of-cats-sot2.md @@ -11,7 +11,7 @@ tags: aliases: ["Bag Of Cats"] --- # Bag Of Cats *Item 8* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/bag-of-devouring-gmg.md b/compendium/equipment/items/bag-of-devouring-gmg.md index 99b3b7f7e..eec5e585d 100644 --- a/compendium/equipment/items/bag-of-devouring-gmg.md +++ b/compendium/equipment/items/bag-of-devouring-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Bag Of Devouring"] --- # Bag Of Devouring *Item 7+* -[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/bag-of-holding.md b/compendium/equipment/items/bag-of-holding.md index 4967aecfc..50e57a4c4 100644 --- a/compendium/equipment/items/bag-of-holding.md +++ b/compendium/equipment/items/bag-of-holding.md @@ -10,7 +10,7 @@ tags: aliases: ["Bag of Holding"] --- # Bag of Holding *Item 4+* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/bag-of-weasels-gmg.md b/compendium/equipment/items/bag-of-weasels-gmg.md index 3e9386022..eeeb207ae 100644 --- a/compendium/equipment/items/bag-of-weasels-gmg.md +++ b/compendium/equipment/items/bag-of-weasels-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Bag Of Weasels"] --- # Bag Of Weasels *Item 4* -[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held @@ -21,7 +21,7 @@ This item appears to be and functions as a type I bag of holding, until you try Whenever you retrieve an item from the bag of weasels, roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn't affect artifacts, cursed items, or other hard-to-destroy items. -This weasel has the statistics of a giant rat, except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a [remove curse](compendium/spells/remove-curse.md) spell or a similar [magical](rules/traits/magical.md) effect, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed. +This weasel has the statistics of a giant rat, except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a [remove curse](compendium/spells/remove-curse.md) spell or a similar [magical](rules/traits/magical.md "Magical Item Trait") effect, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed. Because the weasel is a transformed item, you don't gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item. diff --git a/compendium/equipment/items/bagpipes-of-turmoil-tv.md b/compendium/equipment/items/bagpipes-of-turmoil-tv.md index b461e1e7d..248bcd28b 100644 --- a/compendium/equipment/items/bagpipes-of-turmoil-tv.md +++ b/compendium/equipment/items/bagpipes-of-turmoil-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bagpipes of Turmoil"] --- # Bagpipes of Turmoil *Item 4+* -[coda](rules/traits/coda-tv.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) +[coda](rules/traits/coda-tv.md "Coda Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Coda diff --git a/compendium/equipment/items/baleblood-draft-da.md b/compendium/equipment/items/baleblood-draft-da.md index 8385fec86..18f2ab1fc 100644 --- a/compendium/equipment/items/baleblood-draft-da.md +++ b/compendium/equipment/items/baleblood-draft-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Baleblood Draft"] --- # Baleblood Draft *Item 10* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 155 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/balisse-feather-apg.md b/compendium/equipment/items/balisse-feather-apg.md index 3d7a6ea3f..a876d54cf 100644 --- a/compendium/equipment/items/balisse-feather-apg.md +++ b/compendium/equipment/items/balisse-feather-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Balisse Feather"] --- # Balisse Feather *Item 12* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 400 gp - **Usage** affixed to a weapon diff --git a/compendium/equipment/items/bane-ammunition-tv.md b/compendium/equipment/items/bane-ammunition-tv.md index 2b2a2edcc..d90f3db49 100644 --- a/compendium/equipment/items/bane-ammunition-tv.md +++ b/compendium/equipment/items/bane-ammunition-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Bane Ammunition"] --- # Bane Ammunition *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/bane-oil-tv.md b/compendium/equipment/items/bane-oil-tv.md index 829e51569..411bf5d76 100644 --- a/compendium/equipment/items/bane-oil-tv.md +++ b/compendium/equipment/items/bane-oil-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Bane Oil"] --- # Bane Oil *Item 3* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/bane-som.md b/compendium/equipment/items/bane-som.md index 2019a6098..725387ae2 100644 --- a/compendium/equipment/items/bane-som.md +++ b/compendium/equipment/items/bane-som.md @@ -10,14 +10,14 @@ tags: aliases: ["Bane"] --- # Bane *Item 4* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** etched onto a weapon - **Category** Rune -A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses [aberration](rules/traits/aberration.md), [animal](rules/traits/animal.md), [beast](rules/traits/beast.md), [celestial](rules/traits/celestial.md), [construct](rules/traits/construct.md), [dragon](rules/traits/dragon.md), [elemental](rules/traits/elemental.md), [fey](rules/traits/fey.md), [fiend](rules/traits/fiend.md), [giant](rules/traits/giant.md), [monitor](rules/traits/monitor.md), [ooze](rules/traits/ooze.md), or both [fungus](rules/traits/fungus-b1.md) and [plant](rules/traits/plant.md). The weapon deals `1d6` additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type. +A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses [aberration](rules/traits/aberration.md "Aberration Creature Type Trait"), [animal](rules/traits/animal.md "Animal Creature Type Trait"), [beast](rules/traits/beast.md "Beast Creature Type Trait"), [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [construct](rules/traits/construct.md "Construct Creature Type Trait"), [dragon](rules/traits/dragon.md "Dragon Creature Type Trait"), [elemental](rules/traits/elemental.md "Elemental Creature Type Trait"), [fey](rules/traits/fey.md "Fey Creature Type Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait"), [giant](rules/traits/giant.md "Giant Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), [ooze](rules/traits/ooze.md "Ooze Creature Type Trait"), or both [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") and [plant](rules/traits/plant.md "Plant Creature Type Trait"). The weapon deals `1d6` additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type. -The GM might allow bane runes for other creature traits, such as [astral](rules/traits/astral-b1.md), [dream](rules/traits/dream-b2.md), or [demon](rules/traits/demon.md). However, [humanoids](rules/traits/humanoid.md), [undead](rules/traits/undead.md), and specific types of [humanoids](rules/traits/humanoid.md) (such as [elves](rules/traits/elf.md)) are never a valid option. +The GM might allow bane runes for other creature traits, such as [astral](rules/traits/astral-b1.md "Astral Creature Type Trait"), [dream](rules/traits/dream-b2.md "Dream Creature Type Trait"), or [demon](rules/traits/demon.md "Demon Creature Trait"). However, humanoids, [undead](rules/traits/undead.md "Undead Creature Type Trait"), and specific types of humanoids (such as elves) are never a valid option. *Source: Secrets of Magic p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/banner-of-the-restful-lokl.md b/compendium/equipment/items/banner-of-the-restful-lokl.md index 43b302659..0a5c13ac1 100644 --- a/compendium/equipment/items/banner-of-the-restful-lokl.md +++ b/compendium/equipment/items/banner-of-the-restful-lokl.md @@ -10,7 +10,7 @@ tags: aliases: ["Banner of the Restful"] --- # Banner of the Restful *Item 9* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 700 gp @@ -24,7 +24,7 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded against your choice of hot or cold temperatures, gaining the effects of 1st-level [endure elements](compendium/spells/endure-elements.md). The area created by the banner lasts for 8 hours or until it is removed from the ground. -As part of the activation, you can choose to ward the same area with an [alarm](compendium/spells/alarm.md) spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the [alarm](compendium/spells/alarm.md) spell also includes an audible alarm with the sound and volume of a hand bell, which has the [auditory](rules/traits/auditory.md) trait. You choose the password as you decide to ward the area. +As part of the activation, you can choose to ward the same area with an [alarm](compendium/spells/alarm.md) spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the [alarm](compendium/spells/alarm.md) spell also includes an audible alarm with the sound and volume of a hand bell, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. You choose the password as you decide to ward the area. ``` *Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/barbed-vest-aoe3.md b/compendium/equipment/items/barbed-vest-aoe3.md index 8c77f8f00..b23222035 100644 --- a/compendium/equipment/items/barbed-vest-aoe3.md +++ b/compendium/equipment/items/barbed-vest-aoe3.md @@ -12,7 +12,7 @@ tags: aliases: ["Barbed Vest"] --- # Barbed Vest *Item 10* -[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** 1 - **Category** Armor diff --git a/compendium/equipment/items/barding-of-the-zephyr.md b/compendium/equipment/items/barding-of-the-zephyr.md index 2b83cdae0..91712cf87 100644 --- a/compendium/equipment/items/barding-of-the-zephyr.md +++ b/compendium/equipment/items/barding-of-the-zephyr.md @@ -11,7 +11,7 @@ tags: aliases: ["Barding of the Zephyr"] --- # Barding of the Zephyr *Item 10* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 900 gp - **Usage** worn barding; **Bulk** L diff --git a/compendium/equipment/items/barding-saddle-lokl.md b/compendium/equipment/items/barding-saddle-lokl.md index 3b7c1ac97..5f943cd3c 100644 --- a/compendium/equipment/items/barding-saddle-lokl.md +++ b/compendium/equipment/items/barding-saddle-lokl.md @@ -12,7 +12,7 @@ tags: aliases: ["Barding Saddle"] --- # Barding Saddle *Item 7* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 330 gp diff --git a/compendium/equipment/items/bargainers-instrument-tv.md b/compendium/equipment/items/bargainers-instrument-tv.md index 038362f0e..95013436d 100644 --- a/compendium/equipment/items/bargainers-instrument-tv.md +++ b/compendium/equipment/items/bargainers-instrument-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bargainer's Instrument"] --- # Bargainer's Instrument *Item 15* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1000 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/barkskin-potion.md b/compendium/equipment/items/barkskin-potion.md index fe9f5d41d..d0ab71bbf 100644 --- a/compendium/equipment/items/barkskin-potion.md +++ b/compendium/equipment/items/barkskin-potion.md @@ -11,7 +11,7 @@ tags: aliases: ["Barkskin Potion"] --- # Barkskin Potion *Item 4* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [potion](rules/traits/potion.md) [primal](rules/traits/primal.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 15 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/barricade-buster-tv.md b/compendium/equipment/items/barricade-buster-tv.md index 7ce41c7bd..76126977b 100644 --- a/compendium/equipment/items/barricade-buster-tv.md +++ b/compendium/equipment/items/barricade-buster-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Barricade Buster"] --- # Barricade Buster *Item 1* -[orc](rules/traits/orc.md) [razing](rules/traits/razing-tv.md) [uncommon](rules/traits/uncommon.md) [volley <20 ft.>](rules/traits/volley.md) kickback repeating +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") [razing](rules/traits/razing-tv.md "Razing Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [volley <20 ft.>](rules/traits/volley-20-ft.md "Volley Weapon Trait") kickback repeating - **Price** 9 gp - **Bulk** 3 diff --git a/compendium/equipment/items/barricade-stone-sot3.md b/compendium/equipment/items/barricade-stone-sot3.md index fd669d83b..e777fbf15 100644 --- a/compendium/equipment/items/barricade-stone-sot3.md +++ b/compendium/equipment/items/barricade-stone-sot3.md @@ -12,7 +12,7 @@ tags: aliases: ["Barricade Stone"] --- # Barricade Stone *Item 6+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bulk** — (when not activated) - **Activate** command, , [Interact](rules/actions/interact.md) @@ -20,6 +20,6 @@ aliases: ["Barricade Stone"] The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone. -When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the [structure](rules/traits/structure.md) trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). +When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the [structure](rules/traits/structure.md "Structure General Trait") trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). *Source: Strength of Thousands #3: Hurricane's Howl p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/basic-companion-chair-tv.md b/compendium/equipment/items/basic-companion-chair-tv.md index 1bcf1d079..edae8c0c9 100644 --- a/compendium/equipment/items/basic-companion-chair-tv.md +++ b/compendium/equipment/items/basic-companion-chair-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Basic Companion Chair"] --- # Basic Companion Chair *Item 0* -[barding](rules/traits/barding-tv.md) [companion](rules/traits/companion.md) +[barding](rules/traits/barding-tv.md "Barding Item Trait") [companion](rules/traits/companion.md "Companion Item Trait") - **Price** 4 sp - **Bulk** 1 diff --git a/compendium/equipment/items/basilisk-eye-apg.md b/compendium/equipment/items/basilisk-eye-apg.md index a1a102c60..0839f07c2 100644 --- a/compendium/equipment/items/basilisk-eye-apg.md +++ b/compendium/equipment/items/basilisk-eye-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Basilisk Eye"] --- # Basilisk Eye *Item 9* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [visual](rules/traits/visual.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 150 gp - **Usage** affixed to a shield diff --git a/compendium/equipment/items/bastard-sword.md b/compendium/equipment/items/bastard-sword.md index 45f4f352a..35f859f96 100644 --- a/compendium/equipment/items/bastard-sword.md +++ b/compendium/equipment/items/bastard-sword.md @@ -8,7 +8,7 @@ tags: aliases: ["Bastard Sword"] --- # Bastard Sword *Item 0* -[two-hand ](rules/traits/two-hand.md) +[two-hand ](rules/traits/two-hand-d12.md "Two-Hand Weapon Trait") - **Price** 4 gp - **Bulk** 1 diff --git a/compendium/equipment/items/bastion-of-the-inheritor-tv.md b/compendium/equipment/items/bastion-of-the-inheritor-tv.md index 118f32b13..ec73854ee 100644 --- a/compendium/equipment/items/bastion-of-the-inheritor-tv.md +++ b/compendium/equipment/items/bastion-of-the-inheritor-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bastion of the Inheritor"] --- # Bastion of the Inheritor *Item 12* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1750 gp - **Usage** worn armor; **Bulk** 5 diff --git a/compendium/equipment/items/bastion-plate-tv.md b/compendium/equipment/items/bastion-plate-tv.md index 1eba84fc8..72ef11170 100644 --- a/compendium/equipment/items/bastion-plate-tv.md +++ b/compendium/equipment/items/bastion-plate-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Bastion Plate"] --- # Bastion Plate *Item 2* -[bulwark](rules/traits/bulwark.md) [entrench ](rules/traits/entrench-tv.md) [hindering](rules/traits/hindering-tv.md) +[bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") [entrench ](rules/traits/entrench-melee-tv.md "Entrench Armor Trait") [hindering](rules/traits/hindering-tv.md "Hindering Armor Trait") - **Price** 33 gp - **Bulk** 5 diff --git a/compendium/equipment/items/batsbreath-cane-tv.md b/compendium/equipment/items/batsbreath-cane-tv.md index 467344f3c..b5719d541 100644 --- a/compendium/equipment/items/batsbreath-cane-tv.md +++ b/compendium/equipment/items/batsbreath-cane-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Batsbreath Cane"] --- # Batsbreath Cane *Item 10* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Price** 950 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/battle-axe.md b/compendium/equipment/items/battle-axe.md index 485c75cc7..f89cd59a5 100644 --- a/compendium/equipment/items/battle-axe.md +++ b/compendium/equipment/items/battle-axe.md @@ -8,7 +8,7 @@ tags: aliases: ["Battle Axe"] --- # Battle Axe *Item 0* -[sweep](rules/traits/sweep.md) +[sweep](rules/traits/sweep.md "Sweep Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/battle-lute-av2.md b/compendium/equipment/items/battle-lute-av2.md index 09e93f763..e834ca12d 100644 --- a/compendium/equipment/items/battle-lute-av2.md +++ b/compendium/equipment/items/battle-lute-av2.md @@ -10,7 +10,7 @@ tags: aliases: ["Battle Lute"] --- # Battle Lute *Item 0* -[shove](rules/traits/shove.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) +[shove](rules/traits/shove.md "Shove Weapon Trait") [two-hand ](rules/traits/two-hand-d8.md "Two-Hand Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp - **Bulk** 1 diff --git a/compendium/equipment/items/battle-medics-baton-tv.md b/compendium/equipment/items/battle-medics-baton-tv.md index 443e99c4c..2530cfb42 100644 --- a/compendium/equipment/items/battle-medics-baton-tv.md +++ b/compendium/equipment/items/battle-medics-baton-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Battle Medic's Baton"] --- # Battle Medic's Baton *Item 3* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/battle-saddle-tv.md b/compendium/equipment/items/battle-saddle-tv.md index 10397d281..4088cc470 100644 --- a/compendium/equipment/items/battle-saddle-tv.md +++ b/compendium/equipment/items/battle-saddle-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Battle Saddle"] --- # Battle Saddle *Item 0* -[parry](rules/traits/parry.md) [sweep](rules/traits/sweep.md) [vehicular](rules/traits/vehicular-tv.md) +[parry](rules/traits/parry.md "Parry Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [vehicular](rules/traits/vehicular-tv.md "Vehicular Weapon Trait") - **Price** 6 gp - **Bulk** 2 diff --git a/compendium/equipment/items/beacon-shot.md b/compendium/equipment/items/beacon-shot.md index 87de87a67..6c714182b 100644 --- a/compendium/equipment/items/beacon-shot.md +++ b/compendium/equipment/items/beacon-shot.md @@ -10,7 +10,7 @@ tags: aliases: ["Beacon Shot"] --- # Beacon Shot *Item 3* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) diff --git a/compendium/equipment/items/beast-staff-tv.md b/compendium/equipment/items/beast-staff-tv.md index 0d2be97d2..e545ee1cc 100644 --- a/compendium/equipment/items/beast-staff-tv.md +++ b/compendium/equipment/items/beast-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Beast Staff"] --- # Beast Staff *Item 7+* -[magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/beastmasters-sigil-tv.md b/compendium/equipment/items/beastmasters-sigil-tv.md index 234adbd3e..c0fb7c3fc 100644 --- a/compendium/equipment/items/beastmasters-sigil-tv.md +++ b/compendium/equipment/items/beastmasters-sigil-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Beastmaster's Sigil"] --- # Beastmaster's Sigil *Item 5+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/bec-de-corbin-tv.md b/compendium/equipment/items/bec-de-corbin-tv.md index fdf9cb8ee..f8708a2f1 100644 --- a/compendium/equipment/items/bec-de-corbin-tv.md +++ b/compendium/equipment/items/bec-de-corbin-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bec De Corbin"] --- # Bec De Corbin *Item 0* -[razing](rules/traits/razing-tv.md) [reach](rules/traits/reach.md) [shove](rules/traits/shove.md) [versatile ](rules/traits/versatile.md) +[razing](rules/traits/razing-tv.md "Razing Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [shove](rules/traits/shove.md "Shove Weapon Trait") [versatile ](rules/traits/versatile-b.md "Versatile Weapon Trait") - **Price** 4 gp - **Bulk** 2 diff --git a/compendium/equipment/items/beckoning-cat-amulet-ec2.md b/compendium/equipment/items/beckoning-cat-amulet-ec2.md index 7b48b3ffb..9db50ec5f 100644 --- a/compendium/equipment/items/beckoning-cat-amulet-ec2.md +++ b/compendium/equipment/items/beckoning-cat-amulet-ec2.md @@ -13,7 +13,7 @@ tags: aliases: ["Beckoning Cat Amulet"] --- # Beckoning Cat Amulet *Item 5* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 26 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/beguiling-crown-tv.md b/compendium/equipment/items/beguiling-crown-tv.md index 10d9ce3b6..a3fcf5bb4 100644 --- a/compendium/equipment/items/beguiling-crown-tv.md +++ b/compendium/equipment/items/beguiling-crown-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Beguiling Crown"] --- # Beguiling Crown *Item 20* -[apex](rules/traits/apex.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[apex](rules/traits/apex.md "Apex Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80000 gp - **Usage** worn crown; **Bulk** 2 @@ -36,7 +36,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become [helpful](rules/conditions.md#Helpful) to you for the next 24 hours. If they succeed, they become [friendly](rules/conditions.md#Friendly) to you for 1 hour. If they critically succeed they're immune to this effect for 1 year. %% #trait/fortune #trait/mental %% diff --git a/compendium/equipment/items/belladonna.md b/compendium/equipment/items/belladonna.md index 840a4d2d9..3b8bb5144 100644 --- a/compendium/equipment/items/belladonna.md +++ b/compendium/equipment/items/belladonna.md @@ -11,7 +11,7 @@ tags: aliases: ["Belladonna"] --- # Belladonna *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 5 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bellflower-toolbelt-tv.md b/compendium/equipment/items/bellflower-toolbelt-tv.md index d6abd1585..23a805808 100644 --- a/compendium/equipment/items/bellflower-toolbelt-tv.md +++ b/compendium/equipment/items/bellflower-toolbelt-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bellflower Toolbelt"] --- # Bellflower Toolbelt *Item 6* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 220 gp - **Usage** worn belt; **Bulk** 1 diff --git a/compendium/equipment/items/bellicose-dagger-tv.md b/compendium/equipment/items/bellicose-dagger-tv.md index 2d852caa7..866586c31 100644 --- a/compendium/equipment/items/bellicose-dagger-tv.md +++ b/compendium/equipment/items/bellicose-dagger-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bellicose Dagger"] --- # Bellicose Dagger *Item 7* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/belt-of-giant-strength.md b/compendium/equipment/items/belt-of-giant-strength.md index b6053486a..003a2e4db 100644 --- a/compendium/equipment/items/belt-of-giant-strength.md +++ b/compendium/equipment/items/belt-of-giant-strength.md @@ -11,7 +11,7 @@ tags: aliases: ["Belt of Giant Strength"] --- # Belt of Giant Strength *Item 17* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp - **Usage** worn belt; **Bulk** L diff --git a/compendium/equipment/items/belt-of-good-health-bb.md b/compendium/equipment/items/belt-of-good-health-bb.md index 6f5ab6fc1..1dcd9a93c 100644 --- a/compendium/equipment/items/belt-of-good-health-bb.md +++ b/compendium/equipment/items/belt-of-good-health-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Belt of Good Health"] --- # Belt of Good Health *Item 4* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 85 gp - **Usage** worn belt diff --git a/compendium/equipment/items/belt-of-regeneration.md b/compendium/equipment/items/belt-of-regeneration.md index 00009fef2..cb21c13cb 100644 --- a/compendium/equipment/items/belt-of-regeneration.md +++ b/compendium/equipment/items/belt-of-regeneration.md @@ -11,7 +11,7 @@ tags: aliases: ["Belt of Regeneration"] --- # Belt of Regeneration *Item 17* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 15000 gp - **Usage** worn belt; **Bulk** L diff --git a/compendium/equipment/items/belt-of-the-five-kings.md b/compendium/equipment/items/belt-of-the-five-kings.md index 61f379809..029951f2d 100644 --- a/compendium/equipment/items/belt-of-the-five-kings.md +++ b/compendium/equipment/items/belt-of-the-five-kings.md @@ -11,7 +11,7 @@ tags: aliases: ["Belt of the Five Kings"] --- # Belt of the Five Kings *Item 9* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp - **Usage** worn belt; **Bulk** L diff --git a/compendium/equipment/items/berserkers-cloak.md b/compendium/equipment/items/berserkers-cloak.md index 5446962a5..b52f138cf 100644 --- a/compendium/equipment/items/berserkers-cloak.md +++ b/compendium/equipment/items/berserkers-cloak.md @@ -10,14 +10,14 @@ tags: aliases: ["Berserker's Cloak"] --- # Berserker's Cloak *Item 12+* -[invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn cloak; **Bulk** 1 - **Category** Worn -This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the [Rage](rules/actions/rage.md) action, while raging you grow jaws that deal `1d10` piercing damage and claws that deal `1d6` slashing damage and have the [agile](rules/traits/agile.md) trait. +This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the [Rage](rules/actions/rage.md) action, while raging you grow jaws that deal `1d10` piercing damage and claws that deal `1d6` slashing damage and have the [agile](rules/traits/agile.md "Agile Weapon Trait") trait. -This transformation is a [morph](rules/traits/morph.md) effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a [striking](compendium/equipment/items/striking.md) rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one). +This transformation is a [morph](rules/traits/morph.md "Morph Effect Trait") effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a [striking](compendium/equipment/items/striking.md) rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one). If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two). diff --git a/compendium/equipment/items/bestial-mutagen.md b/compendium/equipment/items/bestial-mutagen.md index 528dc61f0..11ce31e99 100644 --- a/compendium/equipment/items/bestial-mutagen.md +++ b/compendium/equipment/items/bestial-mutagen.md @@ -12,7 +12,7 @@ tags: aliases: ["Bestial Mutagen"] --- # Bestial Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -20,7 +20,7 @@ aliases: ["Bestial Mutagen"] Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy. -**Benefit** You gain an item bonus to [Athletics](compendium/skills.md#Athletics) checks and unarmed attack rolls. You gain a claw unarmed attack with the [agile](rules/traits/agile.md) trait and a jaws unarmed attack. +**Benefit** You gain an item bonus to [Athletics](compendium/skills.md#Athletics) checks and unarmed attack rolls. You gain a claw unarmed attack with the [agile](rules/traits/agile.md "Agile Weapon Trait") trait and a jaws unarmed attack. **Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. diff --git a/compendium/equipment/items/bestiary-of-metamorphosis-som.md b/compendium/equipment/items/bestiary-of-metamorphosis-som.md index ed389f527..c30195615 100644 --- a/compendium/equipment/items/bestiary-of-metamorphosis-som.md +++ b/compendium/equipment/items/bestiary-of-metamorphosis-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Bestiary Of Metamorphosis"] --- # Bestiary Of Metamorphosis *Item 6* -[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 210 gp - **Bulk** L @@ -20,11 +20,11 @@ This grimoire fancifully illustrates the spells you inscribe within it with illu ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Requirements**: You're under the effect of a [polymorph](rules/traits/polymorph.md) spell you prepared from this grimoire that offers a choice of multiple forms +- **Requirements**: You're under the effect of a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") spell you prepared from this grimoire that offers a choice of multiple forms -**Effect** You transform into a different form allowed by the [polymorph](rules/traits/polymorph.md) by bending and molding the spell's energy. This reduces the spell's remaining duration by half. +**Effect** You transform into a different form allowed by the [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") by bending and molding the spell's energy. This reduces the spell's remaining duration by half. %% #trait/polymorph #trait/transmutation %% ``` diff --git a/compendium/equipment/items/bewildering-spellgun-tv.md b/compendium/equipment/items/bewildering-spellgun-tv.md index b4f9a2c47..0167aab84 100644 --- a/compendium/equipment/items/bewildering-spellgun-tv.md +++ b/compendium/equipment/items/bewildering-spellgun-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Bewildering Spellgun"] --- # Bewildering Spellgun *Item 9* -[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [spellgun](rules/traits/spellgun-tv.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") - **Price** 140 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bewitching-bloom-tv.md b/compendium/equipment/items/bewitching-bloom-tv.md index 6611e23cf..6210dd918 100644 --- a/compendium/equipment/items/bewitching-bloom-tv.md +++ b/compendium/equipment/items/bewitching-bloom-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bewitching Bloom"] --- # Bewitching Bloom *Item 2+* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo diff --git a/compendium/equipment/items/bi-resonant-wayfinder-locg.md b/compendium/equipment/items/bi-resonant-wayfinder-locg.md index ed2f1039b..8e43e08f5 100644 --- a/compendium/equipment/items/bi-resonant-wayfinder-locg.md +++ b/compendium/equipment/items/bi-resonant-wayfinder-locg.md @@ -12,7 +12,7 @@ tags: aliases: ["Bi-resonant Wayfinder"] --- # Bi-resonant Wayfinder *Item 6* -[evocation](rules/traits/evocation.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** worn diff --git a/compendium/equipment/items/big-rock-bullet-lotgb.md b/compendium/equipment/items/big-rock-bullet-lotgb.md index d1007cec8..7f06e7404 100644 --- a/compendium/equipment/items/big-rock-bullet-lotgb.md +++ b/compendium/equipment/items/big-rock-bullet-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Big Rock Bullet"] --- # Big Rock Bullet *Item 7+* -[consumable](rules/traits/consumable.md) [earth](rules/traits/earth.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Ammunition** sling bullet - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/binding-coil-som.md b/compendium/equipment/items/binding-coil-som.md index 6b07fdcff..e0678a82f 100644 --- a/compendium/equipment/items/binding-coil-som.md +++ b/compendium/equipment/items/binding-coil-som.md @@ -11,13 +11,13 @@ tags: aliases: ["Binding Coil"] --- # Binding Coil *Item 6+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** affixed to a weapon - **Activate** envision; **Trigger** Your [Strike](rules/actions/strike.md) with the affixed weapon damages a creature; **Requirements** You're an expert in [Athletics](compendium/skills.md#Athletics). - **Category** Talisman -This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to [Grapple](rules/actions/grapple.md) the creature you hit. On a success, rather than the normal [Grapple](rules/traits/grapple.md) effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. +This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to [Grapple](rules/actions/grapple.md) the creature you hit. On a success, rather than the normal [Grapple](rules/traits/grapple.md "Grapple Weapon Trait") effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. Your opponent must succeed at a DC 20 [Escape](rules/actions/escape.md) check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer. diff --git a/compendium/equipment/items/biting-snare.md b/compendium/equipment/items/biting-snare.md index 301a46584..16824f3f5 100644 --- a/compendium/equipment/items/biting-snare.md +++ b/compendium/equipment/items/biting-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Biting Snare"] --- # Biting Snare *Item 4* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 15 gp - **Category** Snare diff --git a/compendium/equipment/items/bitter-lotgb.md b/compendium/equipment/items/bitter-lotgb.md index f849d79b7..73284340a 100644 --- a/compendium/equipment/items/bitter-lotgb.md +++ b/compendium/equipment/items/bitter-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Bitter"] --- # Bitter *Item 9* -[magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 135 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/black-adder-venom.md b/compendium/equipment/items/black-adder-venom.md index c9a415b3a..7a61f3c6f 100644 --- a/compendium/equipment/items/black-adder-venom.md +++ b/compendium/equipment/items/black-adder-venom.md @@ -11,7 +11,7 @@ tags: aliases: ["Black Adder Venom"] --- # Black Adder Venom *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 6 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/black-hole-armor-tv.md b/compendium/equipment/items/black-hole-armor-tv.md index fd826b49d..07793b46a 100644 --- a/compendium/equipment/items/black-hole-armor-tv.md +++ b/compendium/equipment/items/black-hole-armor-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Black Hole Armor"] --- # Black Hole Armor *Item 16* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 8500 gp - **Usage** worn armor; **Bulk** 5 diff --git a/compendium/equipment/items/black-lotus-extract.md b/compendium/equipment/items/black-lotus-extract.md index c55259bb8..a76eed4a9 100644 --- a/compendium/equipment/items/black-lotus-extract.md +++ b/compendium/equipment/items/black-lotus-extract.md @@ -12,7 +12,7 @@ tags: aliases: ["Black Lotus Extract"] --- # Black Lotus Extract *Item 19* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 6500 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/black-tendril-shot-tv.md b/compendium/equipment/items/black-tendril-shot-tv.md index e0deb6e6a..24007b9e7 100644 --- a/compendium/equipment/items/black-tendril-shot-tv.md +++ b/compendium/equipment/items/black-tendril-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Black Tendril Shot"] --- # Black Tendril Shot *Item 7+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Ammunition** any - **Activate** command diff --git a/compendium/equipment/items/blackfinger-blight-aoe3.md b/compendium/equipment/items/blackfinger-blight-aoe3.md index 2269fb561..babebbe6c 100644 --- a/compendium/equipment/items/blackfinger-blight-aoe3.md +++ b/compendium/equipment/items/blackfinger-blight-aoe3.md @@ -13,7 +13,7 @@ tags: aliases: ["Blackfinger Blight"] --- # Blackfinger Blight *Item 12* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) [virulent](rules/traits/virulent.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 350 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/blade-byrnie-tv.md b/compendium/equipment/items/blade-byrnie-tv.md index fa0852cf9..0d8475a99 100644 --- a/compendium/equipment/items/blade-byrnie-tv.md +++ b/compendium/equipment/items/blade-byrnie-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Blade Byrnie"] --- # Blade Byrnie *Item 7+* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn armor; **Bulk** 1 - **Category** Armor diff --git a/compendium/equipment/items/blade-of-four-energies-som.md b/compendium/equipment/items/blade-of-four-energies-som.md index 283fd7b6d..b4f1494e0 100644 --- a/compendium/equipment/items/blade-of-four-energies-som.md +++ b/compendium/equipment/items/blade-of-four-energies-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Blade Of Four Energies"] --- # Blade Of Four Energies *Item 13+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/blade-of-the-black-sovereign-lol.md b/compendium/equipment/items/blade-of-the-black-sovereign-lol.md index 32161d614..6436d5d24 100644 --- a/compendium/equipment/items/blade-of-the-black-sovereign-lol.md +++ b/compendium/equipment/items/blade-of-the-black-sovereign-lol.md @@ -11,7 +11,7 @@ tags: aliases: ["Blade Of The Black Sovereign"] --- # Blade Of The Black Sovereign *Item 15* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 6500 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md b/compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md index 2f7c62902..b05caa0f6 100644 --- a/compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md +++ b/compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md @@ -10,7 +10,7 @@ tags: aliases: ["Blade Of The Rabbit Prince"] --- # Blade Of The Rabbit Prince *Item 15* -[magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 6250 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/bladed-diabolo-ec1.md b/compendium/equipment/items/bladed-diabolo-ec1.md index d24e4150d..8c71ffc3d 100644 --- a/compendium/equipment/items/bladed-diabolo-ec1.md +++ b/compendium/equipment/items/bladed-diabolo-ec1.md @@ -13,7 +13,7 @@ tags: aliases: ["Bladed Diabolo"] --- # Bladed Diabolo *Item 0* -[backswing](rules/traits/backswing.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [thrown <40 feet>](rules/traits/thrown.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 sp - **Bulk** L diff --git a/compendium/equipment/items/bladed-gauntlet-lokl.md b/compendium/equipment/items/bladed-gauntlet-lokl.md index 3b4c6bd36..d17029a26 100644 --- a/compendium/equipment/items/bladed-gauntlet-lokl.md +++ b/compendium/equipment/items/bladed-gauntlet-lokl.md @@ -12,7 +12,7 @@ tags: aliases: ["Bladed Gauntlet"] --- # Bladed Gauntlet *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [free-hand](rules/traits/free-hand.md) [modular ](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") [modular ](rules/traits/modular-b-p-or-s-logm.md "Modular Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** L diff --git a/compendium/equipment/items/bladed-hoop-ec1.md b/compendium/equipment/items/bladed-hoop-ec1.md index adc9151cf..cfc2a51c2 100644 --- a/compendium/equipment/items/bladed-hoop-ec1.md +++ b/compendium/equipment/items/bladed-hoop-ec1.md @@ -11,7 +11,7 @@ tags: aliases: ["Bladed Hoop"] --- # Bladed Hoop *Item 0* -[finesse](rules/traits/finesse.md) [sweep](rules/traits/sweep.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) +[finesse](rules/traits/finesse.md "Finesse Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [two-hand ](rules/traits/two-hand-d8.md "Two-Hand Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 sp - **Bulk** 1 diff --git a/compendium/equipment/items/bladed-scarf-tv.md b/compendium/equipment/items/bladed-scarf-tv.md index c2136d50f..109aa3305 100644 --- a/compendium/equipment/items/bladed-scarf-tv.md +++ b/compendium/equipment/items/bladed-scarf-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Bladed Scarf"] --- # Bladed Scarf *Item 0* -[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/blast-foot-lotgb.md b/compendium/equipment/items/blast-foot-lotgb.md index 050681c6d..07b27d267 100644 --- a/compendium/equipment/items/blast-foot-lotgb.md +++ b/compendium/equipment/items/blast-foot-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Blast Foot"] --- # Blast Foot *Item 6+* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** 1 - **Category** Prosthesis diff --git a/compendium/equipment/items/blast-lance-ooa3.md b/compendium/equipment/items/blast-lance-ooa3.md index 2f6aedae1..d145a87e7 100644 --- a/compendium/equipment/items/blast-lance-ooa3.md +++ b/compendium/equipment/items/blast-lance-ooa3.md @@ -11,7 +11,7 @@ tags: aliases: ["Blast Lance"] --- # Blast Lance *Item 4+* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** 2 - **Category** Held diff --git a/compendium/equipment/items/blast-suit-ooa3.md b/compendium/equipment/items/blast-suit-ooa3.md index 6100fc734..a37f81227 100644 --- a/compendium/equipment/items/blast-suit-ooa3.md +++ b/compendium/equipment/items/blast-suit-ooa3.md @@ -11,7 +11,7 @@ tags: aliases: ["Blast Suit"] --- # Blast Suit *Item 9* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/blaze-ooa1.md b/compendium/equipment/items/blaze-ooa1.md index 7ee89bfe1..5264e9f48 100644 --- a/compendium/equipment/items/blaze-ooa1.md +++ b/compendium/equipment/items/blaze-ooa1.md @@ -13,7 +13,7 @@ tags: aliases: ["Blaze"] --- # Blaze *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 gp - **Usage** held in 1 hand; **Bulk** L @@ -29,7 +29,7 @@ title: Saving Throw: DC 17 Fortitude ## Stages -**Stage 1** +1 item bonus to saves versus [fire](rules/traits/fire.md) effects, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour) +**Stage 1** +1 item bonus to saves versus [fire](rules/traits/fire.md "Fire Energy & Element Trait") effects, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour) **Stage 2** [stupefied](rules/conditions.md#Stupefied), and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour) diff --git a/compendium/equipment/items/bleachguard-doll-tv.md b/compendium/equipment/items/bleachguard-doll-tv.md index c95fc5b08..94f131d85 100644 --- a/compendium/equipment/items/bleachguard-doll-tv.md +++ b/compendium/equipment/items/bleachguard-doll-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bleachguard Doll"] --- # Bleachguard Doll *Item 8* -[conjuration](rules/traits/conjuration.md) [intelligent](rules/traits/intelligent-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/bleeding-spines-snare.md b/compendium/equipment/items/bleeding-spines-snare.md index 2dd18d806..98b509039 100644 --- a/compendium/equipment/items/bleeding-spines-snare.md +++ b/compendium/equipment/items/bleeding-spines-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Bleeding Spines Snare"] --- # Bleeding Spines Snare *Item 12* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 320 gp - **Category** Snare diff --git a/compendium/equipment/items/blending-brooch-tv.md b/compendium/equipment/items/blending-brooch-tv.md index 068acf44f..def7e16f5 100644 --- a/compendium/equipment/items/blending-brooch-tv.md +++ b/compendium/equipment/items/blending-brooch-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Blending Brooch"] --- # Blending Brooch *Item 11* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 275 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/blessed-reformer-tv.md b/compendium/equipment/items/blessed-reformer-tv.md index 5d8f1e49d..31dff4855 100644 --- a/compendium/equipment/items/blessed-reformer-tv.md +++ b/compendium/equipment/items/blessed-reformer-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Blessed Reformer"] --- # Blessed Reformer *Item 14* -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [uncommon](rules/traits/uncommon.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4500 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/blessed-tattoo-lowg.md b/compendium/equipment/items/blessed-tattoo-lowg.md index 34f1cb6f7..82dfab266 100644 --- a/compendium/equipment/items/blessed-tattoo-lowg.md +++ b/compendium/equipment/items/blessed-tattoo-lowg.md @@ -12,7 +12,7 @@ tags: aliases: ["Blessed Tattoo"] --- # Blessed Tattoo *Item 4* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 90 gp - **Usage** tattoo diff --git a/compendium/equipment/items/blight-bomb-apg.md b/compendium/equipment/items/blight-bomb-apg.md index d22037adb..50afe138b 100644 --- a/compendium/equipment/items/blight-bomb-apg.md +++ b/compendium/equipment/items/blight-bomb-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Blight Bomb"] --- # Blight Bomb *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/blightburn-bomb-tv.md b/compendium/equipment/items/blightburn-bomb-tv.md index ed2c69286..7b1df1027 100644 --- a/compendium/equipment/items/blightburn-bomb-tv.md +++ b/compendium/equipment/items/blightburn-bomb-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Blightburn Bomb"] --- # Blightburn Bomb *Item 15+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [disease](rules/traits/disease.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/blightburn-resin.md b/compendium/equipment/items/blightburn-resin.md index 01ebaccdc..dcd6c95bb 100644 --- a/compendium/equipment/items/blightburn-resin.md +++ b/compendium/equipment/items/blightburn-resin.md @@ -11,7 +11,7 @@ tags: aliases: ["Blightburn Resin"] --- # Blightburn Resin *Item 11* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 225 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/blightburn-ward-ec5.md b/compendium/equipment/items/blightburn-ward-ec5.md index f7c9c27c2..fa06ea3a2 100644 --- a/compendium/equipment/items/blightburn-ward-ec5.md +++ b/compendium/equipment/items/blightburn-ward-ec5.md @@ -11,7 +11,7 @@ tags: aliases: ["Blightburn Ward"] --- # Blightburn Ward *Item 13* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2300 gp - **Usage** worn necklace diff --git a/compendium/equipment/items/blindpepper-bolt-lotgb.md b/compendium/equipment/items/blindpepper-bolt-lotgb.md index 79ee3ec17..c3f6b871a 100644 --- a/compendium/equipment/items/blindpepper-bolt-lotgb.md +++ b/compendium/equipment/items/blindpepper-bolt-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Blindpepper Bolt"] --- # Blindpepper Bolt *Item 3* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) @@ -21,7 +21,7 @@ The head of this bolt is a vented container that smells strongly of caustic pepp > [!success-degree] > - **Critical Success** The target is unaffected. -> - **Success** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. It can end the effect early if it spends an action, which has the [manipulate](rules/traits/manipulate.md) trait, to wipe down its eyes. +> - **Success** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. It can end the effect early if it spends an action, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to wipe down its eyes. > - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 minute. > - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) until the end of your next turn and [dazzled](rules/conditions.md#Dazzled) for 1 minute. diff --git a/compendium/equipment/items/blindpepper-bomb-aoe1.md b/compendium/equipment/items/blindpepper-bomb-aoe1.md index 2d39dc8e1..11ea16060 100644 --- a/compendium/equipment/items/blindpepper-bomb-aoe1.md +++ b/compendium/equipment/items/blindpepper-bomb-aoe1.md @@ -12,7 +12,7 @@ tags: aliases: ["Blindpepper Bomb"] --- # Blindpepper Bomb *Item 5* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 40 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/blindpepper-tube-aoe1.md b/compendium/equipment/items/blindpepper-tube-aoe1.md index 599879c3a..77f94fc2c 100644 --- a/compendium/equipment/items/blindpepper-tube-aoe1.md +++ b/compendium/equipment/items/blindpepper-tube-aoe1.md @@ -11,7 +11,7 @@ tags: aliases: ["Blindpepper Tube"] --- # Blindpepper Tube *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/blister-ammunition-tv.md b/compendium/equipment/items/blister-ammunition-tv.md index 4cff35874..039d173a5 100644 --- a/compendium/equipment/items/blister-ammunition-tv.md +++ b/compendium/equipment/items/blister-ammunition-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Blister Ammunition"] --- # Blister Ammunition *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/blisterwort-tv.md b/compendium/equipment/items/blisterwort-tv.md index ad79f0123..6c96d11d7 100644 --- a/compendium/equipment/items/blisterwort-tv.md +++ b/compendium/equipment/items/blisterwort-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Blisterwort"] --- # Blisterwort *Item 11* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 280 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/blood-booster-tv.md b/compendium/equipment/items/blood-booster-tv.md index 3703540a8..7b27d3fdf 100644 --- a/compendium/equipment/items/blood-booster-tv.md +++ b/compendium/equipment/items/blood-booster-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Blood Booster"] --- # Blood Booster *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/blood-sap-gmg.md b/compendium/equipment/items/blood-sap-gmg.md index 0b1fc9ce7..e783c553f 100644 --- a/compendium/equipment/items/blood-sap-gmg.md +++ b/compendium/equipment/items/blood-sap-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Blood Sap"] --- # Blood Sap *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 4 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bloodbane-aoa4.md b/compendium/equipment/items/bloodbane-aoa4.md index ebd363961..c5989f468 100644 --- a/compendium/equipment/items/bloodbane-aoa4.md +++ b/compendium/equipment/items/bloodbane-aoa4.md @@ -11,7 +11,7 @@ tags: aliases: ["Bloodbane"] --- # Bloodbane *Item 8* -[dwarf](rules/traits/dwarf.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a clan dagger - **Category** Rune diff --git a/compendium/equipment/items/bloodbiter-gmg.md b/compendium/equipment/items/bloodbiter-gmg.md index b24d19304..207d5db7e 100644 --- a/compendium/equipment/items/bloodbiter-gmg.md +++ b/compendium/equipment/items/bloodbiter-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Bloodbiter"] --- # Bloodbiter *Item 6* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a piercing or slashing weapon - **Category** Curse diff --git a/compendium/equipment/items/bloodeye-coffee-gmg.md b/compendium/equipment/items/bloodeye-coffee-gmg.md index 7e910ee7c..bf0e0cf1a 100644 --- a/compendium/equipment/items/bloodeye-coffee-gmg.md +++ b/compendium/equipment/items/bloodeye-coffee-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Bloodeye Coffee"] --- # Bloodeye Coffee *Item 0* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 5 sp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bloodhound-mask-apg.md b/compendium/equipment/items/bloodhound-mask-apg.md index c953d02b2..aeae4aa8c 100644 --- a/compendium/equipment/items/bloodhound-mask-apg.md +++ b/compendium/equipment/items/bloodhound-mask-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Bloodhound Mask"] --- # Bloodhound Mask *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md b/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md index a78219096..9d0a1a764 100644 --- a/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md +++ b/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Bloodhound Olfactory Stimulators"] --- # Bloodhound Olfactory Stimulators *Item 5* -[magical](rules/traits/magical.md) +[magical](rules/traits/magical.md "Magical Item Trait") - **Price** 136 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/bloodletting-kukri.md b/compendium/equipment/items/bloodletting-kukri.md index 7b7a3b3ba..f2a2afcef 100644 --- a/compendium/equipment/items/bloodletting-kukri.md +++ b/compendium/equipment/items/bloodletting-kukri.md @@ -10,7 +10,7 @@ tags: aliases: ["Bloodletting Kukri"] --- # Bloodletting Kukri *Item 6* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 240 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bloodline-robe-tv.md b/compendium/equipment/items/bloodline-robe-tv.md index 007577a29..907912359 100644 --- a/compendium/equipment/items/bloodline-robe-tv.md +++ b/compendium/equipment/items/bloodline-robe-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bloodline Robe"] --- # Bloodline Robe *Item 12* -[focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 2000 gp - **Usage** worn garment; **Bulk** 1 diff --git a/compendium/equipment/items/bloodseeker-beak.md b/compendium/equipment/items/bloodseeker-beak.md index 34d512cad..4c9071004 100644 --- a/compendium/equipment/items/bloodseeker-beak.md +++ b/compendium/equipment/items/bloodseeker-beak.md @@ -11,7 +11,7 @@ tags: aliases: ["Bloodseeker Beak"] --- # Bloodseeker Beak *Item 4* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 20 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/bloodthirsty-lotgb.md b/compendium/equipment/items/bloodthirsty-lotgb.md index 992d65efe..8590463dc 100644 --- a/compendium/equipment/items/bloodthirsty-lotgb.md +++ b/compendium/equipment/items/bloodthirsty-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Bloodthirsty"] --- # Bloodthirsty *Item 16* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8500 gp - **Usage** etched onto a slashing or piercing diff --git a/compendium/equipment/items/blowgun.md b/compendium/equipment/items/blowgun.md index 623d8eb44..9ae6edbdd 100644 --- a/compendium/equipment/items/blowgun.md +++ b/compendium/equipment/items/blowgun.md @@ -9,7 +9,7 @@ tags: aliases: ["Blowgun"] --- # Blowgun *Item 0* -[agile](rules/traits/agile.md) [nonlethal](rules/traits/nonlethal.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/blue-dragonfly-poison-tv.md b/compendium/equipment/items/blue-dragonfly-poison-tv.md index 77dab52d6..9ecd791bf 100644 --- a/compendium/equipment/items/blue-dragonfly-poison-tv.md +++ b/compendium/equipment/items/blue-dragonfly-poison-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Blue Dragonfly Poison"] --- # Blue Dragonfly Poison *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bo-staff.md b/compendium/equipment/items/bo-staff.md index fae22bae3..c127265cd 100644 --- a/compendium/equipment/items/bo-staff.md +++ b/compendium/equipment/items/bo-staff.md @@ -11,7 +11,7 @@ tags: aliases: ["Bo Staff"] --- # Bo Staff *Item 0* -[monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) +[monk](rules/traits/monk.md "Monk Class Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 2 sp - **Bulk** 2 diff --git a/compendium/equipment/items/boarding-axe-aaws.md b/compendium/equipment/items/boarding-axe-aaws.md index 931f1198b..92ba104ac 100644 --- a/compendium/equipment/items/boarding-axe-aaws.md +++ b/compendium/equipment/items/boarding-axe-aaws.md @@ -12,7 +12,7 @@ tags: aliases: ["Boarding Axe"] --- # Boarding Axe *Item 0* -[agile](rules/traits/agile.md) [azarketi](rules/traits/azarketi-loag.md) [climbing](rules/traits/climbing-aaws.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") [climbing](rules/traits/climbing-aaws.md "Climbing Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/boarding-pike-lopsg.md b/compendium/equipment/items/boarding-pike-lopsg.md index 39153fc4e..ef0485a5a 100644 --- a/compendium/equipment/items/boarding-pike-lopsg.md +++ b/compendium/equipment/items/boarding-pike-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Boarding Pike"] --- # Boarding Pike *Item 1* -[reach](rules/traits/reach.md) [shove](rules/traits/shove.md) [uncommon](rules/traits/uncommon.md) +[reach](rules/traits/reach.md "Reach Weapon Trait") [shove](rules/traits/shove.md "Shove Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 sp - **Bulk** 2 diff --git a/compendium/equipment/items/body-recovery-kit-lopsg.md b/compendium/equipment/items/body-recovery-kit-lopsg.md index dc5ba97b4..d83add483 100644 --- a/compendium/equipment/items/body-recovery-kit-lopsg.md +++ b/compendium/equipment/items/body-recovery-kit-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Body Recovery Kit"] --- # Body Recovery Kit *Item 9* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 101 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/bola-shot-tv.md b/compendium/equipment/items/bola-shot-tv.md index c64ceb584..8dd123a54 100644 --- a/compendium/equipment/items/bola-shot-tv.md +++ b/compendium/equipment/items/bola-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Bola Shot"] --- # Bola Shot *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 25 gp - **Ammunition** any diff --git a/compendium/equipment/items/bola-tv.md b/compendium/equipment/items/bola-tv.md index d51245fae..f2ee7a93a 100644 --- a/compendium/equipment/items/bola-tv.md +++ b/compendium/equipment/items/bola-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Bola"] --- # Bola *Item 0* -[nonlethal](rules/traits/nonlethal.md) [ranged trip](rules/traits/ranged-trip-b1.md) [thrown](rules/traits/thrown.md) +[nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [ranged trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait") [thrown](rules/traits/thrown.md "Thrown Weapon Trait") - **Price** 5 sp - **Bulk** L diff --git a/compendium/equipment/items/bomb-coagulant-alembic-tv.md b/compendium/equipment/items/bomb-coagulant-alembic-tv.md index 1639bb64d..9f661d926 100644 --- a/compendium/equipment/items/bomb-coagulant-alembic-tv.md +++ b/compendium/equipment/items/bomb-coagulant-alembic-tv.md @@ -9,12 +9,12 @@ tags: aliases: ["Bomb Coagulant Alembic"] --- # Bomb Coagulant Alembic *Item 5* -[additive <0>](rules/traits/additive.md) [alchemical](rules/traits/alchemical.md) +[additive <0>](rules/traits/additive-0.md "Additive Feat Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 150 gp - **Usage** held in two hands; **Bulk** L - **Category** Held -This apparatus increases the viscosity of the reagents in alchemical bombs, to [deadly](rules/traits/deadly.md) effect. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md) trait, you can use a bomb coagulant alembic to distill the contents of one alchemical bomb that deals splash damage into a stickier substance. After distilling, the bomb deals no splash damage but instead deals [persistent damage](rules/conditions.md#Persistent%20Damage) equal to and of the same type as its original splash damage. If the bomb already deals [persistent damage](rules/conditions.md#Persistent%20Damage), distilling increases that damage by the bomb's original splash damage. +This apparatus increases the viscosity of the reagents in alchemical bombs, to [deadly](rules/traits/deadly.md "Deadly Weapon Trait") effect. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, you can use a bomb coagulant alembic to distill the contents of one alchemical bomb that deals splash damage into a stickier substance. After distilling, the bomb deals no splash damage but instead deals [persistent damage](rules/conditions.md#Persistent%20Damage) equal to and of the same type as its original splash damage. If the bomb already deals [persistent damage](rules/conditions.md#Persistent%20Damage), distilling increases that damage by the bomb's original splash damage. *Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/bomb-snare.md b/compendium/equipment/items/bomb-snare.md index f5508a175..a9c1c9065 100644 --- a/compendium/equipment/items/bomb-snare.md +++ b/compendium/equipment/items/bomb-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Bomb Snare"] --- # Bomb Snare *Item 8* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 75 gp - **Category** Snare diff --git a/compendium/equipment/items/bombers-eye-elixir.md b/compendium/equipment/items/bombers-eye-elixir.md index f9b9e28ce..200c1e7e2 100644 --- a/compendium/equipment/items/bombers-eye-elixir.md +++ b/compendium/equipment/items/bombers-eye-elixir.md @@ -10,7 +10,7 @@ tags: aliases: ["Bomber's Eye Elixir"] --- # Bomber's Eye Elixir *Item 4+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/bombers-saddle-ec5.md b/compendium/equipment/items/bombers-saddle-ec5.md index 62f90529d..2b0d999ae 100644 --- a/compendium/equipment/items/bombers-saddle-ec5.md +++ b/compendium/equipment/items/bombers-saddle-ec5.md @@ -11,7 +11,7 @@ tags: aliases: ["Bomber's Saddle"] --- # Bomber's Saddle *Item 13* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2800 gp - **Usage** worn saddle; **Bulk** 2 @@ -32,7 +32,7 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " **Effect** You drop the saddle's entire payload, scattering the bombs below. Make a single ranged [Strike](rules/actions/strike.md) against an AC of 10. The AC increases by 1 for every 5 feet above the target area you are. On a failure, the bombs fly away wildly and deal no damage. On a successful attack roll, the bombs fall and shatter, starting in the target area and moving in a line of 5-foot spaces up to 30 feet long for six bombs, one bomb per space. The bombs don't directly hit any creatures; instead, creatures take splash damage from the bombs as usual, but combine the splash damage from multiple overlapping bombs together before applying weaknesses or resistances. -Apply [any](rules/traits/any-b1.md) effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat). +Apply [any](rules/traits/any-b1.md "Any Alignment Trait") effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat). ``` *Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/bone-dreadnought-plate-tv.md b/compendium/equipment/items/bone-dreadnought-plate-tv.md index 2bf51f6e9..ce9f8bbc6 100644 --- a/compendium/equipment/items/bone-dreadnought-plate-tv.md +++ b/compendium/equipment/items/bone-dreadnought-plate-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Bone Dreadnought Plate"] --- # Bone Dreadnought Plate *Item 10* -[alchemical](rules/traits/alchemical.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 1000 gp - **Usage** worn armor; **Bulk** 5 diff --git a/compendium/equipment/items/bonmuan-swapping-stone-frp1.md b/compendium/equipment/items/bonmuan-swapping-stone-frp1.md index 37175c3db..0560fa8c4 100644 --- a/compendium/equipment/items/bonmuan-swapping-stone-frp1.md +++ b/compendium/equipment/items/bonmuan-swapping-stone-frp1.md @@ -12,7 +12,7 @@ tags: aliases: ["Bonmuan Swapping Stone"] --- # Bonmuan Swapping Stone *Item 11+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/book-of-lingering-blaze-som.md b/compendium/equipment/items/book-of-lingering-blaze-som.md index 1c028146f..68345d01e 100644 --- a/compendium/equipment/items/book-of-lingering-blaze-som.md +++ b/compendium/equipment/items/book-of-lingering-blaze-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Book Of Lingering Blaze"] --- # Book Of Lingering Blaze *Item 10* -[evocation](rules/traits/evocation.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 900 gp - **Bulk** L @@ -20,7 +20,7 @@ The common saying, "Where there is progress in the field of magic, there is alwa ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell. %% #trait/metamagic %% diff --git a/compendium/equipment/items/book-of-lost-days-da.md b/compendium/equipment/items/book-of-lost-days-da.md index 1b2e89112..783de145e 100644 --- a/compendium/equipment/items/book-of-lost-days-da.md +++ b/compendium/equipment/items/book-of-lost-days-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Book of Lost Days"] --- # Book of Lost Days *Item 15* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/book-of-warding-prayers-tv.md b/compendium/equipment/items/book-of-warding-prayers-tv.md index e867df666..3d2248938 100644 --- a/compendium/equipment/items/book-of-warding-prayers-tv.md +++ b/compendium/equipment/items/book-of-warding-prayers-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Book of Warding Prayers"] --- # Book of Warding Prayers *Item 8* -[divine](rules/traits/divine.md) [grimoire](rules/traits/grimoire-som.md) [transmutation](rules/traits/transmutation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 425 gp - **Bulk** L diff --git a/compendium/equipment/items/bookthief-brew-lopsg.md b/compendium/equipment/items/bookthief-brew-lopsg.md index a43cf7ee5..aa3ab6628 100644 --- a/compendium/equipment/items/bookthief-brew-lopsg.md +++ b/compendium/equipment/items/bookthief-brew-lopsg.md @@ -10,12 +10,12 @@ tags: aliases: ["Bookthief Brew"] --- # Bookthief Brew *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable -This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any [magical](rules/traits/magical.md) effect or other special properties of the original words. Once dried, you can remove the dried substance as an [Interact](rules/actions/interact.md) action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read. +This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any [magical](rules/traits/magical.md "Magical Item Trait") effect or other special properties of the original words. Once dried, you can remove the dried substance as an [Interact](rules/actions/interact.md) action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read. *Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/boom-snare-pfum.md b/compendium/equipment/items/boom-snare-pfum.md index 9d70d5d93..d81557d1c 100644 --- a/compendium/equipment/items/boom-snare-pfum.md +++ b/compendium/equipment/items/boom-snare-pfum.md @@ -12,7 +12,7 @@ tags: aliases: ["Boom Snare"] --- # Boom Snare *Item 4* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 18 gp - **Category** Snare diff --git a/compendium/equipment/items/boomerang-tv.md b/compendium/equipment/items/boomerang-tv.md index 323816c22..76844ad2f 100644 --- a/compendium/equipment/items/boomerang-tv.md +++ b/compendium/equipment/items/boomerang-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Boomerang"] --- # Boomerang *Item 0* -[recovery](rules/traits/recovery-tv.md) [thrown](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[recovery](rules/traits/recovery-tv.md "Recovery Weapon Trait") [thrown](rules/traits/thrown.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/boots-of-bounding.md b/compendium/equipment/items/boots-of-bounding.md index e9d65d6de..5e0b121f2 100644 --- a/compendium/equipment/items/boots-of-bounding.md +++ b/compendium/equipment/items/boots-of-bounding.md @@ -10,7 +10,7 @@ tags: aliases: ["Boots of Bounding"] --- # Boots of Bounding *Item 7+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn shoes; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/boots-of-dancing-gmg.md b/compendium/equipment/items/boots-of-dancing-gmg.md index 378d47ac0..62b8bc6bf 100644 --- a/compendium/equipment/items/boots-of-dancing-gmg.md +++ b/compendium/equipment/items/boots-of-dancing-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Boots Of Dancing"] --- # Boots Of Dancing *Item 11* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn shoes; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/boots-of-elvenkind.md b/compendium/equipment/items/boots-of-elvenkind.md index 3fd4a0cdf..629fcc3d7 100644 --- a/compendium/equipment/items/boots-of-elvenkind.md +++ b/compendium/equipment/items/boots-of-elvenkind.md @@ -10,7 +10,7 @@ tags: aliases: ["Boots of Elvenkind"] --- # Boots of Elvenkind *Item 5+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn shoes; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/boots-of-speed.md b/compendium/equipment/items/boots-of-speed.md index 40d2e423c..f816e4c73 100644 --- a/compendium/equipment/items/boots-of-speed.md +++ b/compendium/equipment/items/boots-of-speed.md @@ -10,7 +10,7 @@ tags: aliases: ["Boots of Speed"] --- # Boots of Speed *Item 13* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 3000 gp - **Usage** worn shoes; **Bulk** L diff --git a/compendium/equipment/items/bootstrap-respirator-tv.md b/compendium/equipment/items/bootstrap-respirator-tv.md index e0361e287..92af0fac9 100644 --- a/compendium/equipment/items/bootstrap-respirator-tv.md +++ b/compendium/equipment/items/bootstrap-respirator-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Bootstrap Respirator"] --- # Bootstrap Respirator *Item 8* -[mechanical](rules/traits/mechanical.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/boozy-bottle-tv.md b/compendium/equipment/items/boozy-bottle-tv.md index ff77e544a..ec18aad29 100644 --- a/compendium/equipment/items/boozy-bottle-tv.md +++ b/compendium/equipment/items/boozy-bottle-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Boozy Bottle"] --- # Boozy Bottle *Item 5* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 140 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/boreal-staff-tv.md b/compendium/equipment/items/boreal-staff-tv.md index b80051357..54580e1fb 100644 --- a/compendium/equipment/items/boreal-staff-tv.md +++ b/compendium/equipment/items/boreal-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Boreal Staff"] --- # Boreal Staff *Item 8+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/borts-blessing-fop.md b/compendium/equipment/items/borts-blessing-fop.md index ccb8818d7..0fc09d78b 100644 --- a/compendium/equipment/items/borts-blessing-fop.md +++ b/compendium/equipment/items/borts-blessing-fop.md @@ -10,7 +10,7 @@ tags: aliases: ["Bort's Blessing"] --- # Bort's Blessing *Item 5* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 160 gp - **Usage** worn diff --git a/compendium/equipment/items/bottled-air.md b/compendium/equipment/items/bottled-air.md index 0c34c4954..24fef5bb7 100644 --- a/compendium/equipment/items/bottled-air.md +++ b/compendium/equipment/items/bottled-air.md @@ -10,7 +10,7 @@ tags: aliases: ["Bottled Air"] --- # Bottled Air *Item 7* -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 320 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bottled-lightning.md b/compendium/equipment/items/bottled-lightning.md index b10ec7a74..b5fbfbdaa 100644 --- a/compendium/equipment/items/bottled-lightning.md +++ b/compendium/equipment/items/bottled-lightning.md @@ -12,7 +12,7 @@ tags: aliases: ["Bottled Lightning"] --- # Bottled Lightning *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/bottled-roc-tv.md b/compendium/equipment/items/bottled-roc-tv.md index e4580876e..64d2b2750 100644 --- a/compendium/equipment/items/bottled-roc-tv.md +++ b/compendium/equipment/items/bottled-roc-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Bottled Roc"] --- # Bottled Roc *Item 9* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 140 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bottled-screams-loil.md b/compendium/equipment/items/bottled-screams-loil.md index 98cac06df..e1e233598 100644 --- a/compendium/equipment/items/bottled-screams-loil.md +++ b/compendium/equipment/items/bottled-screams-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Bottled Screams"] --- # Bottled Screams *Item 10* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/bottled-sunlight-botd.md b/compendium/equipment/items/bottled-sunlight-botd.md index de0693157..331910f5f 100644 --- a/compendium/equipment/items/bottled-sunlight-botd.md +++ b/compendium/equipment/items/bottled-sunlight-botd.md @@ -14,7 +14,7 @@ tags: aliases: ["Bottled Sunlight"] --- # Bottled Sunlight *Item 2+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/bottomless-purse-da.md b/compendium/equipment/items/bottomless-purse-da.md index 5aa7744aa..15d74298a 100644 --- a/compendium/equipment/items/bottomless-purse-da.md +++ b/compendium/equipment/items/bottomless-purse-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Bottomless Purse"] --- # Bottomless Purse *Item 8* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/bottomless-stein-logm.md b/compendium/equipment/items/bottomless-stein-logm.md index 69492b8a8..43c36cf9a 100644 --- a/compendium/equipment/items/bottomless-stein-logm.md +++ b/compendium/equipment/items/bottomless-stein-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Bottomless Stein"] --- # Bottomless Stein *Item 2* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Cayden Cailean](compendium/setting/deities/cayden-cailean.md) - **Price** 25 gp diff --git a/compendium/equipment/items/boulder-seed-tv.md b/compendium/equipment/items/boulder-seed-tv.md index ecd03b86e..b83a2b43c 100644 --- a/compendium/equipment/items/boulder-seed-tv.md +++ b/compendium/equipment/items/boulder-seed-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Boulder Seed"] --- # Boulder Seed *Item 12+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/boulderhead-bock-lopsg.md b/compendium/equipment/items/boulderhead-bock-lopsg.md index 4b763a658..fe8b03c1a 100644 --- a/compendium/equipment/items/boulderhead-bock-lopsg.md +++ b/compendium/equipment/items/boulderhead-bock-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Boulderhead Bock"] --- # Boulderhead Bock *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bound-guardian-tv.md b/compendium/equipment/items/bound-guardian-tv.md index c4042493a..1360fda4e 100644 --- a/compendium/equipment/items/bound-guardian-tv.md +++ b/compendium/equipment/items/bound-guardian-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Bound Guardian"] --- # Bound Guardian *Item 9* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 675 gp - **Usage** tattooed on the body; **Bulk** — @@ -22,7 +22,7 @@ A bound guardian is a tattoo guardian (Pathfinder Bestiary 3 262) bonded to your ```ad-embed-ability title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level [summon construct](compendium/spells/summon-construct.md) spell. You can have the guardian [Fly](rules/actions/fly.md) Free as part of Activating your tattoo. diff --git a/compendium/equipment/items/bountiful-cauldron-aoa3.md b/compendium/equipment/items/bountiful-cauldron-aoa3.md index f418fc618..ce034375a 100644 --- a/compendium/equipment/items/bountiful-cauldron-aoa3.md +++ b/compendium/equipment/items/bountiful-cauldron-aoa3.md @@ -10,7 +10,7 @@ tags: aliases: ["Bountiful Cauldron"] --- # Bountiful Cauldron *Item 9* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 680 gp - **Bulk** 2 diff --git a/compendium/equipment/items/bower-fruit-tv.md b/compendium/equipment/items/bower-fruit-tv.md index 9852bb4d5..e4ab42a03 100644 --- a/compendium/equipment/items/bower-fruit-tv.md +++ b/compendium/equipment/items/bower-fruit-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Bower Fruit"] --- # Bower Fruit *Item 13* -[consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/bracelet-of-dashing-bb.md b/compendium/equipment/items/bracelet-of-dashing-bb.md index a58e25076..10203c0be 100644 --- a/compendium/equipment/items/bracelet-of-dashing-bb.md +++ b/compendium/equipment/items/bracelet-of-dashing-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Bracelet of Dashing"] --- # Bracelet of Dashing *Item 3* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 58 gp - **Usage** worn @@ -19,7 +19,7 @@ This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") Increase your Speed by 10 feet for 1 minute. %% #trait/concentrate %% diff --git a/compendium/equipment/items/bracelet-of-dashing.md b/compendium/equipment/items/bracelet-of-dashing.md index 3d6d6fe4d..044b2b76a 100644 --- a/compendium/equipment/items/bracelet-of-dashing.md +++ b/compendium/equipment/items/bracelet-of-dashing.md @@ -10,7 +10,7 @@ tags: aliases: ["Bracelet of Dashing"] --- # Bracelet of Dashing *Item 3* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 58 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/bracers-of-armor.md b/compendium/equipment/items/bracers-of-armor.md index 134573860..06347e271 100644 --- a/compendium/equipment/items/bracers-of-armor.md +++ b/compendium/equipment/items/bracers-of-armor.md @@ -10,7 +10,7 @@ tags: aliases: ["Bracers of Armor"] --- # Bracers of Armor *Item 8+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn bracers; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/bracers-of-devotion-tv.md b/compendium/equipment/items/bracers-of-devotion-tv.md index 5d3c32b84..7595352e1 100644 --- a/compendium/equipment/items/bracers-of-devotion-tv.md +++ b/compendium/equipment/items/bracers-of-devotion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bracers of Devotion"] --- # Bracers of Devotion *Item 11* -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Price** 1400 gp - **Usage** worn bracers; **Bulk** L diff --git a/compendium/equipment/items/bracers-of-missile-deflection.md b/compendium/equipment/items/bracers-of-missile-deflection.md index 109a1f0f0..a7ec76fcb 100644 --- a/compendium/equipment/items/bracers-of-missile-deflection.md +++ b/compendium/equipment/items/bracers-of-missile-deflection.md @@ -10,7 +10,7 @@ tags: aliases: ["Bracers of Missile Deflection"] --- # Bracers of Missile Deflection *Item 3* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn bracers; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/bralani-breath-tv.md b/compendium/equipment/items/bralani-breath-tv.md index 033f5e90b..4d1400c68 100644 --- a/compendium/equipment/items/bralani-breath-tv.md +++ b/compendium/equipment/items/bralani-breath-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Bralani Breath"] --- # Bralani Breath *Item 3+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** diff --git a/compendium/equipment/items/bravery-baldric-tv.md b/compendium/equipment/items/bravery-baldric-tv.md index 0d30dfa6a..f580cca67 100644 --- a/compendium/equipment/items/bravery-baldric-tv.md +++ b/compendium/equipment/items/bravery-baldric-tv.md @@ -9,12 +9,12 @@ tags: aliases: ["Bravery Baldric"] --- # Bravery Baldric *Item 5+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** L - **Category** Worn -A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a [fear](rules/traits/fear.md) effect or reduce your [frightened](rules/conditions.md#Frightened) condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. +A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a [fear](rules/traits/fear.md "Fear Effect Trait") effect or reduce your [frightened](rules/conditions.md#Frightened) condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/bravos-brew.md b/compendium/equipment/items/bravos-brew.md index 2a1bc59ba..29eb39166 100644 --- a/compendium/equipment/items/bravos-brew.md +++ b/compendium/equipment/items/bravos-brew.md @@ -11,12 +11,12 @@ tags: aliases: ["Bravo's Brew"] --- # Bravo's Brew *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mental](rules/traits/mental.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Elixir -This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against [fear](rules/traits/fear.md). +This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against [fear](rules/traits/fear.md "Fear Effect Trait"). *Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/breaching-pike-tv.md b/compendium/equipment/items/breaching-pike-tv.md index 599305dd5..99271906a 100644 --- a/compendium/equipment/items/breaching-pike-tv.md +++ b/compendium/equipment/items/breaching-pike-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Breaching Pike"] --- # Breaching Pike *Item 0* -[hobgoblin](rules/traits/hobgoblin-locg.md) [razing](rules/traits/razing-tv.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") [razing](rules/traits/razing-tv.md "Razing Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 gp - **Bulk** 1 diff --git a/compendium/equipment/items/breastplate-of-command.md b/compendium/equipment/items/breastplate-of-command.md index db2dc3dc7..195f105fc 100644 --- a/compendium/equipment/items/breastplate-of-command.md +++ b/compendium/equipment/items/breastplate-of-command.md @@ -10,7 +10,7 @@ tags: aliases: ["Breastplate of Command"] --- # Breastplate of Command *Item 10+* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn armor; **Bulk** 2 - **Category** Armor @@ -20,7 +20,7 @@ This +1 resilient breastplate is made from shining bronze overlaid with reinforc ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You grant allies within 100 feet a +2 status bonus to saves against [fear](rules/traits/fear.md) effects for 1 minute. When you activate this ability, each affected ally who's [frightened](rules/conditions.md#Frightened) reduces their [frightened](rules/conditions.md#Frightened) value by 1. +You grant allies within 100 feet a +2 status bonus to saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects for 1 minute. When you activate this ability, each affected ally who's [frightened](rules/conditions.md#Frightened) reduces their [frightened](rules/conditions.md#Frightened) value by 1. ``` *Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/breastplate-of-the-mountain-tv.md b/compendium/equipment/items/breastplate-of-the-mountain-tv.md index 9bcb5e128..78e46efb7 100644 --- a/compendium/equipment/items/breastplate-of-the-mountain-tv.md +++ b/compendium/equipment/items/breastplate-of-the-mountain-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Breastplate of the Mountain"] --- # Breastplate of the Mountain *Item 20* -[abjuration](rules/traits/abjuration.md) [apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70000 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/breathtaking-vapor-tv.md b/compendium/equipment/items/breathtaking-vapor-tv.md index e093ccbbf..c9439898f 100644 --- a/compendium/equipment/items/breathtaking-vapor-tv.md +++ b/compendium/equipment/items/breathtaking-vapor-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Breathtaking Vapor"] --- # Breathtaking Vapor *Item 17* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/brewers-regret-lotgb.md b/compendium/equipment/items/brewers-regret-lotgb.md index d93e77b6c..fa0874bc0 100644 --- a/compendium/equipment/items/brewers-regret-lotgb.md +++ b/compendium/equipment/items/brewers-regret-lotgb.md @@ -10,13 +10,13 @@ tags: aliases: ["Brewer's Regret"] --- # Brewer's Regret *Item 9+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Consumable -When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against [death](rules/traits/death.md) and [negative](rules/traits/negative.md) effects. +When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against [death](rules/traits/death.md "Death Effect Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. In addition, your [doomed](rules/conditions.md#Doomed) value decreases by 1 (minimum 0) diff --git a/compendium/equipment/items/brightbloom-posy-tv.md b/compendium/equipment/items/brightbloom-posy-tv.md index 5d08d81fd..398b46067 100644 --- a/compendium/equipment/items/brightbloom-posy-tv.md +++ b/compendium/equipment/items/brightbloom-posy-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Brightbloom Posy"] --- # Brightbloom Posy *Item 8+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [plant](rules/traits/plant.md) [spellheart](rules/traits/spellheart-som.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/brightshade-tv.md b/compendium/equipment/items/brightshade-tv.md index a2fc71bf3..614215e6e 100644 --- a/compendium/equipment/items/brightshade-tv.md +++ b/compendium/equipment/items/brightshade-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Brightshade"] --- # Brightshade *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [positive](rules/traits/positive.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Price** 18 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/brilliant-rapier-lotgb.md b/compendium/equipment/items/brilliant-rapier-lotgb.md index 71c6bc940..ca60df8fa 100644 --- a/compendium/equipment/items/brilliant-rapier-lotgb.md +++ b/compendium/equipment/items/brilliant-rapier-lotgb.md @@ -11,12 +11,12 @@ tags: aliases: ["Brilliant Rapier"] --- # Brilliant Rapier *Item 14* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4500 gp - **Usage** held in 1 hand; **Bulk** L - **Category** Held -This rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile [good](rules/traits/good.md) or [positive](rules/traits/positive.md) trait. +This rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile [good](rules/traits/good.md "Good Alignment Trait") or [positive](rules/traits/positive.md "Positive Energy & Element Trait") trait. *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/brilliant-som.md b/compendium/equipment/items/brilliant-som.md index 55d1abb91..707c10b26 100644 --- a/compendium/equipment/items/brilliant-som.md +++ b/compendium/equipment/items/brilliant-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Brilliant"] --- # Brilliant *Item 12+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon - **Category** Rune @@ -20,9 +20,9 @@ On a critical hit, the target must succeed at a DC 29 Fortitude save or be [blin ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[light](rules/traits/light.md) +[light](rules/traits/light.md "Light Effect Trait") -You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical [darkness](rules/traits/darkness.md) effect whose area is within reach of the weapon. +You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect whose area is within reach of the weapon. %% #trait/light %% ``` diff --git a/compendium/equipment/items/brimstone-fumes.md b/compendium/equipment/items/brimstone-fumes.md index 2b99286a1..37e4e9b1b 100644 --- a/compendium/equipment/items/brimstone-fumes.md +++ b/compendium/equipment/items/brimstone-fumes.md @@ -12,7 +12,7 @@ tags: aliases: ["Brimstone Fumes"] --- # Brimstone Fumes *Item 16* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [evil](rules/traits/evil.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1500 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/bring-me-near-tv.md b/compendium/equipment/items/bring-me-near-tv.md index 977cedb32..2ea20b563 100644 --- a/compendium/equipment/items/bring-me-near-tv.md +++ b/compendium/equipment/items/bring-me-near-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Bring Me Near"] --- # Bring Me Near *Item 12* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1800 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/broadspear-loil.md b/compendium/equipment/items/broadspear-loil.md index a62fe971c..7caba9b28 100644 --- a/compendium/equipment/items/broadspear-loil.md +++ b/compendium/equipment/items/broadspear-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Broadspear"] --- # Broadspear *Item 0* -[reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [versatile ](rules/traits/versatile.md) +[reach](rules/traits/reach.md "Reach Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/bronze-bull-pendant.md b/compendium/equipment/items/bronze-bull-pendant.md index 2c0e652c0..8da5a3ceb 100644 --- a/compendium/equipment/items/bronze-bull-pendant.md +++ b/compendium/equipment/items/bronze-bull-pendant.md @@ -11,7 +11,7 @@ tags: aliases: ["Bronze Bull Pendant"] --- # Bronze Bull Pendant *Item 2* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 7 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/brooch-of-inspiration-lotgb.md b/compendium/equipment/items/brooch-of-inspiration-lotgb.md index 2092973cc..6e43f41e5 100644 --- a/compendium/equipment/items/brooch-of-inspiration-lotgb.md +++ b/compendium/equipment/items/brooch-of-inspiration-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Brooch Of Inspiration"] --- # Brooch Of Inspiration *Item 8+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn - **Category** Worn diff --git a/compendium/equipment/items/brooch-of-shielding.md b/compendium/equipment/items/brooch-of-shielding.md index fe5e0851c..a939519bb 100644 --- a/compendium/equipment/items/brooch-of-shielding.md +++ b/compendium/equipment/items/brooch-of-shielding.md @@ -11,7 +11,7 @@ tags: aliases: ["Brooch of Shielding"] --- # Brooch of Shielding *Item 2* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/broom-of-flying.md b/compendium/equipment/items/broom-of-flying.md index 370bc290e..5d38a14b3 100644 --- a/compendium/equipment/items/broom-of-flying.md +++ b/compendium/equipment/items/broom-of-flying.md @@ -9,7 +9,7 @@ tags: aliases: ["Broom of Flying"] --- # Broom of Flying *Item 12* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1900 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/bubbling-scale-tok.md b/compendium/equipment/items/bubbling-scale-tok.md index aaadbbdb2..11417c50c 100644 --- a/compendium/equipment/items/bubbling-scale-tok.md +++ b/compendium/equipment/items/bubbling-scale-tok.md @@ -11,7 +11,7 @@ tags: aliases: ["Bubbling Scale"] --- # Bubbling Scale *Item 2* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/buckle-armor-tv.md b/compendium/equipment/items/buckle-armor-tv.md index 79bec4200..9fc2d2bc2 100644 --- a/compendium/equipment/items/buckle-armor-tv.md +++ b/compendium/equipment/items/buckle-armor-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Buckle Armor"] --- # Buckle Armor *Item 0* -[adjusted ](rules/traits/adjusted-tv.md) [noisy](rules/traits/noisy.md) +[adjusted ](rules/traits/adjusted-storage-tv.md "Adjusted Armor Trait") [noisy](rules/traits/noisy.md "Noisy Armor Trait") - **Price** 4 gp - **Bulk** 1 diff --git a/compendium/equipment/items/bullhook-ec2.md b/compendium/equipment/items/bullhook-ec2.md index 01cca8376..5834163af 100644 --- a/compendium/equipment/items/bullhook-ec2.md +++ b/compendium/equipment/items/bullhook-ec2.md @@ -10,7 +10,7 @@ tags: aliases: ["Bullhook"] --- # Bullhook *Item 3+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held @@ -20,7 +20,7 @@ A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too du ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You wave the bullhook to produce the effects of a [command](compendium/spells/command.md) spell. This spell loses the [linguistic](rules/traits/linguistic.md) trait and can target only animals. +You wave the bullhook to produce the effects of a [command](compendium/spells/command.md) spell. This spell loses the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait and can target only animals. ``` *Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/burning-badger-guts-snare-lotgb.md b/compendium/equipment/items/burning-badger-guts-snare-lotgb.md index c0d40021d..40553a748 100644 --- a/compendium/equipment/items/burning-badger-guts-snare-lotgb.md +++ b/compendium/equipment/items/burning-badger-guts-snare-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Burning Badger Guts Snare"] --- # Burning Badger Guts Snare *Item 10* -[consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 170 gp - **Category** Snare diff --git a/compendium/equipment/items/burnished-plating-lotgb.md b/compendium/equipment/items/burnished-plating-lotgb.md index c46853acb..a001fe522 100644 --- a/compendium/equipment/items/burnished-plating-lotgb.md +++ b/compendium/equipment/items/burnished-plating-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Burnished Plating"] --- # Burnished Plating *Item 1* -[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Usage** applied to metal armor; **Bulk** L diff --git a/compendium/equipment/items/burr-shield-som.md b/compendium/equipment/items/burr-shield-som.md index 3b5059b83..692ae4fe1 100644 --- a/compendium/equipment/items/burr-shield-som.md +++ b/compendium/equipment/items/burr-shield-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Burr Shield"] --- # Burr Shield *Item 5* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 160 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md b/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md index 7d56c02a3..909c3ecb6 100644 --- a/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md +++ b/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md @@ -12,7 +12,7 @@ tags: aliases: ["Busine of Divine Reinforcements"] --- # Busine of Divine Reinforcements *Item 15* -[conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 6000 gp @@ -25,11 +25,11 @@ When played as an instrument, the busine generates powerful and harmonious notes ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](rules/traits/auditory.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") You play a few notes on the busine. -Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be [stunned](rules/conditions.md#Stunned) for 1 round, or 2 rounds on a critical failure; this is an [incapacitation](rules/traits/incapacitation.md) effect. +Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be [stunned](rules/conditions.md#Stunned) for 1 round, or 2 rounds on a critical failure; this is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. %% #trait/auditory %% ``` diff --git a/compendium/equipment/items/butchering-axe-lotgb.md b/compendium/equipment/items/butchering-axe-lotgb.md index 7332a1a14..40527fad7 100644 --- a/compendium/equipment/items/butchering-axe-lotgb.md +++ b/compendium/equipment/items/butchering-axe-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Butchering Axe"] --- # Butchering Axe *Item 0* -[orc](rules/traits/orc.md) [shove](rules/traits/shove.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") [shove](rules/traits/shove.md "Shove Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 gp - **Bulk** 2 diff --git a/compendium/equipment/items/butterfly-sword-tv.md b/compendium/equipment/items/butterfly-sword-tv.md index aaa0cee9c..2a17c0f2f 100644 --- a/compendium/equipment/items/butterfly-sword-tv.md +++ b/compendium/equipment/items/butterfly-sword-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Butterfly Sword"] --- # Butterfly Sword *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp diff --git a/compendium/equipment/items/buugeng-loag.md b/compendium/equipment/items/buugeng-loag.md index d8e4662bf..3443d8901 100644 --- a/compendium/equipment/items/buugeng-loag.md +++ b/compendium/equipment/items/buugeng-loag.md @@ -12,7 +12,7 @@ tags: aliases: ["Buugeng"] --- # Buugeng *Item 0* -[agile](rules/traits/agile.md) [conrasu](rules/traits/conrasu-loag.md) [sweep](rules/traits/sweep.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4 gp - **Bulk** 1 diff --git a/compendium/equipment/items/buzzsaw-axe-som.md b/compendium/equipment/items/buzzsaw-axe-som.md index 2b0488b3c..d40c2a4e5 100644 --- a/compendium/equipment/items/buzzsaw-axe-som.md +++ b/compendium/equipment/items/buzzsaw-axe-som.md @@ -9,12 +9,12 @@ tags: aliases: ["Buzzsaw Axe"] --- # Buzzsaw Axe *Item 11+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held -With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A [Strike](rules/actions/strike.md) with this axe that benefits from the [sweep](rules/traits/sweep.md) trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. +With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A [Strike](rules/actions/strike.md) with this axe that benefits from the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/calamity-glass-da.md b/compendium/equipment/items/calamity-glass-da.md index 42c682582..f710fe066 100644 --- a/compendium/equipment/items/calamity-glass-da.md +++ b/compendium/equipment/items/calamity-glass-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Calamity Glass"] --- # Calamity Glass *Item 11* -[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/called-lokl.md b/compendium/equipment/items/called-lokl.md index 148f10548..189a82137 100644 --- a/compendium/equipment/items/called-lokl.md +++ b/compendium/equipment/items/called-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Called"] --- # Called *Item 7* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 350 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/called-lotgb.md b/compendium/equipment/items/called-lotgb.md index 63ae868a3..d3a59c301 100644 --- a/compendium/equipment/items/called-lotgb.md +++ b/compendium/equipment/items/called-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Called"] --- # Called *Item 3* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp - **Usage** applied to any item of light or negligible Bulk diff --git a/compendium/equipment/items/caltrop-snare.md b/compendium/equipment/items/caltrop-snare.md index ace5ec152..c13ab8f71 100644 --- a/compendium/equipment/items/caltrop-snare.md +++ b/compendium/equipment/items/caltrop-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Caltrop Snare"] --- # Caltrop Snare *Item 1* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp - **Category** Snare diff --git a/compendium/equipment/items/camouflage-dye-tv.md b/compendium/equipment/items/camouflage-dye-tv.md index a2b22c55b..73689f2c7 100644 --- a/compendium/equipment/items/camouflage-dye-tv.md +++ b/compendium/equipment/items/camouflage-dye-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Camouflage Dye"] --- # Camouflage Dye *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/camp-shroud-lokl.md b/compendium/equipment/items/camp-shroud-lokl.md index 8a083a30d..a0f2598f2 100644 --- a/compendium/equipment/items/camp-shroud-lokl.md +++ b/compendium/equipment/items/camp-shroud-lokl.md @@ -11,7 +11,7 @@ tags: aliases: ["Camp Shroud"] --- # Camp Shroud *Item 4+* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/campaign-stable-lokl.md b/compendium/equipment/items/campaign-stable-lokl.md index 82a019ff8..e8c81211a 100644 --- a/compendium/equipment/items/campaign-stable-lokl.md +++ b/compendium/equipment/items/campaign-stable-lokl.md @@ -11,7 +11,7 @@ tags: aliases: ["Campaign Stable"] --- # Campaign Stable *Item 8* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 500 gp @@ -25,7 +25,7 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. -The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md) trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout. +The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout. A metal horseshoe hangs inside the stable near the entrance. You can remove the horseshoe with an [Interact](rules/actions/interact.md) action, which causes the stable to fold into the horseshoe, leaving it again looking as if it's made of worn wood. ``` diff --git a/compendium/equipment/items/candle-of-invocation-apg.md b/compendium/equipment/items/candle-of-invocation-apg.md index 8b42d5480..4f39c8fee 100644 --- a/compendium/equipment/items/candle-of-invocation-apg.md +++ b/compendium/equipment/items/candle-of-invocation-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Candle Of Invocation"] --- # Candle Of Invocation *Item 16* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2000 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/candle-of-revealing-apg.md b/compendium/equipment/items/candle-of-revealing-apg.md index b2d538917..5cd669303 100644 --- a/compendium/equipment/items/candle-of-revealing-apg.md +++ b/compendium/equipment/items/candle-of-revealing-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Candle Of Revealing"] --- # Candle Of Revealing *Item 7* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/candle-of-truth.md b/compendium/equipment/items/candle-of-truth.md index 4087d98c0..e002a07df 100644 --- a/compendium/equipment/items/candle-of-truth.md +++ b/compendium/equipment/items/candle-of-truth.md @@ -12,7 +12,7 @@ tags: aliases: ["Candle of Truth"] --- # Candle of Truth *Item 8* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 75 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/candlecap-tv.md b/compendium/equipment/items/candlecap-tv.md index dda4fae1d..94756a9cf 100644 --- a/compendium/equipment/items/candlecap-tv.md +++ b/compendium/equipment/items/candlecap-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Candlecap"] --- # Candlecap *Item 1* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 12 gp - **Usage** worn headwear; **Bulk** — diff --git a/compendium/equipment/items/cane-of-the-maelstrom-aoe6.md b/compendium/equipment/items/cane-of-the-maelstrom-aoe6.md index b5bf50ddb..5291b5b59 100644 --- a/compendium/equipment/items/cane-of-the-maelstrom-aoe6.md +++ b/compendium/equipment/items/cane-of-the-maelstrom-aoe6.md @@ -12,7 +12,7 @@ tags: aliases: ["Cane Of The Maelstrom"] --- # Cane Of The Maelstrom *Item 22* -[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [divine](rules/traits/divine.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Artifact diff --git a/compendium/equipment/items/cantrip-deck-som.md b/compendium/equipment/items/cantrip-deck-som.md index 28e8e5a0d..f9a9ef1fe 100644 --- a/compendium/equipment/items/cantrip-deck-som.md +++ b/compendium/equipment/items/cantrip-deck-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Cantrip Deck"] --- # Cantrip Deck *Item 1* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand - **Category** Held diff --git a/compendium/equipment/items/cape-of-the-mountebank.md b/compendium/equipment/items/cape-of-the-mountebank.md index c4423b569..4c0b16fd4 100644 --- a/compendium/equipment/items/cape-of-the-mountebank.md +++ b/compendium/equipment/items/cape-of-the-mountebank.md @@ -11,7 +11,7 @@ tags: aliases: ["Cape of the Mountebank"] --- # Cape of the Mountebank *Item 10* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 980 gp - **Usage** worn cloak; **Bulk** L diff --git a/compendium/equipment/items/cape-of-the-open-sky-frp2.md b/compendium/equipment/items/cape-of-the-open-sky-frp2.md index 816c17f69..ea72d4da4 100644 --- a/compendium/equipment/items/cape-of-the-open-sky-frp2.md +++ b/compendium/equipment/items/cape-of-the-open-sky-frp2.md @@ -11,7 +11,7 @@ tags: aliases: ["Cape Of The Open Sky"] --- # Cape Of The Open Sky *Item 18* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 22000 gp - **Usage** worn cloak; **Bulk** L diff --git a/compendium/equipment/items/capsaicin-tonic-tio.md b/compendium/equipment/items/capsaicin-tonic-tio.md index a89a4e2c8..f89c3defa 100644 --- a/compendium/equipment/items/capsaicin-tonic-tio.md +++ b/compendium/equipment/items/capsaicin-tonic-tio.md @@ -11,7 +11,7 @@ tags: aliases: ["Capsaicin Tonic"] --- # Capsaicin Tonic *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 17 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/captivating-bauble-tv.md b/compendium/equipment/items/captivating-bauble-tv.md index c7b173d0d..f991a486b 100644 --- a/compendium/equipment/items/captivating-bauble-tv.md +++ b/compendium/equipment/items/captivating-bauble-tv.md @@ -15,7 +15,7 @@ tags: aliases: ["Captivating Bauble"] --- # Captivating Bauble *Item 12* -[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 350 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/captivating-score-tv.md b/compendium/equipment/items/captivating-score-tv.md index 78fb98ebd..77087d38d 100644 --- a/compendium/equipment/items/captivating-score-tv.md +++ b/compendium/equipment/items/captivating-score-tv.md @@ -15,7 +15,7 @@ tags: aliases: ["Captivating Score"] --- # Captivating Score *Item 11* -[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [missive](rules/traits/missive-tv.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/careless-delight-tv.md b/compendium/equipment/items/careless-delight-tv.md index 341f61b6f..e6bd5a134 100644 --- a/compendium/equipment/items/careless-delight-tv.md +++ b/compendium/equipment/items/careless-delight-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Careless Delight"] --- # Careless Delight *Item 9* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 130 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/carrion-cask-loil.md b/compendium/equipment/items/carrion-cask-loil.md index 7d883c1c2..fe6589f86 100644 --- a/compendium/equipment/items/carrion-cask-loil.md +++ b/compendium/equipment/items/carrion-cask-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Carrion Cask"] --- # Carrion Cask *Item 8* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Bulk** L diff --git a/compendium/equipment/items/cartographers-kit-lopsg.md b/compendium/equipment/items/cartographers-kit-lopsg.md index e0eef67aa..605fdaf0c 100644 --- a/compendium/equipment/items/cartographers-kit-lopsg.md +++ b/compendium/equipment/items/cartographers-kit-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Cartographer's Kit"] --- # Cartographer's Kit *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 42 gp - **Bulk** 1 diff --git a/compendium/equipment/items/cassisian-helmet-tv.md b/compendium/equipment/items/cassisian-helmet-tv.md index 261e02be0..98649afdf 100644 --- a/compendium/equipment/items/cassisian-helmet-tv.md +++ b/compendium/equipment/items/cassisian-helmet-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Cassisian Helmet"] --- # Cassisian Helmet *Item 6* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 225 gp - **Usage** worn headwear; **Bulk** L diff --git a/compendium/equipment/items/cassock-of-devotion.md b/compendium/equipment/items/cassock-of-devotion.md index 2ea70d606..3e84141e0 100644 --- a/compendium/equipment/items/cassock-of-devotion.md +++ b/compendium/equipment/items/cassock-of-devotion.md @@ -11,7 +11,7 @@ tags: aliases: ["Cassock of Devotion"] --- # Cassock of Devotion *Item 11* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Price** 1150 gp - **Usage** worn garment; **Bulk** L diff --git a/compendium/equipment/items/casters-targe-tv.md b/compendium/equipment/items/casters-targe-tv.md index 68c1500c3..395a3bd2e 100644 --- a/compendium/equipment/items/casters-targe-tv.md +++ b/compendium/equipment/items/casters-targe-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Caster's Targe"] --- # Caster's Targe *Item 0* -[inscribed](rules/traits/inscribed-tv.md) +[inscribed](rules/traits/inscribed-tv.md "Inscribed Armor Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/catching-tv.md b/compendium/equipment/items/catching-tv.md index 2f3d71986..e30fa05aa 100644 --- a/compendium/equipment/items/catching-tv.md +++ b/compendium/equipment/items/catching-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Catching"] --- # Catching *Item 8* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 425 gp - **Usage** applied to shield diff --git a/compendium/equipment/items/caterwaul-sling.md b/compendium/equipment/items/caterwaul-sling.md index f8cc43bc6..6636f140f 100644 --- a/compendium/equipment/items/caterwaul-sling.md +++ b/compendium/equipment/items/caterwaul-sling.md @@ -9,7 +9,7 @@ tags: aliases: ["Caterwaul Sling"] --- # Caterwaul Sling *Item 5* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 155 gp - **Usage** held in 1 hand; **Bulk** L @@ -19,7 +19,7 @@ Made of shiny brown leather, this +1 striking sling has a single white thread in ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[sonic](rules/traits/sonic.md) +[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. diff --git a/compendium/equipment/items/cats-eye-elixir.md b/compendium/equipment/items/cats-eye-elixir.md index fcb86ef14..646131b85 100644 --- a/compendium/equipment/items/cats-eye-elixir.md +++ b/compendium/equipment/items/cats-eye-elixir.md @@ -10,7 +10,7 @@ tags: aliases: ["Cat's Eye Elixir"] --- # Cat's Eye Elixir *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 7 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/cauldron-of-nightmares-aoe5.md b/compendium/equipment/items/cauldron-of-nightmares-aoe5.md index c88feccbc..cadc3932c 100644 --- a/compendium/equipment/items/cauldron-of-nightmares-aoe5.md +++ b/compendium/equipment/items/cauldron-of-nightmares-aoe5.md @@ -11,7 +11,7 @@ tags: aliases: ["Cauldron Of Nightmares"] --- # Cauldron Of Nightmares *Item 17* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 13000 gp - **Usage** held in 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/cave-worm-repellent-ec5.md b/compendium/equipment/items/cave-worm-repellent-ec5.md index 9600c74c4..7b106033c 100644 --- a/compendium/equipment/items/cave-worm-repellent-ec5.md +++ b/compendium/equipment/items/cave-worm-repellent-ec5.md @@ -10,7 +10,7 @@ tags: aliases: ["Cave Worm Repellent"] --- # Cave Worm Repellent *Item 13+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable diff --git a/compendium/equipment/items/caydens-brew-tv.md b/compendium/equipment/items/caydens-brew-tv.md index 5842c600e..233002fe6 100644 --- a/compendium/equipment/items/caydens-brew-tv.md +++ b/compendium/equipment/items/caydens-brew-tv.md @@ -12,13 +12,13 @@ tags: aliases: ["Cayden's Brew"] --- # Cayden's Brew *Item 8+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [potion](rules/traits/potion.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Poison -Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against [fear](rules/traits/fear.md) effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for `1d4` rounds. +Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for `1d4` rounds. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/equipment/items/caydens-tankard-tv.md b/compendium/equipment/items/caydens-tankard-tv.md index 85b270dfd..d0b94898e 100644 --- a/compendium/equipment/items/caydens-tankard-tv.md +++ b/compendium/equipment/items/caydens-tankard-tv.md @@ -11,25 +11,25 @@ tags: aliases: ["Cayden's Tankard"] --- # Cayden's Tankard *Item 25* -[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Artifact -This ordinary-looking silver tankard functions as a +4 major striking hopeful GB returning light hammer when wielded as a weapon. Imbued with [Cayden Cailean](compendium/setting/deities/cayden-cailean.md)'s courage, you are immune to [fear](rules/traits/fear.md) effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled) while holding it, and its magic doesn't function for you. +This ordinary-looking silver tankard functions as a +4 major striking hopeful GB returning light hammer when wielded as a weapon. Imbued with [Cayden Cailean](compendium/setting/deities/cayden-cailean.md)'s courage, you are immune to [fear](rules/traits/fear.md "Fear Effect Trait") effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled) while holding it, and its magic doesn't function for you. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You are targeted or included in the area of a [fear](rules/traits/fear.md) effect +- **Trigger**: You are targeted or included in the area of a [fear](rules/traits/fear.md "Fear Effect Trait") effect -**Effect** Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The [fear](rules/traits/fear.md) effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect. +**Effect** Calmly swigging a drink on the battlefield turns your foe's attempt to frighten you against them. The [fear](rules/traits/fear.md "Fear Effect Trait") effect is counteracted for all targets, and the creature that created the effect must attempt a saving throw as if it alone were the original target of the effect. ``` ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You drink from the tankard, ending the [controlled](rules/conditions.md#Controlled), [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), and [slowed](rules/conditions.md#Slowed) conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. [Any](rules/traits/any-b1.md) effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to [Escape](rules/actions/escape.md) an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as [paralyzed](rules/conditions.md#Paralyzed)). +You drink from the tankard, ending the [controlled](rules/conditions.md#Controlled), [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), and [slowed](rules/conditions.md#Slowed) conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. [Any](rules/traits/any-b1.md "Any Alignment Trait") effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to [Escape](rules/actions/escape.md) an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as [paralyzed](rules/conditions.md#Paralyzed)). ``` ```ad-embed-ability diff --git a/compendium/equipment/items/celestial-armor.md b/compendium/equipment/items/celestial-armor.md index 1150fbb42..a6b85286d 100644 --- a/compendium/equipment/items/celestial-armor.md +++ b/compendium/equipment/items/celestial-armor.md @@ -11,7 +11,7 @@ tags: aliases: ["Celestial Armor"] --- # Celestial Armor *Item 13* -[divine](rules/traits/divine.md) [good](rules/traits/good.md) [invested](rules/traits/invested.md) [transmutation](rules/traits/transmutation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 2500 gp - **Usage** worn armor; **Bulk** 1 diff --git a/compendium/equipment/items/celestial-hair-ec6.md b/compendium/equipment/items/celestial-hair-ec6.md index 0c0617f3c..8c5028e23 100644 --- a/compendium/equipment/items/celestial-hair-ec6.md +++ b/compendium/equipment/items/celestial-hair-ec6.md @@ -12,7 +12,7 @@ tags: aliases: ["Celestial Hair"] --- # Celestial Hair *Item 20* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 12500 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/celestial-peach-lol.md b/compendium/equipment/items/celestial-peach-lol.md index f733ca371..c68ddb902 100644 --- a/compendium/equipment/items/celestial-peach-lol.md +++ b/compendium/equipment/items/celestial-peach-lol.md @@ -14,7 +14,7 @@ tags: aliases: ["Celestial Peach"] --- # Celestial Peach *Item 17+* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in one hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/celestial-peachwood-sword-botd.md b/compendium/equipment/items/celestial-peachwood-sword-botd.md index 1fe6147b6..60713ee47 100644 --- a/compendium/equipment/items/celestial-peachwood-sword-botd.md +++ b/compendium/equipment/items/celestial-peachwood-sword-botd.md @@ -12,13 +12,13 @@ tags: aliases: ["Celestial Peachwood Sword"] --- # Celestial Peachwood Sword *Item 17* -[good](rules/traits/good.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [rare](rules/traits/rare.md) +[good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 15000 gp - **Usage** held in 1 hand; **Bulk** L - **Category** Held -From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking disrupting holy peachwood (page 20) shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price. An undead creature of 12th level or lower that takes damage from a [Strike](rules/actions/strike.md) with the sword takes `10d6` positive damage (DC 35 basic Fortitude save). This damage is separate from the [Strike](rules/actions/strike.md) itself and isn't included in [any](rules/traits/any-b1.md) effect based on the [Strike](rules/actions/strike.md)'s damage. +From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking disrupting holy peachwood (page 20) shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price. An undead creature of 12th level or lower that takes damage from a [Strike](rules/actions/strike.md) with the sword takes `10d6` positive damage (DC 35 basic Fortitude save). This damage is separate from the [Strike](rules/actions/strike.md) itself and isn't included in [any](rules/traits/any-b1.md "Any Alignment Trait") effect based on the [Strike](rules/actions/strike.md)'s damage. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/equipment/items/celestial-staff-tv.md b/compendium/equipment/items/celestial-staff-tv.md index 1f2de0ebc..eb8ca8d3d 100644 --- a/compendium/equipment/items/celestial-staff-tv.md +++ b/compendium/equipment/items/celestial-staff-tv.md @@ -12,13 +12,13 @@ tags: aliases: ["Celestial Staff"] --- # Celestial Staff *Item 17* -[good](rules/traits/good.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 14000 gp - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff -Heavenly radiance shines from an active celestial staff, a golden staff capped with a pair of sculpted angel's wings. Used as a weapon, the staff is a +2 greater striking holy staff. While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the [evil](rules/traits/evil.md) trait and effects created by evil creatures. When you prepare this staff, if you're evil, you become [drained](rules/conditions.md#Drained) until your next daily preparations. +Heavenly radiance shines from an active celestial staff, a golden staff capped with a pair of sculpted angel's wings. Used as a weapon, the staff is a +2 greater striking holy staff. While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the [evil](rules/traits/evil.md "Evil Alignment Trait") trait and effects created by evil creatures. When you prepare this staff, if you're evil, you become [drained](rules/conditions.md#Drained) until your next daily preparations. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/ceramic-plate-tv.md b/compendium/equipment/items/ceramic-plate-tv.md index aad72dadd..018f83aa7 100644 --- a/compendium/equipment/items/ceramic-plate-tv.md +++ b/compendium/equipment/items/ceramic-plate-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Ceramic Plate"] --- # Ceramic Plate *Item 0* -[adjusted ](rules/traits/adjusted-tv.md) [noisy](rules/traits/noisy.md) +[adjusted ](rules/traits/adjusted-armor-latches-tv.md "Adjusted Armor Trait") [noisy](rules/traits/noisy.md "Noisy Armor Trait") - **Price** 6 gp - **Bulk** 2 diff --git a/compendium/equipment/items/cerulean-scourge-apg.md b/compendium/equipment/items/cerulean-scourge-apg.md index b80653d65..739470e74 100644 --- a/compendium/equipment/items/cerulean-scourge-apg.md +++ b/compendium/equipment/items/cerulean-scourge-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Cerulean Scourge"] --- # Cerulean Scourge *Item 16* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1450 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/chain-mail.md b/compendium/equipment/items/chain-mail.md index f236eb4c5..f52a1cd85 100644 --- a/compendium/equipment/items/chain-mail.md +++ b/compendium/equipment/items/chain-mail.md @@ -9,7 +9,7 @@ tags: aliases: ["Chain Mail"] --- # Chain Mail *Item 0* -[flexible](rules/traits/flexible.md) [noisy](rules/traits/noisy.md) +[flexible](rules/traits/flexible.md "Flexible Armor Trait") [noisy](rules/traits/noisy.md "Noisy Armor Trait") - **Price** 6 gp - **Bulk** 2 diff --git a/compendium/equipment/items/chain-of-stars-tv.md b/compendium/equipment/items/chain-of-stars-tv.md index 2774d6d54..a1a7a8c86 100644 --- a/compendium/equipment/items/chain-of-stars-tv.md +++ b/compendium/equipment/items/chain-of-stars-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Chain of Stars"] --- # Chain of Stars *Item 8* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 100 gp - **Usage** affixed to a thrown weapon; **Bulk** — diff --git a/compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md b/compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md index 18c66f3dc..5e193cecf 100644 --- a/compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md +++ b/compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md @@ -10,7 +10,7 @@ tags: aliases: ["Chain Of The Stilled Spirit"] --- # Chain Of The Stilled Spirit *Item 9* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/chain-shirt.md b/compendium/equipment/items/chain-shirt.md index 1eb3ea254..5194bfe5c 100644 --- a/compendium/equipment/items/chain-shirt.md +++ b/compendium/equipment/items/chain-shirt.md @@ -9,7 +9,7 @@ tags: aliases: ["Chain Shirt"] --- # Chain Shirt *Item 0* -[flexible](rules/traits/flexible.md) [noisy](rules/traits/noisy.md) +[flexible](rules/traits/flexible.md "Flexible Armor Trait") [noisy](rules/traits/noisy.md "Noisy Armor Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/chain-sword-tv.md b/compendium/equipment/items/chain-sword-tv.md index d09cb5310..5d290f984 100644 --- a/compendium/equipment/items/chain-sword-tv.md +++ b/compendium/equipment/items/chain-sword-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Chain Sword"] --- # Chain Sword *Item 0* -[finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) +[finesse](rules/traits/finesse.md "Finesse Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp - **Bulk** 1 diff --git a/compendium/equipment/items/chair-of-inventions-tv.md b/compendium/equipment/items/chair-of-inventions-tv.md index 1240044b6..fd78588cb 100644 --- a/compendium/equipment/items/chair-of-inventions-tv.md +++ b/compendium/equipment/items/chair-of-inventions-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Chair of Inventions"] --- # Chair of Inventions *Item 8* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 875 gp - **Bulk** 1 diff --git a/compendium/equipment/items/chakram-lotgb.md b/compendium/equipment/items/chakram-lotgb.md index 52bf6631d..36f0ff6f4 100644 --- a/compendium/equipment/items/chakram-lotgb.md +++ b/compendium/equipment/items/chakram-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Chakram"] --- # Chakram *Item 0* -[thrown](rules/traits/thrown.md) +[thrown](rules/traits/thrown.md "Thrown Weapon Trait") - **Price** 5 sp - **Bulk** L diff --git a/compendium/equipment/items/chakri-loil.md b/compendium/equipment/items/chakri-loil.md index ae51b119a..21476c53c 100644 --- a/compendium/equipment/items/chakri-loil.md +++ b/compendium/equipment/items/chakri-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Chakri"] --- # Chakri *Item 0* -[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [thrown](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [thrown](rules/traits/thrown.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 cp - **Damage** `1d4` S diff --git a/compendium/equipment/items/chakri-tv.md b/compendium/equipment/items/chakri-tv.md index 334fe53d0..e1c980b9c 100644 --- a/compendium/equipment/items/chakri-tv.md +++ b/compendium/equipment/items/chakri-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Chakri"] --- # Chakri *Item 0* -[recovery](rules/traits/recovery-tv.md) [thrown](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[recovery](rules/traits/recovery-tv.md "Recovery Weapon Trait") [thrown](rules/traits/thrown.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/channel-protection-amulet.md b/compendium/equipment/items/channel-protection-amulet.md index 47d6ed1b5..9a857453d 100644 --- a/compendium/equipment/items/channel-protection-amulet.md +++ b/compendium/equipment/items/channel-protection-amulet.md @@ -11,7 +11,7 @@ tags: aliases: ["Channel Protection Amulet"] --- # Channel Protection Amulet *Item 3* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 56 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/chaos-collar-da.md b/compendium/equipment/items/chaos-collar-da.md index 31b3e8fad..97ec59333 100644 --- a/compendium/equipment/items/chaos-collar-da.md +++ b/compendium/equipment/items/chaos-collar-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Chaos Collar"] --- # Chaos Collar *Item 5* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 125 gp - **Usage** worn collar; **Bulk** L diff --git a/compendium/equipment/items/chatterer-of-follies-som.md b/compendium/equipment/items/chatterer-of-follies-som.md index a90ff26ae..210a9fda4 100644 --- a/compendium/equipment/items/chatterer-of-follies-som.md +++ b/compendium/equipment/items/chatterer-of-follies-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Chatterer Of Follies"] --- # Chatterer Of Follies *Item 6* -[enchantment](rules/traits/enchantment.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/cheetahs-elixir.md b/compendium/equipment/items/cheetahs-elixir.md index 25d3b4f81..d97dfc9c8 100644 --- a/compendium/equipment/items/cheetahs-elixir.md +++ b/compendium/equipment/items/cheetahs-elixir.md @@ -10,7 +10,7 @@ tags: aliases: ["Cheetah's Elixir"] --- # Cheetah's Elixir *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/chime-of-opening.md b/compendium/equipment/items/chime-of-opening.md index 2ed4f5380..2ac0cba06 100644 --- a/compendium/equipment/items/chime-of-opening.md +++ b/compendium/equipment/items/chime-of-opening.md @@ -10,7 +10,7 @@ tags: aliases: ["Chime of Opening"] --- # Chime of Opening *Item 6* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 235 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/chimera-thread-da.md b/compendium/equipment/items/chimera-thread-da.md index 5b5865ca5..dd80066e9 100644 --- a/compendium/equipment/items/chimera-thread-da.md +++ b/compendium/equipment/items/chimera-thread-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Chimera Thread"] --- # Chimera Thread *Item 4* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15 gp - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/choker-arm-mutagen-tv.md b/compendium/equipment/items/choker-arm-mutagen-tv.md index a82119153..8dc3e7d58 100644 --- a/compendium/equipment/items/choker-arm-mutagen-tv.md +++ b/compendium/equipment/items/choker-arm-mutagen-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Choker-Arm Mutagen"] --- # Choker-Arm Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/choker-of-elocution.md b/compendium/equipment/items/choker-of-elocution.md index 0f4284ba0..f7290aa77 100644 --- a/compendium/equipment/items/choker-of-elocution.md +++ b/compendium/equipment/items/choker-of-elocution.md @@ -10,7 +10,7 @@ tags: aliases: ["Choker of Elocution"] --- # Choker of Elocution *Item 6+* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn collar; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/choleric-contagion-tv.md b/compendium/equipment/items/choleric-contagion-tv.md index 93b9c4c96..187c0f91b 100644 --- a/compendium/equipment/items/choleric-contagion-tv.md +++ b/compendium/equipment/items/choleric-contagion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Choleric Contagion"] --- # Choleric Contagion *Item 18* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 4200 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/chopping-evisceration-snare-lotgb.md b/compendium/equipment/items/chopping-evisceration-snare-lotgb.md index 18a9fd084..6a43822e0 100644 --- a/compendium/equipment/items/chopping-evisceration-snare-lotgb.md +++ b/compendium/equipment/items/chopping-evisceration-snare-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Chopping Evisceration Snare"] --- # Chopping Evisceration Snare *Item 14* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Category** Snare diff --git a/compendium/equipment/items/chromatic-jellyfish-oil-tv.md b/compendium/equipment/items/chromatic-jellyfish-oil-tv.md index b44d35604..860b032c7 100644 --- a/compendium/equipment/items/chromatic-jellyfish-oil-tv.md +++ b/compendium/equipment/items/chromatic-jellyfish-oil-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Chromatic Jellyfish Oil"] --- # Chromatic Jellyfish Oil *Item 9+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/chronicler-wayfinder-lopsg.md b/compendium/equipment/items/chronicler-wayfinder-lopsg.md index 131085322..61847994b 100644 --- a/compendium/equipment/items/chronicler-wayfinder-lopsg.md +++ b/compendium/equipment/items/chronicler-wayfinder-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Chronicler Wayfinder"] --- # Chronicler Wayfinder *Item 6* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** worn diff --git a/compendium/equipment/items/chronomancer-staff-tv.md b/compendium/equipment/items/chronomancer-staff-tv.md index ccbd10a42..067215165 100644 --- a/compendium/equipment/items/chronomancer-staff-tv.md +++ b/compendium/equipment/items/chronomancer-staff-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Chronomancer Staff"] --- # Chronomancer Staff *Item 17* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 15000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md b/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md index b4246b790..0f1071052 100644 --- a/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md +++ b/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md @@ -10,13 +10,13 @@ tags: aliases: ["Cinderclaw Gauntlet"] --- # Cinderclaw Gauntlet *Item 5* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** worn on 1 hand; **Bulk** L - **Category** Worn -This sharp-taloned spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the typical weapon traits, a _Cinderclaw gauntlet_ has the [versatile ](rules/traits/versatile.md) trait. +This sharp-taloned spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the typical weapon traits, a _Cinderclaw gauntlet_ has the [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") trait. On a critical hit, the _Cinderclaw gauntlet_ deals an additional `1d6` fire damage. diff --git a/compendium/equipment/items/cinnamon-seers-tv.md b/compendium/equipment/items/cinnamon-seers-tv.md index f2afd759c..1dd3da2d3 100644 --- a/compendium/equipment/items/cinnamon-seers-tv.md +++ b/compendium/equipment/items/cinnamon-seers-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Cinnamon Seers"] --- # Cinnamon Seers *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Price** 14 gp - **Usage** held in 1 hand; **Bulk** — @@ -20,7 +20,7 @@ Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with ```ad-embed-ability title: Secondary Effect [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Trigger**: You gain no information from a [Recall Knowledge](rules/actions/recall-knowledge.md) check diff --git a/compendium/equipment/items/circlet-of-persuasion.md b/compendium/equipment/items/circlet-of-persuasion.md index 2b98f48a3..06c600162 100644 --- a/compendium/equipment/items/circlet-of-persuasion.md +++ b/compendium/equipment/items/circlet-of-persuasion.md @@ -11,7 +11,7 @@ tags: aliases: ["Circlet of Persuasion"] --- # Circlet of Persuasion *Item 17* -[apex](rules/traits/apex.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp - **Usage** worn circlet; **Bulk** — diff --git a/compendium/equipment/items/clan-dagger.md b/compendium/equipment/items/clan-dagger.md index 226f8a0c1..3aee801b6 100644 --- a/compendium/equipment/items/clan-dagger.md +++ b/compendium/equipment/items/clan-dagger.md @@ -12,7 +12,7 @@ tags: aliases: ["Clan Dagger"] --- # Clan Dagger *Item 0* -[agile](rules/traits/agile.md) [dwarf](rules/traits/dwarf.md) [parry](rules/traits/parry.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile ](rules/traits/versatile-b.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** L diff --git a/compendium/equipment/items/clandestine-cloak.md b/compendium/equipment/items/clandestine-cloak.md index 79a59b305..a50efa13a 100644 --- a/compendium/equipment/items/clandestine-cloak.md +++ b/compendium/equipment/items/clandestine-cloak.md @@ -11,7 +11,7 @@ tags: aliases: ["Clandestine Cloak"] --- # Clandestine Cloak *Item 6+* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn cloak; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/clarity-goggles-tv.md b/compendium/equipment/items/clarity-goggles-tv.md index 7c5a1dbf0..76ec9ca49 100644 --- a/compendium/equipment/items/clarity-goggles-tv.md +++ b/compendium/equipment/items/clarity-goggles-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Clarity Goggles"] --- # Clarity Goggles *Item 8+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn eyepiece; **Bulk** — - **Category** Worn @@ -20,7 +20,7 @@ Clarity goggles feature faceted lenses that filter your surroundings from severa ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your [Perception](compendium/skills.md#Perception) bonus against any [illusion](rules/traits/illusion.md) effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. +You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your [Perception](compendium/skills.md#Perception) bonus against any [illusion](rules/traits/illusion.md "Illusion School Trait") effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. ``` *Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/claw-blade-apg.md b/compendium/equipment/items/claw-blade-apg.md index ccf05f6bb..5e8244468 100644 --- a/compendium/equipment/items/claw-blade-apg.md +++ b/compendium/equipment/items/claw-blade-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Claw Blade"] --- # Claw Blade *Item 0* -[agile](rules/traits/agile.md) [catfolk](rules/traits/catfolk-b1.md) [deadly ](rules/traits/deadly.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** L diff --git a/compendium/equipment/items/climbing-bolt.md b/compendium/equipment/items/climbing-bolt.md index aa695967a..9002aef84 100644 --- a/compendium/equipment/items/climbing-bolt.md +++ b/compendium/equipment/items/climbing-bolt.md @@ -10,7 +10,7 @@ tags: aliases: ["Climbing Bolt"] --- # Climbing Bolt *Item 4* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) diff --git a/compendium/equipment/items/clinging-ooze-snare-pfum.md b/compendium/equipment/items/clinging-ooze-snare-pfum.md index cba407d15..f5d027f32 100644 --- a/compendium/equipment/items/clinging-ooze-snare-pfum.md +++ b/compendium/equipment/items/clinging-ooze-snare-pfum.md @@ -13,7 +13,7 @@ tags: aliases: ["Clinging Ooze Snare"] --- # Clinging Ooze Snare *Item 4* -[acid](rules/traits/acid.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [rare](rules/traits/rare.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 25 gp - **Category** Snare diff --git a/compendium/equipment/items/cloak-of-elvenkind.md b/compendium/equipment/items/cloak-of-elvenkind.md index 0d1d2e411..f1107db78 100644 --- a/compendium/equipment/items/cloak-of-elvenkind.md +++ b/compendium/equipment/items/cloak-of-elvenkind.md @@ -10,7 +10,7 @@ tags: aliases: ["Cloak of Elvenkind"] --- # Cloak of Elvenkind *Item 7+* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn cloak; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/cloak-of-feline-rest-som.md b/compendium/equipment/items/cloak-of-feline-rest-som.md index 9fd62a1e3..9e28ed48e 100644 --- a/compendium/equipment/items/cloak-of-feline-rest-som.md +++ b/compendium/equipment/items/cloak-of-feline-rest-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Cloak Of Feline Rest"] --- # Cloak Of Feline Rest *Item 1* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 20 gp - **Usage** worn cloak; **Bulk** L diff --git a/compendium/equipment/items/cloak-of-immolation-gmg.md b/compendium/equipment/items/cloak-of-immolation-gmg.md index d0ceab7b7..b86d3f27f 100644 --- a/compendium/equipment/items/cloak-of-immolation-gmg.md +++ b/compendium/equipment/items/cloak-of-immolation-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Cloak Of Immolation"] --- # Cloak Of Immolation *Item 7* -[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn cloak; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/cloak-of-repute-locg.md b/compendium/equipment/items/cloak-of-repute-locg.md index 95aee2b1e..fa889da31 100644 --- a/compendium/equipment/items/cloak-of-repute-locg.md +++ b/compendium/equipment/items/cloak-of-repute-locg.md @@ -11,7 +11,7 @@ tags: aliases: ["Cloak Of Repute"] --- # Cloak Of Repute *Item 4+* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) worn +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") worn - **Usage** worn cloak; **Bulk** 1 - **Category** Worn diff --git a/compendium/equipment/items/cloak-of-the-bat.md b/compendium/equipment/items/cloak-of-the-bat.md index 31b76b9f8..f7fde7136 100644 --- a/compendium/equipment/items/cloak-of-the-bat.md +++ b/compendium/equipment/items/cloak-of-the-bat.md @@ -10,7 +10,7 @@ tags: aliases: ["Cloak of the Bat"] --- # Cloak of the Bat *Item 10+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn cloak; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/cloak-of-the-false-foe-da.md b/compendium/equipment/items/cloak-of-the-false-foe-da.md index 1e31e3711..fb5ce182a 100644 --- a/compendium/equipment/items/cloak-of-the-false-foe-da.md +++ b/compendium/equipment/items/cloak-of-the-false-foe-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Cloak of the False Foe"] --- # Cloak of the False Foe *Item 12* -[invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1850 gp - **Usage** worn cloak; **Bulk** L @@ -20,7 +20,7 @@ Images of strange animals and distorted figures are woven into this coarse, fur- ```ad-embed-ability title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level [humanoid form](compendium/spells/humanoid-form.md) spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level [humanoid form](compendium/spells/humanoid-form.md) spell that lasts for 10 minutes if you turn into a Large cryptid. diff --git a/compendium/equipment/items/clockwork-cloak-aoe5.md b/compendium/equipment/items/clockwork-cloak-aoe5.md index 952d6c942..6fceb2ada 100644 --- a/compendium/equipment/items/clockwork-cloak-aoe5.md +++ b/compendium/equipment/items/clockwork-cloak-aoe5.md @@ -11,7 +11,7 @@ tags: aliases: ["Clockwork Cloak"] --- # Clockwork Cloak *Item 18* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) clockwork +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") clockwork - **Price** 20000 gp - **Usage** worn cloak; **Bulk** L diff --git a/compendium/equipment/items/clockwork-cloak-tv.md b/compendium/equipment/items/clockwork-cloak-tv.md index 0a7e0bc0b..480b791ec 100644 --- a/compendium/equipment/items/clockwork-cloak-tv.md +++ b/compendium/equipment/items/clockwork-cloak-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Clockwork Cloak"] --- # Clockwork Cloak *Item 18* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) clockwork +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") clockwork - **Price** 20000 gp - **Usage** worn cloak; **Bulk** L diff --git a/compendium/equipment/items/clockwork-dial-lopsg.md b/compendium/equipment/items/clockwork-dial-lopsg.md index c1de095de..8a76a92c1 100644 --- a/compendium/equipment/items/clockwork-dial-lopsg.md +++ b/compendium/equipment/items/clockwork-dial-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Clockwork Dial"] --- # Clockwork Dial *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp - **Hands** 1 diff --git a/compendium/equipment/items/clockwork-heels-lotgb.md b/compendium/equipment/items/clockwork-heels-lotgb.md index ddc229ea9..f8e5fca06 100644 --- a/compendium/equipment/items/clockwork-heels-lotgb.md +++ b/compendium/equipment/items/clockwork-heels-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Clockwork Heels"] --- # Clockwork Heels *Item 7* -[rare](rules/traits/rare.md) clockwork +[rare](rules/traits/rare.md "Rare Rarity Trait") clockwork - **Price** 300 gp - **Usage** worn shoes; **Bulk** L diff --git a/compendium/equipment/items/clockwork-helm-aoe5.md b/compendium/equipment/items/clockwork-helm-aoe5.md index c77a2919e..1c8f8ea2f 100644 --- a/compendium/equipment/items/clockwork-helm-aoe5.md +++ b/compendium/equipment/items/clockwork-helm-aoe5.md @@ -11,13 +11,13 @@ tags: aliases: ["Clockwork Helm"] --- # Clockwork Helm *Item 17* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) clockwork +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") clockwork - **Price** 13000 gp - **Usage** worn headwear; **Bulk** L - **Category** Worn -Rotating gears cover the outside of this imposing helmet. In order to function, the device must be wound for 10 minutes once every 24 hours. The clockwork helm has a calming and focusing effect on the mind. If you're affected by a detrimental condition caused by a [mental](rules/traits/mental.md) or [emotion](rules/traits/emotion.md) effect, each round at the beginning of your turn, the gears of the helmet unwind and reduce the value of the condition by 1. +Rotating gears cover the outside of this imposing helmet. In order to function, the device must be wound for 10 minutes once every 24 hours. The clockwork helm has a calming and focusing effect on the mind. If you're affected by a detrimental condition caused by a [mental](rules/traits/mental.md "Mental Effect Trait") or [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, each round at the beginning of your turn, the gears of the helmet unwind and reduce the value of the condition by 1. This effect works only if the condition's value can normally be reduced by simply waiting; otherwise the helmet has no effect. diff --git a/compendium/equipment/items/clockwork-macuahuitl-lotgb.md b/compendium/equipment/items/clockwork-macuahuitl-lotgb.md index 8847a8ed6..b26f46bc2 100644 --- a/compendium/equipment/items/clockwork-macuahuitl-lotgb.md +++ b/compendium/equipment/items/clockwork-macuahuitl-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Clockwork Macuahuitl"] --- # Clockwork Macuahuitl *Item 0* -[backswing](rules/traits/backswing.md) [forceful](rules/traits/forceful.md) [rare](rules/traits/rare.md) [versatile ](rules/traits/versatile.md) clockwork +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [forceful](rules/traits/forceful.md "Forceful Weapon Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [versatile ](rules/traits/versatile-b.md "Versatile Weapon Trait") clockwork - **Price** 550 gp - **Bulk** 1 @@ -22,6 +22,6 @@ aliases: ["Clockwork Macuahuitl"] This finely-made wooden club has a beautiful, lacquered finish that gleams in the sunlight. A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. Striking a foe digs the obsidian gears into the enemy's flesh and tears it with its blades. The ever-turning gears also help to dislodge an enemy's defensive position against the weapon. -The clockwork macuahuitl deals `1d10` slashing damage and has the [backswing](rules/traits/backswing.md), [forceful](rules/traits/forceful.md), and versatile B traits. The clockwork macuahuitl is a two-handed advanced weapon in the club weapon group. +The clockwork macuahuitl deals `1d10` slashing damage and has the [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), and versatile B traits. The clockwork macuahuitl is a two-handed advanced weapon in the club weapon group. *Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-recorder-lol.md b/compendium/equipment/items/clockwork-recorder-lol.md index 7e68d97d1..987453658 100644 --- a/compendium/equipment/items/clockwork-recorder-lol.md +++ b/compendium/equipment/items/clockwork-recorder-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Clockwork Recorder"] --- # Clockwork Recorder *Item 6* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/clockwork-rejuvenator-aoe5.md b/compendium/equipment/items/clockwork-rejuvenator-aoe5.md index ba23d5fea..b459dd63e 100644 --- a/compendium/equipment/items/clockwork-rejuvenator-aoe5.md +++ b/compendium/equipment/items/clockwork-rejuvenator-aoe5.md @@ -12,7 +12,7 @@ tags: aliases: ["Clockwork Rejuvenator"] --- # Clockwork Rejuvenator *Item 18* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) clockwork +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") clockwork - **Price** 4500 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/clockwork-shield-tv.md b/compendium/equipment/items/clockwork-shield-tv.md index f75e3a9ec..c5442a2fa 100644 --- a/compendium/equipment/items/clockwork-shield-tv.md +++ b/compendium/equipment/items/clockwork-shield-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Clockwork Shield"] --- # Clockwork Shield *Item 11+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/clockwork-spider-bomb-lotgb.md b/compendium/equipment/items/clockwork-spider-bomb-lotgb.md index b903e0d1e..9740b0d31 100644 --- a/compendium/equipment/items/clockwork-spider-bomb-lotgb.md +++ b/compendium/equipment/items/clockwork-spider-bomb-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Clockwork Spider Bomb"] --- # Clockwork Spider Bomb *Item 8* -[consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) clockwork gadget +[consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") clockwork gadget - **Price** 100 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/cloister-robe-tv.md b/compendium/equipment/items/cloister-robe-tv.md index 97dcb8505..6cbee4edb 100644 --- a/compendium/equipment/items/cloister-robe-tv.md +++ b/compendium/equipment/items/cloister-robe-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Cloister Robe"] --- # Cloister Robe *Item 9+* -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Usage** worn garment; **Bulk** 1 - **Category** Worn diff --git a/compendium/equipment/items/cloning-potion-tv.md b/compendium/equipment/items/cloning-potion-tv.md index 5ac3219f5..e6761c558 100644 --- a/compendium/equipment/items/cloning-potion-tv.md +++ b/compendium/equipment/items/cloning-potion-tv.md @@ -12,14 +12,14 @@ tags: aliases: ["Cloning Potion"] --- # Cloning Potion *Item 18* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5000 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Potion -When you drink a cloning potion, you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the [minion](rules/traits/minion.md) trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the [concentrate](rules/traits/concentrate.md) trait. You can also issue verbal commands, as normal for a minion. As an action that has the [concentrate](rules/traits/concentrate.md) trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can [Dismiss](rules/actions/dismiss.md) this sense-sharing effect. +When you drink a cloning potion, you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the [minion](rules/traits/minion.md "Minion Creature Trait") trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You can also issue verbal commands, as normal for a minion. As an action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can [Dismiss](rules/actions/dismiss.md) this sense-sharing effect. You and your clone share Hit Points, and the clone uses your statistics. Spells and effects target you and your clone as if you are separate creatures. The clone can Activate your abilities and Cast your Spells, limited by its number of actions, but you share elements such as use limits, frequency, and spell slots. In other words, your clone using one of your resources works as if you did so in or from your clone's space. Your clone has gear identical to your own, excepting artifacts and consumables. Any item taken from the clone melts into silvery dust within seconds, with ammunition or thrown objects lasting just long enough to travel to and possibly hit their target. diff --git a/compendium/equipment/items/clown-monarch-tv.md b/compendium/equipment/items/clown-monarch-tv.md index 35c234333..8a39ba7ef 100644 --- a/compendium/equipment/items/clown-monarch-tv.md +++ b/compendium/equipment/items/clown-monarch-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Clown Monarch"] --- # Clown Monarch *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 21 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/club.md b/compendium/equipment/items/club.md index edce840c9..6046b2e42 100644 --- a/compendium/equipment/items/club.md +++ b/compendium/equipment/items/club.md @@ -8,7 +8,7 @@ tags: aliases: ["Club"] --- # Club *Item 0* -[thrown <10 ft.>](rules/traits/thrown.md) +[thrown <10 ft.>](rules/traits/thrown-10-ft.md "Thrown Weapon Trait") - **Price** 0 gp - **Bulk** 1 diff --git a/compendium/equipment/items/clubhead-poison-tv.md b/compendium/equipment/items/clubhead-poison-tv.md index 8444ee4e9..a6f9104f7 100644 --- a/compendium/equipment/items/clubhead-poison-tv.md +++ b/compendium/equipment/items/clubhead-poison-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Clubhead Poison"] --- # Clubhead Poison *Item 12* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 340 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/coating-tv.md b/compendium/equipment/items/coating-tv.md index 133e01b89..1c49e902d 100644 --- a/compendium/equipment/items/coating-tv.md +++ b/compendium/equipment/items/coating-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Coating"] --- # Coating *Item 9* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 700 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/codebreakers-parchment-som.md b/compendium/equipment/items/codebreakers-parchment-som.md index 14df4f95e..7bb114eb8 100644 --- a/compendium/equipment/items/codebreakers-parchment-som.md +++ b/compendium/equipment/items/codebreakers-parchment-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Codebreaker's Parchment"] --- # Codebreaker's Parchment *Item 3+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md b/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md index 1aaf7c19c..4b5ea60d3 100644 --- a/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md +++ b/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Codex of Destruction and Renewal"] --- # Codex of Destruction and Renewal *Item 20* -[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 70000 gp - **Bulk** L @@ -21,15 +21,15 @@ An unsmiling mask, half obsidian and half ivory, is embossed on the cover of thi ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") -If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they're torn apart at an infinitesimal level, not even leaving a fine ash; this is a [death](rules/traits/death.md) effect. +If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they're torn apart at an infinitesimal level, not even leaving a fine ash; this is a [death](rules/traits/death.md "Death Effect Trait") effect. %% #trait/metamagic %% ``` ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from [dying](rules/conditions.md#Dying) due to damage and from its [dying](rules/conditions.md#Dying) condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. diff --git a/compendium/equipment/items/codex-of-unimpeded-sight-som.md b/compendium/equipment/items/codex-of-unimpeded-sight-som.md index af4a27940..0d9b59d97 100644 --- a/compendium/equipment/items/codex-of-unimpeded-sight-som.md +++ b/compendium/equipment/items/codex-of-unimpeded-sight-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Codex Of Unimpeded Sight"] --- # Codex Of Unimpeded Sight *Item 6+* -[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Bulk** L - **Category** Grimoire diff --git a/compendium/equipment/items/cognitive-mutagen.md b/compendium/equipment/items/cognitive-mutagen.md index 4a4f4f973..abd321ec3 100644 --- a/compendium/equipment/items/cognitive-mutagen.md +++ b/compendium/equipment/items/cognitive-mutagen.md @@ -12,7 +12,7 @@ tags: aliases: ["Cognitive Mutagen"] --- # Cognitive Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/coin-of-comfort-lotgb.md b/compendium/equipment/items/coin-of-comfort-lotgb.md index 15c368d4e..557ea225c 100644 --- a/compendium/equipment/items/coin-of-comfort-lotgb.md +++ b/compendium/equipment/items/coin-of-comfort-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Coin Of Comfort"] --- # Coin Of Comfort *Item 3* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 45 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/cold-comfort-lotgb.md b/compendium/equipment/items/cold-comfort-lotgb.md index 157b098cd..f6ad734ad 100644 --- a/compendium/equipment/items/cold-comfort-lotgb.md +++ b/compendium/equipment/items/cold-comfort-lotgb.md @@ -11,12 +11,12 @@ tags: aliases: ["Cold Comfort"] --- # Cold Comfort *Item 7+* -[alchemical](rules/traits/alchemical.md) [cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Consumable -The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes `2d6` cold damage and is [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 20) or the ice is [broken](rules/conditions.md#Broken). The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one [Large](rules/traits/large-b1.md) creature or up to four [Medium](rules/traits/medium-b1.md) or [Small](rules/traits/small-b1.md) creatures. Traversing the slippery ice requires a successful DC 20 [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md). +The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes `2d6` cold damage and is [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 20) or the ice is [broken](rules/conditions.md#Broken). The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one [Large](rules/traits/large-b1.md "Large Size Trait") creature or up to four [Medium](rules/traits/medium-b1.md "Medium Size Trait") or [Small](rules/traits/small-b1.md "Small Size Trait") creatures. Traversing the slippery ice requires a successful DC 20 [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md). *Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/cold-iron.md b/compendium/equipment/items/cold-iron.md index 368912e86..56704450f 100644 --- a/compendium/equipment/items/cold-iron.md +++ b/compendium/equipment/items/cold-iron.md @@ -8,7 +8,7 @@ tags: aliases: ["Cold Iron"] --- # Cold Iron *Item 2+* -[precious](rules/traits/precious.md) +[precious](rules/traits/precious.md "Precious Item Trait") - **Category** Material @@ -19,17 +19,17 @@ Cold iron looks like normal iron but is mined from particularly pure sources and | Cold Iron Items | Hardness | HP | BT | |-----------------|----------|----|----| | **Thin Items** | | | | -| Low-grade | 5 | 20 | 10 | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 10 | 40 | 20 | +| multiRow | | +| multiRow | | +| multiRow | | | **Items** | | | | -| Low-grade | 9 | 36 | 18 | -| Standard-grade | 11 | 44 | 22 | -| High-grade | 14 | 56 | 28 | +| multiRow | | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Low-grade | 18 | 72 | 36 | -| Standard-grade | 22 | 88 | 44 | -| High-grade | 28 | 112 | 56 | +| multiRow | | +| multiRow | | +| multiRow | | *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/coldstar-pistols-tv.md b/compendium/equipment/items/coldstar-pistols-tv.md index b027439ef..d458998f0 100644 --- a/compendium/equipment/items/coldstar-pistols-tv.md +++ b/compendium/equipment/items/coldstar-pistols-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Coldstar Pistols"] --- # Coldstar Pistols *Item 23* -[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Artifact diff --git a/compendium/equipment/items/collar-of-empathy.md b/compendium/equipment/items/collar-of-empathy.md index 86f39e169..98a685bfc 100644 --- a/compendium/equipment/items/collar-of-empathy.md +++ b/compendium/equipment/items/collar-of-empathy.md @@ -11,7 +11,7 @@ tags: aliases: ["Collar of Empathy"] --- # Collar of Empathy *Item 9* -[companion](rules/traits/companion.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) +[companion](rules/traits/companion.md "Companion Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 600 gp - **Usage** worn collar (companion) and worn bracelet (you); **Bulk** 1 diff --git a/compendium/equipment/items/collar-of-inconspicuousness.md b/compendium/equipment/items/collar-of-inconspicuousness.md index 93c720a0d..e241984f3 100644 --- a/compendium/equipment/items/collar-of-inconspicuousness.md +++ b/compendium/equipment/items/collar-of-inconspicuousness.md @@ -11,7 +11,7 @@ tags: aliases: ["Collar of Inconspicuousness"] --- # Collar of Inconspicuousness *Item 8* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 475 gp - **Usage** worn collar; **Bulk** 1 diff --git a/compendium/equipment/items/collar-of-the-eternal-bond-som.md b/compendium/equipment/items/collar-of-the-eternal-bond-som.md index 44bbe9dbe..9f51380c6 100644 --- a/compendium/equipment/items/collar-of-the-eternal-bond-som.md +++ b/compendium/equipment/items/collar-of-the-eternal-bond-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Collar Of The Eternal Bond"] --- # Collar Of The Eternal Bond *Item 7* -[conjuration](rules/traits/conjuration.md) [eidolon](rules/traits/eidolon-som.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 330 gp - **Usage** worn collar; **Bulk** L diff --git a/compendium/equipment/items/collar-of-the-shifting-spider-tv.md b/compendium/equipment/items/collar-of-the-shifting-spider-tv.md index d1bfd2d2a..2381ce1d8 100644 --- a/compendium/equipment/items/collar-of-the-shifting-spider-tv.md +++ b/compendium/equipment/items/collar-of-the-shifting-spider-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Collar of the Shifting Spider"] --- # Collar of the Shifting Spider *Item 5* -[alchemical](rules/traits/alchemical.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 133 gp - **Usage** worn collar; **Bulk** 1 diff --git a/compendium/equipment/items/colorful-coating-tv.md b/compendium/equipment/items/colorful-coating-tv.md index a44f69fa4..9fd6f8177 100644 --- a/compendium/equipment/items/colorful-coating-tv.md +++ b/compendium/equipment/items/colorful-coating-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Colorful Coating"] --- # Colorful Coating *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/combat-grapnel-lopsg.md b/compendium/equipment/items/combat-grapnel-lopsg.md index 6e8011238..19b9d8010 100644 --- a/compendium/equipment/items/combat-grapnel-lopsg.md +++ b/compendium/equipment/items/combat-grapnel-lopsg.md @@ -12,7 +12,7 @@ tags: aliases: ["Combat Grapnel"] --- # Combat Grapnel *Item 1* -[finesse](rules/traits/finesse.md) [grapple](rules/traits/grapple.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[finesse](rules/traits/finesse.md "Finesse Weapon Trait") [grapple](rules/traits/grapple.md "Grapple Weapon Trait") [tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 sp - **Bulk** 1 diff --git a/compendium/equipment/items/combat-lure-tv.md b/compendium/equipment/items/combat-lure-tv.md index 7669d23db..1b6f6ca18 100644 --- a/compendium/equipment/items/combat-lure-tv.md +++ b/compendium/equipment/items/combat-lure-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Combat Lure"] --- # Combat Lure *Item 0* -[finesse](rules/traits/finesse.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 feet>](rules/traits/thrown.md) [training](rules/traits/training-tv.md) [uncommon](rules/traits/uncommon.md) +[finesse](rules/traits/finesse.md "Finesse Weapon Trait") [tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") [training](rules/traits/training-tv.md "Training Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/comealong-lopsg.md b/compendium/equipment/items/comealong-lopsg.md index 6632664d5..acbd2bd05 100644 --- a/compendium/equipment/items/comealong-lopsg.md +++ b/compendium/equipment/items/comealong-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Comealong"] --- # Comealong *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/communication-bangle-lopsg.md b/compendium/equipment/items/communication-bangle-lopsg.md index 5cc7cfba7..2380cd2a7 100644 --- a/compendium/equipment/items/communication-bangle-lopsg.md +++ b/compendium/equipment/items/communication-bangle-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Communication Bangle"] --- # Communication Bangle *Item 1* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Usage** worn diff --git a/compendium/equipment/items/communication-pendants-pfum.md b/compendium/equipment/items/communication-pendants-pfum.md index bef194f27..46d2df7c6 100644 --- a/compendium/equipment/items/communication-pendants-pfum.md +++ b/compendium/equipment/items/communication-pendants-pfum.md @@ -12,7 +12,7 @@ tags: aliases: ["Communication Pendants"] --- # Communication Pendants *Item 13* -[auditory](rules/traits/auditory.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/communion-mat-tv.md b/compendium/equipment/items/communion-mat-tv.md index 26bbf29f8..09dcb8b24 100644 --- a/compendium/equipment/items/communion-mat-tv.md +++ b/compendium/equipment/items/communion-mat-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Communion Mat"] --- # Communion Mat *Item 14* -[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3750 gp - **Bulk** L @@ -20,7 +20,7 @@ This pageless grimoire is made up of two durable covers that open to display a s ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to cast one of the granted spells from your patron's theme or one of the spells your familiar learned from a lesson, your patron takes notice that you're putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your Spells. %% #trait/metamagic %% diff --git a/compendium/equipment/items/compass-of-transpositional-awareness-da.md b/compendium/equipment/items/compass-of-transpositional-awareness-da.md index 07c4c9727..33166f158 100644 --- a/compendium/equipment/items/compass-of-transpositional-awareness-da.md +++ b/compendium/equipment/items/compass-of-transpositional-awareness-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Compass of Transpositional Awareness"] --- # Compass of Transpositional Awareness *Item 10* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Price** 950 gp - **Usage** held in 1 hand; **Bulk** L @@ -22,9 +22,9 @@ The silver face of this glass-encased compass is etched with dozens of esoteric ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -You point the compass of transpositional awareness at an extant [teleportation](rules/traits/teleportation.md) effect (such as a magical portal) or the site of a [teleportation](rules/traits/teleportation.md) effect that existed within the last 1 minute (such as the space where a creature just cast [dimension door](compendium/spells/dimension-door.md)). Attempt an [Occultism](compendium/skills.md#Occultism) check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the [teleportation](rules/traits/teleportation.md) effect (for example "the Plane of Fire," "north," or "Avistan"). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door) or within a few miles for long-range effects (such as teleport, plane shift, or interdimensional portals). +You point the compass of transpositional awareness at an extant [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect (such as a magical portal) or the site of a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect that existed within the last 1 minute (such as the space where a creature just cast [dimension door](compendium/spells/dimension-door.md)). Attempt an [Occultism](compendium/skills.md#Occultism) check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect (for example "the Plane of Fire," "north," or "Avistan"). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door) or within a few miles for long-range effects (such as teleport, plane shift, or interdimensional portals). %% #trait/concentrate %% ``` diff --git a/compendium/equipment/items/composer-staff-tv.md b/compendium/equipment/items/composer-staff-tv.md index 6cee3a784..a87bcc34e 100644 --- a/compendium/equipment/items/composer-staff-tv.md +++ b/compendium/equipment/items/composer-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Composer Staff"] --- # Composer Staff *Item 4+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/composite-longbow.md b/compendium/equipment/items/composite-longbow.md index a7034a1fe..c3bd2dc4e 100644 --- a/compendium/equipment/items/composite-longbow.md +++ b/compendium/equipment/items/composite-longbow.md @@ -10,7 +10,7 @@ tags: aliases: ["Composite Longbow"] --- # Composite Longbow *Item 0* -[deadly ](rules/traits/deadly.md) [propulsive](rules/traits/propulsive.md) [volley <30 ft.>](rules/traits/volley.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [volley <30 ft.>](rules/traits/volley-30-ft.md "Volley Weapon Trait") - **Price** 20 gp - **Bulk** 2 diff --git a/compendium/equipment/items/composite-shortbow.md b/compendium/equipment/items/composite-shortbow.md index e556ee1a3..22e43d5e4 100644 --- a/compendium/equipment/items/composite-shortbow.md +++ b/compendium/equipment/items/composite-shortbow.md @@ -9,7 +9,7 @@ tags: aliases: ["Composite Shortbow"] --- # Composite Shortbow *Item 0* -[deadly ](rules/traits/deadly.md) [propulsive](rules/traits/propulsive.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") - **Price** 14 gp - **Bulk** 1 diff --git a/compendium/equipment/items/comprehension-elixir.md b/compendium/equipment/items/comprehension-elixir.md index 9cf24b21e..acd98e4bc 100644 --- a/compendium/equipment/items/comprehension-elixir.md +++ b/compendium/equipment/items/comprehension-elixir.md @@ -11,7 +11,7 @@ tags: aliases: ["Comprehension Elixir"] --- # Comprehension Elixir *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mental](rules/traits/mental.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/condensed-mana-loil.md b/compendium/equipment/items/condensed-mana-loil.md index 74930613c..aa127d0ad 100644 --- a/compendium/equipment/items/condensed-mana-loil.md +++ b/compendium/equipment/items/condensed-mana-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Condensed Mana"] --- # Condensed Mana *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 69 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/conducting-loag.md b/compendium/equipment/items/conducting-loag.md index 4247c4f8f..d16200eb4 100644 --- a/compendium/equipment/items/conducting-loag.md +++ b/compendium/equipment/items/conducting-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Conducting"] --- # Conducting *Item 7* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 300 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/conduit-shot-tv.md b/compendium/equipment/items/conduit-shot-tv.md index 02004d7cd..15d4d1e5e 100644 --- a/compendium/equipment/items/conduit-shot-tv.md +++ b/compendium/equipment/items/conduit-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Conduit Shot"] --- # Conduit Shot *Item 6+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Ammunition** any - **Activate** command diff --git a/compendium/equipment/items/confabulator-tv.md b/compendium/equipment/items/confabulator-tv.md index baedda6f8..4ba87ea63 100644 --- a/compendium/equipment/items/confabulator-tv.md +++ b/compendium/equipment/items/confabulator-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Confabulator"] --- # Confabulator *Item 3* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp - **Usage** Affixed to instrument; **Bulk** L diff --git a/compendium/equipment/items/conflagration-club-som.md b/compendium/equipment/items/conflagration-club-som.md index b0225174b..a179be25b 100644 --- a/compendium/equipment/items/conflagration-club-som.md +++ b/compendium/equipment/items/conflagration-club-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Conflagration Club"] --- # Conflagration Club *Item 6* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 250 gp - **Usage** held in 2 hands; **Bulk** 2 @@ -20,7 +20,7 @@ A ring of magical crystals encircles the base of this greatclub, allowing it to ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You [Cast a Spell](rules/actions/cast-a-spell.md) from a spell slot, and the spell has the acid, cold, electricity, [fire](rules/traits/fire.md), or [sonic](rules/traits/sonic.md) trait +- **Trigger**: You [Cast a Spell](rules/actions/cast-a-spell.md) from a spell slot, and the spell has the acid, cold, electricity, [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait - **Requirements**: The club has no charges **Effect** You mentally align the club's crystals to reverberate with energy from the spell. It gains a number of charges equal to the level of the spell slot, and the charges are attuned to the damage type matching the spell's trait. If the spell has more than one eligible trait, choose one when the charges are stored. @@ -28,12 +28,12 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Requirements**: The club has at least 1 charge **Effect** You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes `1d6` damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges. -%% #trait/magical #trait/evocation %% +%% #trait/evocation #trait/magical %% ``` *Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/conrasu-coin-da.md b/compendium/equipment/items/conrasu-coin-da.md index 073643ae9..c801ec489 100644 --- a/compendium/equipment/items/conrasu-coin-da.md +++ b/compendium/equipment/items/conrasu-coin-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Conrasu Coin"] --- # Conrasu Coin *Item 3+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** affixed to armor; **Bulk** — - **Activate** envision; **Trigger** varies, see entry diff --git a/compendium/equipment/items/contagion-metabolizer-tv.md b/compendium/equipment/items/contagion-metabolizer-tv.md index c822e7fd2..973d67472 100644 --- a/compendium/equipment/items/contagion-metabolizer-tv.md +++ b/compendium/equipment/items/contagion-metabolizer-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Contagion Metabolizer"] --- # Contagion Metabolizer *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/containment-contraption-ooa2.md b/compendium/equipment/items/containment-contraption-ooa2.md index 200f756a0..acabd8eba 100644 --- a/compendium/equipment/items/containment-contraption-ooa2.md +++ b/compendium/equipment/items/containment-contraption-ooa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Containment Contraption"] --- # Containment Contraption *Item 8* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Usage** worn armor; **Bulk** 6 @@ -24,7 +24,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state persists for up to 1 hour, during which time you can breathe normally in environments where you normally couldn't. -During this time, your circumstance bonus to saving throws against inhaled toxins increases to +2, and you also gain a +2 circumstance bonus to saves against [olfactory](rules/traits/olfactory-b1.md) effects. This effect ends immediately if the containment contraption becomes [broken](rules/conditions.md#Broken). +During this time, your circumstance bonus to saving throws against inhaled toxins increases to +2, and you also gain a +2 circumstance bonus to saves against [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") effects. This effect ends immediately if the containment contraption becomes [broken](rules/conditions.md#Broken). ``` *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/conundrum-spectacles-pfum.md b/compendium/equipment/items/conundrum-spectacles-pfum.md index 96a3e813e..4fbd30203 100644 --- a/compendium/equipment/items/conundrum-spectacles-pfum.md +++ b/compendium/equipment/items/conundrum-spectacles-pfum.md @@ -11,7 +11,7 @@ tags: aliases: ["Conundrum Spectacles"] --- # Conundrum Spectacles *Item 5+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn eyepiece - **Category** Worn diff --git a/compendium/equipment/items/cooperative-blade-av2.md b/compendium/equipment/items/cooperative-blade-av2.md index 251d44f8c..bbce27959 100644 --- a/compendium/equipment/items/cooperative-blade-av2.md +++ b/compendium/equipment/items/cooperative-blade-av2.md @@ -10,7 +10,7 @@ tags: aliases: ["Cooperative Blade"] --- # Cooperative Blade *Item 6* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/cooperative-waffles-tv.md b/compendium/equipment/items/cooperative-waffles-tv.md index dc5c3cc4e..bc12cc965 100644 --- a/compendium/equipment/items/cooperative-waffles-tv.md +++ b/compendium/equipment/items/cooperative-waffles-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Cooperative Waffles"] --- # Cooperative Waffles *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/copper-penny-tv.md b/compendium/equipment/items/copper-penny-tv.md index b53de2e66..05b0155a0 100644 --- a/compendium/equipment/items/copper-penny-tv.md +++ b/compendium/equipment/items/copper-penny-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Copper Penny"] --- # Copper Penny *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 30 gp - **Usage** affixed to explorer's clothing (or another item in the unarmored defense category); **Bulk** — diff --git a/compendium/equipment/items/coral-armor-tv.md b/compendium/equipment/items/coral-armor-tv.md index a7ef74277..8594033e0 100644 --- a/compendium/equipment/items/coral-armor-tv.md +++ b/compendium/equipment/items/coral-armor-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Coral Armor"] --- # Coral Armor *Item 0* -[aquadynamic](rules/traits/aquadynamic-tv.md) +[aquadynamic](rules/traits/aquadynamic-tv.md "Aquadynamic Armor Trait") - **Price** 5 gp - **Bulk** 2 diff --git a/compendium/equipment/items/cordelias-construct-key-lopsg.md b/compendium/equipment/items/cordelias-construct-key-lopsg.md index 01e9bab4e..f9c156131 100644 --- a/compendium/equipment/items/cordelias-construct-key-lopsg.md +++ b/compendium/equipment/items/cordelias-construct-key-lopsg.md @@ -12,7 +12,7 @@ tags: aliases: ["Cordelia's Construct Key"] --- # Cordelia's Construct Key *Item 8+* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn - **Category** Worn diff --git a/compendium/equipment/items/corpse-compass-ooa3.md b/compendium/equipment/items/corpse-compass-ooa3.md index e7d9640ef..1ef254611 100644 --- a/compendium/equipment/items/corpse-compass-ooa3.md +++ b/compendium/equipment/items/corpse-compass-ooa3.md @@ -11,7 +11,7 @@ tags: aliases: ["Corpse Compass"] --- # Corpse Compass *Item 3* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 45 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/corpsecaller-round-ooa3.md b/compendium/equipment/items/corpsecaller-round-ooa3.md index 0f56f11e4..e7816d4f7 100644 --- a/compendium/equipment/items/corpsecaller-round-ooa3.md +++ b/compendium/equipment/items/corpsecaller-round-ooa3.md @@ -12,7 +12,7 @@ tags: aliases: ["Corpsecaller Round"] --- # Corpsecaller Round *Item 9* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 130 gp - **Ammunition** round diff --git a/compendium/equipment/items/corpseward-pendant-aoe1.md b/compendium/equipment/items/corpseward-pendant-aoe1.md index b2615918f..7defaca0b 100644 --- a/compendium/equipment/items/corpseward-pendant-aoe1.md +++ b/compendium/equipment/items/corpseward-pendant-aoe1.md @@ -11,7 +11,7 @@ tags: aliases: ["Corpseward Pendant"] --- # Corpseward Pendant *Item 5* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** worn amulet; **Bulk** – diff --git a/compendium/equipment/items/corpseward-pendant-tv.md b/compendium/equipment/items/corpseward-pendant-tv.md index 17e3428c9..e1065ae98 100644 --- a/compendium/equipment/items/corpseward-pendant-tv.md +++ b/compendium/equipment/items/corpseward-pendant-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Corpseward Pendant"] --- # Corpseward Pendant *Item 5* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/corrosive-ammunition-apg.md b/compendium/equipment/items/corrosive-ammunition-apg.md index 2773a5369..e809b03a2 100644 --- a/compendium/equipment/items/corrosive-ammunition-apg.md +++ b/compendium/equipment/items/corrosive-ammunition-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Corrosive Ammunition"] --- # Corrosive Ammunition *Item 7* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70 gp - **Ammunition** any diff --git a/compendium/equipment/items/corrosive-engravings-tv.md b/compendium/equipment/items/corrosive-engravings-tv.md index 017d68b73..8e2da5213 100644 --- a/compendium/equipment/items/corrosive-engravings-tv.md +++ b/compendium/equipment/items/corrosive-engravings-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Corrosive Engravings"] --- # Corrosive Engravings *Item 5* -[acid](rules/traits/acid.md) [conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 140 gp - **Bulk** L diff --git a/compendium/equipment/items/corrosive.md b/compendium/equipment/items/corrosive.md index 3764cd023..a1126dce8 100644 --- a/compendium/equipment/items/corrosive.md +++ b/compendium/equipment/items/corrosive.md @@ -10,7 +10,7 @@ tags: aliases: ["Corrosive"] --- # Corrosive *Item 8+* -[acid](rules/traits/acid.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/corruption-cassock-tv.md b/compendium/equipment/items/corruption-cassock-tv.md index f19ef5f82..7e08c384b 100644 --- a/compendium/equipment/items/corruption-cassock-tv.md +++ b/compendium/equipment/items/corruption-cassock-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Corruption Cassock"] --- # Corruption Cassock *Item 11* -[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn garment; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/corset-knife-tv.md b/compendium/equipment/items/corset-knife-tv.md index 06e88af7b..26af85337 100644 --- a/compendium/equipment/items/corset-knife-tv.md +++ b/compendium/equipment/items/corset-knife-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Corset knife"] --- # Corset knife *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [thrown <10 ft.>](rules/traits/thrown.md) concealable +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [thrown <10 ft.>](rules/traits/thrown-10-ft.md "Thrown Weapon Trait") concealable - **Price** 3 sp - **Bulk** L diff --git a/compendium/equipment/items/courtiers-pillow-book-tv.md b/compendium/equipment/items/courtiers-pillow-book-tv.md index 6acfc7dc4..99028d6dc 100644 --- a/compendium/equipment/items/courtiers-pillow-book-tv.md +++ b/compendium/equipment/items/courtiers-pillow-book-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Courtier's Pillow Book"] --- # Courtier's Pillow Book *Item 6* -[enchantment](rules/traits/enchantment.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 250 gp - **Bulk** L diff --git a/compendium/equipment/items/coyote-cloak.md b/compendium/equipment/items/coyote-cloak.md index c65c9a148..26a977070 100644 --- a/compendium/equipment/items/coyote-cloak.md +++ b/compendium/equipment/items/coyote-cloak.md @@ -10,7 +10,7 @@ tags: aliases: ["Coyote Cloak"] --- # Coyote Cloak *Item 3+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn cloak; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/crackling-bubble-gum-tv.md b/compendium/equipment/items/crackling-bubble-gum-tv.md index 8525bb38f..50fdf9257 100644 --- a/compendium/equipment/items/crackling-bubble-gum-tv.md +++ b/compendium/equipment/items/crackling-bubble-gum-tv.md @@ -10,16 +10,16 @@ tags: aliases: ["Crackling Bubble Gum"] --- # Crackling Bubble Gum *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Consumable -This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against [auditory](rules/traits/auditory.md) and [sonic](rules/traits/sonic.md) effects. +This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effects. ```ad-embed-ability title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[sonic](rules/traits/sonic.md) +[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 [Interact](rules/actions/interact.md) actions. These actions don't have to be consecutive, and other creatures can provide the actions as well. %% #trait/sonic %% diff --git a/compendium/equipment/items/crafters-eyepiece.md b/compendium/equipment/items/crafters-eyepiece.md index c3478ed4e..995bfdab5 100644 --- a/compendium/equipment/items/crafters-eyepiece.md +++ b/compendium/equipment/items/crafters-eyepiece.md @@ -10,7 +10,7 @@ tags: aliases: ["Crafter's Eyepiece"] --- # Crafter's Eyepiece *Item 3+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn eyepiece; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/crimson-brand-locg.md b/compendium/equipment/items/crimson-brand-locg.md index b123306b5..0b1171673 100644 --- a/compendium/equipment/items/crimson-brand-locg.md +++ b/compendium/equipment/items/crimson-brand-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Crimson Brand"] --- # Crimson Brand *Item 9* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Usage** held in 1 or 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/crimson-fulcrum-lens-av3.md b/compendium/equipment/items/crimson-fulcrum-lens-av3.md index 0a8d5dddb..6a226ba52 100644 --- a/compendium/equipment/items/crimson-fulcrum-lens-av3.md +++ b/compendium/equipment/items/crimson-fulcrum-lens-av3.md @@ -11,13 +11,13 @@ tags: aliases: ["Crimson Fulcrum Lens"] --- # Crimson Fulcrum Lens *Item 9* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 700 gp - **Bulk** 1 - **Category** Other -This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md) effects and a +2 item bonus to your melee [Strike](rules/actions/strike.md) damage (this increases to a +4 item bonus to damage if the melee [Strike](rules/actions/strike.md) is a jaws attack). You can also activate the lens in the following ways. +This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects and a +2 item bonus to your melee [Strike](rules/actions/strike.md) damage (this increases to a +4 item bonus to damage if the melee [Strike](rules/actions/strike.md) is a jaws attack). You can also activate the lens in the following ways. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -27,9 +27,9 @@ You grasp the Crimson Fulcrum Lens in one hand and make a [Strike](rules/actions ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](rules/traits/attack.md) [possession](rules/traits/possession.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [possession](rules/traits/possession.md "Possession Effect Trait") -While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by [any](rules/traits/any-b1.md) effect that removes a [possession](rules/traits/possession.md) effect. The lens doesn't have any magical abilities until the [possession](rules/traits/possession.md) effect ends; when it does, the essence returns to the lens. +While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by [any](rules/traits/any-b1.md "Any Alignment Trait") effect that removes a [possession](rules/traits/possession.md "Possession Effect Trait") effect. The lens doesn't have any magical abilities until the [possession](rules/traits/possession.md "Possession Effect Trait") effect ends; when it does, the essence returns to the lens. %% #trait/attack #trait/possession %% ``` diff --git a/compendium/equipment/items/crown-of-insight-lotgb.md b/compendium/equipment/items/crown-of-insight-lotgb.md index 67dbc50ca..06b5d2b2f 100644 --- a/compendium/equipment/items/crown-of-insight-lotgb.md +++ b/compendium/equipment/items/crown-of-insight-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Crown Of Insight"] --- # Crown Of Insight *Item 7* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp - **Usage** tattoo diff --git a/compendium/equipment/items/crown-of-the-companion-sot2.md b/compendium/equipment/items/crown-of-the-companion-sot2.md index f2d1b4fb7..c3fb14d54 100644 --- a/compendium/equipment/items/crown-of-the-companion-sot2.md +++ b/compendium/equipment/items/crown-of-the-companion-sot2.md @@ -13,7 +13,7 @@ tags: aliases: ["Crown Of The Companion"] --- # Crown Of The Companion *Item 6* -[healing](rules/traits/healing.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp - **Usage** worn crown; **Bulk** L diff --git a/compendium/equipment/items/crown-of-the-companion-tv.md b/compendium/equipment/items/crown-of-the-companion-tv.md index c943569be..7a0198a6e 100644 --- a/compendium/equipment/items/crown-of-the-companion-tv.md +++ b/compendium/equipment/items/crown-of-the-companion-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Crown of the Companion"] --- # Crown of the Companion *Item 6* -[healing](rules/traits/healing.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp - **Usage** worn headwear; **Bulk** L diff --git a/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md b/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md index 8a7ffc928..c8c73da2a 100644 --- a/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md +++ b/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Crown Of The Fire Eater"] --- # Crown Of The Fire Eater *Item 8+* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/crushing-coils-tv.md b/compendium/equipment/items/crushing-coils-tv.md index be201c168..7ca02e5f2 100644 --- a/compendium/equipment/items/crushing-coils-tv.md +++ b/compendium/equipment/items/crushing-coils-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Crushing Coils"] --- # Crushing Coils *Item 5* -[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** 1 - **Category** Armor diff --git a/compendium/equipment/items/crushing-lotgb.md b/compendium/equipment/items/crushing-lotgb.md index 74b368bc1..3143c9a40 100644 --- a/compendium/equipment/items/crushing-lotgb.md +++ b/compendium/equipment/items/crushing-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Crushing"] --- # Crushing *Item 3+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a bludgeoning weapon - **Category** Rune diff --git a/compendium/equipment/items/crying-angel-pendant.md b/compendium/equipment/items/crying-angel-pendant.md index a24f8384d..dc6e1d232 100644 --- a/compendium/equipment/items/crying-angel-pendant.md +++ b/compendium/equipment/items/crying-angel-pendant.md @@ -11,7 +11,7 @@ tags: aliases: ["Crying Angel Pendant"] --- # Crying Angel Pendant *Item 2* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 7 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/cryolite-eye-da.md b/compendium/equipment/items/cryolite-eye-da.md index b50f0f8ac..4bf43354b 100644 --- a/compendium/equipment/items/cryolite-eye-da.md +++ b/compendium/equipment/items/cryolite-eye-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Cryolite Eye"] --- # Cryolite Eye *Item 6* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/crystal-ball.md b/compendium/equipment/items/crystal-ball.md index 8b8d19feb..615fb65f7 100644 --- a/compendium/equipment/items/crystal-ball.md +++ b/compendium/equipment/items/crystal-ball.md @@ -11,12 +11,12 @@ tags: aliases: ["Crystal Ball"] --- # Crystal Ball *Item 14+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held -This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the [scrying](rules/traits/scrying.md) trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a [scrying](compendium/spells/scrying.md) spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. +This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the [scrying](rules/traits/scrying.md "Scrying Effect Trait") trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a [scrying](compendium/spells/scrying.md) spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. diff --git a/compendium/equipment/items/crystal-shards-apg.md b/compendium/equipment/items/crystal-shards-apg.md index 314d6f0ca..c1a2d837c 100644 --- a/compendium/equipment/items/crystal-shards-apg.md +++ b/compendium/equipment/items/crystal-shards-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Crystal Shards"] --- # Crystal Shards *Item 4+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [earth](rules/traits/earth.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/cube-of-force-loil.md b/compendium/equipment/items/cube-of-force-loil.md index 8ab44baa4..616720564 100644 --- a/compendium/equipment/items/cube-of-force-loil.md +++ b/compendium/equipment/items/cube-of-force-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Cube of Force"] --- # Cube of Force *Item 13* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/cube-of-nex-loil.md b/compendium/equipment/items/cube-of-nex-loil.md index c814e9733..1ab383a7d 100644 --- a/compendium/equipment/items/cube-of-nex-loil.md +++ b/compendium/equipment/items/cube-of-nex-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Cube of Nex"] --- # Cube of Nex *Item 25* -[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand - **Category** Artifact diff --git a/compendium/equipment/items/cube-of-recall-tv.md b/compendium/equipment/items/cube-of-recall-tv.md index eb7896700..a498570c5 100644 --- a/compendium/equipment/items/cube-of-recall-tv.md +++ b/compendium/equipment/items/cube-of-recall-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Cube of Recall"] --- # Cube of Recall *Item 19* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 40000 gp - **Usage** held in 1 hand; **Bulk** L @@ -25,7 +25,7 @@ Pick one side of the cube and set it face up. You attune the cube to the locatio ```ad-embed-ability title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[teleportation](rules/traits/teleportation.md) +[teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it's not, your activation produces no effect, but the attunement remains. %% #trait/teleportation %% diff --git a/compendium/equipment/items/cunning-lopsg.md b/compendium/equipment/items/cunning-lopsg.md index f38b1732b..af7d4433e 100644 --- a/compendium/equipment/items/cunning-lopsg.md +++ b/compendium/equipment/items/cunning-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Cunning"] --- # Cunning *Item 5* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 140 gp - **Usage** etched on a slashing or piercing weapon diff --git a/compendium/equipment/items/curare-tv.md b/compendium/equipment/items/curare-tv.md index ea47776eb..eaa0ba37b 100644 --- a/compendium/equipment/items/curare-tv.md +++ b/compendium/equipment/items/curare-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Curare"] --- # Curare *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 100 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/curled-cure-gel-lotg.md b/compendium/equipment/items/curled-cure-gel-lotg.md index 1ba98e26c..5316bd8d5 100644 --- a/compendium/equipment/items/curled-cure-gel-lotg.md +++ b/compendium/equipment/items/curled-cure-gel-lotg.md @@ -9,7 +9,7 @@ tags: aliases: ["Curled Cure Gel"] --- # Curled Cure Gel *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/cursebreak-bulwark-lotgb.md b/compendium/equipment/items/cursebreak-bulwark-lotgb.md index c46f425a3..e01e9c304 100644 --- a/compendium/equipment/items/cursebreak-bulwark-lotgb.md +++ b/compendium/equipment/items/cursebreak-bulwark-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Cursebreak Bulwark"] --- # Cursebreak Bulwark *Item 17* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 14500 gp - **Usage** held in one hand; **Bulk** 4 diff --git a/compendium/equipment/items/cytillesh-gmg.md b/compendium/equipment/items/cytillesh-gmg.md index d45cb5ef4..632d4e7e2 100644 --- a/compendium/equipment/items/cytillesh-gmg.md +++ b/compendium/equipment/items/cytillesh-gmg.md @@ -13,14 +13,14 @@ tags: aliases: ["Cytillesh"] --- # Cytillesh *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Poison -Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored through modify memory. The save for addiction to cytillesh is DC 20, and the addiction has the [virulent](rules/traits/virulent.md) trait. +Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored through modify memory. The save for addiction to cytillesh is DC 20, and the addiction has the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait. ```ad-inline-affliction title: Saving Throw: DC 15 Fortitude diff --git a/compendium/equipment/items/cytillesh-oil.md b/compendium/equipment/items/cytillesh-oil.md index 52ae4b043..eab9a200f 100644 --- a/compendium/equipment/items/cytillesh-oil.md +++ b/compendium/equipment/items/cytillesh-oil.md @@ -11,7 +11,7 @@ tags: aliases: ["Cytillesh Oil"] --- # Cytillesh Oil *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 10 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/dagger-of-eternal-sleep-logm.md b/compendium/equipment/items/dagger-of-eternal-sleep-logm.md index b891c5eb1..17f9b2b9f 100644 --- a/compendium/equipment/items/dagger-of-eternal-sleep-logm.md +++ b/compendium/equipment/items/dagger-of-eternal-sleep-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Dagger Of Eternal Sleep"] --- # Dagger Of Eternal Sleep *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Achaekek](compendium/setting/deities/achaekek-logm.md) - **Price** 25 gp diff --git a/compendium/equipment/items/dagger-of-venom.md b/compendium/equipment/items/dagger-of-venom.md index d8042f02e..22ba2c7e2 100644 --- a/compendium/equipment/items/dagger-of-venom.md +++ b/compendium/equipment/items/dagger-of-venom.md @@ -10,13 +10,13 @@ tags: aliases: ["Dagger of Venom"] --- # Dagger of Venom *Item 5* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 150 gp - **Usage** held in 1 hand; **Bulk** L - **Category** Weapon -The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom, the target becomes [sickened](rules/conditions.md#Sickened) unless it succeeds at a DC 19 Fortitude save. This is a [poison](rules/traits/poison.md) effect. In addition, you can activate the dagger to poison a creature with a more potent poison. +The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom, the target becomes [sickened](rules/conditions.md#Sickened) unless it succeeds at a DC 19 Fortitude save. This is a [poison](rules/traits/poison.md "Poison Effect Trait") effect. In addition, you can activate the dagger to poison a creature with a more potent poison. ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") @@ -27,7 +27,7 @@ You poison the creature you hit with dagger venom. ```ad-inline-affliction title: Dagger Venom -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Saving Throws**: DC 21 Fortitude - **Maximum Duration**: 4 rounds diff --git a/compendium/equipment/items/dagger.md b/compendium/equipment/items/dagger.md index 034d50fd9..ce5ace88b 100644 --- a/compendium/equipment/items/dagger.md +++ b/compendium/equipment/items/dagger.md @@ -11,7 +11,7 @@ tags: aliases: ["Dagger"] --- # Dagger *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [thrown <10 ft.>](rules/traits/thrown.md) [versatile ](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [thrown <10 ft.>](rules/traits/thrown-10-ft.md "Thrown Weapon Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/daikyu-apg.md b/compendium/equipment/items/daikyu-apg.md index 68050eea3..bbf9e3872 100644 --- a/compendium/equipment/items/daikyu-apg.md +++ b/compendium/equipment/items/daikyu-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Daikyu"] --- # Daikyu *Item 0* -[propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) +[propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 gp - **Bulk** 2 diff --git a/compendium/equipment/items/dancers-spear-tv.md b/compendium/equipment/items/dancers-spear-tv.md index b7971f9c6..d481d9728 100644 --- a/compendium/equipment/items/dancers-spear-tv.md +++ b/compendium/equipment/items/dancers-spear-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Dancer's Spear"] --- # Dancer's Spear *Item 0* -[backswing](rules/traits/backswing.md) [finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [versatile ](rules/traits/versatile.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [versatile ](rules/traits/versatile-b.md "Versatile Weapon Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/dancing-lamentation-tv.md b/compendium/equipment/items/dancing-lamentation-tv.md index 393ca7c00..0b694faac 100644 --- a/compendium/equipment/items/dancing-lamentation-tv.md +++ b/compendium/equipment/items/dancing-lamentation-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Dancing Lamentation"] --- # Dancing Lamentation *Item 11* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 240 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/dancing-scarf.md b/compendium/equipment/items/dancing-scarf.md index 02aae9e9b..a6a8d6e75 100644 --- a/compendium/equipment/items/dancing-scarf.md +++ b/compendium/equipment/items/dancing-scarf.md @@ -11,7 +11,7 @@ tags: aliases: ["Dancing Scarf"] --- # Dancing Scarf *Item 3+* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Usage** worn belt; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/dancing.md b/compendium/equipment/items/dancing.md index 77a9f9479..2cbb6ff88 100644 --- a/compendium/equipment/items/dancing.md +++ b/compendium/equipment/items/dancing.md @@ -10,7 +10,7 @@ tags: aliases: ["Dancing"] --- # Dancing *Item 13* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2700 gp - **Usage** etched onto a melee weapon diff --git a/compendium/equipment/items/dandpatta-loil.md b/compendium/equipment/items/dandpatta-loil.md index 147cb9101..3004de011 100644 --- a/compendium/equipment/items/dandpatta-loil.md +++ b/compendium/equipment/items/dandpatta-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Dandpatta"] --- # Dandpatta *Item 0* -[agile](rules/traits/agile.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 sp - **Bulk** L diff --git a/compendium/equipment/items/daredevil-boots.md b/compendium/equipment/items/daredevil-boots.md index d2d6179fe..41507ffed 100644 --- a/compendium/equipment/items/daredevil-boots.md +++ b/compendium/equipment/items/daredevil-boots.md @@ -10,7 +10,7 @@ tags: aliases: ["Daredevil Boots"] --- # Daredevil Boots *Item 10+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn shoes; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/darkvision-elixir.md b/compendium/equipment/items/darkvision-elixir.md index 8d3d6fd25..e9df8f9ed 100644 --- a/compendium/equipment/items/darkvision-elixir.md +++ b/compendium/equipment/items/darkvision-elixir.md @@ -10,7 +10,7 @@ tags: aliases: ["Darkvision Elixir"] --- # Darkvision Elixir *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/darkwood-armor.md b/compendium/equipment/items/darkwood-armor.md index c0d1ebf02..161b74799 100644 --- a/compendium/equipment/items/darkwood-armor.md +++ b/compendium/equipment/items/darkwood-armor.md @@ -8,7 +8,7 @@ tags: aliases: ["Darkwood Armor"] --- # Darkwood Armor *Item 12+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/darkwood-shield.md b/compendium/equipment/items/darkwood-shield.md index c4c01ca49..b8e4ee46a 100644 --- a/compendium/equipment/items/darkwood-shield.md +++ b/compendium/equipment/items/darkwood-shield.md @@ -8,7 +8,7 @@ tags: aliases: ["Darkwood Shield"] --- # Darkwood Shield *Item 8+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by shield - **Category** Material diff --git a/compendium/equipment/items/darkwood-weapon.md b/compendium/equipment/items/darkwood-weapon.md index 9877314b3..e813367b1 100644 --- a/compendium/equipment/items/darkwood-weapon.md +++ b/compendium/equipment/items/darkwood-weapon.md @@ -8,7 +8,7 @@ tags: aliases: ["Darkwood Weapon"] --- # Darkwood Weapon *Item 11+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/darkwood.md b/compendium/equipment/items/darkwood.md index cd7b27f78..072d4e675 100644 --- a/compendium/equipment/items/darkwood.md +++ b/compendium/equipment/items/darkwood.md @@ -9,7 +9,7 @@ tags: aliases: ["Darkwood"] --- # Darkwood *Item 8+* -[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) +[precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Category** Material @@ -18,14 +18,14 @@ Darkwood is a very lightweight wood found primarily in oldgrowth forests in sout | Darkwood Items | Hardness | HP | BT | |----------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 5 | 20 | 10 | -| High-grade | 8 | 32 | 16 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 10 | 40 | 20 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 14 | 56 | 28 | -| High-grade | 20 | 80 | 40 | +| multiRow | | +| multiRow | | *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/dart-shield-tv.md b/compendium/equipment/items/dart-shield-tv.md index 89d6858cb..35fa55696 100644 --- a/compendium/equipment/items/dart-shield-tv.md +++ b/compendium/equipment/items/dart-shield-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Dart Shield"] --- # Dart Shield *Item 0* -[launching ](rules/traits/launching-tv.md) +[launching ](rules/traits/launching-dart-tv.md "Launching Item Trait") - **Price** 8 gp - **Bulk** 1 diff --git a/compendium/equipment/items/dart.md b/compendium/equipment/items/dart.md index 420bea1e4..bf421b820 100644 --- a/compendium/equipment/items/dart.md +++ b/compendium/equipment/items/dart.md @@ -9,7 +9,7 @@ tags: aliases: ["Dart"] --- # Dart *Item 0* -[agile](rules/traits/agile.md) [thrown](rules/traits/thrown.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [thrown](rules/traits/thrown.md "Thrown Weapon Trait") - **Price** 1 cp - **Bulk** L diff --git a/compendium/equipment/items/dawnflower-beads-tv.md b/compendium/equipment/items/dawnflower-beads-tv.md index d6a6df361..6d893a2e0 100644 --- a/compendium/equipment/items/dawnflower-beads-tv.md +++ b/compendium/equipment/items/dawnflower-beads-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Dawnflower Beads"] --- # Dawnflower Beads *Item 11* -[divine](rules/traits/divine.md) [healing](rules/traits/healing.md) [intelligent](rules/traits/intelligent-gmg.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [rare](rules/traits/rare.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Held diff --git a/compendium/equipment/items/dawnlight-botd.md b/compendium/equipment/items/dawnlight-botd.md index 65fdda241..b4f7d292b 100644 --- a/compendium/equipment/items/dawnlight-botd.md +++ b/compendium/equipment/items/dawnlight-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Dawnlight"] --- # Dawnlight *Item 3+* -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held @@ -20,7 +20,7 @@ This shining symbol of [Sarenrae](compendium/setting/deities/sarenrae.md) depict ```ad-embed-ability title: Activate -The dawnlight casts 1st-level [disrupt undead](compendium/spells/disrupt-undead.md) or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the [light](rules/traits/light.md) trait is treated as though its counteract level were 1 higher for counteracting darkness. +The dawnlight casts 1st-level [disrupt undead](compendium/spells/disrupt-undead.md) or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the [light](rules/traits/light.md "Light Effect Trait") trait is treated as though its counteract level were 1 higher for counteracting darkness. ``` *Source: Book of the Dead p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/daylight-vapor-aoe4.md b/compendium/equipment/items/daylight-vapor-aoe4.md index 49a88b378..6d5638095 100644 --- a/compendium/equipment/items/daylight-vapor-aoe4.md +++ b/compendium/equipment/items/daylight-vapor-aoe4.md @@ -12,14 +12,14 @@ tags: aliases: ["Daylight Vapor"] --- # Daylight Vapor *Item 13* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Poison -This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the [light](rules/traits/light.md) trait (although the poison itself doesn't, so only the [light](rules/traits/light.md) effect can be counteracted by [darkness](rules/traits/darkness.md) effects). The [sickened](rules/conditions.md#Sickened) condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again. +This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the [light](rules/traits/light.md "Light Effect Trait") trait (although the poison itself doesn't, so only the [light](rules/traits/light.md "Light Effect Trait") effect can be counteracted by [darkness](rules/traits/darkness.md "Darkness Effect Trait") effects). The [sickened](rules/conditions.md#Sickened) condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again. ```ad-inline-affliction title: Saving Throw: DC 31 Fortitude diff --git a/compendium/equipment/items/dazing-coil.md b/compendium/equipment/items/dazing-coil.md index 9fec24fa2..23dfae339 100644 --- a/compendium/equipment/items/dazing-coil.md +++ b/compendium/equipment/items/dazing-coil.md @@ -11,7 +11,7 @@ tags: aliases: ["Dazing Coil"] --- # Dazing Coil *Item 14* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 900 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/dazzling-rosary-som.md b/compendium/equipment/items/dazzling-rosary-som.md index 5ca786cf5..c2284ed3b 100644 --- a/compendium/equipment/items/dazzling-rosary-som.md +++ b/compendium/equipment/items/dazzling-rosary-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Dazzling Rosary"] --- # Dazzling Rosary *Item 4+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable diff --git a/compendium/equipment/items/deadweight-mutagen-tv.md b/compendium/equipment/items/deadweight-mutagen-tv.md index 40f33b91e..9a81bc087 100644 --- a/compendium/equipment/items/deadweight-mutagen-tv.md +++ b/compendium/equipment/items/deadweight-mutagen-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Deadweight Mutagen"] --- # Deadweight Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/deadweight-snare-lotgb.md b/compendium/equipment/items/deadweight-snare-lotgb.md index a26d437e9..9c234f412 100644 --- a/compendium/equipment/items/deadweight-snare-lotgb.md +++ b/compendium/equipment/items/deadweight-snare-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Deadweight Snare"] --- # Deadweight Snare *Item 2* -[consumable](rules/traits/consumable.md) [kobold](rules/traits/kobold-b1.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp - **Category** Snare diff --git a/compendium/equipment/items/deafening-music-box-aoe2.md b/compendium/equipment/items/deafening-music-box-aoe2.md index e1ba33aec..dff0e7124 100644 --- a/compendium/equipment/items/deafening-music-box-aoe2.md +++ b/compendium/equipment/items/deafening-music-box-aoe2.md @@ -11,7 +11,7 @@ tags: aliases: ["Deafening Music Box"] --- # Deafening Music Box *Item 8* -[auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Usage** held in 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/death-knell-powder-aoe4.md b/compendium/equipment/items/death-knell-powder-aoe4.md index b6d2556d6..63713da5d 100644 --- a/compendium/equipment/items/death-knell-powder-aoe4.md +++ b/compendium/equipment/items/death-knell-powder-aoe4.md @@ -12,14 +12,14 @@ tags: aliases: ["Death Knell Powder"] --- # Death Knell Powder *Item 14* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 625 gp - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Poison -This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're reduced to 0 Hit Points while under the effect of death knell powder, you must succeed at a DC 34 Will save or die (this is a [death](rules/traits/death.md) effect). If you die, a random creature adjacent to you is bolstered by your departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. +This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're reduced to 0 Hit Points while under the effect of death knell powder, you must succeed at a DC 34 Will save or die (this is a [death](rules/traits/death.md "Death Effect Trait") effect). If you die, a random creature adjacent to you is bolstered by your departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. ```ad-inline-affliction title: Saving Throw: DC 34 Fortitude diff --git a/compendium/equipment/items/death-knell-powder-tv.md b/compendium/equipment/items/death-knell-powder-tv.md index 227af98ba..8e0589033 100644 --- a/compendium/equipment/items/death-knell-powder-tv.md +++ b/compendium/equipment/items/death-knell-powder-tv.md @@ -14,14 +14,14 @@ tags: aliases: ["Death Knell Powder"] --- # Death Knell Powder *Item 14* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [injury](rules/traits/injury.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [injury](rules/traits/injury.md "Injury Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 625 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Poison -This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while under the effect of death knell powder, it must succeed at a DC 34 Will save or die (this is a [death](rules/traits/death.md) effect). If a creature dies from death knell powder, a random creature adjacent to the victim is bolstered by its departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. +This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while under the effect of death knell powder, it must succeed at a DC 34 Will save or die (this is a [death](rules/traits/death.md "Death Effect Trait") effect). If a creature dies from death knell powder, a random creature adjacent to the victim is bolstered by its departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. ```ad-inline-affliction title: Saving Throw: DC 34 Fortitude diff --git a/compendium/equipment/items/deathcap-powder.md b/compendium/equipment/items/deathcap-powder.md index 24ac1b777..232bc8a5f 100644 --- a/compendium/equipment/items/deathcap-powder.md +++ b/compendium/equipment/items/deathcap-powder.md @@ -11,7 +11,7 @@ tags: aliases: ["Deathcap Powder"] --- # Deathcap Powder *Item 13* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 450 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/deathless-light-sot4.md b/compendium/equipment/items/deathless-light-sot4.md index 0ba186a2a..7431ddb57 100644 --- a/compendium/equipment/items/deathless-light-sot4.md +++ b/compendium/equipment/items/deathless-light-sot4.md @@ -11,13 +11,13 @@ tags: aliases: ["Deathless Light"] --- # Deathless Light *Item 10* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 165 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** envision - **Category** Consumable -This glowing piece of flesh increases the spell level of a spell with the [light](rules/traits/light.md) trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a [darkness](compendium/spells/darkness.md) spell. +This glowing piece of flesh increases the spell level of a spell with the [light](rules/traits/light.md "Light Effect Trait") trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a [darkness](compendium/spells/darkness.md) spell. *Source: Strength of Thousands #4: Secrets of the Temple-City p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/deathless-lotgb.md b/compendium/equipment/items/deathless-lotgb.md index 50bf01b1c..02dc87a15 100644 --- a/compendium/equipment/items/deathless-lotgb.md +++ b/compendium/equipment/items/deathless-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Deathless"] --- # Deathless *Item 7* -[healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 330 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/decanter-of-endless-water.md b/compendium/equipment/items/decanter-of-endless-water.md index 9ef4ef73d..db2228dd9 100644 --- a/compendium/equipment/items/decanter-of-endless-water.md +++ b/compendium/equipment/items/decanter-of-endless-water.md @@ -10,7 +10,7 @@ tags: aliases: ["Decanter of Endless Water"] --- # Decanter of Endless Water *Item 7* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Price** 320 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/deck-of-illusions-som.md b/compendium/equipment/items/deck-of-illusions-som.md index d191f9e5a..5bcac8074 100644 --- a/compendium/equipment/items/deck-of-illusions-som.md +++ b/compendium/equipment/items/deck-of-illusions-som.md @@ -10,13 +10,13 @@ tags: aliases: ["Deck Of Illusions"] --- # Deck Of Illusions *Item 6* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** held in 2 hands - **Category** Held -This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no [magical](rules/traits/magical.md) effect takes place until you Activate the deck, shuffling and drawing randomly. +This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no [magical](rules/traits/magical.md "Magical Item Trait") effect takes place until you Activate the deck, shuffling and drawing randomly. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/equipment/items/deck-of-many-things-gmg.md b/compendium/equipment/items/deck-of-many-things-gmg.md index de5aadff7..652b5a7ab 100644 --- a/compendium/equipment/items/deck-of-many-things-gmg.md +++ b/compendium/equipment/items/deck-of-many-things-gmg.md @@ -11,12 +11,12 @@ tags: aliases: ["Deck Of Many Things"] --- # Deck Of Many Things *Item 22* -[artifact](rules/traits/artifact-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand - **Category** Artifact -These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no [magical](rules/traits/magical.md) effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Advice on randomly selecting cards appears on page 108. +These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no [magical](rules/traits/magical.md "Magical Item Trait") effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Advice on randomly selecting cards appears on page 108. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") @@ -29,7 +29,7 @@ Once a card is drawn, it produces its effect immediately and then disappears bac - **Comet** If you alone defeat the next low-threat or harder [hostile](rules/conditions.md#Hostile) enemy or enemies you encounter, you gain enough XP to reach the next level. Otherwise, you gain no benefit. - **Donjon** You're imprisoned by a 10th-level imprisonment ritual. This uses the prison option, typically sequestering you in a distant part of the world. You also lose all your items. Cease drawing cards. - **Dullard** Immediately reduce your Intelligence score by `1d4+1`. You can then draw an additional card, and the Dullard card then disappears forever. -- **Euryale** ([curse](rules/traits/curse.md)) A medusa's image curses you with a permanent –1 status penalty to all saving throws. This can be removed by only a deity or the Fates card. +- **Euryale** ([curse](rules/traits/curse.md "Curse Effect Trait")) A medusa's image curses you with a permanent –1 status penalty to all saving throws. This can be removed by only a deity or the Fates card. - **The Fates** The Fates respin the fabric of reality to save you from any situation you choose. This can reverse even a past event, and you can make the decision instantly even if the event would slay you. This intervention saves only you, not anyone else affected by the event. There's no limit on how long you can wait before using this effect. - **Flames** A fiend becomes filled with anger, jealousy, envy, or some other reason to despise you. Its hatred for you doesn't cease until either it or you is dead. It attacks you or otherwise attempts to foil you within `1d20` days. The GM determines the specifics of the fiend. - **Fool** You lose `1d10`×100 XP unless you choose to draw two more cards. diff --git a/compendium/equipment/items/deck-of-mischief-som.md b/compendium/equipment/items/deck-of-mischief-som.md index 25863dde9..ebeb5bd1a 100644 --- a/compendium/equipment/items/deck-of-mischief-som.md +++ b/compendium/equipment/items/deck-of-mischief-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Deck Of Mischief"] --- # Deck Of Mischief *Item 4* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 75 gp - **Usage** held in 2 hands diff --git a/compendium/equipment/items/deepdread-claw-lol.md b/compendium/equipment/items/deepdread-claw-lol.md index 9ce4a11de..1a07c308f 100644 --- a/compendium/equipment/items/deepdread-claw-lol.md +++ b/compendium/equipment/items/deepdread-claw-lol.md @@ -11,7 +11,7 @@ tags: aliases: ["Deepdread Claw"] --- # Deepdread Claw *Item 14* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 4000 gp - **Usage** held in 1 or 2 hands; **Bulk** 1 @@ -22,7 +22,7 @@ One of a set of four identical spears collectively known as the Four Claws of th ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You establish a telepathic link with someone else wielding a deepdread claw, enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the [concentrate](rules/traits/concentrate.md) trait. +You establish a telepathic link with someone else wielding a deepdread claw, enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/defiled-costa-loil.md b/compendium/equipment/items/defiled-costa-loil.md index 73e17c3e5..6917fbfae 100644 --- a/compendium/equipment/items/defiled-costa-loil.md +++ b/compendium/equipment/items/defiled-costa-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Defiled Costa"] --- # Defiled Costa *Item 14* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 900 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/deflecting-branch-sot4.md b/compendium/equipment/items/deflecting-branch-sot4.md index efa6167ec..3a024b5ff 100644 --- a/compendium/equipment/items/deflecting-branch-sot4.md +++ b/compendium/equipment/items/deflecting-branch-sot4.md @@ -10,7 +10,7 @@ tags: aliases: ["Deflecting Branch"] --- # Deflecting Branch *Item 14* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4500 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/degenerating-gmg.md b/compendium/equipment/items/degenerating-gmg.md index ee4fc3ce2..f201f293d 100644 --- a/compendium/equipment/items/degenerating-gmg.md +++ b/compendium/equipment/items/degenerating-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Degenerating"] --- # Degenerating *Item 5* -[acid](rules/traits/acid.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon - **Category** Curse diff --git a/compendium/equipment/items/delve-scale-tv.md b/compendium/equipment/items/delve-scale-tv.md index 222d020de..20b73dccd 100644 --- a/compendium/equipment/items/delve-scale-tv.md +++ b/compendium/equipment/items/delve-scale-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Delve Scale"] --- # Delve Scale *Item 10* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 155 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/demilich-eye-gem-b1.md b/compendium/equipment/items/demilich-eye-gem-b1.md index fca379452..545a09fde 100644 --- a/compendium/equipment/items/demilich-eye-gem-b1.md +++ b/compendium/equipment/items/demilich-eye-gem-b1.md @@ -9,7 +9,7 @@ tags: aliases: ["Demilich Eye Gem"] --- # Demilich Eye Gem *Item 15* -[arcane](rules/traits/arcane.md) [rare](rules/traits/rare.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/demolishing-pfum.md b/compendium/equipment/items/demolishing-pfum.md index 46e33d467..3a0ac23d4 100644 --- a/compendium/equipment/items/demolishing-pfum.md +++ b/compendium/equipment/items/demolishing-pfum.md @@ -10,7 +10,7 @@ tags: aliases: ["Demolishing"] --- # Demolishing *Item 6* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 225 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/demolition-fulu-tv.md b/compendium/equipment/items/demolition-fulu-tv.md index a5c90052e..e5bd260ff 100644 --- a/compendium/equipment/items/demolition-fulu-tv.md +++ b/compendium/equipment/items/demolition-fulu-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Demolition Fulu"] --- # Demolition Fulu *Item 3+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** affixed to an object or structure; **Bulk** — - **Category** Consumable diff --git a/compendium/equipment/items/demon-armor.md b/compendium/equipment/items/demon-armor.md index 3d2df2bb5..7be6144c4 100644 --- a/compendium/equipment/items/demon-armor.md +++ b/compendium/equipment/items/demon-armor.md @@ -11,7 +11,7 @@ tags: aliases: ["Demon Armor"] --- # Demon Armor *Item 13* -[divine](rules/traits/divine.md) [evil](rules/traits/evil.md) [invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 2500 gp - **Usage** worn armor; **Bulk** 4 @@ -19,7 +19,7 @@ aliases: ["Demon Armor"] Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon, with your face peering out of the screaming maw of the beast. -While wearing the armor, you can attack with the helmet's horns. They are a martial melee weapon with the effects of a +2 weapon potency rune. They deal `2d8` piercing damage and have the [deadly ](rules/traits/deadly.md) trait. On a critical hit with the horns, the target must attempt a DC 30 Fortitude save against the Abyssal plague disease (page 316). The horns can't be etched with any runes. +While wearing the armor, you can attack with the helmet's horns. They are a martial melee weapon with the effects of a +2 weapon potency rune. They deal `2d8` piercing damage and have the [deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait") trait. On a critical hit with the horns, the target must attempt a DC 30 Fortitude save against the Abyssal plague disease (page 316). The horns can't be etched with any runes. If you aren't evil, you're [drained](rules/conditions.md#Drained) and can't recover from this condition while wearing demon armor. diff --git a/compendium/equipment/items/demon-mask-bb.md b/compendium/equipment/items/demon-mask-bb.md index a94935ece..88172f7b2 100644 --- a/compendium/equipment/items/demon-mask-bb.md +++ b/compendium/equipment/items/demon-mask-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Demon Mask"] --- # Demon Mask *Item 4* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 85 gp - **Usage** worn mask @@ -19,7 +19,7 @@ This terrifying mask resembles the visage of a leering demon and grants a +1 ite ```ad-embed-ability title: Terrify [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") The mask casts a [fear](compendium/spells/fear.md) spell with a DC of 20. You choose the target. %% #trait/manipulate %% diff --git a/compendium/equipment/items/demon-mask.md b/compendium/equipment/items/demon-mask.md index 0e2ba91ca..f11fa34c7 100644 --- a/compendium/equipment/items/demon-mask.md +++ b/compendium/equipment/items/demon-mask.md @@ -10,7 +10,7 @@ tags: aliases: ["Demon Mask"] --- # Demon Mask *Item 4+* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn mask; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/dependent-gmg.md b/compendium/equipment/items/dependent-gmg.md index ae58124a2..1e3a49ac5 100644 --- a/compendium/equipment/items/dependent-gmg.md +++ b/compendium/equipment/items/dependent-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Dependent"] --- # Dependent *Item 9* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** curses gear used for skills or a weapon - **Category** Curse diff --git a/compendium/equipment/items/depth-charge-tv.md b/compendium/equipment/items/depth-charge-tv.md index 15f05a5a0..76ed83b16 100644 --- a/compendium/equipment/items/depth-charge-tv.md +++ b/compendium/equipment/items/depth-charge-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Depth Charge"] --- # Depth Charge *Item 5+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Ammunition** any - **Category** Consumable diff --git a/compendium/equipment/items/depth-gauge-lopsg.md b/compendium/equipment/items/depth-gauge-lopsg.md index 07894fefb..2f99d57a9 100644 --- a/compendium/equipment/items/depth-gauge-lopsg.md +++ b/compendium/equipment/items/depth-gauge-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Depth Gauge"] --- # Depth Gauge *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/desolation-locket-tv.md b/compendium/equipment/items/desolation-locket-tv.md index 7c868447b..5faac92ee 100644 --- a/compendium/equipment/items/desolation-locket-tv.md +++ b/compendium/equipment/items/desolation-locket-tv.md @@ -10,14 +10,14 @@ tags: aliases: ["Desolation Locket"] --- # Desolation Locket *Item 8+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. -- Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against [emotion](rules/traits/emotion.md) effects. +- Armor The desolation locket numbs you to further despair, and you gain a +2 item bonus to saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. - Weapon (emotion, mental) After you cast an enchantment spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket's spell DC or become [slowed](rules/conditions.md#Slowed) ([slowed](rules/conditions.md#Slowed) on a critical failure) until the end of its next turn. ```ad-embed-ability diff --git a/compendium/equipment/items/detect-anathema-fulu-som.md b/compendium/equipment/items/detect-anathema-fulu-som.md index ab22fe989..55019270d 100644 --- a/compendium/equipment/items/detect-anathema-fulu-som.md +++ b/compendium/equipment/items/detect-anathema-fulu-som.md @@ -13,7 +13,7 @@ tags: aliases: ["Detect Anathema Fulu"] --- # Detect Anathema Fulu *Item 8* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/detector-stone-lokl.md b/compendium/equipment/items/detector-stone-lokl.md index 459d3c519..a956ccec2 100644 --- a/compendium/equipment/items/detector-stone-lokl.md +++ b/compendium/equipment/items/detector-stone-lokl.md @@ -11,7 +11,7 @@ tags: aliases: ["Detector Stone"] --- # Detector Stone *Item 7* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 360 gp diff --git a/compendium/equipment/items/deteriorating-dust-logm.md b/compendium/equipment/items/deteriorating-dust-logm.md index 8c8b56b0d..d7212e91d 100644 --- a/compendium/equipment/items/deteriorating-dust-logm.md +++ b/compendium/equipment/items/deteriorating-dust-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Deteriorating Dust"] --- # Deteriorating Dust *Item 4+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Rovagug](compendium/setting/deities/rovagug.md) - **Usage** held in 1 hand diff --git a/compendium/equipment/items/devils-bargain-tv.md b/compendium/equipment/items/devils-bargain-tv.md index c6bd5352a..f1766c972 100644 --- a/compendium/equipment/items/devils-bargain-tv.md +++ b/compendium/equipment/items/devils-bargain-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Devil's Bargain"] --- # Devil's Bargain *Item 6* -[divination](rules/traits/divination.md) [evil](rules/traits/evil.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp - **Usage** worn armor; **Bulk** L @@ -22,13 +22,13 @@ Those favored by [Asmodeus](compendium/setting/deities/asmodeus.md) can be found ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Trigger**: You critically fail an attack roll, check, or saving throw **Effect** You offer a prayer to [Asmodeus](compendium/setting/deities/asmodeus.md), who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result. -If this reroll improves your degree of success, the GM can later reroll one [Strike](rules/actions/strike.md) against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a [fortune](rules/traits/fortune.md) effect if used on a [Strike](rules/actions/strike.md) or save against you, or a [misfortune](rules/traits/misfortune.md) effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor. +If this reroll improves your degree of success, the GM can later reroll one [Strike](rules/actions/strike.md) against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect if used on a [Strike](rules/actions/strike.md) or save against you, or a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor. %% #trait/fortune %% ``` diff --git a/compendium/equipment/items/devils-luck-av2.md b/compendium/equipment/items/devils-luck-av2.md index 40a310283..34aa92bfa 100644 --- a/compendium/equipment/items/devils-luck-av2.md +++ b/compendium/equipment/items/devils-luck-av2.md @@ -13,7 +13,7 @@ tags: aliases: ["Devil's Luck"] --- # Devil's Luck *Item 3* -[contract](rules/traits/contract-lol.md) [enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Devil** imp; **Decipher Writing** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), [Society](compendium/skills.md#Society) - **Category** Contract @@ -24,8 +24,8 @@ You've bargained with an imp, one of the least powerful devils, for a fragment o **Payment** At the termination of your mortal life, your soul must serve the imp for 100 years. -**Hidden Condition** The "termination of mortal life" clause is carefully worded to hasten your demise. You can't use the benefit against a [death](rules/traits/death.md) effect, and if you roll a failure on a saving throw against a [death](rules/traits/death.md) effect, you get a critical failure instead. +**Hidden Condition** The "termination of mortal life" clause is carefully worded to hasten your demise. You can't use the benefit against a [death](rules/traits/death.md "Death Effect Trait") effect, and if you roll a failure on a saving throw against a [death](rules/traits/death.md "Death Effect Trait") effect, you get a critical failure instead. -**Termination Clause** If you critically fail a saving throw against a [death](rules/traits/death.md) effect and do not die, the contract becomes unenforceable on its terms and is voided. +**Termination Clause** If you critically fail a saving throw against a [death](rules/traits/death.md "Death Effect Trait") effect and do not die, the contract becomes unenforceable on its terms and is voided. *Source: Abomination Vaults #2: Hands of the Devil p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/devils-trident-lomm.md b/compendium/equipment/items/devils-trident-lomm.md index 6e89d67ef..9c7455be8 100644 --- a/compendium/equipment/items/devils-trident-lomm.md +++ b/compendium/equipment/items/devils-trident-lomm.md @@ -10,7 +10,7 @@ tags: aliases: ["Devil's Trident"] --- # Devil's Trident *Item 9* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 100 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/dezullon-fountain-tv.md b/compendium/equipment/items/dezullon-fountain-tv.md index d6d7b9f6a..d2b060ff5 100644 --- a/compendium/equipment/items/dezullon-fountain-tv.md +++ b/compendium/equipment/items/dezullon-fountain-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Dezullon Fountain"] --- # Dezullon Fountain *Item 11* -[acid](rules/traits/acid.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [plant](rules/traits/plant.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") - **Price** 1300 gp - **Usage** held in 2 hands; **Bulk** 1 @@ -27,7 +27,7 @@ The next creature you successfully [Strike](rules/actions/strike.md) with this w ```ad-inline-affliction title: Amnesia Venom -[mental](rules/traits/mental.md) [poison](rules/traits/poison.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Saving Throws**: DC 29 Fortitude - **Maximum Duration**: 6 rounds diff --git a/compendium/equipment/items/diadem-of-intellect.md b/compendium/equipment/items/diadem-of-intellect.md index af7515fa1..a92ddce76 100644 --- a/compendium/equipment/items/diadem-of-intellect.md +++ b/compendium/equipment/items/diadem-of-intellect.md @@ -11,7 +11,7 @@ tags: aliases: ["Diadem of Intellect"] --- # Diadem of Intellect *Item 17* -[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp - **Usage** worn circlet; **Bulk** L diff --git a/compendium/equipment/items/diluted-hype-lol.md b/compendium/equipment/items/diluted-hype-lol.md index ef9b7525c..b7aa3f550 100644 --- a/compendium/equipment/items/diluted-hype-lol.md +++ b/compendium/equipment/items/diluted-hype-lol.md @@ -13,7 +13,7 @@ tags: aliases: ["Diluted Hype"] --- # Diluted Hype *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/dimension-shot-tv.md b/compendium/equipment/items/dimension-shot-tv.md index b5b8d70e1..dd4fed13a 100644 --- a/compendium/equipment/items/dimension-shot-tv.md +++ b/compendium/equipment/items/dimension-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Dimension Shot"] --- # Dimension Shot *Item 12* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 360 gp - **Ammunition** any diff --git a/compendium/equipment/items/dimensional-knot-som.md b/compendium/equipment/items/dimensional-knot-som.md index 2f48b1907..02b9bcd80 100644 --- a/compendium/equipment/items/dimensional-knot-som.md +++ b/compendium/equipment/items/dimensional-knot-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Dimensional Knot"] --- # Dimensional Knot *Item 7* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/dinosaur-boots-lotgb.md b/compendium/equipment/items/dinosaur-boots-lotgb.md index 56d1ef955..1d6628140 100644 --- a/compendium/equipment/items/dinosaur-boots-lotgb.md +++ b/compendium/equipment/items/dinosaur-boots-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Dinosaur Boots"] --- # Dinosaur Boots *Item 10+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn; **Bulk** 1 - **Category** Worn diff --git a/compendium/equipment/items/diplomats-badge.md b/compendium/equipment/items/diplomats-badge.md index 6df297fd2..e6b4e73e9 100644 --- a/compendium/equipment/items/diplomats-badge.md +++ b/compendium/equipment/items/diplomats-badge.md @@ -10,7 +10,7 @@ tags: aliases: ["Diplomat's Badge"] --- # Diplomat's Badge *Item 5* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 125 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/diplomats-charcuterie-tv.md b/compendium/equipment/items/diplomats-charcuterie-tv.md index 23ac7b840..dfe829884 100644 --- a/compendium/equipment/items/diplomats-charcuterie-tv.md +++ b/compendium/equipment/items/diplomats-charcuterie-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Diplomat's Charcuterie"] --- # Diplomat's Charcuterie *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Price** 9 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/discord-fulu-tv.md b/compendium/equipment/items/discord-fulu-tv.md index cb4018edf..d0b30ef21 100644 --- a/compendium/equipment/items/discord-fulu-tv.md +++ b/compendium/equipment/items/discord-fulu-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Discord Fulu"] --- # Discord Fulu *Item 5* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [misfortune](rules/traits/misfortune.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") - **Price** 22 gp - **Usage** affixed to a creature; **Bulk** — diff --git a/compendium/equipment/items/disintegration-bolt.md b/compendium/equipment/items/disintegration-bolt.md index 5bb8d8851..973ac1c0a 100644 --- a/compendium/equipment/items/disintegration-bolt.md +++ b/compendium/equipment/items/disintegration-bolt.md @@ -11,7 +11,7 @@ tags: aliases: ["Disintegration Bolt"] --- # Disintegration Bolt *Item 15* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1300 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) diff --git a/compendium/equipment/items/dispelling-sliver.md b/compendium/equipment/items/dispelling-sliver.md index cd32f7189..5e120d2f5 100644 --- a/compendium/equipment/items/dispelling-sliver.md +++ b/compendium/equipment/items/dispelling-sliver.md @@ -11,14 +11,14 @@ tags: aliases: ["Dispelling Sliver"] --- # Dispelling Sliver *Item 17* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 2400 gp - **Usage** affixed to a weapon; **Bulk** — - **Activate** envision; **Trigger** Your [Strike](rules/actions/strike.md) damages a target; **Requirements** You're a master with the affixed weapon. - **Category** Talisman -Made from a treated sliver of cold iron, this talisman allows you to counteract [magical](rules/traits/magical.md) effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level [dispel magic](compendium/spells/dispel-magic.md) spell (counteract modifier +29). +Made from a treated sliver of cold iron, this talisman allows you to counteract [magical](rules/traits/magical.md "Magical Item Trait") effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level [dispel magic](compendium/spells/dispel-magic.md) spell (counteract modifier +29). If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target. diff --git a/compendium/equipment/items/dispersing-bullet-som.md b/compendium/equipment/items/dispersing-bullet-som.md index 203d9770d..73efd905b 100644 --- a/compendium/equipment/items/dispersing-bullet-som.md +++ b/compendium/equipment/items/dispersing-bullet-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Dispersing Bullet"] --- # Dispersing Bullet *Item 6* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) ammunition +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") ammunition - **Price** 50 gp - **Ammunition** sling bullet diff --git a/compendium/equipment/items/disrupting-oil-tv.md b/compendium/equipment/items/disrupting-oil-tv.md index 99fabb159..277dff229 100644 --- a/compendium/equipment/items/disrupting-oil-tv.md +++ b/compendium/equipment/items/disrupting-oil-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Disrupting Oil"] --- # Disrupting Oil *Item 3+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/disrupting.md b/compendium/equipment/items/disrupting.md index 93fea54a4..1b74cb450 100644 --- a/compendium/equipment/items/disrupting.md +++ b/compendium/equipment/items/disrupting.md @@ -9,7 +9,7 @@ tags: aliases: ["Disrupting"] --- # Disrupting *Item 5+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** etched onto a melee weapon - **Category** Rune diff --git a/compendium/equipment/items/diviners-nose-chain-lopsg.md b/compendium/equipment/items/diviners-nose-chain-lopsg.md index 56d9f0371..16508603e 100644 --- a/compendium/equipment/items/diviners-nose-chain-lopsg.md +++ b/compendium/equipment/items/diviners-nose-chain-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Diviner's Nose Chain"] --- # Diviner's Nose Chain *Item 9* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp - **Usage** worn; **Bulk** – diff --git a/compendium/equipment/items/djezet-armor-lotgb.md b/compendium/equipment/items/djezet-armor-lotgb.md index 2fd020370..eb5a56acc 100644 --- a/compendium/equipment/items/djezet-armor-lotgb.md +++ b/compendium/equipment/items/djezet-armor-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Djezet Armor"] --- # Djezet Armor *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/djezet-dose-lotgb.md b/compendium/equipment/items/djezet-dose-lotgb.md index b5953303c..fe43157a6 100644 --- a/compendium/equipment/items/djezet-dose-lotgb.md +++ b/compendium/equipment/items/djezet-dose-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Djezet Dose"] --- # Djezet Dose *Item 13* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/djezet-lotgb.md b/compendium/equipment/items/djezet-lotgb.md index 62a52bb42..82cd41558 100644 --- a/compendium/equipment/items/djezet-lotgb.md +++ b/compendium/equipment/items/djezet-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Djezet"] --- # Djezet *Item 0+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material @@ -20,14 +20,14 @@ Djezet is also extremely reactive to magic, even in its solid, workable alloyed | Djezet Alloy Items | Hardness | HP | BT | |--------------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 5 | 20 | 10 | -| High-grade | 8 | 32 | 16 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 9 | 36 | 18 | -| High-grade | 12 | 48 | 24 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 18 | 72 | 36 | -| High-grade | 24 | 96 | 48 | +| multiRow | | +| multiRow | | *Source: Lost Omens: The Grand Bazaar p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-shield-lotgb.md b/compendium/equipment/items/djezet-shield-lotgb.md index 31eeaed6f..5ff4b24c3 100644 --- a/compendium/equipment/items/djezet-shield-lotgb.md +++ b/compendium/equipment/items/djezet-shield-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Djezet Shield"] --- # Djezet Shield *Item 9+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield - **Category** Material diff --git a/compendium/equipment/items/djezet-weapon-lotgb.md b/compendium/equipment/items/djezet-weapon-lotgb.md index 6e1b344a4..878d4b6ae 100644 --- a/compendium/equipment/items/djezet-weapon-lotgb.md +++ b/compendium/equipment/items/djezet-weapon-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Djezet Weapon"] --- # Djezet Weapon *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md b/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md index 2a6253fda..8ffaf65e3 100644 --- a/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md +++ b/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Doctrine of Blissful Eternity"] --- # Doctrine of Blissful Eternity *Item 7* -[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 340 gp - **Bulk** L diff --git a/compendium/equipment/items/dog-bone-knife-da.md b/compendium/equipment/items/dog-bone-knife-da.md index c75112d58..ad343d680 100644 --- a/compendium/equipment/items/dog-bone-knife-da.md +++ b/compendium/equipment/items/dog-bone-knife-da.md @@ -10,12 +10,12 @@ tags: aliases: ["Dog-Bone Knife"] --- # Dog-Bone Knife *Item 5* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held -The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent [polymorph](rules/traits/polymorph.md) effect damaged by a dog-bone knife must attempt a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks. +The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect damaged by a dog-bone knife must attempt a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks. *Source: Dark Archive p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/dogslicer.md b/compendium/equipment/items/dogslicer.md index 0848dc6db..90d7b0ca8 100644 --- a/compendium/equipment/items/dogslicer.md +++ b/compendium/equipment/items/dogslicer.md @@ -12,7 +12,7 @@ tags: aliases: ["Dogslicer"] --- # Dogslicer *Item 0* -[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [finesse](rules/traits/finesse.md) [goblin](rules/traits/goblin.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/donchak-loil.md b/compendium/equipment/items/donchak-loil.md index 853c6aead..8830d008b 100644 --- a/compendium/equipment/items/donchak-loil.md +++ b/compendium/equipment/items/donchak-loil.md @@ -12,7 +12,7 @@ tags: aliases: ["Donchak"] --- # Donchak *Item 0* -[hampering](rules/traits/hampering-loag.md) [reach](rules/traits/reach.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 ft.>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[hampering](rules/traits/hampering-loag.md "Hampering Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") [thrown <20 ft.>](rules/traits/thrown-20-ft.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4 gp - **Bulk** 2 diff --git a/compendium/equipment/items/doubling-rings.md b/compendium/equipment/items/doubling-rings.md index f1b12614f..319970c4f 100644 --- a/compendium/equipment/items/doubling-rings.md +++ b/compendium/equipment/items/doubling-rings.md @@ -10,7 +10,7 @@ tags: aliases: ["Doubling Rings"] --- # Doubling Rings *Item 3+* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/draconic-toxin-bottle-tv.md b/compendium/equipment/items/draconic-toxin-bottle-tv.md index 4a80a9d55..dd14541a2 100644 --- a/compendium/equipment/items/draconic-toxin-bottle-tv.md +++ b/compendium/equipment/items/draconic-toxin-bottle-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Draconic Toxin Bottle"] --- # Draconic Toxin Bottle *Item 7* -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable diff --git a/compendium/equipment/items/dragon-bile.md b/compendium/equipment/items/dragon-bile.md index 4b44a916a..5035479f8 100644 --- a/compendium/equipment/items/dragon-bile.md +++ b/compendium/equipment/items/dragon-bile.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragon Bile"] --- # Dragon Bile *Item 15* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 925 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/dragon-handwraps-tv.md b/compendium/equipment/items/dragon-handwraps-tv.md index bcec06264..e1e4bf74f 100644 --- a/compendium/equipment/items/dragon-handwraps-tv.md +++ b/compendium/equipment/items/dragon-handwraps-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragon Handwraps"] --- # Dragon Handwraps *Item 20* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 80000 gp - **Usage** worn gloves; **Bulk** — diff --git a/compendium/equipment/items/dragon-rune-bracelet-sot3.md b/compendium/equipment/items/dragon-rune-bracelet-sot3.md index e7a7f160e..f8afbb47a 100644 --- a/compendium/equipment/items/dragon-rune-bracelet-sot3.md +++ b/compendium/equipment/items/dragon-rune-bracelet-sot3.md @@ -12,7 +12,7 @@ tags: aliases: ["Dragon Rune Bracelet"] --- # Dragon Rune Bracelet *Item 11* -[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1400 gp - **Usage** worn bracelet; **Bulk** – @@ -20,7 +20,7 @@ aliases: ["Dragon Rune Bracelet"] This polished golden bracelet is formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words—always in Draconic—that indicate kinship with dragons. As many types of dragon rune bracelets exist as there are types of dragons, though dragon rune bracelets associated with Uncommon or Rare dragons are Rare. -While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks while interacting with dragons of the same type as the pendant's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md) effects from any kind of dragon. +While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks while interacting with dragons of the same type as the pendant's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects from any kind of dragon. ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") diff --git a/compendium/equipment/items/dragon-rune-bracelet-tv.md b/compendium/equipment/items/dragon-rune-bracelet-tv.md index a50f415c3..3196801dd 100644 --- a/compendium/equipment/items/dragon-rune-bracelet-tv.md +++ b/compendium/equipment/items/dragon-rune-bracelet-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragon Rune Bracelet"] --- # Dragon Rune Bracelet *Item 11* -[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp - **Usage** worn; **Bulk** — @@ -19,7 +19,7 @@ aliases: ["Dragon Rune Bracelet"] A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in Draconic that indicate kinship with dragons. As many types of dragon rune bracelet exist as there are types of dragons, though bracelets associated with uncommon or rare dragons have the same rarity as the dragon. -While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks while interacting with dragons of the same type as the bracelet's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md) effects from any kind of dragon. +While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks while interacting with dragons of the same type as the bracelet's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects from any kind of dragon. ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") diff --git a/compendium/equipment/items/dragon-throat-scale-tv.md b/compendium/equipment/items/dragon-throat-scale-tv.md index 462c046f1..87d28a7fb 100644 --- a/compendium/equipment/items/dragon-throat-scale-tv.md +++ b/compendium/equipment/items/dragon-throat-scale-tv.md @@ -10,14 +10,14 @@ tags: aliases: ["Dragon Throat Scale"] --- # Dragon Throat Scale *Item 7* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 55 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) - **Category** Consumable -Dragon scales of all sorts can be powerful magical reagents, infusing magic with the might of their breath. When used to cast [magic missile](compendium/spells/magic-missile.md), a scale from a dragon's throat causes the spell to lose the [force](rules/traits/force.md) trait and damage type. Instead, the spell has the damage type of the breath weapon belonging to the dragon the scale came from, along with that trait. +Dragon scales of all sorts can be powerful magical reagents, infusing magic with the might of their breath. When used to cast [magic missile](compendium/spells/magic-missile.md), a scale from a dragon's throat causes the spell to lose the [force](rules/traits/force.md "Force Energy & Element Trait") trait and damage type. Instead, the spell has the damage type of the breath weapon belonging to the dragon the scale came from, along with that trait. Damage types are associated with the following dragons, with uncommon dragons noted with an asterisk. diff --git a/compendium/equipment/items/dragon-turtle-plate-tv.md b/compendium/equipment/items/dragon-turtle-plate-tv.md index 3a6da3dc9..db3ca1d16 100644 --- a/compendium/equipment/items/dragon-turtle-plate-tv.md +++ b/compendium/equipment/items/dragon-turtle-plate-tv.md @@ -10,13 +10,13 @@ tags: aliases: ["Dragon Turtle Plate"] --- # Dragon Turtle Plate *Item 9* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 700 gp - **Usage** worn armor; **Bulk** 3 - **Category** Armor -This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the [aquadynamic](rules/traits/aquadynamic-tv.md) trait (page 8). Fashioned from organic material, the suit is one of the few heavy armors not anathema to druids. +This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the [aquadynamic](rules/traits/aquadynamic-tv.md "Aquadynamic Armor Trait") trait (page 8). Fashioned from organic material, the suit is one of the few heavy armors not anathema to druids. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/equipment/items/dragon-turtle-scale.md b/compendium/equipment/items/dragon-turtle-scale.md index e7881cdb1..0ddc3698f 100644 --- a/compendium/equipment/items/dragon-turtle-scale.md +++ b/compendium/equipment/items/dragon-turtle-scale.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragon Turtle Scale"] --- # Dragon Turtle Scale *Item 4* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 13 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/dragonbone-arrowhead-som.md b/compendium/equipment/items/dragonbone-arrowhead-som.md index 72171260b..731a3f4c8 100644 --- a/compendium/equipment/items/dragonbone-arrowhead-som.md +++ b/compendium/equipment/items/dragonbone-arrowhead-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragonbone Arrowhead"] --- # Dragonbone Arrowhead *Item 4* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 20 gp - **Usage** affixed to a melee weapon or a ranged weapon diff --git a/compendium/equipment/items/dragonclaw-scutcheon-tv.md b/compendium/equipment/items/dragonclaw-scutcheon-tv.md index 8a2215946..147cb5516 100644 --- a/compendium/equipment/items/dragonclaw-scutcheon-tv.md +++ b/compendium/equipment/items/dragonclaw-scutcheon-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragonclaw Scutcheon"] --- # Dragonclaw Scutcheon *Item 16* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 1600 gp - **Usage** affixed to a shield; **Bulk** — diff --git a/compendium/equipment/items/dragonfly-fulu-tv.md b/compendium/equipment/items/dragonfly-fulu-tv.md index 9c4312534..535effb88 100644 --- a/compendium/equipment/items/dragonfly-fulu-tv.md +++ b/compendium/equipment/items/dragonfly-fulu-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Dragonfly Fulu"] --- # Dragonfly Fulu *Item 7* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 60 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/dragonfly-potion-lotgb.md b/compendium/equipment/items/dragonfly-potion-lotgb.md index 011e8e7d2..b89557ce3 100644 --- a/compendium/equipment/items/dragonfly-potion-lotgb.md +++ b/compendium/equipment/items/dragonfly-potion-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Dragonfly Potion"] --- # Dragonfly Potion *Item 12* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [morph](rules/traits/morph.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 310 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/dragonhide-armor.md b/compendium/equipment/items/dragonhide-armor.md index 486b5b13a..0f4d52063 100644 --- a/compendium/equipment/items/dragonhide-armor.md +++ b/compendium/equipment/items/dragonhide-armor.md @@ -8,7 +8,7 @@ tags: aliases: ["Dragonhide Armor"] --- # Dragonhide Armor *Item 12+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/dragonhide-shield.md b/compendium/equipment/items/dragonhide-shield.md index 1e75c704a..6368f1157 100644 --- a/compendium/equipment/items/dragonhide-shield.md +++ b/compendium/equipment/items/dragonhide-shield.md @@ -8,7 +8,7 @@ tags: aliases: ["Dragonhide Shield"] --- # Dragonhide Shield *Item 8+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by shield - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/dragonhide.md b/compendium/equipment/items/dragonhide.md index 4d8e584b0..3858038b4 100644 --- a/compendium/equipment/items/dragonhide.md +++ b/compendium/equipment/items/dragonhide.md @@ -9,7 +9,7 @@ tags: aliases: ["Dragonhide"] --- # Dragonhide *Item 8+* -[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) +[precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Category** Material @@ -26,11 +26,11 @@ The hide and scales of a dragon can be used to [Craft](rules/actions/craft.md) a | Dragonhide Items | Hardness | HP | BT | |------------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 4 | 16 | 8 | -| High-grade | 8 | 32 | 16 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 11 | 44 | 22 | +| multiRow | | +| multiRow | | *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/dragonplate.md b/compendium/equipment/items/dragonplate.md index 3d937429c..e884a20cc 100644 --- a/compendium/equipment/items/dragonplate.md +++ b/compendium/equipment/items/dragonplate.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragonplate"] --- # Dragonplate *Item 16* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10000 gp - **Usage** worn armor; **Bulk** 4 diff --git a/compendium/equipment/items/dragons-blood-pudding-lotgb.md b/compendium/equipment/items/dragons-blood-pudding-lotgb.md index 509ca9154..57250573c 100644 --- a/compendium/equipment/items/dragons-blood-pudding-lotgb.md +++ b/compendium/equipment/items/dragons-blood-pudding-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Dragon's Blood Pudding"] --- # Dragon's Blood Pudding *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/dragons-breath-lotgb.md b/compendium/equipment/items/dragons-breath-lotgb.md index d982fc641..36a25eb14 100644 --- a/compendium/equipment/items/dragons-breath-lotgb.md +++ b/compendium/equipment/items/dragons-breath-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Dragon's Breath"] --- # Dragon's Breath *Item 4+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** applied to dueling cape or shield - **Category** Rune diff --git a/compendium/equipment/items/dragons-breath-potion.md b/compendium/equipment/items/dragons-breath-potion.md index 173fe2c53..58acf7eb3 100644 --- a/compendium/equipment/items/dragons-breath-potion.md +++ b/compendium/equipment/items/dragons-breath-potion.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragon's Breath Potion"] --- # Dragon's Breath Potion *Item 7+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/dragons-crest-lotgb.md b/compendium/equipment/items/dragons-crest-lotgb.md index ebdb60f65..08912ae65 100644 --- a/compendium/equipment/items/dragons-crest-lotgb.md +++ b/compendium/equipment/items/dragons-crest-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Dragon's Crest"] --- # Dragon's Crest *Item 1* -[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Usage** applied to a shield diff --git a/compendium/equipment/items/dragons-eye-charm-aoa2.md b/compendium/equipment/items/dragons-eye-charm-aoa2.md index 422d46d50..12a34925a 100644 --- a/compendium/equipment/items/dragons-eye-charm-aoa2.md +++ b/compendium/equipment/items/dragons-eye-charm-aoa2.md @@ -10,7 +10,7 @@ tags: aliases: ["Dragon's Eye Charm"] --- # Dragon's Eye Charm *Item 7* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/dragonscale-amulet-aoa4.md b/compendium/equipment/items/dragonscale-amulet-aoa4.md index 825df94df..398c7ff02 100644 --- a/compendium/equipment/items/dragonscale-amulet-aoa4.md +++ b/compendium/equipment/items/dragonscale-amulet-aoa4.md @@ -11,13 +11,13 @@ tags: aliases: ["Dragonscale Amulet"] --- # Dragonscale Amulet *Item 15* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5800 gp - **Usage** worn; **Bulk** – - **Category** Worn -This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon's Breath Weapon, the amulet begins to glow brightly; for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon's frightful presence, you can roll your saving throw twice and use the higher result to determine the aura's effects. This is a [fortune](rules/traits/fortune.md) effect. +This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon's Breath Weapon, the amulet begins to glow brightly; for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon's frightful presence, you can roll your saving throw twice and use the higher result to determine the aura's effects. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/dragonscale-cameo-tv.md b/compendium/equipment/items/dragonscale-cameo-tv.md index a4b0be148..bf830b5f1 100644 --- a/compendium/equipment/items/dragonscale-cameo-tv.md +++ b/compendium/equipment/items/dragonscale-cameo-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Dragonscale Cameo"] --- # Dragonscale Cameo *Item 12* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [morph](rules/traits/morph.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 400 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/dragonscale-staff-tv.md b/compendium/equipment/items/dragonscale-staff-tv.md index 5b8580d34..d0f85c02f 100644 --- a/compendium/equipment/items/dragonscale-staff-tv.md +++ b/compendium/equipment/items/dragonscale-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Dragonscale Staff"] --- # Dragonscale Staff *Item 14+* -[magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/dragonslayers-shield.md b/compendium/equipment/items/dragonslayers-shield.md index 41db86b5b..28f457504 100644 --- a/compendium/equipment/items/dragonslayers-shield.md +++ b/compendium/equipment/items/dragonslayers-shield.md @@ -10,7 +10,7 @@ tags: aliases: ["Dragonslayer's Shield"] --- # Dragonslayer's Shield *Item 9* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 670 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/dragontooth-club-tv.md b/compendium/equipment/items/dragontooth-club-tv.md index ea0dbe9be..2ce20d213 100644 --- a/compendium/equipment/items/dragontooth-club-tv.md +++ b/compendium/equipment/items/dragontooth-club-tv.md @@ -9,17 +9,17 @@ tags: aliases: ["Dragontooth Club"] --- # Dragontooth Club *Item 12* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1800 gp - **Usage** held in 1 hand; **Bulk** 2 - **Category** Held -Dragon teeth line the edges of this +2 greater striking leiomano (page 25). The leiomano also has a flaming, frost, shock, or corrosive rune, as appropriate for the dragon from which the teeth were taken, which also grants the weapon the associated [energy](rules/traits/energy-loag.md) trait (for instance, fire for a club made with teeth taken from a red dragon). +Dragon teeth line the edges of this +2 greater striking leiomano (page 25). The leiomano also has a flaming, frost, shock, or corrosive rune, as appropriate for the dragon from which the teeth were taken, which also grants the weapon the associated [energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") trait (for instance, fire for a club made with teeth taken from a red dragon). ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal `3d6` piercing damage and `3d6` damage of the energy type corresponding to the weapon in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2. %% #trait/evocation #trait/magical %% diff --git a/compendium/equipment/items/dragontooth-trophy-tv.md b/compendium/equipment/items/dragontooth-trophy-tv.md index c1e9f2c36..f2e4c7880 100644 --- a/compendium/equipment/items/dragontooth-trophy-tv.md +++ b/compendium/equipment/items/dragontooth-trophy-tv.md @@ -11,13 +11,13 @@ tags: aliases: ["Dragontooth Trophy"] --- # Dragontooth Trophy *Item 14* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 800 gp - **Usage** affixed to a weapon; **Bulk** — - **Activate** envision; **Trigger** You succeed at a [Strike](rules/actions/strike.md) with the affixed weapon. - **Category** Talisman -This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering [Strike](rules/actions/strike.md) and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the [versatile](rules/traits/versatile.md) trait and similar abilities. +This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering [Strike](rules/actions/strike.md) and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the [versatile](rules/traits/versatile.md "Versatile Weapon Trait") trait and similar abilities. *Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/drakeheart-mutagen-apg.md b/compendium/equipment/items/drakeheart-mutagen-apg.md index e9e1d129d..ae21aa7f1 100644 --- a/compendium/equipment/items/drakeheart-mutagen-apg.md +++ b/compendium/equipment/items/drakeheart-mutagen-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Drakeheart Mutagen"] --- # Drakeheart Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/draxies-recipe-book-tv.md b/compendium/equipment/items/draxies-recipe-book-tv.md index bf6833bd8..1128f84f0 100644 --- a/compendium/equipment/items/draxies-recipe-book-tv.md +++ b/compendium/equipment/items/draxies-recipe-book-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Draxie's Recipe Book"] --- # Draxie's Recipe Book *Item 4* -[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 90 gp - **Bulk** L diff --git a/compendium/equipment/items/dread-ampoule-apg.md b/compendium/equipment/items/dread-ampoule-apg.md index 6ef4fe130..57bb2a820 100644 --- a/compendium/equipment/items/dread-ampoule-apg.md +++ b/compendium/equipment/items/dread-ampoule-apg.md @@ -15,7 +15,7 @@ tags: aliases: ["Dread Ampoule"] --- # Dread Ampoule *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/dread-blindfold.md b/compendium/equipment/items/dread-blindfold.md index 24a97bb3b..be387d78e 100644 --- a/compendium/equipment/items/dread-blindfold.md +++ b/compendium/equipment/items/dread-blindfold.md @@ -13,7 +13,7 @@ tags: aliases: ["Dread Blindfold"] --- # Dread Blindfold *Item 17* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 15000 gp - **Usage** worn eyepiece; **Bulk** — @@ -21,7 +21,7 @@ aliases: ["Dread Blindfold"] When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks and [darkvision](rules/abilities/darkvision.md). You can see through the blindfold, but only using [darkvision](rules/abilities/darkvision.md). -The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be [frightened](rules/conditions.md#Frightened). This is an emotion, [fear](rules/traits/fear.md), and [mental](rules/traits/mental.md) effect, and your allies become immune to it after about a week. +The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be [frightened](rules/conditions.md#Frightened). This is an emotion, [fear](rules/traits/fear.md "Fear Effect Trait"), and [mental](rules/traits/mental.md "Mental Effect Trait") effect, and your allies become immune to it after about a week. ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") diff --git a/compendium/equipment/items/dread-helm-tv.md b/compendium/equipment/items/dread-helm-tv.md index d179ec8f3..0259e4901 100644 --- a/compendium/equipment/items/dread-helm-tv.md +++ b/compendium/equipment/items/dread-helm-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Dread Helm"] --- # Dread Helm *Item 4* -[alchemical](rules/traits/alchemical.md) [aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 100 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/dread-lotgb.md b/compendium/equipment/items/dread-lotgb.md index 83187766e..53ea47f50 100644 --- a/compendium/equipment/items/dread-lotgb.md +++ b/compendium/equipment/items/dread-lotgb.md @@ -14,7 +14,7 @@ tags: aliases: ["Dread"] --- # Dread *Item 6+* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/dreadsmoke-thurible-logm.md b/compendium/equipment/items/dreadsmoke-thurible-logm.md index 79ac6e573..260457dae 100644 --- a/compendium/equipment/items/dreadsmoke-thurible-logm.md +++ b/compendium/equipment/items/dreadsmoke-thurible-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Dreadsmoke Thurible"] --- # Dreadsmoke Thurible *Item 9* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Urgathoa](compendium/setting/deities/urgathoa.md) - **Price** 600 gp @@ -24,7 +24,7 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist. -Undead creatures can see through the smoke as if it didn't exist. Negative energy also disrupts the magic of the smoke; anyone who uses a [negative](rules/traits/negative.md) effect, along with creatures affected by a [negative](rules/traits/negative.md) effect, can see through the smoke for 1 round. +Undead creatures can see through the smoke as if it didn't exist. Negative energy also disrupts the magic of the smoke; anyone who uses a [negative](rules/traits/negative.md "Negative Energy & Element Trait") effect, along with creatures affected by a [negative](rules/traits/negative.md "Negative Energy & Element Trait") effect, can see through the smoke for 1 round. ``` *Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/dreamstone-aoa3.md b/compendium/equipment/items/dreamstone-aoa3.md index c68edf608..4337c3ba1 100644 --- a/compendium/equipment/items/dreamstone-aoa3.md +++ b/compendium/equipment/items/dreamstone-aoa3.md @@ -10,19 +10,19 @@ tags: aliases: ["Dreamstone"] --- # Dreamstone *Item 9* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Usage** held in 1 hand; **Bulk** L - **Category** Held -A _dreamstone_ is a disc-shaped object carved with imagery or words sacred to [Desna](compendium/setting/deities/desna.md)—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a _dreamstone_, you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the _dreamstone_ for at least 24 hours prior to resting. As long as you carry a _dreamstone_, you gain a +2 item bonus to saving throws against [sleep](rules/traits/sleep.md) effects. +A _dreamstone_ is a disc-shaped object carved with imagery or words sacred to [Desna](compendium/setting/deities/desna.md)—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a _dreamstone_, you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the _dreamstone_ for at least 24 hours prior to resting. As long as you carry a _dreamstone_, you gain a +2 item bonus to saving throws against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") -If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) of 4th level or lower that has the [sleep](rules/traits/sleep.md) trait or is associated with dreams, the spell slot is not expended. +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) of 4th level or lower that has the [sleep](rules/traits/sleep.md "Sleep Effect Trait") trait or is associated with dreams, the spell slot is not expended. %% #trait/metamagic %% ``` diff --git a/compendium/equipment/items/dreamstone-cursed-aoa3.md b/compendium/equipment/items/dreamstone-cursed-aoa3.md index 10da2f3b5..10d93cfa8 100644 --- a/compendium/equipment/items/dreamstone-cursed-aoa3.md +++ b/compendium/equipment/items/dreamstone-cursed-aoa3.md @@ -11,17 +11,17 @@ tags: aliases: ["Dreamstone, Cursed"] --- # Dreamstone, Cursed *Item 9* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held -A _dreamstone_ can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed _dreamstone_ seems to function as a normal _dreamstone_ until the bearer falls asleep or is forced to attempt a saving throw against a [sleep](rules/traits/sleep.md) effect. At this point, the person carrying the _cursed dreamstone_ must attempt a DC 26 Will save to resist the curse's effects. +A _dreamstone_ can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed _dreamstone_ seems to function as a normal _dreamstone_ until the bearer falls asleep or is forced to attempt a saving throw against a [sleep](rules/traits/sleep.md "Sleep Effect Trait") effect. At this point, the person carrying the _cursed dreamstone_ must attempt a DC 26 Will save to resist the curse's effects. > [!success-degree] > - **Critical Success** The character resists the curse entirely and experiences a vivid dream while sleeping that warms them of the nature of the _cursed dreamstone_. > - **Success** The character resists the curse. -> - **Failure** As long as the cursed character possesses the stone, they are [fatigued](rules/conditions.md#Fatigued) whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against [sleep](rules/traits/sleep.md) effects instead of gaining the normal bonus from a _dreamstone_. -> - **Critical Failure** As failure, and whenever the bearer attempts a saving throw against a [sleep](rules/traits/sleep.md) effect, they get the outcome that is one degree worse than the result of their saving throw. +> - **Failure** As long as the cursed character possesses the stone, they are [fatigued](rules/conditions.md#Fatigued) whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects instead of gaining the normal bonus from a _dreamstone_. +> - **Critical Failure** As failure, and whenever the bearer attempts a saving throw against a [sleep](rules/traits/sleep.md "Sleep Effect Trait") effect, they get the outcome that is one degree worse than the result of their saving throw. *Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/dreamtime-tea-gmg.md b/compendium/equipment/items/dreamtime-tea-gmg.md index 5f18d1902..bc1556075 100644 --- a/compendium/equipment/items/dreamtime-tea-gmg.md +++ b/compendium/equipment/items/dreamtime-tea-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Dreamtime Tea"] --- # Dreamtime Tea *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 13 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/dreary-gmg.md b/compendium/equipment/items/dreary-gmg.md index 8b8aee1a4..cfc72256d 100644 --- a/compendium/equipment/items/dreary-gmg.md +++ b/compendium/equipment/items/dreary-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Dreary"] --- # Dreary *Item 3* -[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses armor - **Category** Curse diff --git a/compendium/equipment/items/drovers-band-av2.md b/compendium/equipment/items/drovers-band-av2.md index 3ef9087f4..d15c9b466 100644 --- a/compendium/equipment/items/drovers-band-av2.md +++ b/compendium/equipment/items/drovers-band-av2.md @@ -12,7 +12,7 @@ tags: aliases: ["Drover's Band"] --- # Drover's Band *Item 7* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 675 gp - **Usage** worn bracers; **Bulk** L diff --git a/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md b/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md index d9cbe03a0..cf23908b0 100644 --- a/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md +++ b/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md @@ -9,13 +9,13 @@ tags: aliases: ["Drowsy Sun Eye Drops"] --- # Drowsy Sun Eye Drops *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 9 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Seek](rules/actions/seek.md) - **Category** Plant -These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md), you can draw and apply a dose of drowsy sun to your eyes as part of the same action, which grants you [darkvision](rules/abilities/darkvision.md) to a range of 30 feet for 1 round. If you do, your [Seek](rules/actions/seek.md) action gains the [manipulate](rules/traits/manipulate.md) trait, due to drawing and applying the eye drops. +These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md), you can draw and apply a dose of drowsy sun to your eyes as part of the same action, which grants you [darkvision](rules/abilities/darkvision.md) to a range of 30 feet for 1 round. If you do, your [Seek](rules/actions/seek.md) action gains the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, due to drawing and applying the eye drops. *Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/druids-crown-tv.md b/compendium/equipment/items/druids-crown-tv.md index e3954ef72..ed7879a75 100644 --- a/compendium/equipment/items/druids-crown-tv.md +++ b/compendium/equipment/items/druids-crown-tv.md @@ -10,13 +10,13 @@ tags: aliases: ["Druid's Crown"] --- # Druid's Crown *Item 6* -[invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 220 gp - **Usage** worn headwear; **Bulk** L - **Category** Worn -Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear [druid's vestments](compendium/equipment/items/druids-vestments.md) along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27. You can invest this item only if you're a druid. When you do, as a 10-minute activity that has the [manipulate](rules/traits/manipulate.md) trait, you can disassemble and rebuild the crown with different materials, changing its item bonus and spell accordingly. +Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear [druid's vestments](compendium/equipment/items/druids-vestments.md) along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27. You can invest this item only if you're a druid. When you do, as a 10-minute activity that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, you can disassemble and rebuild the crown with different materials, changing its item bonus and spell accordingly. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/druids-vestments.md b/compendium/equipment/items/druids-vestments.md index 8a7c37365..125ff615b 100644 --- a/compendium/equipment/items/druids-vestments.md +++ b/compendium/equipment/items/druids-vestments.md @@ -11,7 +11,7 @@ tags: aliases: ["Druid's Vestments"] --- # Druid's Vestments *Item 10* -[focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1000 gp - **Usage** worn garment; **Bulk** L diff --git a/compendium/equipment/items/drum-of-upheaval-lotgb.md b/compendium/equipment/items/drum-of-upheaval-lotgb.md index be26312b0..de90ed614 100644 --- a/compendium/equipment/items/drum-of-upheaval-lotgb.md +++ b/compendium/equipment/items/drum-of-upheaval-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Drum Of Upheaval"] --- # Drum Of Upheaval *Item 20* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60000 gp - **Usage** held in 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/drums-of-war-tv.md b/compendium/equipment/items/drums-of-war-tv.md index f6ed7cb23..958663328 100644 --- a/compendium/equipment/items/drums-of-war-tv.md +++ b/compendium/equipment/items/drums-of-war-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Drums of War"] --- # Drums of War *Item 4+* -[coda](rules/traits/coda-tv.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) +[coda](rules/traits/coda-tv.md "Coda Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Coda diff --git a/compendium/equipment/items/dueling-spear-lotgb.md b/compendium/equipment/items/dueling-spear-lotgb.md index 2477025a3..1f6477e29 100644 --- a/compendium/equipment/items/dueling-spear-lotgb.md +++ b/compendium/equipment/items/dueling-spear-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Dueling Spear"] --- # Dueling Spear *Item 0* -[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/duelists-beacon-lotgb.md b/compendium/equipment/items/duelists-beacon-lotgb.md index d389e7d0d..68afb032e 100644 --- a/compendium/equipment/items/duelists-beacon-lotgb.md +++ b/compendium/equipment/items/duelists-beacon-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Duelist's Beacon"] --- # Duelist's Beacon *Item 8* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/dullahan-codex-tv.md b/compendium/equipment/items/dullahan-codex-tv.md index 005242296..563011ed5 100644 --- a/compendium/equipment/items/dullahan-codex-tv.md +++ b/compendium/equipment/items/dullahan-codex-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Dullahan Codex"] --- # Dullahan Codex *Item 20* -[cursed](rules/traits/cursed-gmg.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Bulk** L - **Category** Grimoire diff --git a/compendium/equipment/items/dupes-gold-nugget-ooa2.md b/compendium/equipment/items/dupes-gold-nugget-ooa2.md index 09aac1934..9ad33ec45 100644 --- a/compendium/equipment/items/dupes-gold-nugget-ooa2.md +++ b/compendium/equipment/items/dupes-gold-nugget-ooa2.md @@ -12,7 +12,7 @@ tags: aliases: ["Dupe's Gold Nugget"] --- # Dupe's Gold Nugget *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** affixed to a ranged weapon; **Bulk** — diff --git a/compendium/equipment/items/dust-of-appearance.md b/compendium/equipment/items/dust-of-appearance.md index 8bd7f903f..99bdc298e 100644 --- a/compendium/equipment/items/dust-of-appearance.md +++ b/compendium/equipment/items/dust-of-appearance.md @@ -10,7 +10,7 @@ tags: aliases: ["Dust of Appearance"] --- # Dust of Appearance *Item 6* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 50 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/dust-of-corpse-animation-apg.md b/compendium/equipment/items/dust-of-corpse-animation-apg.md index cfd9489b9..5727ab2c1 100644 --- a/compendium/equipment/items/dust-of-corpse-animation-apg.md +++ b/compendium/equipment/items/dust-of-corpse-animation-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Dust Of Corpse Animation"] --- # Dust Of Corpse Animation *Item 8+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) @@ -21,7 +21,7 @@ This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie (Bestiary 298 and 340, respectively). If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose. -The animated undead has the [minion](rules/traits/minion.md) trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. +The animated undead has the [minion](rules/traits/minion.md "Minion Creature Trait") trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control. diff --git a/compendium/equipment/items/dust-of-disappearance.md b/compendium/equipment/items/dust-of-disappearance.md index a34722c8d..6358eba29 100644 --- a/compendium/equipment/items/dust-of-disappearance.md +++ b/compendium/equipment/items/dust-of-disappearance.md @@ -11,7 +11,7 @@ tags: aliases: ["Dust of Disappearance"] --- # Dust of Disappearance *Item 9* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 135 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/dust-pods-ec1.md b/compendium/equipment/items/dust-pods-ec1.md index 3ae80b800..1ef27b78f 100644 --- a/compendium/equipment/items/dust-pods-ec1.md +++ b/compendium/equipment/items/dust-pods-ec1.md @@ -12,7 +12,7 @@ tags: aliases: ["Dust Pods"] --- # Dust Pods *Item 1* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Category** Snare diff --git a/compendium/equipment/items/dwarven-dorn-dergar-tv.md b/compendium/equipment/items/dwarven-dorn-dergar-tv.md index 307a6c471..714e9f34e 100644 --- a/compendium/equipment/items/dwarven-dorn-dergar-tv.md +++ b/compendium/equipment/items/dwarven-dorn-dergar-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Dwarven Dorn-dergar"] --- # Dwarven Dorn-dergar *Item 0* -[dwarf](rules/traits/dwarf.md) [razing](rules/traits/razing-tv.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [razing](rules/traits/razing-tv.md "Razing Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 gp - **Bulk** 2 diff --git a/compendium/equipment/items/dwarven-thrower.md b/compendium/equipment/items/dwarven-thrower.md index 3b80e7544..43159da87 100644 --- a/compendium/equipment/items/dwarven-thrower.md +++ b/compendium/equipment/items/dwarven-thrower.md @@ -9,7 +9,7 @@ tags: aliases: ["Dwarven Thrower"] --- # Dwarven Thrower *Item 13* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2750 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/dwarven-war-axe.md b/compendium/equipment/items/dwarven-war-axe.md index 926da1f41..d7e7593f0 100644 --- a/compendium/equipment/items/dwarven-war-axe.md +++ b/compendium/equipment/items/dwarven-war-axe.md @@ -11,7 +11,7 @@ tags: aliases: ["Dwarven War Axe"] --- # Dwarven War Axe *Item 0* -[dwarf](rules/traits/dwarf.md) [sweep](rules/traits/sweep.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [two-hand ](rules/traits/two-hand-d12.md "Two-Hand Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Bulk** 2 diff --git a/compendium/equipment/items/dweomerweave-robe-lotgb.md b/compendium/equipment/items/dweomerweave-robe-lotgb.md index d7c9edda8..332bbb3ad 100644 --- a/compendium/equipment/items/dweomerweave-robe-lotgb.md +++ b/compendium/equipment/items/dweomerweave-robe-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Dweomerweave Robe"] --- # Dweomerweave Robe *Item 2* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Usage** worn clothing; **Bulk** L diff --git a/compendium/equipment/items/eagle-eye-elixir.md b/compendium/equipment/items/eagle-eye-elixir.md index 639e268e8..81a3a39ea 100644 --- a/compendium/equipment/items/eagle-eye-elixir.md +++ b/compendium/equipment/items/eagle-eye-elixir.md @@ -10,7 +10,7 @@ tags: aliases: ["Eagle-eye Elixir"] --- # Eagle-eye Elixir *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/earplugs-lopsg.md b/compendium/equipment/items/earplugs-lopsg.md index 8d28f5e55..0a8f69023 100644 --- a/compendium/equipment/items/earplugs-lopsg.md +++ b/compendium/equipment/items/earplugs-lopsg.md @@ -11,6 +11,6 @@ aliases: ["Earplugs"] - **Price** 1 cp - **Category** Adventuring Gear -Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the [auditory](rules/traits/auditory.md) trait. The earplugs make it difficult to hear, however, imposing a –2 item penalty on [Perception](compendium/skills.md#Perception) checks involving sound. Inserting or removing the earplugs requires an [Interact](rules/actions/interact.md) action. +Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. The earplugs make it difficult to hear, however, imposing a –2 item penalty on [Perception](compendium/skills.md#Perception) checks involving sound. Inserting or removing the earplugs requires an [Interact](rules/actions/interact.md) action. *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/earthbinding-tv.md b/compendium/equipment/items/earthbinding-tv.md index c806ade9a..6e278174a 100644 --- a/compendium/equipment/items/earthbinding-tv.md +++ b/compendium/equipment/items/earthbinding-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Earthbinding"] --- # Earthbinding *Item 5* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 125 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/earthbreaker-tv.md b/compendium/equipment/items/earthbreaker-tv.md index b841c0503..c60086078 100644 --- a/compendium/equipment/items/earthbreaker-tv.md +++ b/compendium/equipment/items/earthbreaker-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Earthbreaker"] --- # Earthbreaker *Item 0* -[razing](rules/traits/razing-tv.md) [shove](rules/traits/shove.md) [two-hand ](rules/traits/two-hand.md) [versatile

](rules/traits/versatile.md) +[razing](rules/traits/razing-tv.md "Razing Weapon Trait") [shove](rules/traits/shove.md "Shove Weapon Trait") [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 4 gp - **Bulk** 2 diff --git a/compendium/equipment/items/earthglide-cloak-apg.md b/compendium/equipment/items/earthglide-cloak-apg.md index ae5e2f446..7fc32c518 100644 --- a/compendium/equipment/items/earthglide-cloak-apg.md +++ b/compendium/equipment/items/earthglide-cloak-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Earthglide Cloak"] --- # Earthglide Cloak *Item 15* -[earth](rules/traits/earth.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 6500 gp - **Usage** worn cloak diff --git a/compendium/equipment/items/earthsight-box-apg.md b/compendium/equipment/items/earthsight-box-apg.md index 26b2aaa44..f3f13fbe2 100644 --- a/compendium/equipment/items/earthsight-box-apg.md +++ b/compendium/equipment/items/earthsight-box-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Earthsight Box"] --- # Earthsight Box *Item 9* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 575 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ebon-fulcrum-lens-av3.md b/compendium/equipment/items/ebon-fulcrum-lens-av3.md index da377f7a1..4d4609e42 100644 --- a/compendium/equipment/items/ebon-fulcrum-lens-av3.md +++ b/compendium/equipment/items/ebon-fulcrum-lens-av3.md @@ -11,13 +11,13 @@ tags: aliases: ["Ebon Fulcrum Lens"] --- # Ebon Fulcrum Lens *Item 12* -[invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) +[invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 2000 gp - **Bulk** L - **Category** Other -This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens. While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the [incorporeal](rules/traits/incorporeal-b1.md) trait, and are [drained](rules/conditions.md#Drained). Your [drained](rules/conditions.md#Drained) condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s power). +This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens. While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") trait, and are [drained](rules/conditions.md#Drained). Your [drained](rules/conditions.md#Drained) condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s power). ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/equipment/items/eclipse-aoa2.md b/compendium/equipment/items/eclipse-aoa2.md index ecd2a5b81..6aabce9c5 100644 --- a/compendium/equipment/items/eclipse-aoa2.md +++ b/compendium/equipment/items/eclipse-aoa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Eclipse"] --- # Eclipse *Item 8* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 450 gp - **Usage** held in 1 hand; **Bulk** L @@ -24,7 +24,7 @@ Whenever you score a critical hit with _Eclipse_, the target creature's eyes are ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -_Eclipse's_ blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +_Eclipse's_ blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/ectoplasmic-tracer-botd.md b/compendium/equipment/items/ectoplasmic-tracer-botd.md index 0d17f3e05..6e1de7235 100644 --- a/compendium/equipment/items/ectoplasmic-tracer-botd.md +++ b/compendium/equipment/items/ectoplasmic-tracer-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Ectoplasmic Tracer"] --- # Ectoplasmic Tracer *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 12 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/effervescent-ampoule.md b/compendium/equipment/items/effervescent-ampoule.md index 9df14942b..ea5eef67e 100644 --- a/compendium/equipment/items/effervescent-ampoule.md +++ b/compendium/equipment/items/effervescent-ampoule.md @@ -11,7 +11,7 @@ tags: aliases: ["Effervescent Ampoule"] --- # Effervescent Ampoule *Item 2* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 7 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/effervescent-decoction-ooa3.md b/compendium/equipment/items/effervescent-decoction-ooa3.md index 13a475ae3..f543af961 100644 --- a/compendium/equipment/items/effervescent-decoction-ooa3.md +++ b/compendium/equipment/items/effervescent-decoction-ooa3.md @@ -13,7 +13,7 @@ tags: aliases: ["Effervescent Decoction"] --- # Effervescent Decoction *Item 10* -[air](rules/traits/air.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/egg-cream-fizz-tv.md b/compendium/equipment/items/egg-cream-fizz-tv.md index db99e43c9..9b48f817f 100644 --- a/compendium/equipment/items/egg-cream-fizz-tv.md +++ b/compendium/equipment/items/egg-cream-fizz-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Egg Cream Fizz"] --- # Egg Cream Fizz *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 27 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/eidetic-potion-tv.md b/compendium/equipment/items/eidetic-potion-tv.md index 7701a953d..e5ceffc49 100644 --- a/compendium/equipment/items/eidetic-potion-tv.md +++ b/compendium/equipment/items/eidetic-potion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Eidetic Potion"] --- # Eidetic Potion *Item 6* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 40 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/eidolon-cape-tv.md b/compendium/equipment/items/eidolon-cape-tv.md index af3bef691..77c677190 100644 --- a/compendium/equipment/items/eidolon-cape-tv.md +++ b/compendium/equipment/items/eidolon-cape-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Eidolon Cape"] --- # Eidolon Cape *Item 11* -[conjuration](rules/traits/conjuration.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp - **Usage** worn cloak; **Bulk** L diff --git a/compendium/equipment/items/elder-sign-gmg.md b/compendium/equipment/items/elder-sign-gmg.md index b55278754..39cdc025b 100644 --- a/compendium/equipment/items/elder-sign-gmg.md +++ b/compendium/equipment/items/elder-sign-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Elder Sign"] --- # Elder Sign *Item 25* -[abjuration](rules/traits/abjuration.md) [artifact](rules/traits/artifact-gmg.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in one hand; **Bulk** 1 - **Category** Artifact diff --git a/compendium/equipment/items/eldritch-flare-tv.md b/compendium/equipment/items/eldritch-flare-tv.md index fb57ec7cc..a8f95a63e 100644 --- a/compendium/equipment/items/eldritch-flare-tv.md +++ b/compendium/equipment/items/eldritch-flare-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Eldritch Flare"] --- # Eldritch Flare *Item 15* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1100 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/electric-eelskin.md b/compendium/equipment/items/electric-eelskin.md index 04192f994..9fc09e785 100644 --- a/compendium/equipment/items/electric-eelskin.md +++ b/compendium/equipment/items/electric-eelskin.md @@ -10,7 +10,7 @@ tags: aliases: ["Electric Eelskin"] --- # Electric Eelskin *Item 10* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 950 gp - **Usage** worn armor; **Bulk** 1 diff --git a/compendium/equipment/items/elemental-ammunition-tv.md b/compendium/equipment/items/elemental-ammunition-tv.md index e56412ef9..b53b766bd 100644 --- a/compendium/equipment/items/elemental-ammunition-tv.md +++ b/compendium/equipment/items/elemental-ammunition-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Elemental Ammunition"] --- # Elemental Ammunition *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/elemental-gem.md b/compendium/equipment/items/elemental-gem.md index 941e56d78..838057784 100644 --- a/compendium/equipment/items/elemental-gem.md +++ b/compendium/equipment/items/elemental-gem.md @@ -10,7 +10,7 @@ tags: aliases: ["Elemental Gem"] --- # Elemental Gem *Item 10* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 200 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/elemental-wayfinder-lopsg.md b/compendium/equipment/items/elemental-wayfinder-lopsg.md index ad270ef48..382b7f54e 100644 --- a/compendium/equipment/items/elemental-wayfinder-lopsg.md +++ b/compendium/equipment/items/elemental-wayfinder-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Elemental Wayfinder"] --- # Elemental Wayfinder *Item 9+* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn - **Category** Worn diff --git a/compendium/equipment/items/elixir-of-life.md b/compendium/equipment/items/elixir-of-life.md index 9db36aba8..f6c4523bb 100644 --- a/compendium/equipment/items/elixir-of-life.md +++ b/compendium/equipment/items/elixir-of-life.md @@ -11,7 +11,7 @@ tags: aliases: ["Elixir of Life"] --- # Elixir of Life *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/elixir-of-rejuvenation.md b/compendium/equipment/items/elixir-of-rejuvenation.md index c46396e07..5a05b5a46 100644 --- a/compendium/equipment/items/elixir-of-rejuvenation.md +++ b/compendium/equipment/items/elixir-of-rejuvenation.md @@ -12,7 +12,7 @@ tags: aliases: ["Elixir of Rejuvenation"] --- # Elixir of Rejuvenation *Item 20* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/elven-absinthe-gmg.md b/compendium/equipment/items/elven-absinthe-gmg.md index bffb4e20a..d226c0d6a 100644 --- a/compendium/equipment/items/elven-absinthe-gmg.md +++ b/compendium/equipment/items/elven-absinthe-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Elven Absinthe"] --- # Elven Absinthe *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/elven-branched-spear-lotgb.md b/compendium/equipment/items/elven-branched-spear-lotgb.md index 8b7f34ec6..f7a0e0627 100644 --- a/compendium/equipment/items/elven-branched-spear-lotgb.md +++ b/compendium/equipment/items/elven-branched-spear-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Elven Branched Spear"] --- # Elven Branched Spear *Item 0* -[deadly ](rules/traits/deadly.md) [elf](rules/traits/elf.md) [finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/elven-chain.md b/compendium/equipment/items/elven-chain.md index ba3951029..5aa0dcb72 100644 --- a/compendium/equipment/items/elven-chain.md +++ b/compendium/equipment/items/elven-chain.md @@ -8,13 +8,13 @@ tags: aliases: ["Elven Chain"] --- # Elven Chain *Item 13+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn armor; **Bulk** L - **Category** Armor Elven chain is a chain shirt made of [mithral](compendium/equipment/items/mithral.md) that glitters in even the faintest light. It has no check penalty. -Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the [noisy](rules/traits/noisy.md) trait. This suit of armor can be etched with runes like any other mithral chain shirt. +Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. This suit of armor can be etched with runes like any other mithral chain shirt. *Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/compendium/equipment/items/elven-curve-blade.md b/compendium/equipment/items/elven-curve-blade.md index beb50631d..58e23be2b 100644 --- a/compendium/equipment/items/elven-curve-blade.md +++ b/compendium/equipment/items/elven-curve-blade.md @@ -11,7 +11,7 @@ tags: aliases: ["Elven Curve Blade"] --- # Elven Curve Blade *Item 0* -[elf](rules/traits/elf.md) [finesse](rules/traits/finesse.md) [forceful](rules/traits/forceful.md) [uncommon](rules/traits/uncommon.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [forceful](rules/traits/forceful.md "Forceful Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4 gp - **Bulk** 2 diff --git a/compendium/equipment/items/elysian-dew-tv.md b/compendium/equipment/items/elysian-dew-tv.md index e799d907e..f04b38f1c 100644 --- a/compendium/equipment/items/elysian-dew-tv.md +++ b/compendium/equipment/items/elysian-dew-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Elysian Dew"] --- # Elysian Dew *Item 12* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 375 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/emberheart-som.md b/compendium/equipment/items/emberheart-som.md index 5473db9ac..d0e5eb4a2 100644 --- a/compendium/equipment/items/emberheart-som.md +++ b/compendium/equipment/items/emberheart-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Emberheart"] --- # Emberheart *Item 18* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 24000 gp - **Usage** worn @@ -23,7 +23,7 @@ When you invest the amulet, you either increase your Constitution score by 2 or ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn. %% #trait/healing #trait/magical #trait/necromancy #trait/positive %% diff --git a/compendium/equipment/items/emerald-fulcrum-lens-av3.md b/compendium/equipment/items/emerald-fulcrum-lens-av3.md index f8eda0053..8b9276820 100644 --- a/compendium/equipment/items/emerald-fulcrum-lens-av3.md +++ b/compendium/equipment/items/emerald-fulcrum-lens-av3.md @@ -12,7 +12,7 @@ tags: aliases: ["Emerald Fulcrum Lens"] --- # Emerald Fulcrum Lens *Item 10* -[invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) +[invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 1000 gp - **Bulk** 3 @@ -24,7 +24,7 @@ You can also activate the lens in the following ways. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[healing](rules/traits/healing.md) +[healing](rules/traits/healing.md "Healing Effect Trait") You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. %% #trait/healing %% @@ -32,7 +32,7 @@ You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](rules/traits/attack.md) [possession](rules/traits/possession.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [possession](rules/traits/possession.md "Possession Effect Trait") as Crimson Fulcrum Lens, but the melee spell attack modifier is +20. %% #trait/attack #trait/possession %% diff --git a/compendium/equipment/items/emerald-grasshopper.md b/compendium/equipment/items/emerald-grasshopper.md index f58ecd72f..eaa4ba67e 100644 --- a/compendium/equipment/items/emerald-grasshopper.md +++ b/compendium/equipment/items/emerald-grasshopper.md @@ -11,7 +11,7 @@ tags: aliases: ["Emerald Grasshopper"] --- # Emerald Grasshopper *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 30 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/emergency-disguise-lopsg.md b/compendium/equipment/items/emergency-disguise-lopsg.md index 9f1757dcf..03e280cdd 100644 --- a/compendium/equipment/items/emergency-disguise-lopsg.md +++ b/compendium/equipment/items/emergency-disguise-lopsg.md @@ -12,7 +12,7 @@ tags: aliases: ["Emergency Disguise"] --- # Emergency Disguise *Item 1* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Usage** affixed to armor; **Bulk** – diff --git a/compendium/equipment/items/emergency-eye-tv.md b/compendium/equipment/items/emergency-eye-tv.md index d3efee3c3..9725ee3ef 100644 --- a/compendium/equipment/items/emergency-eye-tv.md +++ b/compendium/equipment/items/emergency-eye-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Emergency Eye"] --- # Emergency Eye *Item 7* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 60 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/emetic-paste-tv.md b/compendium/equipment/items/emetic-paste-tv.md index 6401dc73e..99ffa54f7 100644 --- a/compendium/equipment/items/emetic-paste-tv.md +++ b/compendium/equipment/items/emetic-paste-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Emetic Paste"] --- # Emetic Paste *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Price** 5 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/empathic-cords-pfum.md b/compendium/equipment/items/empathic-cords-pfum.md index b637f5adf..0ac74bf49 100644 --- a/compendium/equipment/items/empathic-cords-pfum.md +++ b/compendium/equipment/items/empathic-cords-pfum.md @@ -12,7 +12,7 @@ tags: aliases: ["Empathic Cords"] --- # Empathic Cords *Item 8* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 450 gp - **Usage** worn diff --git a/compendium/equipment/items/empaths-cordial-tv.md b/compendium/equipment/items/empaths-cordial-tv.md index db9721fd5..0dfab005b 100644 --- a/compendium/equipment/items/empaths-cordial-tv.md +++ b/compendium/equipment/items/empaths-cordial-tv.md @@ -12,14 +12,14 @@ tags: aliases: ["Empath's Cordial"] --- # Empath's Cordial *Item 7* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 65 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Potion -The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an [emotion](rules/traits/emotion.md) effect impacting a creature's emotions, within 30 feet. +The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect impacting a creature's emotions, within 30 feet. A creature that failed a saving throw against calm emotions can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a [Perception](compendium/skills.md#Perception) check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) against creatures whose emotions you can sense. diff --git a/compendium/equipment/items/empathy-charm-tv.md b/compendium/equipment/items/empathy-charm-tv.md index a2e5187ce..4c6af68a3 100644 --- a/compendium/equipment/items/empathy-charm-tv.md +++ b/compendium/equipment/items/empathy-charm-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Empathy Charm"] --- # Empathy Charm *Item 2* -[companion](rules/traits/companion.md) [divination](rules/traits/divination.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[companion](rules/traits/companion.md "Companion Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 35 gp - **Usage** affixed to harness; **Bulk** — @@ -23,7 +23,7 @@ This charm, usually placed on an animal companion's collar, contains a single st ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You attempt a saving throw against an [emotion](rules/traits/emotion.md) effect +- **Trigger**: You attempt a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect - **Requirements**: Your animal companion wearing the empathy charm is within 10 feet **Effect** Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save. diff --git a/compendium/equipment/items/encompassing-lockpick-lotgb.md b/compendium/equipment/items/encompassing-lockpick-lotgb.md index 027b29103..0bff0263e 100644 --- a/compendium/equipment/items/encompassing-lockpick-lotgb.md +++ b/compendium/equipment/items/encompassing-lockpick-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Encompassing Lockpick"] --- # Encompassing Lockpick *Item 8* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/endless-grimoire-som.md b/compendium/equipment/items/endless-grimoire-som.md index e15d607b2..d21773f08 100644 --- a/compendium/equipment/items/endless-grimoire-som.md +++ b/compendium/equipment/items/endless-grimoire-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Endless Grimoire"] --- # Endless Grimoire *Item 6+* -[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Bulk** L - **Category** Grimoire diff --git a/compendium/equipment/items/energizing-lattice-tv.md b/compendium/equipment/items/energizing-lattice-tv.md index 53ec08d04..f0879e81f 100644 --- a/compendium/equipment/items/energizing-lattice-tv.md +++ b/compendium/equipment/items/energizing-lattice-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Energizing Lattice"] --- # Energizing Lattice *Item 13* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3000 gp - **Usage** worn armor; **Bulk** 2 @@ -21,7 +21,7 @@ This suit of +2 resilient fortification lattice armor has latticework of fine go ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[force](rules/traits/force.md) +[force](rules/traits/force.md "Force Energy & Element Trait") - **Requirements**: The energizing lattice is glowing because it negated an enemy's critical hit diff --git a/compendium/equipment/items/energizing-lotgb.md b/compendium/equipment/items/energizing-lotgb.md index f83dd7c9b..e636f7d8d 100644 --- a/compendium/equipment/items/energizing-lotgb.md +++ b/compendium/equipment/items/energizing-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Energizing"] --- # Energizing *Item 6* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/energizing-treat-tv.md b/compendium/equipment/items/energizing-treat-tv.md index 00d088f49..34cc01f3e 100644 --- a/compendium/equipment/items/energizing-treat-tv.md +++ b/compendium/equipment/items/energizing-treat-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Energizing Treat"] --- # Energizing Treat *Item 7* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 70 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/energy-adaptive-tv.md b/compendium/equipment/items/energy-adaptive-tv.md index c099ab790..73e7f9849 100644 --- a/compendium/equipment/items/energy-adaptive-tv.md +++ b/compendium/equipment/items/energy-adaptive-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Energy Adaptive"] --- # Energy Adaptive *Item 13* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2600 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/energy-mutagen-fop.md b/compendium/equipment/items/energy-mutagen-fop.md index 770361a8b..eb6426191 100644 --- a/compendium/equipment/items/energy-mutagen-fop.md +++ b/compendium/equipment/items/energy-mutagen-fop.md @@ -13,7 +13,7 @@ tags: aliases: ["Energy Mutagen"] --- # Energy Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/energy-mutagen-tv.md b/compendium/equipment/items/energy-mutagen-tv.md index 6222dc4ab..eb3ab118d 100644 --- a/compendium/equipment/items/energy-mutagen-tv.md +++ b/compendium/equipment/items/energy-mutagen-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Energy Mutagen"] --- # Energy Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/energy-resistant.md b/compendium/equipment/items/energy-resistant.md index 73fb67cd9..db0d828c1 100644 --- a/compendium/equipment/items/energy-resistant.md +++ b/compendium/equipment/items/energy-resistant.md @@ -9,7 +9,7 @@ tags: aliases: ["Energy-Resistant"] --- # Energy-Resistant *Item 8+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/energy-robe-lotgb.md b/compendium/equipment/items/energy-robe-lotgb.md index 7237f6afb..1823aec02 100644 --- a/compendium/equipment/items/energy-robe-lotgb.md +++ b/compendium/equipment/items/energy-robe-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Energy Robe"] --- # Energy Robe *Item 7+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn clothing; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/enfilading-arrow-lotgb.md b/compendium/equipment/items/enfilading-arrow-lotgb.md index dfb1af982..d0cf58eba 100644 --- a/compendium/equipment/items/enfilading-arrow-lotgb.md +++ b/compendium/equipment/items/enfilading-arrow-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Enfilading Arrow"] --- # Enfilading Arrow *Item 9* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 125 gp - **Ammunition** [Arrow](compendium/equipment/items/arrow.md) diff --git a/compendium/equipment/items/engulfing-snare-apg.md b/compendium/equipment/items/engulfing-snare-apg.md index 212ff8196..569165e58 100644 --- a/compendium/equipment/items/engulfing-snare-apg.md +++ b/compendium/equipment/items/engulfing-snare-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Engulfing Snare"] --- # Engulfing Snare *Item 14* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 900 gp - **Category** Snare diff --git a/compendium/equipment/items/enhanced-hearing-aids-lotgb.md b/compendium/equipment/items/enhanced-hearing-aids-lotgb.md index 52197b5af..a7e7ecb76 100644 --- a/compendium/equipment/items/enhanced-hearing-aids-lotgb.md +++ b/compendium/equipment/items/enhanced-hearing-aids-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Enhanced Hearing Aids"] --- # Enhanced Hearing Aids *Item 3* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 50 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/enigma-mirror-tv.md b/compendium/equipment/items/enigma-mirror-tv.md index f8ef78411..c1670e861 100644 --- a/compendium/equipment/items/enigma-mirror-tv.md +++ b/compendium/equipment/items/enigma-mirror-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Enigma Mirror"] --- # Enigma Mirror *Item 7+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/enigma-sight-potion-tv.md b/compendium/equipment/items/enigma-sight-potion-tv.md index 69254c4c7..2d00b2c4d 100644 --- a/compendium/equipment/items/enigma-sight-potion-tv.md +++ b/compendium/equipment/items/enigma-sight-potion-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Enigma-Sight Potion"] --- # Enigma-Sight Potion *Item 11* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [revelation](rules/traits/revelation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ensnaring-disk-tv.md b/compendium/equipment/items/ensnaring-disk-tv.md index b8e819099..d3371f061 100644 --- a/compendium/equipment/items/ensnaring-disk-tv.md +++ b/compendium/equipment/items/ensnaring-disk-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Ensnaring Disk"] --- # Ensnaring Disk *Item 7* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 70 gp - **Usage** affixed to a shield; **Bulk** — diff --git a/compendium/equipment/items/entertainers-lute-tv.md b/compendium/equipment/items/entertainers-lute-tv.md index 42b331db1..dcaa98064 100644 --- a/compendium/equipment/items/entertainers-lute-tv.md +++ b/compendium/equipment/items/entertainers-lute-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Entertainer's Lute"] --- # Entertainer's Lute *Item 4+* -[coda](rules/traits/coda-tv.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) +[coda](rules/traits/coda-tv.md "Coda Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Coda diff --git a/compendium/equipment/items/enveloping-light-lotgb.md b/compendium/equipment/items/enveloping-light-lotgb.md index e53e368c4..f3c756a0e 100644 --- a/compendium/equipment/items/enveloping-light-lotgb.md +++ b/compendium/equipment/items/enveloping-light-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Enveloping Light"] --- # Enveloping Light *Item 3+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** tattoo - **Category** Tattoo diff --git a/compendium/equipment/items/envenomed-snare-lotgb.md b/compendium/equipment/items/envenomed-snare-lotgb.md index 634985df1..09a80a08d 100644 --- a/compendium/equipment/items/envenomed-snare-lotgb.md +++ b/compendium/equipment/items/envenomed-snare-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Envenomed Snare"] --- # Envenomed Snare *Item 7* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [poison](rules/traits/poison.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp - **Category** Poison diff --git a/compendium/equipment/items/envisioning-mask-apg.md b/compendium/equipment/items/envisioning-mask-apg.md index a9fa17ead..5b0e9d335 100644 --- a/compendium/equipment/items/envisioning-mask-apg.md +++ b/compendium/equipment/items/envisioning-mask-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Envisioning Mask"] --- # Envisioning Mask *Item 11* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 1200 gp - **Usage** worn mask diff --git a/compendium/equipment/items/erratic-transposing-gmg.md b/compendium/equipment/items/erratic-transposing-gmg.md index 87c07a2af..d9435cd98 100644 --- a/compendium/equipment/items/erratic-transposing-gmg.md +++ b/compendium/equipment/items/erratic-transposing-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Erratic Transposing"] --- # Erratic Transposing *Item 11* -[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon - **Category** Curse diff --git a/compendium/equipment/items/erraticannon-ooa3.md b/compendium/equipment/items/erraticannon-ooa3.md index a07113703..0be0576cb 100644 --- a/compendium/equipment/items/erraticannon-ooa3.md +++ b/compendium/equipment/items/erraticannon-ooa3.md @@ -10,7 +10,7 @@ tags: aliases: ["Erraticannon"] --- # Erraticannon *Item 9* -[magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 700 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/escape-fulu-tv.md b/compendium/equipment/items/escape-fulu-tv.md index 0fbc924ce..1a0812af8 100644 --- a/compendium/equipment/items/escape-fulu-tv.md +++ b/compendium/equipment/items/escape-fulu-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Escape Fulu"] --- # Escape Fulu *Item 7* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 70 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/essence-prism-gmg.md b/compendium/equipment/items/essence-prism-gmg.md index b76ab5035..007900134 100644 --- a/compendium/equipment/items/essence-prism-gmg.md +++ b/compendium/equipment/items/essence-prism-gmg.md @@ -10,7 +10,7 @@ tags: aliases: ["Essence Prism"] --- # Essence Prism *Item 28* -[artifact](rules/traits/artifact-gmg.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Bulk** 5 - **Category** Artifact diff --git a/compendium/equipment/items/ethereal.md b/compendium/equipment/items/ethereal.md index 0ea4cb736..630240ef3 100644 --- a/compendium/equipment/items/ethereal.md +++ b/compendium/equipment/items/ethereal.md @@ -10,7 +10,7 @@ tags: aliases: ["Ethereal"] --- # Ethereal *Item 17* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 13500 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/ethersight-ring-aoe2.md b/compendium/equipment/items/ethersight-ring-aoe2.md index ca5f54dd0..84a3deeba 100644 --- a/compendium/equipment/items/ethersight-ring-aoe2.md +++ b/compendium/equipment/items/ethersight-ring-aoe2.md @@ -12,7 +12,7 @@ tags: aliases: ["Ethersight Ring"] --- # Ethersight Ring *Item 7* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp - **Usage** worn; **Bulk** – diff --git a/compendium/equipment/items/ethersight-ring-tv.md b/compendium/equipment/items/ethersight-ring-tv.md index 5f9883e05..62e7dd993 100644 --- a/compendium/equipment/items/ethersight-ring-tv.md +++ b/compendium/equipment/items/ethersight-ring-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Ethersight Ring"] --- # Ethersight Ring *Item 7* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/euphoric-loop-tv.md b/compendium/equipment/items/euphoric-loop-tv.md index def3470f5..cded6f924 100644 --- a/compendium/equipment/items/euphoric-loop-tv.md +++ b/compendium/equipment/items/euphoric-loop-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Euphoric Loop"] --- # Euphoric Loop *Item 5+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/everburning-torch.md b/compendium/equipment/items/everburning-torch.md index cbed76cfd..8faacba1c 100644 --- a/compendium/equipment/items/everburning-torch.md +++ b/compendium/equipment/items/everburning-torch.md @@ -10,7 +10,7 @@ tags: aliases: ["Everburning Torch"] --- # Everburning Torch *Item 1* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/everyneed-pack-lopsg.md b/compendium/equipment/items/everyneed-pack-lopsg.md index 088b61825..8d7c9b647 100644 --- a/compendium/equipment/items/everyneed-pack-lopsg.md +++ b/compendium/equipment/items/everyneed-pack-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Everyneed Pack"] --- # Everyneed Pack *Item 3+* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn on belt - **Category** Worn diff --git a/compendium/equipment/items/everyneed-pack-tv.md b/compendium/equipment/items/everyneed-pack-tv.md index c165cf7eb..6fb2d5ae0 100644 --- a/compendium/equipment/items/everyneed-pack-tv.md +++ b/compendium/equipment/items/everyneed-pack-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Everyneed Pack"] --- # Everyneed Pack *Item 3+* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn backpack; **Bulk** 1 - **Category** Worn diff --git a/compendium/equipment/items/experimental-clothing-lotgb.md b/compendium/equipment/items/experimental-clothing-lotgb.md index 668df7c8b..960385c65 100644 --- a/compendium/equipment/items/experimental-clothing-lotgb.md +++ b/compendium/equipment/items/experimental-clothing-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Experimental Clothing"] --- # Experimental Clothing *Item 2* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Usage** worn clothing; **Bulk** L diff --git a/compendium/equipment/items/exploding-shield-apg.md b/compendium/equipment/items/exploding-shield-apg.md index fb4d6568b..38531a7ec 100644 --- a/compendium/equipment/items/exploding-shield-apg.md +++ b/compendium/equipment/items/exploding-shield-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Exploding Shield"] --- # Exploding Shield *Item 5* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/exploration-lens-sot3.md b/compendium/equipment/items/exploration-lens-sot3.md index 1fb680dda..f09ee6d5b 100644 --- a/compendium/equipment/items/exploration-lens-sot3.md +++ b/compendium/equipment/items/exploration-lens-sot3.md @@ -11,7 +11,7 @@ tags: aliases: ["Exploration Lens"] --- # Exploration Lens *Item 10+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** – - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/explorers-clothing.md b/compendium/equipment/items/explorers-clothing.md index a27ccc139..7b7c3d8d9 100644 --- a/compendium/equipment/items/explorers-clothing.md +++ b/compendium/equipment/items/explorers-clothing.md @@ -8,7 +8,7 @@ tags: aliases: ["Explorer's Clothing"] --- # Explorer's Clothing *Item 0* -[comfort](rules/traits/comfort.md) +[comfort](rules/traits/comfort.md "Comfort Armor Trait") - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/explorers-yurt.md b/compendium/equipment/items/explorers-yurt.md index e1ad3d23d..37790f372 100644 --- a/compendium/equipment/items/explorers-yurt.md +++ b/compendium/equipment/items/explorers-yurt.md @@ -10,7 +10,7 @@ tags: aliases: ["Explorer's Yurt"] --- # Explorer's Yurt *Item 10* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") - **Price** 880 gp - **Bulk** 1 (when not activated) diff --git a/compendium/equipment/items/explosive-ammunition.md b/compendium/equipment/items/explosive-ammunition.md index 736d5cab1..d3c687473 100644 --- a/compendium/equipment/items/explosive-ammunition.md +++ b/compendium/equipment/items/explosive-ammunition.md @@ -11,7 +11,7 @@ tags: aliases: ["Explosive Ammunition"] --- # Explosive Ammunition *Item 9+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/explosive-missive-tv.md b/compendium/equipment/items/explosive-missive-tv.md index e81dbe4b3..d2bd1aad1 100644 --- a/compendium/equipment/items/explosive-missive-tv.md +++ b/compendium/equipment/items/explosive-missive-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Explosive Missive"] --- # Explosive Missive *Item 4* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Price** 13 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/extendable-tail-tv.md b/compendium/equipment/items/extendable-tail-tv.md index d1540b405..205471123 100644 --- a/compendium/equipment/items/extendable-tail-tv.md +++ b/compendium/equipment/items/extendable-tail-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Extendable Tail"] --- # Extendable Tail *Item 3* -[mechanical](rules/traits/mechanical.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") - **Price** 10 gp - **Usage** worn; **Bulk** 1 diff --git a/compendium/equipment/items/extending-som.md b/compendium/equipment/items/extending-som.md index 5f7c4120d..3d20ca4bc 100644 --- a/compendium/equipment/items/extending-som.md +++ b/compendium/equipment/items/extending-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Extending"] --- # Extending *Item 9+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto a melee weapon - **Category** Rune diff --git a/compendium/equipment/items/eye-of-apprehension.md b/compendium/equipment/items/eye-of-apprehension.md index 0e05c5134..bbd84c72e 100644 --- a/compendium/equipment/items/eye-of-apprehension.md +++ b/compendium/equipment/items/eye-of-apprehension.md @@ -11,7 +11,7 @@ tags: aliases: ["Eye of Apprehension"] --- # Eye of Apprehension *Item 12* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 400 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/eye-of-enlightenment-som.md b/compendium/equipment/items/eye-of-enlightenment-som.md index dc080dd25..f28054220 100644 --- a/compendium/equipment/items/eye-of-enlightenment-som.md +++ b/compendium/equipment/items/eye-of-enlightenment-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Eye Of Enlightenment"] --- # Eye Of Enlightenment *Item 5* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 25 gp - **Usage** affixed to a weapon diff --git a/compendium/equipment/items/eye-of-fortune.md b/compendium/equipment/items/eye-of-fortune.md index e6ae498be..8b7a5ecf6 100644 --- a/compendium/equipment/items/eye-of-fortune.md +++ b/compendium/equipment/items/eye-of-fortune.md @@ -10,7 +10,7 @@ tags: aliases: ["Eye of Fortune"] --- # Eye of Fortune *Item 13* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2700 gp - **Usage** worn eyepiece; **Bulk** — diff --git a/compendium/equipment/items/eye-of-the-unseen-lotgb.md b/compendium/equipment/items/eye-of-the-unseen-lotgb.md index e0a5dd48d..73d0a4fd6 100644 --- a/compendium/equipment/items/eye-of-the-unseen-lotgb.md +++ b/compendium/equipment/items/eye-of-the-unseen-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Eye Of The Unseen"] --- # Eye Of The Unseen *Item 8+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** L - **Category** Prosthesis diff --git a/compendium/equipment/items/eye-of-the-wise-aoa3.md b/compendium/equipment/items/eye-of-the-wise-aoa3.md index d9590376a..6b498e47e 100644 --- a/compendium/equipment/items/eye-of-the-wise-aoa3.md +++ b/compendium/equipment/items/eye-of-the-wise-aoa3.md @@ -11,7 +11,7 @@ tags: aliases: ["Eye Of The Wise"] --- # Eye Of The Wise *Item 11* -[artifact](rules/traits/artifact-gmg.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Artifact diff --git a/compendium/equipment/items/eye-slash-tv.md b/compendium/equipment/items/eye-slash-tv.md index ce74c8dcd..6f6a76402 100644 --- a/compendium/equipment/items/eye-slash-tv.md +++ b/compendium/equipment/items/eye-slash-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Eye Slash"] --- # Eye Slash *Item 1+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo diff --git a/compendium/equipment/items/eyes-of-the-eagle.md b/compendium/equipment/items/eyes-of-the-eagle.md index 5b256a4fa..0e63a0379 100644 --- a/compendium/equipment/items/eyes-of-the-eagle.md +++ b/compendium/equipment/items/eyes-of-the-eagle.md @@ -10,7 +10,7 @@ tags: aliases: ["Eyes of the Eagle"] --- # Eyes of the Eagle *Item 9* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 700 gp - **Usage** worn eyepiece; **Bulk** — diff --git a/compendium/equipment/items/fade-band.md b/compendium/equipment/items/fade-band.md index b232fc8da..8d423ffbc 100644 --- a/compendium/equipment/items/fade-band.md +++ b/compendium/equipment/items/fade-band.md @@ -11,7 +11,7 @@ tags: aliases: ["Fade Band"] --- # Fade Band *Item 12* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 320 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/faerie-dragon-liqueur-tv.md b/compendium/equipment/items/faerie-dragon-liqueur-tv.md index 01aad5646..908933d2f 100644 --- a/compendium/equipment/items/faerie-dragon-liqueur-tv.md +++ b/compendium/equipment/items/faerie-dragon-liqueur-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Faerie Dragon Liqueur"] --- # Faerie Dragon Liqueur *Item 7+* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/faerie-queens-bower-tv.md b/compendium/equipment/items/faerie-queens-bower-tv.md index 8346f9c8a..be1577ea2 100644 --- a/compendium/equipment/items/faerie-queens-bower-tv.md +++ b/compendium/equipment/items/faerie-queens-bower-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Faerie Queen's Bower"] --- # Faerie Queen's Bower *Item 13* -[divine](rules/traits/divine.md) [good](rules/traits/good.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn armor; **Bulk** 1 - **Category** Armor diff --git a/compendium/equipment/items/faith-tattoo-tv.md b/compendium/equipment/items/faith-tattoo-tv.md index cbc84b4ab..070e45583 100644 --- a/compendium/equipment/items/faith-tattoo-tv.md +++ b/compendium/equipment/items/faith-tattoo-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Faith Tattoo"] --- # Faith Tattoo *Item 4+* -[divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [tattoo](rules/traits/tattoo-lowg.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo diff --git a/compendium/equipment/items/fake-blood-pack-lotgb.md b/compendium/equipment/items/fake-blood-pack-lotgb.md index 33afadd28..b6178bfee 100644 --- a/compendium/equipment/items/fake-blood-pack-lotgb.md +++ b/compendium/equipment/items/fake-blood-pack-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Fake Blood Pack"] --- # Fake Blood Pack *Item 0* -[consumable](rules/traits/consumable.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 1 gp - **Usage** worn under light armor or clothes; **Bulk** L diff --git a/compendium/equipment/items/falcata-tv.md b/compendium/equipment/items/falcata-tv.md index df4712384..ea50dc818 100644 --- a/compendium/equipment/items/falcata-tv.md +++ b/compendium/equipment/items/falcata-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Falcata"] --- # Falcata *Item 0* -[fatal ](rules/traits/fatal.md) +[fatal ](rules/traits/fatal-d12.md "Fatal Weapon Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/falchion.md b/compendium/equipment/items/falchion.md index fe9a36700..f1cf88149 100644 --- a/compendium/equipment/items/falchion.md +++ b/compendium/equipment/items/falchion.md @@ -9,7 +9,7 @@ tags: aliases: ["Falchion"] --- # Falchion *Item 0* -[forceful](rules/traits/forceful.md) [sweep](rules/traits/sweep.md) +[forceful](rules/traits/forceful.md "Forceful Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") - **Price** 3 gp - **Bulk** 2 diff --git a/compendium/equipment/items/falconsight-eye-tv.md b/compendium/equipment/items/falconsight-eye-tv.md index 10d20913e..ac46041a9 100644 --- a/compendium/equipment/items/falconsight-eye-tv.md +++ b/compendium/equipment/items/falconsight-eye-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Falconsight Eye"] --- # Falconsight Eye *Item 6* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/false-bottomed-mug-da.md b/compendium/equipment/items/false-bottomed-mug-da.md index da93b5a27..01c5f5acd 100644 --- a/compendium/equipment/items/false-bottomed-mug-da.md +++ b/compendium/equipment/items/false-bottomed-mug-da.md @@ -8,7 +8,7 @@ tags: aliases: ["False-Bottomed Mug"] --- # False-Bottomed Mug *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of the Bellflower Network - **Price** 5 sp diff --git a/compendium/equipment/items/false-death-aoa5.md b/compendium/equipment/items/false-death-aoa5.md index 44dae8052..1e73163d1 100644 --- a/compendium/equipment/items/false-death-aoa5.md +++ b/compendium/equipment/items/false-death-aoa5.md @@ -12,7 +12,7 @@ tags: aliases: ["False Death"] --- # False Death *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/false-death-vial-tv.md b/compendium/equipment/items/false-death-vial-tv.md index 23f7b86a1..851cc6b14 100644 --- a/compendium/equipment/items/false-death-vial-tv.md +++ b/compendium/equipment/items/false-death-vial-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["False Death Vial"] --- # False Death Vial *Item 13+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** affixed to explorer's clothing (or another item in the unarmored defense category); **Bulk** — - **Activate** envision; **Trigger** You would be reduced to 0 Hit Points by damage but not immediately killed; **Requirements** You are unarmored. diff --git a/compendium/equipment/items/false-hope-tv.md b/compendium/equipment/items/false-hope-tv.md index dc179d7e8..9629c9bdc 100644 --- a/compendium/equipment/items/false-hope-tv.md +++ b/compendium/equipment/items/false-hope-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["False Hope"] --- # False Hope *Item 17* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 2600 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/false-manacles-lopsg.md b/compendium/equipment/items/false-manacles-lopsg.md index 5ba599500..91b6e106e 100644 --- a/compendium/equipment/items/false-manacles-lopsg.md +++ b/compendium/equipment/items/false-manacles-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["False Manacles"] --- # False Manacles *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Hands** 2 diff --git a/compendium/equipment/items/familiar-morsel-tv.md b/compendium/equipment/items/familiar-morsel-tv.md index 846c792e2..016298ffd 100644 --- a/compendium/equipment/items/familiar-morsel-tv.md +++ b/compendium/equipment/items/familiar-morsel-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Familiar Morsel"] --- # Familiar Morsel *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 30 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/familiar-satchel-lopsg.md b/compendium/equipment/items/familiar-satchel-lopsg.md index b24033c0b..456121236 100644 --- a/compendium/equipment/items/familiar-satchel-lopsg.md +++ b/compendium/equipment/items/familiar-satchel-lopsg.md @@ -8,12 +8,12 @@ tags: aliases: ["Familiar satchel"] --- # Familiar satchel *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** 1 - **Category** Adventuring Gear -This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an [Interact](rules/actions/interact.md) action to open the satchel and a single action with the [move](rules/traits/move.md) trait to enter or exit. +This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an [Interact](rules/actions/interact.md) action to open the satchel and a single action with the [move](rules/traits/move.md "Move Combat Trait") trait to enter or exit. *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/familiar-tattoo-som.md b/compendium/equipment/items/familiar-tattoo-som.md index 109662d19..d965e2415 100644 --- a/compendium/equipment/items/familiar-tattoo-som.md +++ b/compendium/equipment/items/familiar-tattoo-som.md @@ -11,13 +11,13 @@ tags: aliases: ["Familiar Tattoo"] --- # Familiar Tattoo *Item 3* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 60 gp - **Usage** tattooed on the body - **Category** Tattoo -This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, [move](rules/traits/move.md), and [transmutation](rules/traits/transmutation.md) traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you. +This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, [move](rules/traits/move.md "Move Combat Trait"), and [transmutation](rules/traits/transmutation.md "Transmutation School Trait") traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you. Any of the familiar's companion items remain on it, but it can't carry any other items with it. This tattoo is non-magical if you don't have a familiar or if your familiar doesn't remain present for the entire tattooing process. If your familiar dies, this tattoo loses its magic and becomes a mundane tattoo. diff --git a/compendium/equipment/items/fan-of-the-four-winds-tv.md b/compendium/equipment/items/fan-of-the-four-winds-tv.md index 5fd517a99..d8ef31633 100644 --- a/compendium/equipment/items/fan-of-the-four-winds-tv.md +++ b/compendium/equipment/items/fan-of-the-four-winds-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Fan of the Four Winds"] --- # Fan of the Four Winds *Item 4* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/fang-snare-ec1.md b/compendium/equipment/items/fang-snare-ec1.md index d04c50cbf..d0d2fa9bf 100644 --- a/compendium/equipment/items/fang-snare-ec1.md +++ b/compendium/equipment/items/fang-snare-ec1.md @@ -12,7 +12,7 @@ tags: aliases: ["Fang Snare"] --- # Fang Snare *Item 4* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp - **Category** Snare diff --git a/compendium/equipment/items/fanged-lotgb.md b/compendium/equipment/items/fanged-lotgb.md index 3df8563b0..7bed60ad3 100644 --- a/compendium/equipment/items/fanged-lotgb.md +++ b/compendium/equipment/items/fanged-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Fanged"] --- # Fanged *Item 2+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a melee weapon - **Category** Rune @@ -19,9 +19,9 @@ When etched with this rune, a weapon's hilt or haft becomes engraved with groove ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[magical](rules/traits/magical.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -You transform into a [Small](rules/traits/small-b1.md) or [Medium](rules/traits/medium-b1.md) animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the [two-hand](rules/traits/two-hand.md) trait, you are holding the weapon in two hands. You can [Dismiss](rules/actions/dismiss.md) this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). +You transform into a [Small](rules/traits/small-b1.md "Small Size Trait") or [Medium](rules/traits/medium-b1.md "Medium Size Trait") animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") trait, you are holding the weapon in two hands. You can [Dismiss](rules/actions/dismiss.md) this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). %% #trait/magical #trait/polymorph #trait/transmutation %% ``` diff --git a/compendium/equipment/items/fangwire-loag.md b/compendium/equipment/items/fangwire-loag.md index 6765381e2..6b4a20af0 100644 --- a/compendium/equipment/items/fangwire-loag.md +++ b/compendium/equipment/items/fangwire-loag.md @@ -14,7 +14,7 @@ tags: aliases: ["Fangwire"] --- # Fangwire *Item 0* -[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [deadly <1d8>](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [grapple](rules/traits/grapple.md) [kobold](rules/traits/kobold-b1.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") [deadly <1d8>](rules/traits/deadly-1d8.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [grapple](rules/traits/grapple.md "Grapple Weapon Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4 gp - **Bulk** L diff --git a/compendium/equipment/items/fashionable-wayfinder-lopsg.md b/compendium/equipment/items/fashionable-wayfinder-lopsg.md index 54da3f47a..114d8713f 100644 --- a/compendium/equipment/items/fashionable-wayfinder-lopsg.md +++ b/compendium/equipment/items/fashionable-wayfinder-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Fashionable Wayfinder"] --- # Fashionable Wayfinder *Item 3* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp - **Usage** worn diff --git a/compendium/equipment/items/fate-shot-tv.md b/compendium/equipment/items/fate-shot-tv.md index 1014e0ecc..2d394a484 100644 --- a/compendium/equipment/items/fate-shot-tv.md +++ b/compendium/equipment/items/fate-shot-tv.md @@ -10,13 +10,13 @@ tags: aliases: ["Fate Shot"] --- # Fate Shot *Item 6* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 50 gp - **Ammunition** any - **Activate** command - **Category** Consumable -Fate shot is made of a nickel‑steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC 11 flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal `1d6`, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the [deadly](rules/traits/deadly.md) trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage. +Fate shot is made of a nickel‑steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC 11 flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal `1d6`, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage. *Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/fauchard-locg.md b/compendium/equipment/items/fauchard-locg.md index 9e4d8af55..b281c0799 100644 --- a/compendium/equipment/items/fauchard-locg.md +++ b/compendium/equipment/items/fauchard-locg.md @@ -11,7 +11,7 @@ tags: aliases: ["Fauchard"] --- # Fauchard *Item 0* -[deadly ](rules/traits/deadly.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [trip](rules/traits/trip.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 14 sp - **Bulk** 2 diff --git a/compendium/equipment/items/fear-gem.md b/compendium/equipment/items/fear-gem.md index 4484cd4f0..f015080dc 100644 --- a/compendium/equipment/items/fear-gem.md +++ b/compendium/equipment/items/fear-gem.md @@ -13,7 +13,7 @@ tags: aliases: ["Fear Gem"] --- # Fear Gem *Item 4* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 20 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/fearcracker-tv.md b/compendium/equipment/items/fearcracker-tv.md index 372ebc949..2247a51a7 100644 --- a/compendium/equipment/items/fearcracker-tv.md +++ b/compendium/equipment/items/fearcracker-tv.md @@ -10,13 +10,13 @@ tags: aliases: ["Fearcracker"] --- # Fearcracker *Item 5* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) - **Category** Consumable -A fearcracker contains fragments of [broken](rules/conditions.md#Broken) mirrors and reagents that pop and smoke when consumed. When thrown down in your space as part of a [mirror image](compendium/spells/mirror-image.md) spell, your and your images' appearance twists nightmarishly. When an image is destroyed, it "dies" in a disturbing fashion, rendering the attacker [frightened](rules/conditions.md#Frightened). This aspect of the spell has the emotion, [fear](rules/traits/fear.md), and [mental](rules/traits/mental.md) traits. +A fearcracker contains fragments of [broken](rules/conditions.md#Broken) mirrors and reagents that pop and smoke when consumed. When thrown down in your space as part of a [mirror image](compendium/spells/mirror-image.md) spell, your and your images' appearance twists nightmarishly. When an image is destroyed, it "dies" in a disturbing fashion, rendering the attacker [frightened](rules/conditions.md#Frightened). This aspect of the spell has the emotion, [fear](rules/traits/fear.md "Fear Effect Trait"), and [mental](rules/traits/mental.md "Mental Effect Trait") traits. *Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/fearless-sash-tv.md b/compendium/equipment/items/fearless-sash-tv.md index b932e5e5d..176d91b06 100644 --- a/compendium/equipment/items/fearless-sash-tv.md +++ b/compendium/equipment/items/fearless-sash-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Fearless Sash"] --- # Fearless Sash *Item 7* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 325 gp - **Usage** worn belt diff --git a/compendium/equipment/items/fearsome-apg.md b/compendium/equipment/items/fearsome-apg.md index add18b7f4..57a09ad24 100644 --- a/compendium/equipment/items/fearsome-apg.md +++ b/compendium/equipment/items/fearsome-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Fearsome"] --- # Fearsome *Item 5+* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/fearweed-aoe4.md b/compendium/equipment/items/fearweed-aoe4.md index 1a7329866..94c6f8dcd 100644 --- a/compendium/equipment/items/fearweed-aoe4.md +++ b/compendium/equipment/items/fearweed-aoe4.md @@ -12,7 +12,7 @@ tags: aliases: ["Fearweed"] --- # Fearweed *Item 10* -[consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [divine](rules/traits/divine.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/feast-of-hungry-ghosts-botd.md b/compendium/equipment/items/feast-of-hungry-ghosts-botd.md index 8dc61b43c..ab7749c1b 100644 --- a/compendium/equipment/items/feast-of-hungry-ghosts-botd.md +++ b/compendium/equipment/items/feast-of-hungry-ghosts-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Feast of Hungry Ghosts"] --- # Feast of Hungry Ghosts *Item 9+* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Activate** [Interact](rules/actions/interact.md) - **Category** Consumable diff --git a/compendium/equipment/items/feather-step-stone.md b/compendium/equipment/items/feather-step-stone.md index 8b6652e70..aa8536aa5 100644 --- a/compendium/equipment/items/feather-step-stone.md +++ b/compendium/equipment/items/feather-step-stone.md @@ -11,7 +11,7 @@ tags: aliases: ["Feather Step Stone"] --- # Feather Step Stone *Item 3* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 8 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/feather-token.md b/compendium/equipment/items/feather-token.md index 285abbab5..7103dd7d7 100644 --- a/compendium/equipment/items/feather-token.md +++ b/compendium/equipment/items/feather-token.md @@ -10,7 +10,7 @@ tags: aliases: ["Feather Token"] --- # Feather Token *Item 1+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** — - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/feng-huo-lun-tv.md b/compendium/equipment/items/feng-huo-lun-tv.md index 59a609e67..082a599a7 100644 --- a/compendium/equipment/items/feng-huo-lun-tv.md +++ b/compendium/equipment/items/feng-huo-lun-tv.md @@ -15,7 +15,7 @@ tags: aliases: ["Feng Huo Lun"] --- # Feng Huo Lun *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** L diff --git a/compendium/equipment/items/fiddle-of-the-maestro-tv.md b/compendium/equipment/items/fiddle-of-the-maestro-tv.md index bb8982879..d9dea526f 100644 --- a/compendium/equipment/items/fiddle-of-the-maestro-tv.md +++ b/compendium/equipment/items/fiddle-of-the-maestro-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Fiddle of the Maestro"] --- # Fiddle of the Maestro *Item 16* -[coda](rules/traits/coda-tv.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) +[coda](rules/traits/coda-tv.md "Coda Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 10000 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/fiendish-teleportation-lol.md b/compendium/equipment/items/fiendish-teleportation-lol.md index ac947e644..83cd04ffe 100644 --- a/compendium/equipment/items/fiendish-teleportation-lol.md +++ b/compendium/equipment/items/fiendish-teleportation-lol.md @@ -12,7 +12,7 @@ tags: aliases: ["Fiendish Teleportation"] --- # Fiendish Teleportation *Item 11* -[conjuration](rules/traits/conjuration.md) [contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/fighters-fork.md b/compendium/equipment/items/fighters-fork.md index 85b3eb8f7..c4babdfed 100644 --- a/compendium/equipment/items/fighters-fork.md +++ b/compendium/equipment/items/fighters-fork.md @@ -9,7 +9,7 @@ tags: aliases: ["Fighter's Fork"] --- # Fighter's Fork *Item 3* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 50 gp - **Usage** held in 1 or 2 hands; **Bulk** 1 @@ -20,7 +20,7 @@ This +1 trident, usually engraved with a decorative pattern resembling fish scal ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the [reach](rules/traits/reach.md) trait, but loses the trident's normal [thrown](rules/traits/thrown.md) trait. +You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the [reach](rules/traits/reach.md "Reach Weapon Trait") trait, but loses the trident's normal [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait. ``` *Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/fighting-fan-tv.md b/compendium/equipment/items/fighting-fan-tv.md index ebbaf07d7..11408d523 100644 --- a/compendium/equipment/items/fighting-fan-tv.md +++ b/compendium/equipment/items/fighting-fan-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Fighting Fan"] --- # Fighting Fan *Item 0* -[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 11 sp - **Bulk** L diff --git a/compendium/equipment/items/filchers-fork.md b/compendium/equipment/items/filchers-fork.md index 4bfa07efb..7524172ab 100644 --- a/compendium/equipment/items/filchers-fork.md +++ b/compendium/equipment/items/filchers-fork.md @@ -14,7 +14,7 @@ tags: aliases: ["Filcher's Fork"] --- # Filcher's Fork *Item 0* -[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [halfling](rules/traits/halfling.md) [thrown <20 ft.>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") [thrown <20 ft.>](rules/traits/thrown-20-ft.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/final-blade-lowg.md b/compendium/equipment/items/final-blade-lowg.md index 64dea644a..6aa23f61f 100644 --- a/compendium/equipment/items/final-blade-lowg.md +++ b/compendium/equipment/items/final-blade-lowg.md @@ -13,12 +13,12 @@ tags: aliases: ["Final Blade"] --- # Final Blade *Item 20* -[artifact](rules/traits/artifact-gmg.md) [death](rules/traits/death.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [death](rules/traits/death.md "Death Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Bulk** 40 - **Category** Artifact -A [Large](rules/traits/large-b1.md) or smaller [restrained](rules/conditions.md#Restrained) or willing creature can be executed by a final blade. +A [Large](rules/traits/large-b1.md "Large Size Trait") or smaller [restrained](rules/conditions.md#Restrained) or willing creature can be executed by a final blade. As an artifact, a final blade cannot be harmed by any but a very specific means. diff --git a/compendium/equipment/items/final-rest-botd.md b/compendium/equipment/items/final-rest-botd.md index fc850442e..55309936b 100644 --- a/compendium/equipment/items/final-rest-botd.md +++ b/compendium/equipment/items/final-rest-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Final Rest"] --- # Final Rest *Item 18* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 24000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/fingerprinting-kit-aoe1.md b/compendium/equipment/items/fingerprinting-kit-aoe1.md index 2be7c01e0..2fe8b652c 100644 --- a/compendium/equipment/items/fingerprinting-kit-aoe1.md +++ b/compendium/equipment/items/fingerprinting-kit-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Fingerprinting Kit"] --- # Fingerprinting Kit *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/fire-and-iceberg-lotgb.md b/compendium/equipment/items/fire-and-iceberg-lotgb.md index dda266759..42be1ef98 100644 --- a/compendium/equipment/items/fire-and-iceberg-lotgb.md +++ b/compendium/equipment/items/fire-and-iceberg-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Fire And Iceberg"] --- # Fire And Iceberg *Item 7+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/fire-jump-ring-apg.md b/compendium/equipment/items/fire-jump-ring-apg.md index 94c7ecd78..e39d9d97a 100644 --- a/compendium/equipment/items/fire-jump-ring-apg.md +++ b/compendium/equipment/items/fire-jump-ring-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Fire-jump Ring"] --- # Fire-jump Ring *Item 10* -[conjuration](rules/traits/conjuration.md) [fire](rules/traits/fire.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 940 gp - **Usage** worn diff --git a/compendium/equipment/items/fire-poi-ec1.md b/compendium/equipment/items/fire-poi-ec1.md index 5e666068d..b2f050bc8 100644 --- a/compendium/equipment/items/fire-poi-ec1.md +++ b/compendium/equipment/items/fire-poi-ec1.md @@ -12,7 +12,7 @@ tags: aliases: ["Fire Poi"] --- # Fire Poi *Item 0* -[agile](rules/traits/agile.md) [backswing](rules/traits/backswing.md) [finesse](rules/traits/finesse.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [backswing](rules/traits/backswing.md "Backswing Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 sp - **Bulk** L diff --git a/compendium/equipment/items/firefoot-popcorn-tv.md b/compendium/equipment/items/firefoot-popcorn-tv.md index f30231d25..c5f6e5ada 100644 --- a/compendium/equipment/items/firefoot-popcorn-tv.md +++ b/compendium/equipment/items/firefoot-popcorn-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Firefoot Popcorn"] --- # Firefoot Popcorn *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 75 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/firestarter-pellets-som.md b/compendium/equipment/items/firestarter-pellets-som.md index d7a532ca1..2f36de170 100644 --- a/compendium/equipment/items/firestarter-pellets-som.md +++ b/compendium/equipment/items/firestarter-pellets-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Firestarter Pellets"] --- # Firestarter Pellets *Item 5+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable diff --git a/compendium/equipment/items/five-feather-wreath-som.md b/compendium/equipment/items/five-feather-wreath-som.md index 56f38ab74..5c1616adc 100644 --- a/compendium/equipment/items/five-feather-wreath-som.md +++ b/compendium/equipment/items/five-feather-wreath-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Five-feather Wreath"] --- # Five-feather Wreath *Item 4+* -[air](rules/traits/air.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) [transmutation](rules/traits/transmutation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** affixed to armor or a weapon - **Category** Spellheart diff --git a/compendium/equipment/items/flail.md b/compendium/equipment/items/flail.md index 57795d3bf..131ade1d3 100644 --- a/compendium/equipment/items/flail.md +++ b/compendium/equipment/items/flail.md @@ -10,7 +10,7 @@ tags: aliases: ["Flail"] --- # Flail *Item 0* -[disarm](rules/traits/disarm.md) [sweep](rules/traits/sweep.md) [trip](rules/traits/trip.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 8 sp - **Bulk** 1 diff --git a/compendium/equipment/items/flame-navette.md b/compendium/equipment/items/flame-navette.md index 405231142..f5c185f6a 100644 --- a/compendium/equipment/items/flame-navette.md +++ b/compendium/equipment/items/flame-navette.md @@ -11,7 +11,7 @@ tags: aliases: ["Flame Navette"] --- # Flame Navette *Item 16* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 1800 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/flame-tongue.md b/compendium/equipment/items/flame-tongue.md index 8a4c1418c..119690f72 100644 --- a/compendium/equipment/items/flame-tongue.md +++ b/compendium/equipment/items/flame-tongue.md @@ -10,7 +10,7 @@ tags: aliases: ["Flame Tongue"] --- # Flame Tongue *Item 13+* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Weapon diff --git a/compendium/equipment/items/flaming-star-som.md b/compendium/equipment/items/flaming-star-som.md index a0767ec4d..854d754ed 100644 --- a/compendium/equipment/items/flaming-star-som.md +++ b/compendium/equipment/items/flaming-star-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Flaming Star"] --- # Flaming Star *Item 3+* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon - **Category** Spellheart diff --git a/compendium/equipment/items/flaming.md b/compendium/equipment/items/flaming.md index 03bde9294..6ea2a9d7a 100644 --- a/compendium/equipment/items/flaming.md +++ b/compendium/equipment/items/flaming.md @@ -10,7 +10,7 @@ tags: aliases: ["Flaming"] --- # Flaming *Item 8+* -[conjuration](rules/traits/conjuration.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/flare-snare-apg.md b/compendium/equipment/items/flare-snare-apg.md index de3b4d147..3f220207c 100644 --- a/compendium/equipment/items/flare-snare-apg.md +++ b/compendium/equipment/items/flare-snare-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Flare Snare"] --- # Flare Snare *Item 2* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 5 gp - **Category** Snare diff --git a/compendium/equipment/items/flask-of-fellowship-som.md b/compendium/equipment/items/flask-of-fellowship-som.md index b1da03ad9..b069b05ef 100644 --- a/compendium/equipment/items/flask-of-fellowship-som.md +++ b/compendium/equipment/items/flask-of-fellowship-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Flask Of Fellowship"] --- # Flask Of Fellowship *Item 2* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md b/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md index c2f287976..ba804d0a5 100644 --- a/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md +++ b/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md @@ -11,7 +11,7 @@ tags: aliases: ["Flawed Orb Of Gold Dragonkind"] --- # Flawed Orb Of Gold Dragonkind *Item 25* -[artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Artifact diff --git a/compendium/equipment/items/flaying-knife-sli.md b/compendium/equipment/items/flaying-knife-sli.md index fc6be6b61..f2be875b7 100644 --- a/compendium/equipment/items/flaying-knife-sli.md +++ b/compendium/equipment/items/flaying-knife-sli.md @@ -10,7 +10,7 @@ tags: aliases: ["Flaying Knife"] --- # Flaying Knife *Item 8* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 480 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/flayleaf-gmg.md b/compendium/equipment/items/flayleaf-gmg.md index 29c9b54d9..340f479a9 100644 --- a/compendium/equipment/items/flayleaf-gmg.md +++ b/compendium/equipment/items/flayleaf-gmg.md @@ -13,7 +13,7 @@ tags: aliases: ["Flayleaf"] --- # Flayleaf *Item 0* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1 gp - **Usage** held in 1 hand; **Bulk** L @@ -30,9 +30,9 @@ title: Saving Throw: DC 12 Fortitude ## Stages -**Stage 1** +1 item bonus to saving throws against [mental](rules/traits/mental.md) effects (1 hour) +**Stage 1** +1 item bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects (1 hour) -**Stage 2** [fatigued](rules/conditions.md#Fatigued) and +1 item bonus to saving throws against [mental](rules/traits/mental.md) effects (1 hour) +**Stage 2** [fatigued](rules/conditions.md#Fatigued) and +1 item bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects (1 hour) **Stage 3** [fatigued](rules/conditions.md#Fatigued) and [stupefied](rules/conditions.md#Stupefied) (1 hour) diff --git a/compendium/equipment/items/fleshgem-lotgb.md b/compendium/equipment/items/fleshgem-lotgb.md index db7c7a1c6..9511e8607 100644 --- a/compendium/equipment/items/fleshgem-lotgb.md +++ b/compendium/equipment/items/fleshgem-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Fleshgem"] --- # Fleshgem *Item 5+* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** envision - **Category** Worn diff --git a/compendium/equipment/items/floating-shield.md b/compendium/equipment/items/floating-shield.md index 6a7df830d..d14115a87 100644 --- a/compendium/equipment/items/floating-shield.md +++ b/compendium/equipment/items/floating-shield.md @@ -9,7 +9,7 @@ tags: aliases: ["Floating Shield"] --- # Floating Shield *Item 11+* -[magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** strapped to 1 hand; **Bulk** L - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/floorbell-aoe2.md b/compendium/equipment/items/floorbell-aoe2.md index aa517aa14..a9ed3f0c1 100644 --- a/compendium/equipment/items/floorbell-aoe2.md +++ b/compendium/equipment/items/floorbell-aoe2.md @@ -10,7 +10,7 @@ tags: aliases: ["Floorbell"] --- # Floorbell *Item 5* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 120 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/flurrying-tv.md b/compendium/equipment/items/flurrying-tv.md index 5e4bd889e..0da449d36 100644 --- a/compendium/equipment/items/flurrying-tv.md +++ b/compendium/equipment/items/flurrying-tv.md @@ -9,17 +9,17 @@ tags: aliases: ["Flurrying"] --- # Flurrying *Item 7* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 360 gp -- **Usage** etched onto a melee weapon with the [monk](rules/traits/monk.md) trait +- **Usage** etched onto a melee weapon with the [monk](rules/traits/monk.md "Monk Class Trait") trait - **Category** Rune When you make a [Flurry of Blows](rules/actions/flurry-of-blows.md) using the etched weapon and your first [Strike](rules/actions/strike.md) reduces a creature to 0 Hit Points, you can make your second [Strike](rules/actions/strike.md) with an echo of the weapon, increasing the reach to 30 feet. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") The weapon casts a [spiritual weapon](compendium/spells/spiritual-weapon.md) spell. diff --git a/compendium/equipment/items/flying-blade-wheel-snare.md b/compendium/equipment/items/flying-blade-wheel-snare.md index cde58f888..6af764d9d 100644 --- a/compendium/equipment/items/flying-blade-wheel-snare.md +++ b/compendium/equipment/items/flying-blade-wheel-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Flying Blade Wheel Snare"] --- # Flying Blade Wheel Snare *Item 20* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 10000 gp - **Category** Snare diff --git a/compendium/equipment/items/flyssa-tv.md b/compendium/equipment/items/flyssa-tv.md index 3235f9a69..d28382f04 100644 --- a/compendium/equipment/items/flyssa-tv.md +++ b/compendium/equipment/items/flyssa-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Flyssa"] --- # Flyssa *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [versatile

](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/focus-cathartic-apg.md b/compendium/equipment/items/focus-cathartic-apg.md index 69120aef4..8dd91c0e7 100644 --- a/compendium/equipment/items/focus-cathartic-apg.md +++ b/compendium/equipment/items/focus-cathartic-apg.md @@ -11,13 +11,13 @@ tags: aliases: ["Focus Cathartic"] --- # Focus Cathartic *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Elixir -Focus briefly calms your neurons, helping ease [mental](rules/traits/mental.md) effects. +Focus briefly calms your neurons, helping ease [mental](rules/traits/mental.md "Mental Effect Trait") effects. When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the [confused](rules/conditions.md#Confused) or [stupefied](rules/conditions.md#Stupefied) condition from a single source, using the source of that condition to determine the counteract level and DC. diff --git a/compendium/equipment/items/folding-boat-lotgb.md b/compendium/equipment/items/folding-boat-lotgb.md index 0b342dad2..606417e6a 100644 --- a/compendium/equipment/items/folding-boat-lotgb.md +++ b/compendium/equipment/items/folding-boat-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Folding Boat"] --- # Folding Boat *Item 8+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/folding-drums-av2.md b/compendium/equipment/items/folding-drums-av2.md index 67a7e20f3..32ee3b3fe 100644 --- a/compendium/equipment/items/folding-drums-av2.md +++ b/compendium/equipment/items/folding-drums-av2.md @@ -10,7 +10,7 @@ tags: aliases: ["Folding Drums"] --- # Folding Drums *Item 5* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** varies (see text); **Bulk** varies (see text) diff --git a/compendium/equipment/items/follypops-lotgb.md b/compendium/equipment/items/follypops-lotgb.md index 376b5d163..c909f6835 100644 --- a/compendium/equipment/items/follypops-lotgb.md +++ b/compendium/equipment/items/follypops-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Follypops"] --- # Follypops *Item 10* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -19,6 +19,6 @@ aliases: ["Follypops"] These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential. -During this time, you can unleash magic in the area up to three times as a single action, which has the [concentrate](rules/traits/concentrate.md) trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. +During this time, you can unleash magic in the area up to three times as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. *Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/force-shield.md b/compendium/equipment/items/force-shield.md index 7f80acd3f..80124bb1f 100644 --- a/compendium/equipment/items/force-shield.md +++ b/compendium/equipment/items/force-shield.md @@ -11,7 +11,7 @@ tags: aliases: ["Force Shield"] --- # Force Shield *Item 9* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/force-tiles-som.md b/compendium/equipment/items/force-tiles-som.md index 5c6b1fdd5..0f07cb647 100644 --- a/compendium/equipment/items/force-tiles-som.md +++ b/compendium/equipment/items/force-tiles-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Force Tiles"] --- # Force Tiles *Item 13* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 525 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/forensic-dye-apg.md b/compendium/equipment/items/forensic-dye-apg.md index 7fd72539f..6f1988b1c 100644 --- a/compendium/equipment/items/forensic-dye-apg.md +++ b/compendium/equipment/items/forensic-dye-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Forensic Dye"] --- # Forensic Dye *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/forge-warden.md b/compendium/equipment/items/forge-warden.md index 1d7e89bd9..9f4f48365 100644 --- a/compendium/equipment/items/forge-warden.md +++ b/compendium/equipment/items/forge-warden.md @@ -10,7 +10,7 @@ tags: aliases: ["Forge Warden"] --- # Forge Warden *Item 10* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 975 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/forgefathers-seal-gmg.md b/compendium/equipment/items/forgefathers-seal-gmg.md index 5ce4f57d6..7098c1d20 100644 --- a/compendium/equipment/items/forgefathers-seal-gmg.md +++ b/compendium/equipment/items/forgefathers-seal-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Forgefather's Seal"] --- # Forgefather's Seal *Item 24* -[abjuration](rules/traits/abjuration.md) [artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** etched onto armor diff --git a/compendium/equipment/items/forgetful-drops-da.md b/compendium/equipment/items/forgetful-drops-da.md index cc6d10b80..5bc64ed8a 100644 --- a/compendium/equipment/items/forgetful-drops-da.md +++ b/compendium/equipment/items/forgetful-drops-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Forgetful Drops"] --- # Forgetful Drops *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 10 gp diff --git a/compendium/equipment/items/forgetful-ink-sot1.md b/compendium/equipment/items/forgetful-ink-sot1.md index f93c3dda2..073bdee98 100644 --- a/compendium/equipment/items/forgetful-ink-sot1.md +++ b/compendium/equipment/items/forgetful-ink-sot1.md @@ -12,7 +12,7 @@ tags: aliases: ["Forgetful Ink"] --- # Forgetful Ink *Item 6* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 32 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/forgotten-shell-aoe5.md b/compendium/equipment/items/forgotten-shell-aoe5.md index 6a6366b2d..7ca857072 100644 --- a/compendium/equipment/items/forgotten-shell-aoe5.md +++ b/compendium/equipment/items/forgotten-shell-aoe5.md @@ -11,7 +11,7 @@ tags: aliases: ["Forgotten Shell"] --- # Forgotten Shell *Item 13* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 2500 gp - **Usage** worn armor; **Bulk** 4 diff --git a/compendium/equipment/items/forgotten-signet-tv.md b/compendium/equipment/items/forgotten-signet-tv.md index 8a82a64c9..586037267 100644 --- a/compendium/equipment/items/forgotten-signet-tv.md +++ b/compendium/equipment/items/forgotten-signet-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Forgotten Signet"] --- # Forgotten Signet *Item 21* -[artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn; **Bulk** — - **Category** Artifact diff --git a/compendium/equipment/items/fortification.md b/compendium/equipment/items/fortification.md index 31a29fa96..c6ed9291d 100644 --- a/compendium/equipment/items/fortification.md +++ b/compendium/equipment/items/fortification.md @@ -9,7 +9,7 @@ tags: aliases: ["Fortification"] --- # Fortification *Item 12+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto medium or heavy armor - **Category** Rune diff --git a/compendium/equipment/items/fortifying-pebble-locg.md b/compendium/equipment/items/fortifying-pebble-locg.md index 8154895c9..2ba93934d 100644 --- a/compendium/equipment/items/fortifying-pebble-locg.md +++ b/compendium/equipment/items/fortifying-pebble-locg.md @@ -12,7 +12,7 @@ tags: aliases: ["Fortifying Pebble"] --- # Fortifying Pebble *Item 4* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 13 gp - **Usage** affixed to armor, shield, or weapon diff --git a/compendium/equipment/items/fortress-plate-tv.md b/compendium/equipment/items/fortress-plate-tv.md index 03248e608..4656f1f33 100644 --- a/compendium/equipment/items/fortress-plate-tv.md +++ b/compendium/equipment/items/fortress-plate-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Fortress Plate"] --- # Fortress Plate *Item 2* -[bulwark](rules/traits/bulwark.md) [entrench ](rules/traits/entrench-tv.md) [ponderous](rules/traits/ponderous-tv.md) +[bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") [entrench ](rules/traits/entrench-ranged-tv.md "Entrench Armor Trait") [ponderous](rules/traits/ponderous-tv.md "Ponderous Armor Trait") - **Price** 32 gp - **Bulk** 5 diff --git a/compendium/equipment/items/fortress-shield-tv.md b/compendium/equipment/items/fortress-shield-tv.md index 5671c2f5e..5b6e1219f 100644 --- a/compendium/equipment/items/fortress-shield-tv.md +++ b/compendium/equipment/items/fortress-shield-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Fortress Shield"] --- # Fortress Shield *Item 1* -[hefty <14>](rules/traits/hefty-tv.md) +[hefty <14>](rules/traits/hefty-14-tv.md "Hefty Item Trait") - **Price** 20 gp - **Bulk** 5 diff --git a/compendium/equipment/items/fortunes-coin-tv.md b/compendium/equipment/items/fortunes-coin-tv.md index 192849282..ddfcd6288 100644 --- a/compendium/equipment/items/fortunes-coin-tv.md +++ b/compendium/equipment/items/fortunes-coin-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Fortune's Coin"] --- # Fortune's Coin *Item 8+* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Held @@ -22,7 +22,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R - **Trigger**: You fail a check or attack -**Effect** Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a [fortune](rules/traits/fortune.md) effect, regardless of how the coin flip lands. +**Effect** Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect, regardless of how the coin flip lands. ``` *Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/fortunes-favor-tv.md b/compendium/equipment/items/fortunes-favor-tv.md index d79dbf926..73b082ca1 100644 --- a/compendium/equipment/items/fortunes-favor-tv.md +++ b/compendium/equipment/items/fortunes-favor-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Fortune's Favor"] --- # Fortune's Favor *Item 3* -[enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/four-ways-dogslicer-apg.md b/compendium/equipment/items/four-ways-dogslicer-apg.md index b9c52aeaa..d4bc65dee 100644 --- a/compendium/equipment/items/four-ways-dogslicer-apg.md +++ b/compendium/equipment/items/four-ways-dogslicer-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Four-ways Dogslicer"] --- # Four-ways Dogslicer *Item 12* -[cold](rules/traits/cold.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1700 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/freeze-ammunition-tv.md b/compendium/equipment/items/freeze-ammunition-tv.md index 3c4f65646..e8b819b6d 100644 --- a/compendium/equipment/items/freeze-ammunition-tv.md +++ b/compendium/equipment/items/freeze-ammunition-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Freeze Ammunition"] --- # Freeze Ammunition *Item 5* -[alchemical](rules/traits/alchemical.md) [cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Price** 28 gp - **Ammunition** any diff --git a/compendium/equipment/items/freezing-ammunition-apg.md b/compendium/equipment/items/freezing-ammunition-apg.md index 0f8ed4510..90691aa71 100644 --- a/compendium/equipment/items/freezing-ammunition-apg.md +++ b/compendium/equipment/items/freezing-ammunition-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Freezing Ammunition"] --- # Freezing Ammunition *Item 5* -[cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Ammunition** any diff --git a/compendium/equipment/items/frenzy-oil-aoa5.md b/compendium/equipment/items/frenzy-oil-aoa5.md index 42f9c882e..6e878f4d7 100644 --- a/compendium/equipment/items/frenzy-oil-aoa5.md +++ b/compendium/equipment/items/frenzy-oil-aoa5.md @@ -12,7 +12,7 @@ tags: aliases: ["Frenzy Oil"] --- # Frenzy Oil *Item 16* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1500 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/frost-brand.md b/compendium/equipment/items/frost-brand.md index 17ca85b1c..b58fa1a43 100644 --- a/compendium/equipment/items/frost-brand.md +++ b/compendium/equipment/items/frost-brand.md @@ -10,7 +10,7 @@ tags: aliases: ["Frost Brand"] --- # Frost Brand *Item 16* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10000 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/frost-vial.md b/compendium/equipment/items/frost-vial.md index 8623c5d41..d87d7afb9 100644 --- a/compendium/equipment/items/frost-vial.md +++ b/compendium/equipment/items/frost-vial.md @@ -12,7 +12,7 @@ tags: aliases: ["Frost Vial"] --- # Frost Vial *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/frost.md b/compendium/equipment/items/frost.md index 620b4710b..00299e3c2 100644 --- a/compendium/equipment/items/frost.md +++ b/compendium/equipment/items/frost.md @@ -10,7 +10,7 @@ tags: aliases: ["Frost"] --- # Frost *Item 8+* -[cold](rules/traits/cold.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/frostwalker-pattern-tv.md b/compendium/equipment/items/frostwalker-pattern-tv.md index 4382e308c..4ddcef328 100644 --- a/compendium/equipment/items/frostwalker-pattern-tv.md +++ b/compendium/equipment/items/frostwalker-pattern-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Frostwalker Pattern"] --- # Frostwalker Pattern *Item 2* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 30 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/frying-pan-tv.md b/compendium/equipment/items/frying-pan-tv.md index afd3c8c19..5befba751 100644 --- a/compendium/equipment/items/frying-pan-tv.md +++ b/compendium/equipment/items/frying-pan-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Frying Pan"] --- # Frying Pan *Item 0* -[fatal ](rules/traits/fatal.md) [halfling](rules/traits/halfling.md) +[fatal ](rules/traits/fatal-d8.md "Fatal Weapon Trait") [halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/fu-water-som.md b/compendium/equipment/items/fu-water-som.md index 21f1b199e..7315afdaf 100644 --- a/compendium/equipment/items/fu-water-som.md +++ b/compendium/equipment/items/fu-water-som.md @@ -13,7 +13,7 @@ tags: aliases: ["Fu Water"] --- # Fu Water *Item 5* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) [splash](rules/traits/splash.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Price** 21 gp - **Usage** held in 1 hand @@ -24,7 +24,7 @@ Burnt fulu ashes float in this liquid, lending a distinctive red color and impar ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -This potion functions as a bottle of holy water. Like holy water, you throw it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. +This potion functions as a bottle of holy water. Like holy water, you throw it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/fulcrum-lattice-av3.md b/compendium/equipment/items/fulcrum-lattice-av3.md index 13a2ebd11..d28cf37f2 100644 --- a/compendium/equipment/items/fulcrum-lattice-av3.md +++ b/compendium/equipment/items/fulcrum-lattice-av3.md @@ -10,7 +10,7 @@ tags: aliases: ["Fulcrum Lattice"] --- # Fulcrum Lattice *Item 11* -[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 1200 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/full-plate.md b/compendium/equipment/items/full-plate.md index 986df943b..4cee3ffbe 100644 --- a/compendium/equipment/items/full-plate.md +++ b/compendium/equipment/items/full-plate.md @@ -8,7 +8,7 @@ tags: aliases: ["Full Plate"] --- # Full Plate *Item 2* -[bulwark](rules/traits/bulwark.md) +[bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") - **Price** 30 gp - **Bulk** 4 diff --git a/compendium/equipment/items/fulminating-spear-sot2.md b/compendium/equipment/items/fulminating-spear-sot2.md index 95f540e21..ab9917902 100644 --- a/compendium/equipment/items/fulminating-spear-sot2.md +++ b/compendium/equipment/items/fulminating-spear-sot2.md @@ -11,13 +11,13 @@ tags: aliases: ["Fulminating Spear"] --- # Fulminating Spear *Item 7* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held -This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the [concentrate](rules/traits/concentrate.md) trait. +This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/fulu-compendium-som.md b/compendium/equipment/items/fulu-compendium-som.md index df6c91168..93d2dfea4 100644 --- a/compendium/equipment/items/fulu-compendium-som.md +++ b/compendium/equipment/items/fulu-compendium-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Fulu Compendium"] --- # Fulu Compendium *Item 9* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 550 gp - **Category** Consumable diff --git a/compendium/equipment/items/fulu-of-fire-suppression-som.md b/compendium/equipment/items/fulu-of-fire-suppression-som.md index 6e541b401..5df88be4f 100644 --- a/compendium/equipment/items/fulu-of-fire-suppression-som.md +++ b/compendium/equipment/items/fulu-of-fire-suppression-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Fulu Of Fire Suppression"] --- # Fulu Of Fire Suppression *Item 3* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10 gp - **Usage** affixed to a wall @@ -19,6 +19,6 @@ aliases: ["Fulu Of Fire Suppression"] Duration 1 week The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half. -If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical [fire](rules/traits/fire.md) effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. +If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical [fire](rules/traits/fire.md "Fire Energy & Element Trait") effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-flood-suppression-som.md b/compendium/equipment/items/fulu-of-flood-suppression-som.md index c7ea216d2..ac8937960 100644 --- a/compendium/equipment/items/fulu-of-flood-suppression-som.md +++ b/compendium/equipment/items/fulu-of-flood-suppression-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Fulu Of Flood Suppression"] --- # Fulu Of Flood Suppression *Item 3* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10 gp - **Usage** affixed to a wall @@ -19,6 +19,6 @@ aliases: ["Fulu Of Flood Suppression"] Duration 1 week This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time with the tides. This fulu is most effective in the lowest area of a building, or near the most valuable or least-waterproof items. They're often seen as the rainy season approaches, with demand spiking just before a particularly large storm hits. -The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical [water](rules/traits/water.md) effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. +The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical [water](rules/traits/water.md "Water Energy & Element Trait") effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md b/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md index cb65d9a6c..0a18f191f 100644 --- a/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md +++ b/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Fulu Of The Drunken Monkey"] --- # Fulu Of The Drunken Monkey *Item 5* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 25 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/fulu-of-the-stoic-ox-som.md b/compendium/equipment/items/fulu-of-the-stoic-ox-som.md index 37d9dc378..cbdc58881 100644 --- a/compendium/equipment/items/fulu-of-the-stoic-ox-som.md +++ b/compendium/equipment/items/fulu-of-the-stoic-ox-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Fulu Of The Stoic Ox"] --- # Fulu Of The Stoic Ox *Item 5* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 25 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/fulus-of-concealment-som.md b/compendium/equipment/items/fulus-of-concealment-som.md index 98ea9e9c9..1b5e1efee 100644 --- a/compendium/equipment/items/fulus-of-concealment-som.md +++ b/compendium/equipment/items/fulus-of-concealment-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Fulus Of Concealment"] --- # Fulus Of Concealment *Item 6* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 40 gp - **Usage** affixed to the ground in four spaces along diff --git a/compendium/equipment/items/fundamental-oil-tv.md b/compendium/equipment/items/fundamental-oil-tv.md index 0c1fb66bc..04f630d0d 100644 --- a/compendium/equipment/items/fundamental-oil-tv.md +++ b/compendium/equipment/items/fundamental-oil-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Fundamental Oil"] --- # Fundamental Oil *Item 11* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 220 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/fungal-armor-aoe5.md b/compendium/equipment/items/fungal-armor-aoe5.md index 654150d07..03952862a 100644 --- a/compendium/equipment/items/fungal-armor-aoe5.md +++ b/compendium/equipment/items/fungal-armor-aoe5.md @@ -11,7 +11,7 @@ tags: aliases: ["Fungal Armor"] --- # Fungal Armor *Item 15* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 7200 gp - **Usage** worn armor; **Bulk** 1 diff --git a/compendium/equipment/items/fungal-walk-musk-av3.md b/compendium/equipment/items/fungal-walk-musk-av3.md index 47492f5dc..a06090137 100644 --- a/compendium/equipment/items/fungal-walk-musk-av3.md +++ b/compendium/equipment/items/fungal-walk-musk-av3.md @@ -10,7 +10,7 @@ tags: aliases: ["Fungal Walk Musk"] --- # Fungal Walk Musk *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [olfactory](rules/traits/olfactory-b1.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") - **Price** 21 gp - **Usage** Held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/fury-cocktail-tv.md b/compendium/equipment/items/fury-cocktail-tv.md index b49a6deb3..015aa5acb 100644 --- a/compendium/equipment/items/fury-cocktail-tv.md +++ b/compendium/equipment/items/fury-cocktail-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Fury Cocktail"] --- # Fury Cocktail *Item 4+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -22,7 +22,7 @@ A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's ru Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. -- Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals `1d6` piercing damage or a claw attack that has the [agile](rules/traits/agile.md) trait and deals `1d4` slashing damage. +- Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals `1d6` piercing damage or a claw attack that has the [agile](rules/traits/agile.md "Agile Weapon Trait") trait and deals `1d4` slashing damage. - Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage. The resistance increases to 2 for a moderate fury cocktail or 5 for a greater fury cocktail. - Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to negative damage, or resistance 1 to positive damage if you have negative healing. The resistance increases to 5 for a moderate fury cocktail or 10 for a greater fury cocktail. - Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic. This bonus is +2 for a moderate fury cocktail or +3 for a greater fury cocktail. diff --git a/compendium/equipment/items/gada-loil.md b/compendium/equipment/items/gada-loil.md index a771a74ab..a197b353d 100644 --- a/compendium/equipment/items/gada-loil.md +++ b/compendium/equipment/items/gada-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Gada"] --- # Gada *Item 0* -[backswing](rules/traits/backswing.md) [two-hand ](rules/traits/two-hand.md) [vanara](rules/traits/vanara-loil.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [two-hand ](rules/traits/two-hand-d12.md "Two-Hand Weapon Trait") [vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Price** 1 gp - **Bulk** 2 diff --git a/compendium/equipment/items/gaff-b2.md b/compendium/equipment/items/gaff-b2.md index fa94672f9..df8875036 100644 --- a/compendium/equipment/items/gaff-b2.md +++ b/compendium/equipment/items/gaff-b2.md @@ -9,7 +9,7 @@ tags: aliases: ["Gaff"] --- # Gaff *Item 0* -[trip](rules/traits/trip.md) [versatile](rules/traits/versatile.md) +[trip](rules/traits/trip.md "Trip Weapon Trait") [versatile](rules/traits/versatile.md "Versatile Weapon Trait") - **Price** 1 gp - **Bulk** 1 @@ -17,6 +17,6 @@ aliases: ["Gaff"] - **Hands** 1 - **Category** Martial; **Group** Club -These hooked staffs are popular among Senghor fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the club group. It deals `1d6` bludgeoning damage and has 1 Bulk. It requires one hand to use and has the [trip](rules/traits/trip.md) and [versatile

](rules/traits/versatile.md) weapon traits. Gaffs are readily available in Senghor and nearby settlements for 1 gp. +These hooked staffs are popular among Senghor fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the club group. It deals `1d6` bludgeoning damage and has 1 Bulk. It requires one hand to use and has the [trip](rules/traits/trip.md "Trip Weapon Trait") and [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") weapon traits. Gaffs are readily available in Senghor and nearby settlements for 1 gp. *Source: Bestiary 2 p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/gaffe-glasses-tv.md b/compendium/equipment/items/gaffe-glasses-tv.md index 6ecaa664b..129e6ad29 100644 --- a/compendium/equipment/items/gaffe-glasses-tv.md +++ b/compendium/equipment/items/gaffe-glasses-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Gaffe Glasses"] --- # Gaffe Glasses *Item 3* -[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn eyepiece; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/gakgung-tv.md b/compendium/equipment/items/gakgung-tv.md index 2925b9cb1..2d16b0328 100644 --- a/compendium/equipment/items/gakgung-tv.md +++ b/compendium/equipment/items/gakgung-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Gakgung"] --- # Gakgung *Item 0* -[deadly ](rules/traits/deadly.md) [monk](rules/traits/monk.md) [propulsive](rules/traits/propulsive.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") - **Price** 6 gp - **Bulk** L diff --git a/compendium/equipment/items/gallows-tooth.md b/compendium/equipment/items/gallows-tooth.md index 8d820e589..b7fac99e9 100644 --- a/compendium/equipment/items/gallows-tooth.md +++ b/compendium/equipment/items/gallows-tooth.md @@ -11,7 +11,7 @@ tags: aliases: ["Gallows Tooth"] --- # Gallows Tooth *Item 8* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 100 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/galvanic-chew-tv.md b/compendium/equipment/items/galvanic-chew-tv.md index 4605dfb53..a0c0178d3 100644 --- a/compendium/equipment/items/galvanic-chew-tv.md +++ b/compendium/equipment/items/galvanic-chew-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Galvanic Chew"] --- # Galvanic Chew *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Price** 75 gp - **Usage** held in 1 hand; **Bulk** — @@ -21,7 +21,7 @@ A galvanic chew is a processed ball of dried electric eel, roasted until chewy a ```ad-embed-ability title: Secondary Effect [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[electricity](rules/traits/electricity.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") - **Trigger**: You're hit by a melee attack or touched by a creature diff --git a/compendium/equipment/items/gamblers-staff-tv.md b/compendium/equipment/items/gamblers-staff-tv.md index c3e75d608..a7a9ca7a2 100644 --- a/compendium/equipment/items/gamblers-staff-tv.md +++ b/compendium/equipment/items/gamblers-staff-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Gambler's Staff"] --- # Gambler's Staff *Item 12* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/gamepiece-chariot-lomm.md b/compendium/equipment/items/gamepiece-chariot-lomm.md index b4d6f8226..31a964dc4 100644 --- a/compendium/equipment/items/gamepiece-chariot-lomm.md +++ b/compendium/equipment/items/gamepiece-chariot-lomm.md @@ -10,7 +10,7 @@ tags: aliases: ["Gamepiece Chariot"] --- # Gamepiece Chariot *Item 11* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1200 gp - **Usage** held in one hand; **Bulk** — diff --git a/compendium/equipment/items/ganjay-book-lopsg.md b/compendium/equipment/items/ganjay-book-lopsg.md index 22261bda3..6772d8dbc 100644 --- a/compendium/equipment/items/ganjay-book-lopsg.md +++ b/compendium/equipment/items/ganjay-book-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Ganjay Book"] --- # Ganjay Book *Item 1* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Bulk** L or — diff --git a/compendium/equipment/items/garrote-bolt-aoe5.md b/compendium/equipment/items/garrote-bolt-aoe5.md index 814d7f0d2..ce021cd02 100644 --- a/compendium/equipment/items/garrote-bolt-aoe5.md +++ b/compendium/equipment/items/garrote-bolt-aoe5.md @@ -11,7 +11,7 @@ tags: aliases: ["Garrote Bolt"] --- # Garrote Bolt *Item 15* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1200 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) diff --git a/compendium/equipment/items/garrote-shot-tv.md b/compendium/equipment/items/garrote-shot-tv.md index bfdfd7fe9..6d97697a7 100644 --- a/compendium/equipment/items/garrote-shot-tv.md +++ b/compendium/equipment/items/garrote-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Garrote Shot"] --- # Garrote Shot *Item 15* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1200 gp - **Ammunition** any diff --git a/compendium/equipment/items/gauntlet-bow-tv.md b/compendium/equipment/items/gauntlet-bow-tv.md index fc5afd06a..a77724ed0 100644 --- a/compendium/equipment/items/gauntlet-bow-tv.md +++ b/compendium/equipment/items/gauntlet-bow-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Gauntlet Bow"] --- # Gauntlet Bow *Item 0* -[capacity <4>](rules/traits/capacity-tv.md) [free-hand](rules/traits/free-hand.md) [parry](rules/traits/parry.md) +[capacity <4>](rules/traits/capacity-4-tv.md "Capacity Weapon Trait") [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") - **Price** 9 gp - **Bulk** 1 diff --git a/compendium/equipment/items/gauntlet-buckler-tv.md b/compendium/equipment/items/gauntlet-buckler-tv.md index bd95194b6..5bc0d53f2 100644 --- a/compendium/equipment/items/gauntlet-buckler-tv.md +++ b/compendium/equipment/items/gauntlet-buckler-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Gauntlet Buckler"] --- # Gauntlet Buckler *Item 0* -[foldaway](rules/traits/foldaway-tv.md) +[foldaway](rules/traits/foldaway-tv.md "Foldaway Item Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/gauntlet.md b/compendium/equipment/items/gauntlet.md index 58d1dad78..6f28005c2 100644 --- a/compendium/equipment/items/gauntlet.md +++ b/compendium/equipment/items/gauntlet.md @@ -9,7 +9,7 @@ tags: aliases: ["Gauntlet"] --- # Gauntlet *Item 0* -[agile](rules/traits/agile.md) [free-hand](rules/traits/free-hand.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/gauntlight-av1.md b/compendium/equipment/items/gauntlight-av1.md index 488f74c63..ef1a6e465 100644 --- a/compendium/equipment/items/gauntlight-av1.md +++ b/compendium/equipment/items/gauntlight-av1.md @@ -11,13 +11,13 @@ tags: aliases: ["Gauntlight"] --- # Gauntlight *Item 20* -[artifact](rules/traits/artifact-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Category** Artifact Gauntlight is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the ruins, passing through eight different dungeon levels and finally terminating at the ninth level below the surface, where its deep foundation centers on an ominous chamber where, long ago, [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md) herself once physically brushed against this world. Once she finished its physical construction, the sorcerer Belcorra Haruvex used this spot as a source of power to infuse the walls, floors, and ceilings of each of Gauntlight's levels with eldritch power. The lens at the apex of the lighthouse would have, in time, been able to focus this lingering eldritch energy into a powerful beam, but Belcorra's plans were cut short before she could replace the mundane lenses with dangerous magical ones. -As an artifact, Gauntlight can't be damaged by normal means. Its walls are impenetrable and impervious to any attempt to breach them by anybody except for followers of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). They block effects that allow temporary passage, such as passwall, and also create a barrier against dimensional travel. The walls attempt to counteract [teleportation](rules/traits/teleportation.md) effects and planar travel into or out of areas within Gauntlight and efforts to summon creatures into the area (using a +37 counteract modifier); this effect does not stop a summoned creature from departing when the summoning ends. +As an artifact, Gauntlight can't be damaged by normal means. Its walls are impenetrable and impervious to any attempt to breach them by anybody except for followers of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). They block effects that allow temporary passage, such as passwall, and also create a barrier against dimensional travel. The walls attempt to counteract [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects and planar travel into or out of areas within Gauntlight and efforts to summon creatures into the area (using a +37 counteract modifier); this effect does not stop a summoned creature from departing when the summoning ends. In Gauntlight's current state of diminished functionality, it can be activated only in the two ways below. By swapping in a series of magical lighthouse lenses that focus [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s baleful gaze—lenses so powerful that even Belcorra takes special care with them—the artifact gains significantly greater power, including the ability to reach all the way to Absalom and to activate its effects every minute. These lenses are described in "Eyes of Empty Death," the third adventure in the Abomination Vaults Adventure Path. @@ -34,7 +34,7 @@ A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius ```ad-embed-ability title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a [teleportation](rules/traits/teleportation.md) effect. +A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. ``` *Source: Abomination Vaults #1: Ruins of Gauntlight p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/gearbinder-oil-tv.md b/compendium/equipment/items/gearbinder-oil-tv.md index 6d91c6533..dea8419b7 100644 --- a/compendium/equipment/items/gearbinder-oil-tv.md +++ b/compendium/equipment/items/gearbinder-oil-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Gearbinder Oil"] --- # Gearbinder Oil *Item 6+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -18,7 +18,7 @@ aliases: ["Gearbinder Oil"] Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. -The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, [manipulate](rules/traits/manipulate.md), or [move](rules/traits/move.md) trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's [slowed](rules/conditions.md#Slowed) or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. +The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, [manipulate](rules/traits/manipulate.md "Manipulate General Trait"), or [move](rules/traits/move.md "Move Combat Trait") trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's [slowed](rules/conditions.md#Slowed) or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue. > [!success-degree] > - **Critical Success** The oil becomes inert, and the effect ends. diff --git a/compendium/equipment/items/gearblade-aoe5.md b/compendium/equipment/items/gearblade-aoe5.md index e9c2253e8..ad667f72e 100644 --- a/compendium/equipment/items/gearblade-aoe5.md +++ b/compendium/equipment/items/gearblade-aoe5.md @@ -11,13 +11,13 @@ tags: aliases: ["Gearblade"] --- # Gearblade *Item 17* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) clockwork +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") clockwork - **Price** 13000 gp - **Usage** held in 1 or 2 hands; **Bulk** 2 - **Category** Held -Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a [bastard sword](compendium/equipment/items/bastard-sword.md), [greatsword](compendium/equipment/items/greatsword.md), [longsword](compendium/equipment/items/longsword.md), or [shortsword](compendium/equipment/items/shortsword.md). It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the [disarm](rules/traits/disarm.md) weapon trait and the versatile B weapon trait (which replaces any other [versatile](rules/traits/versatile.md) trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a [greatclub](compendium/equipment/items/greatclub.md). +Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a [bastard sword](compendium/equipment/items/bastard-sword.md), [greatsword](compendium/equipment/items/greatsword.md), [longsword](compendium/equipment/items/longsword.md), or [shortsword](compendium/equipment/items/shortsword.md). It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the [disarm](rules/traits/disarm.md "Disarm Weapon Trait") weapon trait and the versatile B weapon trait (which replaces any other [versatile](rules/traits/versatile.md "Versatile Weapon Trait") trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a [greatclub](compendium/equipment/items/greatclub.md). ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/equipment/items/gecko-potion-apg.md b/compendium/equipment/items/gecko-potion-apg.md index 5999d4f85..cca9c457a 100644 --- a/compendium/equipment/items/gecko-potion-apg.md +++ b/compendium/equipment/items/gecko-potion-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Gecko Potion"] --- # Gecko Potion *Item 1* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/gelid-shard-tv.md b/compendium/equipment/items/gelid-shard-tv.md index 06e97aa83..1de2b4b36 100644 --- a/compendium/equipment/items/gelid-shard-tv.md +++ b/compendium/equipment/items/gelid-shard-tv.md @@ -12,11 +12,11 @@ tags: aliases: ["Gelid Shard"] --- # Gelid Shard *Item 2* -[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [cold](rules/traits/cold.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Artifact -This crystal shard shimmers with its own light even as it seems to draw the heat out of its surroundings. Plunging it into your heart grants you the tranquil lethality of deepest winter, but the more you draw upon its power, the colder your heart grows. Your frozen heart dulls your emotions. When you gain a bonus from an [emotion](rules/traits/emotion.md) effect, that bonus is reduced by 1, to a minimum of 0. At 10th level, the bonus is reduced by 2. Your dulled emotions make it hard to relate to others; the DC of checks to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) a favor of other creatures, or to [Aid](rules/actions/aid.md) in such attempts, is increased by +2. You gain resistance to cold equal to your level and a +2 status bonus to all saves against [emotion](rules/traits/emotion.md) effects. +This crystal shard shimmers with its own light even as it seems to draw the heat out of its surroundings. Plunging it into your heart grants you the tranquil lethality of deepest winter, but the more you draw upon its power, the colder your heart grows. Your frozen heart dulls your emotions. When you gain a bonus from an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, that bonus is reduced by 1, to a minimum of 0. At 10th level, the bonus is reduced by 2. Your dulled emotions make it hard to relate to others; the DC of checks to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) a favor of other creatures, or to [Aid](rules/actions/aid.md) in such attempts, is increased by +2. You gain resistance to cold equal to your level and a +2 status bonus to all saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. Destruction The gelid shard must be left exposed in the Plane of Fire for a week and a day, then smashed with an adamantine hammer by someone who felt true love for the shard's creator. diff --git a/compendium/equipment/items/genealogy-mask-lome.md b/compendium/equipment/items/genealogy-mask-lome.md index af83fe833..dc4296fa3 100644 --- a/compendium/equipment/items/genealogy-mask-lome.md +++ b/compendium/equipment/items/genealogy-mask-lome.md @@ -10,7 +10,7 @@ tags: aliases: ["Genealogy Mask"] --- # Genealogy Mask *Item 1* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Alijae ethnicity - **Price** 10 gp diff --git a/compendium/equipment/items/genius-diadem-gmg.md b/compendium/equipment/items/genius-diadem-gmg.md index 86182be20..254c4a0bb 100644 --- a/compendium/equipment/items/genius-diadem-gmg.md +++ b/compendium/equipment/items/genius-diadem-gmg.md @@ -13,7 +13,7 @@ tags: aliases: ["Genius Diadem"] --- # Genius Diadem *Item 18* -[apex](rules/traits/apex.md) [arcane](rules/traits/arcane.md) [divination](rules/traits/divination.md) [intelligent](rules/traits/intelligent-gmg.md) [n](rules/traits/neutral-b1.md) [rare](rules/traits/rare.md) +[apex](rules/traits/apex.md "Apex Item Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divination](rules/traits/divination.md "Divination School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [n](rules/traits/n-b1.md "Neutral Alignment Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn circlet; **Bulk** L - **Category** Apex diff --git a/compendium/equipment/items/ghast-stiletto-tv.md b/compendium/equipment/items/ghast-stiletto-tv.md index a8ee8fcda..1f46944ae 100644 --- a/compendium/equipment/items/ghast-stiletto-tv.md +++ b/compendium/equipment/items/ghast-stiletto-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Ghast Stiletto"] --- # Ghast Stiletto *Item 3* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L @@ -19,7 +19,7 @@ A ghast stiletto is a +1 dagger wrapped in the still-undead skin of a ghast. Whi ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [olfactory](rules/traits/olfactory-b1.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next minute, the target creature, as well as any creatures within a 10-foot emanation, must succeed at a DC 16 Fortitude save or become [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) as long as it's [sickened](rules/conditions.md#Sickened) on a critical failure). While within the emanation, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. diff --git a/compendium/equipment/items/ghost-ammunition.md b/compendium/equipment/items/ghost-ammunition.md index 3c9c2e251..404665ada 100644 --- a/compendium/equipment/items/ghost-ammunition.md +++ b/compendium/equipment/items/ghost-ammunition.md @@ -9,7 +9,7 @@ tags: aliases: ["Ghost Ammunition"] --- # Ghost Ammunition *Item 14* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 900 gp - **Ammunition** any diff --git a/compendium/equipment/items/ghost-ampoule-tv.md b/compendium/equipment/items/ghost-ampoule-tv.md index 54a657fd9..0ea0eb9fc 100644 --- a/compendium/equipment/items/ghost-ampoule-tv.md +++ b/compendium/equipment/items/ghost-ampoule-tv.md @@ -16,7 +16,7 @@ tags: aliases: ["Ghost Ampoule"] --- # Ghost Ampoule *Item 4* -[alchemical](rules/traits/alchemical.md) [auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [expandable](rules/traits/expandable-tv.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 20 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ghost-charge-apg.md b/compendium/equipment/items/ghost-charge-apg.md index 1bf3f4032..a9cfd42c9 100644 --- a/compendium/equipment/items/ghost-charge-apg.md +++ b/compendium/equipment/items/ghost-charge-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Ghost Charge"] --- # Ghost Charge *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [positive](rules/traits/positive.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/ghost-courier-fulu-tv.md b/compendium/equipment/items/ghost-courier-fulu-tv.md index 8af9ceaf5..1375863d7 100644 --- a/compendium/equipment/items/ghost-courier-fulu-tv.md +++ b/compendium/equipment/items/ghost-courier-fulu-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Ghost Courier Fulu"] --- # Ghost Courier Fulu *Item 8* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 100 gp - **Usage** held in 2 hands; **Bulk** — diff --git a/compendium/equipment/items/ghost-delivery-fulu-tv.md b/compendium/equipment/items/ghost-delivery-fulu-tv.md index bc92a9619..1c962e184 100644 --- a/compendium/equipment/items/ghost-delivery-fulu-tv.md +++ b/compendium/equipment/items/ghost-delivery-fulu-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Ghost Delivery Fulu"] --- # Ghost Delivery Fulu *Item 8* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 100 gp - **Usage** affixed to structure, object, or creature; **Bulk** — diff --git a/compendium/equipment/items/ghost-dust.md b/compendium/equipment/items/ghost-dust.md index 9dd8bc944..01a19d297 100644 --- a/compendium/equipment/items/ghost-dust.md +++ b/compendium/equipment/items/ghost-dust.md @@ -11,11 +11,11 @@ tags: aliases: ["Ghost Dust"] --- # Ghost Dust *Item 16* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 1800 gp - **Usage** affixed to armor; **Bulk** — -- **Activate** envision; **Trigger** You use an action with the [move](rules/traits/move.md) trait; **Requirements** You are legendary in [Stealth](compendium/skills.md#Stealth). +- **Activate** envision; **Trigger** You use an action with the [move](rules/traits/move.md "Move Combat Trait") trait; **Requirements** You are legendary in [Stealth](compendium/skills.md#Stealth). - **Category** Talisman This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level [invisibility](compendium/spells/invisibility.md) spell on you. This comes into effect before you move during the triggering action. diff --git a/compendium/equipment/items/ghost-ink-apg.md b/compendium/equipment/items/ghost-ink-apg.md index d74f43f0e..706cc29c7 100644 --- a/compendium/equipment/items/ghost-ink-apg.md +++ b/compendium/equipment/items/ghost-ink-apg.md @@ -9,13 +9,13 @@ tags: aliases: ["Ghost Ink"] --- # Ghost Ink *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable -This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes [invisible](rules/conditions.md#Invisible) again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an [alchemical](rules/traits/alchemical.md) effect such as a sunrod. +This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes [invisible](rules/conditions.md#Invisible) again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") effect such as a sunrod. While the text isn't glowing, a creature closely examining a surface marked with ghost ink can detect the presence of the ink with a successful DC 25 [Perception](compendium/skills.md#Perception) check. On a critical success, they can make out the ink well enough to use [Society](compendium/skills.md#Society) to [Decipher Writing](rules/actions/decipher-writing.md). One vial of ghost ink is sufficient to write a page worth of text. diff --git a/compendium/equipment/items/ghost-lantern-tv.md b/compendium/equipment/items/ghost-lantern-tv.md index 47118dba7..ca19c8b46 100644 --- a/compendium/equipment/items/ghost-lantern-tv.md +++ b/compendium/equipment/items/ghost-lantern-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Ghost Lantern"] --- # Ghost Lantern *Item 12* -[light](rules/traits/light.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1850 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ghost-oil-lokl.md b/compendium/equipment/items/ghost-oil-lokl.md index 67b4f21a6..a5e53cb4c 100644 --- a/compendium/equipment/items/ghost-oil-lokl.md +++ b/compendium/equipment/items/ghost-oil-lokl.md @@ -11,7 +11,7 @@ tags: aliases: ["Ghost Oil"] --- # Ghost Oil *Item 4* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 18 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ghost-touch.md b/compendium/equipment/items/ghost-touch.md index 4d1f66eb2..782593b1b 100644 --- a/compendium/equipment/items/ghost-touch.md +++ b/compendium/equipment/items/ghost-touch.md @@ -9,7 +9,7 @@ tags: aliases: ["Ghost Touch"] --- # Ghost Touch *Item 4* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 75 gp - **Usage** etched onto a melee weapon diff --git a/compendium/equipment/items/ghostbane-fulu-som.md b/compendium/equipment/items/ghostbane-fulu-som.md index 05ccdf552..856ee0985 100644 --- a/compendium/equipment/items/ghostbane-fulu-som.md +++ b/compendium/equipment/items/ghostbane-fulu-som.md @@ -13,7 +13,7 @@ tags: aliases: ["Ghostbane Fulu"] --- # Ghostbane Fulu *Item 6* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 40 gp - **Usage** affixed to a weapon diff --git a/compendium/equipment/items/ghostcallers-planchette-tv.md b/compendium/equipment/items/ghostcallers-planchette-tv.md index f0cc3608c..b725dfa6b 100644 --- a/compendium/equipment/items/ghostcallers-planchette-tv.md +++ b/compendium/equipment/items/ghostcallers-planchette-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Ghostcaller's Planchette"] --- # Ghostcaller's Planchette *Item 12+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [spellheart](rules/traits/spellheart-som.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/ghosthands-comet-tv.md b/compendium/equipment/items/ghosthands-comet-tv.md index c32ee3e13..24e6f69d0 100644 --- a/compendium/equipment/items/ghosthands-comet-tv.md +++ b/compendium/equipment/items/ghosthands-comet-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Ghosthand's Comet"] --- # Ghosthand's Comet *Item 23* -[artifact](rules/traits/artifact-gmg.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 2 hands; **Bulk** 2 - **Category** Artifact diff --git a/compendium/equipment/items/ghostly-portal-paint-som.md b/compendium/equipment/items/ghostly-portal-paint-som.md index de5414036..f492b563b 100644 --- a/compendium/equipment/items/ghostly-portal-paint-som.md +++ b/compendium/equipment/items/ghostly-portal-paint-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Ghostly Portal Paint"] --- # Ghostly Portal Paint *Item 9* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 120 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/ghoul-hide.md b/compendium/equipment/items/ghoul-hide.md index f22e7c403..138de8d84 100644 --- a/compendium/equipment/items/ghoul-hide.md +++ b/compendium/equipment/items/ghoul-hide.md @@ -11,7 +11,7 @@ tags: aliases: ["Ghoul Hide"] --- # Ghoul Hide *Item 6* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 220 gp - **Usage** worn armor; **Bulk** 2 @@ -19,6 +19,6 @@ aliases: ["Ghoul Hide"] Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis and makes you immune to the paralysis of ghouls. Ghoul hide with a resilient rune increases the resilient rune's item bonus to saving throws against disease and paralysis by 1 (maximum +4) -Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the [elf](rules/traits/elf.md) trait, the armor gains the [noisy](rules/traits/noisy.md) trait. +Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the [elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") trait, the armor gains the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. *Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/gi-tv.md b/compendium/equipment/items/gi-tv.md index 14c9871ee..ea37784f5 100644 --- a/compendium/equipment/items/gi-tv.md +++ b/compendium/equipment/items/gi-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Gi"] --- # Gi *Item 0* -[comfort](rules/traits/comfort.md) +[comfort](rules/traits/comfort.md "Comfort Armor Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/giant-centipede-venom.md b/compendium/equipment/items/giant-centipede-venom.md index 5c85e88e5..5ac8d0133 100644 --- a/compendium/equipment/items/giant-centipede-venom.md +++ b/compendium/equipment/items/giant-centipede-venom.md @@ -11,7 +11,7 @@ tags: aliases: ["Giant Centipede Venom"] --- # Giant Centipede Venom *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 4 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/giant-scorpion-venom.md b/compendium/equipment/items/giant-scorpion-venom.md index ebc941bc1..67b711912 100644 --- a/compendium/equipment/items/giant-scorpion-venom.md +++ b/compendium/equipment/items/giant-scorpion-venom.md @@ -11,7 +11,7 @@ tags: aliases: ["Giant Scorpion Venom"] --- # Giant Scorpion Venom *Item 6* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 40 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/giant-wasp-venom.md b/compendium/equipment/items/giant-wasp-venom.md index 7681ffc4a..7d3f87115 100644 --- a/compendium/equipment/items/giant-wasp-venom.md +++ b/compendium/equipment/items/giant-wasp-venom.md @@ -11,7 +11,7 @@ tags: aliases: ["Giant Wasp Venom"] --- # Giant Wasp Venom *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 55 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/gift-of-the-poisoned-heart-da.md b/compendium/equipment/items/gift-of-the-poisoned-heart-da.md index 1cd16d30f..bbde20f1d 100644 --- a/compendium/equipment/items/gift-of-the-poisoned-heart-da.md +++ b/compendium/equipment/items/gift-of-the-poisoned-heart-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Gift of the Poisoned Heart"] --- # Gift of the Poisoned Heart *Item 16* -[consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** – - **Activate** command, , [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/gill-hook-aaws.md b/compendium/equipment/items/gill-hook-aaws.md index 2c062b388..129afe579 100644 --- a/compendium/equipment/items/gill-hook-aaws.md +++ b/compendium/equipment/items/gill-hook-aaws.md @@ -11,7 +11,7 @@ tags: aliases: ["Gill Hook"] --- # Gill Hook *Item 0* -[azarketi](rules/traits/azarketi-loag.md) [grapple](rules/traits/grapple.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") [grapple](rules/traits/grapple.md "Grapple Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/ginger-chew-tv.md b/compendium/equipment/items/ginger-chew-tv.md index da4227e57..1f90779d5 100644 --- a/compendium/equipment/items/ginger-chew-tv.md +++ b/compendium/equipment/items/ginger-chew-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Ginger Chew"] --- # Ginger Chew *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Price** 28 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/glaive-of-the-artist-logm.md b/compendium/equipment/items/glaive-of-the-artist-logm.md index 5da5a4cea..ecd9b1cfc 100644 --- a/compendium/equipment/items/glaive-of-the-artist-logm.md +++ b/compendium/equipment/items/glaive-of-the-artist-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Glaive Of The Artist"] --- # Glaive Of The Artist *Item 14* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Shelyn](compendium/setting/deities/shelyn.md) - **Price** 4000 gp diff --git a/compendium/equipment/items/glaive.md b/compendium/equipment/items/glaive.md index 5e8af539e..ff4b9837a 100644 --- a/compendium/equipment/items/glaive.md +++ b/compendium/equipment/items/glaive.md @@ -10,7 +10,7 @@ tags: aliases: ["Glaive"] --- # Glaive *Item 0* -[deadly ](rules/traits/deadly.md) [forceful](rules/traits/forceful.md) [reach](rules/traits/reach.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [forceful](rules/traits/forceful.md "Forceful Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") - **Price** 1 gp - **Bulk** 2 diff --git a/compendium/equipment/items/glamered.md b/compendium/equipment/items/glamered.md index 4ef3df101..31c09ef9a 100644 --- a/compendium/equipment/items/glamered.md +++ b/compendium/equipment/items/glamered.md @@ -9,7 +9,7 @@ tags: aliases: ["Glamered"] --- # Glamered *Item 5* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 140 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/glamorous-buckler-apg.md b/compendium/equipment/items/glamorous-buckler-apg.md index c3418d088..c850b2cd7 100644 --- a/compendium/equipment/items/glamorous-buckler-apg.md +++ b/compendium/equipment/items/glamorous-buckler-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Glamorous Buckler"] --- # Glamorous Buckler *Item 2* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 35 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/glass-cutter-lopsg.md b/compendium/equipment/items/glass-cutter-lopsg.md index 64ac60f64..43fc0f73a 100644 --- a/compendium/equipment/items/glass-cutter-lopsg.md +++ b/compendium/equipment/items/glass-cutter-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Glass Cutter"] --- # Glass Cutter *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** L diff --git a/compendium/equipment/items/glasses-of-sociability-som.md b/compendium/equipment/items/glasses-of-sociability-som.md index fff63e166..e51b83dd7 100644 --- a/compendium/equipment/items/glasses-of-sociability-som.md +++ b/compendium/equipment/items/glasses-of-sociability-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Glasses Of Sociability"] --- # Glasses Of Sociability *Item 3* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Usage** worn eyepiece; **Bulk** L diff --git a/compendium/equipment/items/gliding-tv.md b/compendium/equipment/items/gliding-tv.md index ff8e02b8d..9db1838d4 100644 --- a/compendium/equipment/items/gliding-tv.md +++ b/compendium/equipment/items/gliding-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Gliding"] --- # Gliding *Item 8* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 450 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/glimmering-missive-tv.md b/compendium/equipment/items/glimmering-missive-tv.md index 915e8431e..22bd9ea7d 100644 --- a/compendium/equipment/items/glimmering-missive-tv.md +++ b/compendium/equipment/items/glimmering-missive-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Glimmering Missive"] --- # Glimmering Missive *Item 4* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Price** 20 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/glittering-scarab-da.md b/compendium/equipment/items/glittering-scarab-da.md index 7ed5026fa..496b585ef 100644 --- a/compendium/equipment/items/glittering-scarab-da.md +++ b/compendium/equipment/items/glittering-scarab-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Glittering Scarab"] --- # Glittering Scarab *Item 1* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of the [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md) - **Price** 10 gp diff --git a/compendium/equipment/items/glittering-snare-lotgb.md b/compendium/equipment/items/glittering-snare-lotgb.md index 70faca4dc..ca26e4c65 100644 --- a/compendium/equipment/items/glittering-snare-lotgb.md +++ b/compendium/equipment/items/glittering-snare-lotgb.md @@ -13,17 +13,17 @@ tags: aliases: ["Glittering Snare"] --- # Glittering Snare *Item 4* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 18 gp - **Category** Snare -[Small](rules/traits/small-b1.md) flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or [hidden](rules/conditions.md#Hidden) in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing. +[Small](rules/traits/small-b1.md "Small Size Trait") flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or [hidden](rules/conditions.md#Hidden) in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes a –1 status penalty to [Stealth](compendium/skills.md#Stealth) checks for 1 minute or until it uses an [Interact](rules/actions/interact.md) action to remove the glitter. -> - **Failure** The creature takes a –2 status penalty to [Stealth](compendium/skills.md#Stealth) checks for 2 minutes or until it spends a 2-action activity, which has the [manipulate](rules/traits/manipulate.md) trait, to remove the glitter. If the creature was [invisible](rules/conditions.md#Invisible), the glitter outlines it for 1 round, making it [concealed](rules/conditions.md#Concealed) rather than [undetected](rules/conditions.md#Undetected) to visual senses. -> - **Critical Failure** As failure, but the penalty is –4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the [manipulate](rules/traits/manipulate.md) trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is [hidden](rules/conditions.md#Hidden), rather than [undetected](rules/conditions.md#Undetected), to any creature that can see the glitter whenever it would otherwise have been [undetected](rules/conditions.md#Undetected). +> - **Failure** The creature takes a –2 status penalty to [Stealth](compendium/skills.md#Stealth) checks for 2 minutes or until it spends a 2-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to remove the glitter. If the creature was [invisible](rules/conditions.md#Invisible), the glitter outlines it for 1 round, making it [concealed](rules/conditions.md#Concealed) rather than [undetected](rules/conditions.md#Undetected) to visual senses. +> - **Critical Failure** As failure, but the penalty is –4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is [hidden](rules/conditions.md#Hidden), rather than [undetected](rules/conditions.md#Undetected), to any creature that can see the glitter whenever it would otherwise have been [undetected](rules/conditions.md#Undetected). *Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/gloaming-shard-som.md b/compendium/equipment/items/gloaming-shard-som.md index 460c9b238..eff373e50 100644 --- a/compendium/equipment/items/gloaming-shard-som.md +++ b/compendium/equipment/items/gloaming-shard-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Gloaming Shard"] --- # Gloaming Shard *Item 11* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [shadow](rules/traits/shadow.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Price** 1400 gp - **Usage** held in 1 hand; **Bulk** L @@ -20,12 +20,12 @@ The blade of this +2 striking returning dagger shines the color of twilight, wit ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) +[shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") You make a thrown [Strike](rules/actions/strike.md) with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread. You instantly teleport to a space adjacent to the target of your [Strike](rules/actions/strike.md), as dimension door, and then catch the dagger in your hand. -%% #trait/teleportation #trait/shadow %% +%% #trait/shadow #trait/teleportation %% ``` *Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/gloom-blade.md b/compendium/equipment/items/gloom-blade.md index 649363c46..3802a0a17 100644 --- a/compendium/equipment/items/gloom-blade.md +++ b/compendium/equipment/items/gloom-blade.md @@ -9,7 +9,7 @@ tags: aliases: ["Gloom Blade"] --- # Gloom Blade *Item 9* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 700 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/glorious-plate-locg.md b/compendium/equipment/items/glorious-plate-locg.md index 1d23e55ee..1cf5b5b76 100644 --- a/compendium/equipment/items/glorious-plate-locg.md +++ b/compendium/equipment/items/glorious-plate-locg.md @@ -12,7 +12,7 @@ tags: aliases: ["Glorious Plate"] --- # Glorious Plate *Item 14* -[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 4500 gp - **Usage** worn, armor; **Bulk** 4 diff --git a/compendium/equipment/items/gloves-of-carelessness-gmg.md b/compendium/equipment/items/gloves-of-carelessness-gmg.md index ee11f09ec..0ff6e1218 100644 --- a/compendium/equipment/items/gloves-of-carelessness-gmg.md +++ b/compendium/equipment/items/gloves-of-carelessness-gmg.md @@ -13,7 +13,7 @@ tags: aliases: ["Gloves Of Carelessness"] --- # Gloves Of Carelessness *Item 7* -[abjuration](rules/traits/abjuration.md) [cursed](rules/traits/cursed-gmg.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn gloves; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/gloves-of-storing.md b/compendium/equipment/items/gloves-of-storing.md index 7d01c9e14..675e73045 100644 --- a/compendium/equipment/items/gloves-of-storing.md +++ b/compendium/equipment/items/gloves-of-storing.md @@ -12,7 +12,7 @@ tags: aliases: ["Gloves of Storing"] --- # Gloves of Storing *Item 7* -[extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 340 gp - **Usage** worn gloves; **Bulk** — diff --git a/compendium/equipment/items/gluttonous-spear-sli.md b/compendium/equipment/items/gluttonous-spear-sli.md index 2f5bd4db1..7018992e1 100644 --- a/compendium/equipment/items/gluttonous-spear-sli.md +++ b/compendium/equipment/items/gluttonous-spear-sli.md @@ -10,7 +10,7 @@ tags: aliases: ["Gluttonous Spear"] --- # Gluttonous Spear *Item 6* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/gnome-flickmace.md b/compendium/equipment/items/gnome-flickmace.md index 7c2e71ac0..10efa0159 100644 --- a/compendium/equipment/items/gnome-flickmace.md +++ b/compendium/equipment/items/gnome-flickmace.md @@ -11,7 +11,7 @@ tags: aliases: ["Gnome Flickmace"] --- # Gnome Flickmace *Item 0* -[gnome](rules/traits/gnome.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/gnome-hooked-hammer.md b/compendium/equipment/items/gnome-hooked-hammer.md index da5a36c92..f3a43c86e 100644 --- a/compendium/equipment/items/gnome-hooked-hammer.md +++ b/compendium/equipment/items/gnome-hooked-hammer.md @@ -12,7 +12,7 @@ tags: aliases: ["Gnome Hooked Hammer"] --- # Gnome Hooked Hammer *Item 0* -[gnome](rules/traits/gnome.md) [trip](rules/traits/trip.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/goggles-of-night-bb.md b/compendium/equipment/items/goggles-of-night-bb.md index 542ee0fa7..74bea867c 100644 --- a/compendium/equipment/items/goggles-of-night-bb.md +++ b/compendium/equipment/items/goggles-of-night-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Goggles of Night"] --- # Goggles of Night *Item 5* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 150 gp - **Usage** worn eyepiece @@ -19,7 +19,7 @@ The opaque crystal lenses of these sleek goggles don't obscure vision, but rathe ```ad-embed-ability title: Go Dark [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") You carefully rotate the lenses 90 degrees, and you gain [darkvision](rules/abilities/darkvision.md). For 1 hour, you can see just as well in darkness as you can in the light. %% #trait/manipulate %% diff --git a/compendium/equipment/items/goggles-of-night.md b/compendium/equipment/items/goggles-of-night.md index 71e3ea3c1..2fe9c82c2 100644 --- a/compendium/equipment/items/goggles-of-night.md +++ b/compendium/equipment/items/goggles-of-night.md @@ -10,7 +10,7 @@ tags: aliases: ["Goggles of Night"] --- # Goggles of Night *Item 5+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn eyepiece; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/golden-blade-of-mzali-sot4.md b/compendium/equipment/items/golden-blade-of-mzali-sot4.md index c7ca34934..6d0ce1464 100644 --- a/compendium/equipment/items/golden-blade-of-mzali-sot4.md +++ b/compendium/equipment/items/golden-blade-of-mzali-sot4.md @@ -12,7 +12,7 @@ tags: aliases: ["Golden Blade of Mzali"] --- # Golden Blade of Mzali *Item 15* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 6500 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -22,7 +22,7 @@ Each of these golden spears was forged in the days of old Mzali, when the sun ki [Walkena](compendium/setting/deities/walkena-logm.md) retains a single golden blade, which he grants to his Master of Spears. -This +2 greater striking returning spear is coated in brilliant gold, and beautiful engravings run along the shaft, depicting the rising and setting of the sun against Mzali's skyline. The spear glows with the effects of 4th-level [light](compendium/spells/light.md). You can suppress or resume this light by using an action, which has the [concentrate](rules/traits/concentrate.md) trait. When you hit a creature with the spear, it takes `1d6` additional fire damage. When you critically hit a creature with the spear, the creature takes `1d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage) and `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as its blood boils away. Unlike normal when taking two types of [persistent damage](rules/conditions.md#Persistent%20Damage), a creature needs only a single successful flat check to remove both the fire and bleed damage. +This +2 greater striking returning spear is coated in brilliant gold, and beautiful engravings run along the shaft, depicting the rising and setting of the sun against Mzali's skyline. The spear glows with the effects of 4th-level [light](compendium/spells/light.md). You can suppress or resume this light by using an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. When you hit a creature with the spear, it takes `1d6` additional fire damage. When you critically hit a creature with the spear, the creature takes `1d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage) and `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as its blood boils away. Unlike normal when taking two types of [persistent damage](rules/conditions.md#Persistent%20Damage), a creature needs only a single successful flat check to remove both the fire and bleed damage. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/equipment/items/golden-branding-iron-ooa2.md b/compendium/equipment/items/golden-branding-iron-ooa2.md index 03d6dee11..a054ff88d 100644 --- a/compendium/equipment/items/golden-branding-iron-ooa2.md +++ b/compendium/equipment/items/golden-branding-iron-ooa2.md @@ -12,7 +12,7 @@ tags: aliases: ["Golden Branding Iron"] --- # Golden Branding Iron *Item 5+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** affixed to a two-handed firearm or crossbow; **Bulk** — - **Activate** envision; **Trigger** You hit a target with a ranged [Strike](rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert with the affixed weapon. diff --git a/compendium/equipment/items/golden-breath-fulu-tv.md b/compendium/equipment/items/golden-breath-fulu-tv.md index e1cfedc17..dc6f1501c 100644 --- a/compendium/equipment/items/golden-breath-fulu-tv.md +++ b/compendium/equipment/items/golden-breath-fulu-tv.md @@ -15,7 +15,7 @@ tags: aliases: ["Golden Breath Fulu"] --- # Golden Breath Fulu *Item 20* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8100 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/golden-cased-bullet-ooa2.md b/compendium/equipment/items/golden-cased-bullet-ooa2.md index 4061e69e4..59ad760dc 100644 --- a/compendium/equipment/items/golden-cased-bullet-ooa2.md +++ b/compendium/equipment/items/golden-cased-bullet-ooa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Golden-Cased Bullet"] --- # Golden-Cased Bullet *Item 4+* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Ammunition** round - **Activate** envision diff --git a/compendium/equipment/items/golden-chrysalis-som.md b/compendium/equipment/items/golden-chrysalis-som.md index 2d54ab300..625daa132 100644 --- a/compendium/equipment/items/golden-chrysalis-som.md +++ b/compendium/equipment/items/golden-chrysalis-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Golden Chrysalis"] --- # Golden Chrysalis *Item 5* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) ammunition +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") ammunition - **Price** 27 gp - **Ammunition** sling bullet diff --git a/compendium/equipment/items/golden-goose-da.md b/compendium/equipment/items/golden-goose-da.md index 9cbafb0a3..899ef7c9a 100644 --- a/compendium/equipment/items/golden-goose-da.md +++ b/compendium/equipment/items/golden-goose-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Golden Goose"] --- # Golden Goose *Item 11* -[cursed](rules/traits/cursed-gmg.md) [evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/golden-legion-epaulet-lowg.md b/compendium/equipment/items/golden-legion-epaulet-lowg.md index 74d62eadf..ee74d2779 100644 --- a/compendium/equipment/items/golden-legion-epaulet-lowg.md +++ b/compendium/equipment/items/golden-legion-epaulet-lowg.md @@ -11,7 +11,7 @@ tags: aliases: ["Golden Legion Epaulet"] --- # Golden Legion Epaulet *Item 3* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp - **Usage** worn epaulet; **Bulk** L diff --git a/compendium/equipment/items/golden-rod-memento-lomm.md b/compendium/equipment/items/golden-rod-memento-lomm.md index 88c80fc14..74b5815b1 100644 --- a/compendium/equipment/items/golden-rod-memento-lomm.md +++ b/compendium/equipment/items/golden-rod-memento-lomm.md @@ -11,7 +11,7 @@ tags: aliases: ["Golden Rod Memento"] --- # Golden Rod Memento *Item 20* -[abjuration](rules/traits/abjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/golden-silencer-ooa2.md b/compendium/equipment/items/golden-silencer-ooa2.md index e5792b4dc..37d2bfecd 100644 --- a/compendium/equipment/items/golden-silencer-ooa2.md +++ b/compendium/equipment/items/golden-silencer-ooa2.md @@ -12,7 +12,7 @@ tags: aliases: ["Golden Silencer"] --- # Golden Silencer *Item 6+* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** affixed to a firearm; **Bulk** L - **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert in @@ -20,6 +20,6 @@ aliases: ["Golden Silencer"] [Stealth](compendium/skills.md#Stealth). -The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures [wounded](rules/conditions.md#Wounded) by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged [Strike](rules/actions/strike.md) from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the [auditory](rules/traits/auditory.md) trait. This prevents it from casting spells that include verbal components. +The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures [wounded](rules/conditions.md#Wounded) by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged [Strike](rules/actions/strike.md) from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. This prevents it from casting spells that include verbal components. *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-spur-ooa2.md b/compendium/equipment/items/golden-spur-ooa2.md index 3c51ba9dc..3a1ed4ee5 100644 --- a/compendium/equipment/items/golden-spur-ooa2.md +++ b/compendium/equipment/items/golden-spur-ooa2.md @@ -13,7 +13,7 @@ tags: aliases: ["Golden Spur"] --- # Golden Spur *Item 11* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 300 gp - **Usage** affixed to a firearm or crossbow; **Bulk** — diff --git a/compendium/equipment/items/golem-stylus-ec3.md b/compendium/equipment/items/golem-stylus-ec3.md index 859c91a47..ae5a4181b 100644 --- a/compendium/equipment/items/golem-stylus-ec3.md +++ b/compendium/equipment/items/golem-stylus-ec3.md @@ -11,7 +11,7 @@ tags: aliases: ["Golem Stylus"] --- # Golem Stylus *Item 10* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 850 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/goo-grenade-loil.md b/compendium/equipment/items/goo-grenade-loil.md index d287cd85c..7b7fd0249 100644 --- a/compendium/equipment/items/goo-grenade-loil.md +++ b/compendium/equipment/items/goo-grenade-loil.md @@ -12,7 +12,7 @@ tags: aliases: ["Goo Grenade"] --- # Goo Grenade *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/gorget-of-the-primal-roar.md b/compendium/equipment/items/gorget-of-the-primal-roar.md index 7ba18407b..b1045e31a 100644 --- a/compendium/equipment/items/gorget-of-the-primal-roar.md +++ b/compendium/equipment/items/gorget-of-the-primal-roar.md @@ -10,7 +10,7 @@ tags: aliases: ["Gorget of the Primal Roar"] --- # Gorget of the Primal Roar *Item 11* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1250 gp - **Usage** worn collar; **Bulk** L @@ -21,7 +21,7 @@ This engraved darkwood gorget seems to vibrate with ferocity, granting you a +2 ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**: You're in a non-humanoid form via a [polymorph](rules/traits/polymorph.md) effect +- **Requirements**: You're in a non-humanoid form via a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect **Effect** You unleash a bestial roar, attempting a single [Intimidation](compendium/skills.md#Intimidation) check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Though this activation has the command component, you can issue this command without the need for language. diff --git a/compendium/equipment/items/gorgons-breath-tv.md b/compendium/equipment/items/gorgons-breath-tv.md index d2fbd8600..62d0c766e 100644 --- a/compendium/equipment/items/gorgons-breath-tv.md +++ b/compendium/equipment/items/gorgons-breath-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Gorgon's Breath"] --- # Gorgon's Breath *Item 13* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 475 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/gossips-eye-tv.md b/compendium/equipment/items/gossips-eye-tv.md index 82b9e3639..fa7b76ee1 100644 --- a/compendium/equipment/items/gossips-eye-tv.md +++ b/compendium/equipment/items/gossips-eye-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Gossip's Eye"] --- # Gossip's Eye *Item 8* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 30 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/gourd-home-aoa3.md b/compendium/equipment/items/gourd-home-aoa3.md index 6a5391ce2..e1881d58a 100644 --- a/compendium/equipment/items/gourd-home-aoa3.md +++ b/compendium/equipment/items/gourd-home-aoa3.md @@ -12,7 +12,7 @@ tags: aliases: ["Gourd Home"] --- # Gourd Home *Item 9* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [structure](rules/traits/structure.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [structure](rules/traits/structure.md "Structure General Trait") - **Price** 650 gp - **Bulk** L (when not activated) diff --git a/compendium/equipment/items/goz-mask-sot1.md b/compendium/equipment/items/goz-mask-sot1.md index 87eb657bd..3ef464282 100644 --- a/compendium/equipment/items/goz-mask-sot1.md +++ b/compendium/equipment/items/goz-mask-sot1.md @@ -11,7 +11,7 @@ tags: aliases: ["Goz Mask"] --- # Goz Mask *Item 2+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn mask - **Category** Worn diff --git a/compendium/equipment/items/goz-mask-tv.md b/compendium/equipment/items/goz-mask-tv.md index 6e72e2dd3..b62ba6cad 100644 --- a/compendium/equipment/items/goz-mask-tv.md +++ b/compendium/equipment/items/goz-mask-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Goz Mask"] --- # Goz Mask *Item 2+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn mask; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/grail-of-twisted-desires-ec2.md b/compendium/equipment/items/grail-of-twisted-desires-ec2.md index 4b8ea75cc..7a6e7cbc5 100644 --- a/compendium/equipment/items/grail-of-twisted-desires-ec2.md +++ b/compendium/equipment/items/grail-of-twisted-desires-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Grail Of Twisted Desires"] --- # Grail Of Twisted Desires *Item 10* -[conjuration](rules/traits/conjuration.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 850 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/grandstanding-gmg.md b/compendium/equipment/items/grandstanding-gmg.md index 390fdc7ac..7dc67c7a7 100644 --- a/compendium/equipment/items/grandstanding-gmg.md +++ b/compendium/equipment/items/grandstanding-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Grandstanding"] --- # Grandstanding *Item 11* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon - **Category** Curse diff --git a/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md b/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md index 50014e659..e53cd0e96 100644 --- a/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md +++ b/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md @@ -10,7 +10,7 @@ tags: aliases: ["Granny's Hedge Trimmer"] --- # Granny's Hedge Trimmer *Item 1* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Damage** `1d4` S - **Hands** 2 diff --git a/compendium/equipment/items/grappling-arrow-lopsg.md b/compendium/equipment/items/grappling-arrow-lopsg.md index 5da7cc8c8..f1fc5a51a 100644 --- a/compendium/equipment/items/grappling-arrow-lopsg.md +++ b/compendium/equipment/items/grappling-arrow-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Grappling Arrow"] --- # Grappling Arrow *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 sp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) diff --git a/compendium/equipment/items/grappling-bolt-lopsg.md b/compendium/equipment/items/grappling-bolt-lopsg.md index 063164b7a..dd5ac98f1 100644 --- a/compendium/equipment/items/grappling-bolt-lopsg.md +++ b/compendium/equipment/items/grappling-bolt-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Grappling Bolt"] --- # Grappling Bolt *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 sp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) diff --git a/compendium/equipment/items/grasping-snare.md b/compendium/equipment/items/grasping-snare.md index 4a84c7318..2442167ce 100644 --- a/compendium/equipment/items/grasping-snare.md +++ b/compendium/equipment/items/grasping-snare.md @@ -12,7 +12,7 @@ tags: aliases: ["Grasping Snare"] --- # Grasping Snare *Item 8* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 75 gp - **Category** Snare diff --git a/compendium/equipment/items/grasping-tree-ec1.md b/compendium/equipment/items/grasping-tree-ec1.md index 367aebf3f..de102bfe5 100644 --- a/compendium/equipment/items/grasping-tree-ec1.md +++ b/compendium/equipment/items/grasping-tree-ec1.md @@ -12,7 +12,7 @@ tags: aliases: ["Grasping Tree"] --- # Grasping Tree *Item 3* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 gp - **Category** Snare diff --git a/compendium/equipment/items/grave-token-loil.md b/compendium/equipment/items/grave-token-loil.md index 52dbb5510..cc35aaa7e 100644 --- a/compendium/equipment/items/grave-token-loil.md +++ b/compendium/equipment/items/grave-token-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Grave Token"] --- # Grave Token *Item 4* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 18 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/gravemist-taper-tv.md b/compendium/equipment/items/gravemist-taper-tv.md index 97829a038..495fc70a4 100644 --- a/compendium/equipment/items/gravemist-taper-tv.md +++ b/compendium/equipment/items/gravemist-taper-tv.md @@ -10,13 +10,13 @@ tags: aliases: ["Gravemist Taper"] --- # Gravemist Taper *Item 5* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) - **Category** Consumable -A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting an [obscuring mist](compendium/spells/obscuring-mist.md) spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the [concealed](rules/conditions.md#Concealed) state from the mist rises to 7, and a creature who fails such a check becomes [frightened](rules/conditions.md#Frightened). This aspect of the spell has the emotion, [fear](rules/traits/fear.md), and [mental](rules/traits/mental.md) traits. +A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting an [obscuring mist](compendium/spells/obscuring-mist.md) spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the [concealed](rules/conditions.md#Concealed) state from the mist rises to 7, and a creature who fails such a check becomes [frightened](rules/conditions.md#Frightened). This aspect of the spell has the emotion, [fear](rules/traits/fear.md "Fear Effect Trait"), and [mental](rules/traits/mental.md "Mental Effect Trait") traits. *Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/graveroot.md b/compendium/equipment/items/graveroot.md index 1e2d081a2..03a252511 100644 --- a/compendium/equipment/items/graveroot.md +++ b/compendium/equipment/items/graveroot.md @@ -11,7 +11,7 @@ tags: aliases: ["Graveroot"] --- # Graveroot *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 10 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/greataxe.md b/compendium/equipment/items/greataxe.md index 6b9688f0c..528077835 100644 --- a/compendium/equipment/items/greataxe.md +++ b/compendium/equipment/items/greataxe.md @@ -8,7 +8,7 @@ tags: aliases: ["Greataxe"] --- # Greataxe *Item 0* -[sweep](rules/traits/sweep.md) +[sweep](rules/traits/sweep.md "Sweep Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/greatclub.md b/compendium/equipment/items/greatclub.md index da3c025e1..472e35bb7 100644 --- a/compendium/equipment/items/greatclub.md +++ b/compendium/equipment/items/greatclub.md @@ -9,7 +9,7 @@ tags: aliases: ["Greatclub"] --- # Greatclub *Item 0* -[backswing](rules/traits/backswing.md) [shove](rules/traits/shove.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [shove](rules/traits/shove.md "Shove Weapon Trait") - **Price** 1 gp - **Bulk** 2 diff --git a/compendium/equipment/items/greatpick.md b/compendium/equipment/items/greatpick.md index be23265bd..7992d1822 100644 --- a/compendium/equipment/items/greatpick.md +++ b/compendium/equipment/items/greatpick.md @@ -8,7 +8,7 @@ tags: aliases: ["Greatpick"] --- # Greatpick *Item 0* -[fatal ](rules/traits/fatal.md) +[fatal ](rules/traits/fatal-d12.md "Fatal Weapon Trait") - **Price** 1 gp - **Bulk** 2 diff --git a/compendium/equipment/items/greatsword.md b/compendium/equipment/items/greatsword.md index 14b8b57d6..35a19d4e6 100644 --- a/compendium/equipment/items/greatsword.md +++ b/compendium/equipment/items/greatsword.md @@ -8,7 +8,7 @@ tags: aliases: ["Greatsword"] --- # Greatsword *Item 0* -[versatile

](rules/traits/versatile.md) +[versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/green-wyrmling-breath-potion-bb.md b/compendium/equipment/items/green-wyrmling-breath-potion-bb.md index 2a23077c5..3f1d1f24f 100644 --- a/compendium/equipment/items/green-wyrmling-breath-potion-bb.md +++ b/compendium/equipment/items/green-wyrmling-breath-potion-bb.md @@ -12,7 +12,7 @@ tags: aliases: ["Green Wyrmling Breath Potion"] --- # Green Wyrmling Breath Potion *Item 5* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 30 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/greengut-ec5.md b/compendium/equipment/items/greengut-ec5.md index c088c53fc..1609413ae 100644 --- a/compendium/equipment/items/greengut-ec5.md +++ b/compendium/equipment/items/greengut-ec5.md @@ -11,7 +11,7 @@ tags: aliases: ["Greengut"] --- # Greengut *Item 17* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2500 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/grievous.md b/compendium/equipment/items/grievous.md index c3d65dc62..478c22913 100644 --- a/compendium/equipment/items/grievous.md +++ b/compendium/equipment/items/grievous.md @@ -9,7 +9,7 @@ tags: aliases: ["Grievous"] --- # Grievous *Item 9* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 700 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/griffon-cane-lotgb.md b/compendium/equipment/items/griffon-cane-lotgb.md index 4da12925c..085c9875e 100644 --- a/compendium/equipment/items/griffon-cane-lotgb.md +++ b/compendium/equipment/items/griffon-cane-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Griffon Cane"] --- # Griffon Cane *Item 0* -[backswing](rules/traits/backswing.md) [two-hand ](rules/traits/two-hand.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") - **Price** 1 gp - **Bulk** L @@ -17,6 +17,6 @@ aliases: ["Griffon Cane"] - **Hands** 1 - **Category** Martial; **Group** Club -A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals `1d6` bludgeoning damage, has the [backswing](rules/traits/backswing.md) and [two-hand ](rules/traits/two-hand.md) traits, and is a martial melee weapon in the club weapon group. +A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals `1d6` bludgeoning damage, has the [backswing](rules/traits/backswing.md "Backswing Weapon Trait") and [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") traits, and is a martial melee weapon in the club weapon group. *Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/grim-ring-botd.md b/compendium/equipment/items/grim-ring-botd.md index 7d2c47593..81c5adaab 100644 --- a/compendium/equipment/items/grim-ring-botd.md +++ b/compendium/equipment/items/grim-ring-botd.md @@ -12,7 +12,7 @@ tags: aliases: ["Grim Ring"] --- # Grim Ring *Item 5* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** worn; **Bulk** — @@ -24,7 +24,7 @@ This reveals the presence or absence of undead in the area, but it doesn't pinpo ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[positive](rules/traits/positive.md) +[positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Trigger**: You gain the [drained](rules/conditions.md#Drained) condition from an undead creature diff --git a/compendium/equipment/items/grim-sandglass-som.md b/compendium/equipment/items/grim-sandglass-som.md index f13825eca..6819f3972 100644 --- a/compendium/equipment/items/grim-sandglass-som.md +++ b/compendium/equipment/items/grim-sandglass-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Grim Sandglass"] --- # Grim Sandglass *Item 3+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [spellheart](rules/traits/spellheart-som.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon - **Category** Spellheart diff --git a/compendium/equipment/items/grim-trophy.md b/compendium/equipment/items/grim-trophy.md index 3983015dc..d6d97aa2e 100644 --- a/compendium/equipment/items/grim-trophy.md +++ b/compendium/equipment/items/grim-trophy.md @@ -11,7 +11,7 @@ tags: aliases: ["Grim Trophy"] --- # Grim Trophy *Item 7* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 55 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md b/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md index 022cac215..ed9404d13 100644 --- a/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md +++ b/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md @@ -12,7 +12,7 @@ tags: aliases: ["Grimoire of Unknown Necessities"] --- # Grimoire of Unknown Necessities *Item 16* -[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 8000 gp - **Bulk** L @@ -22,7 +22,7 @@ The cover of this grimoire is bound in a strange crimson, pebbly leather that a ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[arcane](rules/traits/arcane.md) [divination](rules/traits/divination.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divination](rules/traits/divination.md "Divination School Trait") - **Requirements**: You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day diff --git a/compendium/equipment/items/grinning-pugwampi-tv.md b/compendium/equipment/items/grinning-pugwampi-tv.md index eccce30ff..ba44f8051 100644 --- a/compendium/equipment/items/grinning-pugwampi-tv.md +++ b/compendium/equipment/items/grinning-pugwampi-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Grinning Pugwampi"] --- # Grinning Pugwampi *Item 14* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [misfortune](rules/traits/misfortune.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/grisantian-pelt-armor-lomm.md b/compendium/equipment/items/grisantian-pelt-armor-lomm.md index 89a68fbb4..52f04eb03 100644 --- a/compendium/equipment/items/grisantian-pelt-armor-lomm.md +++ b/compendium/equipment/items/grisantian-pelt-armor-lomm.md @@ -8,7 +8,7 @@ tags: aliases: ["Grisantian Pelt Armor"] --- # Grisantian Pelt Armor *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Armor diff --git a/compendium/equipment/items/grisantian-pelt-lomm.md b/compendium/equipment/items/grisantian-pelt-lomm.md index ac09ecd68..cfd61c048 100644 --- a/compendium/equipment/items/grisantian-pelt-lomm.md +++ b/compendium/equipment/items/grisantian-pelt-lomm.md @@ -9,7 +9,7 @@ tags: aliases: ["Grisantian Pelt"] --- # Grisantian Pelt *Item 12+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material @@ -18,11 +18,11 @@ This supernaturally tough animal skin is gold and shines in sunlight. It can be | Grisantian Pelt Items | | | | |-----------------------|--|--|--| | **Thin Items** | Hardness | HP | BT | -| Standard-grade | 6 | 24 | 12 | -| High-grade | 8 | 32 | 16 | +| multiRow | | +| multiRow | | | **Items** | Hardness | HP | BT | -| Standard-grade | 9 | 36 | 18 | -| High-grade | 11 | 44 | 22 | +| multiRow | | +| multiRow | | *Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/grolna-aoe1.md b/compendium/equipment/items/grolna-aoe1.md index cf2f45c3f..af73e62f9 100644 --- a/compendium/equipment/items/grolna-aoe1.md +++ b/compendium/equipment/items/grolna-aoe1.md @@ -13,7 +13,7 @@ tags: aliases: ["Grolna"] --- # Grolna *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/grounding-spike-tv.md b/compendium/equipment/items/grounding-spike-tv.md index 87a88e522..22df12d23 100644 --- a/compendium/equipment/items/grounding-spike-tv.md +++ b/compendium/equipment/items/grounding-spike-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Grounding Spike"] --- # Grounding Spike *Item 8* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/grudgestone-tv.md b/compendium/equipment/items/grudgestone-tv.md index b1d026ca3..10dc0ca6b 100644 --- a/compendium/equipment/items/grudgestone-tv.md +++ b/compendium/equipment/items/grudgestone-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Grudgestone"] --- # Grudgestone *Item 7+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Usage** affixed to a weapon; **Bulk** — - **Activate** envision; **Trigger** A creature critically hits you. diff --git a/compendium/equipment/items/guardian-shield-lokl.md b/compendium/equipment/items/guardian-shield-lokl.md index a00212e0c..7a9731f56 100644 --- a/compendium/equipment/items/guardian-shield-lokl.md +++ b/compendium/equipment/items/guardian-shield-lokl.md @@ -11,7 +11,7 @@ tags: aliases: ["Guardian Shield"] --- # Guardian Shield *Item 11* -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 1200 gp diff --git a/compendium/equipment/items/guardian-staff-tv.md b/compendium/equipment/items/guardian-staff-tv.md index 21c20f24f..39752d597 100644 --- a/compendium/equipment/items/guardian-staff-tv.md +++ b/compendium/equipment/items/guardian-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Guardian Staff"] --- # Guardian Staff *Item 6+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/guide-harness-tv.md b/compendium/equipment/items/guide-harness-tv.md index c75fe30a7..4d9f5795f 100644 --- a/compendium/equipment/items/guide-harness-tv.md +++ b/compendium/equipment/items/guide-harness-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Guide Harness"] --- # Guide Harness *Item 1* -[companion](rules/traits/companion.md) +[companion](rules/traits/companion.md "Companion Item Trait") - **Price** 5 gp - **Usage** worn; **Bulk** 1 diff --git a/compendium/equipment/items/guiding-chisel-aoa4.md b/compendium/equipment/items/guiding-chisel-aoa4.md index 6ae9e6e1b..3a17cea6f 100644 --- a/compendium/equipment/items/guiding-chisel-aoa4.md +++ b/compendium/equipment/items/guiding-chisel-aoa4.md @@ -11,20 +11,20 @@ tags: aliases: ["Guiding Chisel"] --- # Guiding Chisel *Item 16* -[conjuration](rules/traits/conjuration.md) [elf](rules/traits/elf.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 10000 gp - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held -This magical chisel evokes the holy symbol of the elven goddess of art and architecture, [Findeladlara](compendium/setting/deities/findeladlara-logm.md). The _Guiding Chisel_'s original function was as a portal key to Duskgate, but as [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Saggorak as a gesture of friendship. +This magical chisel evokes the holy symbol of the elven goddess of art and architecture, Findeladlara. The _Guiding Chisel_'s original function was as a portal key to Duskgate, but as [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Saggorak as a gesture of friendship. You gain a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks related to stonemasonry. In addition, it takes you only 1 day to [Craft](rules/actions/craft.md) items using the _Guiding Chisel_ instead of 4 days, and you quadruple the discount you get for spending additional days [Crafting](compendium/skills.md#Crafting) items with the _Guiding Chisel_. If it's unclear whether you could use the _Guiding Chisel_ to [Craft](rules/actions/craft.md) an item, the GM decides. ```ad-embed-ability title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the [structure](rules/traits/structure.md) trait. +You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the [structure](rules/traits/structure.md "Structure General Trait") trait. ``` *Source: Age of Ashes #4: Fires of the Haunted City p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/guiding-star-som.md b/compendium/equipment/items/guiding-star-som.md index facd7cbc5..3b793141f 100644 --- a/compendium/equipment/items/guiding-star-som.md +++ b/compendium/equipment/items/guiding-star-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Guiding Star"] --- # Guiding Star *Item 7* -[chaotic](rules/traits/chaotic.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) +[chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") - **Price** 325 gp - **Usage** held in 1 hand Bulk L diff --git a/compendium/equipment/items/guisarme.md b/compendium/equipment/items/guisarme.md index c6d20fc65..f1bdeb10e 100644 --- a/compendium/equipment/items/guisarme.md +++ b/compendium/equipment/items/guisarme.md @@ -9,7 +9,7 @@ tags: aliases: ["Guisarme"] --- # Guisarme *Item 0* -[reach](rules/traits/reach.md) [trip](rules/traits/trip.md) +[reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md b/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md index 6dbd61f3d..7820b67d8 100644 --- a/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md +++ b/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md @@ -10,7 +10,7 @@ tags: aliases: ["Gyroscopic Stabilizer"] --- # Gyroscopic Stabilizer *Item 4* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 115 gp - **Usage** attached ; **Bulk** L @@ -21,9 +21,9 @@ A gyroscopic stabilizer appears as a gold disk suspended within three rotating g ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**: The gyroscopic stabilizer is attached to a one-handed firearm without the [fatal](rules/traits/fatal.md) or fatal aim traits +- **Requirements**: The gyroscopic stabilizer is attached to a one-handed firearm without the [fatal](rules/traits/fatal.md "Fatal Weapon Trait") or fatal aim traits -**Effect** The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait (Pathfinder Guns & Gears 232) with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the [fatal](rules/traits/fatal.md) trait. +**Effect** The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait (Pathfinder Guns & Gears 232) with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the [fatal](rules/traits/fatal.md "Fatal Weapon Trait") trait. ``` *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/habus-cudgel-sot2.md b/compendium/equipment/items/habus-cudgel-sot2.md index 0277dcf28..496c2bb7a 100644 --- a/compendium/equipment/items/habus-cudgel-sot2.md +++ b/compendium/equipment/items/habus-cudgel-sot2.md @@ -10,7 +10,7 @@ tags: aliases: ["Habu's Cudgel"] --- # Habu's Cudgel *Item 8* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 415 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/hail-of-arrows-snare.md b/compendium/equipment/items/hail-of-arrows-snare.md index 4cc9d29e8..67dd0ebd7 100644 --- a/compendium/equipment/items/hail-of-arrows-snare.md +++ b/compendium/equipment/items/hail-of-arrows-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Hail of Arrows Snare"] --- # Hail of Arrows Snare *Item 16* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 1500 gp - **Category** Snare diff --git a/compendium/equipment/items/halberd.md b/compendium/equipment/items/halberd.md index fbf413786..21b24d4c7 100644 --- a/compendium/equipment/items/halberd.md +++ b/compendium/equipment/items/halberd.md @@ -9,7 +9,7 @@ tags: aliases: ["Halberd"] --- # Halberd *Item 0* -[reach](rules/traits/reach.md) [versatile ](rules/traits/versatile.md) +[reach](rules/traits/reach.md "Reach Weapon Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/halcyon-heart-sot6.md b/compendium/equipment/items/halcyon-heart-sot6.md index 9a041adc4..7055b2a46 100644 --- a/compendium/equipment/items/halcyon-heart-sot6.md +++ b/compendium/equipment/items/halcyon-heart-sot6.md @@ -11,7 +11,7 @@ tags: aliases: ["Halcyon Heart"] --- # Halcyon Heart *Item 21* -[artifact](rules/traits/artifact-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Artifact @@ -28,7 +28,7 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " - **Requirements**: The halcyon heart has its net of beads -**Effect** You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the net grows and envelops the creature, which becomes [flat-footed](rules/conditions.md#Flat-footed) and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also [immobilized](rules/conditions.md#Immobilized) until it Escapes. The net also attempts to counteract [teleportation](rules/traits/teleportation.md) effects and planar travel of the creature it's entrapping. The [Escape](rules/actions/escape.md) DC is 44, and the net has a counteract level of 9 and a counteract modifier of +38. If the target is a demon or connected to a demon, they must roll twice and take the lower result on all attempts to [Escape](rules/actions/escape.md) (this is a [misfortune](rules/traits/misfortune.md) effect), and for counter act checks, the net rolls twice and takes the higher result (this is a [fortune](rules/traits/fortune.md) effect). You can't [Perform](rules/actions/perform.md) with the halcyon heart while it doesn't have its net. So long as the net doesn't contain a creature, you can restore it with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +**Effect** You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the net grows and envelops the creature, which becomes [flat-footed](rules/conditions.md#Flat-footed) and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also [immobilized](rules/conditions.md#Immobilized) until it Escapes. The net also attempts to counteract [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects and planar travel of the creature it's entrapping. The [Escape](rules/actions/escape.md) DC is 44, and the net has a counteract level of 9 and a counteract modifier of +38. If the target is a demon or connected to a demon, they must roll twice and take the lower result on all attempts to [Escape](rules/actions/escape.md) (this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect), and for counter act checks, the net rolls twice and takes the higher result (this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect). You can't [Perform](rules/actions/perform.md) with the halcyon heart while it doesn't have its net. So long as the net doesn't contain a creature, you can restore it with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. Destruction If the Gorilla King plays a halcyon heart in front of [Angazhan](compendium/setting/deities/angazhan-logm.md)'s totem, the gourd decomposes, the net frays, and the beads shatter. ``` diff --git a/compendium/equipment/items/halfling-sling-staff.md b/compendium/equipment/items/halfling-sling-staff.md index e7d6b8e9a..871575607 100644 --- a/compendium/equipment/items/halfling-sling-staff.md +++ b/compendium/equipment/items/halfling-sling-staff.md @@ -10,7 +10,7 @@ tags: aliases: ["Halfling Sling Staff"] --- # Halfling Sling Staff *Item 0* -[halfling](rules/traits/halfling.md) [propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/hampering-snare.md b/compendium/equipment/items/hampering-snare.md index de1bfc4fa..3c52745bc 100644 --- a/compendium/equipment/items/hampering-snare.md +++ b/compendium/equipment/items/hampering-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Hampering Snare"] --- # Hampering Snare *Item 1* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp - **Category** Snare diff --git a/compendium/equipment/items/hand-adze-loag.md b/compendium/equipment/items/hand-adze-loag.md index 2b355a2aa..70dc2325c 100644 --- a/compendium/equipment/items/hand-adze-loag.md +++ b/compendium/equipment/items/hand-adze-loag.md @@ -12,7 +12,7 @@ tags: aliases: ["Hand Adze"] --- # Hand Adze *Item 0* -[agile](rules/traits/agile.md) [forceful](rules/traits/forceful.md) [grippli](rules/traits/grippli-b2.md) [sweep](rules/traits/sweep.md) [thrown <10 ft.>](rules/traits/thrown.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [forceful](rules/traits/forceful.md "Forceful Weapon Trait") [grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [thrown <10 ft.>](rules/traits/thrown-10-ft.md "Thrown Weapon Trait") - **Price** 5 sp - **Bulk** L diff --git a/compendium/equipment/items/hand-hewed-face-da.md b/compendium/equipment/items/hand-hewed-face-da.md index a7fbe66c6..c098e7ddb 100644 --- a/compendium/equipment/items/hand-hewed-face-da.md +++ b/compendium/equipment/items/hand-hewed-face-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Hand-Hewed Face"] --- # Hand-Hewed Face *Item 7* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/hand-of-the-mage-bb.md b/compendium/equipment/items/hand-of-the-mage-bb.md index 1d3f6fe07..632827c67 100644 --- a/compendium/equipment/items/hand-of-the-mage-bb.md +++ b/compendium/equipment/items/hand-of-the-mage-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Hand of the Mage"] --- # Hand of the Mage *Item 2* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 30 gp - **Usage** worn @@ -19,7 +19,7 @@ This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a ```ad-embed-ability title: Mage Hand [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") You cast the [mage hand](compendium/spells/mage-hand.md) wizard spell. %% #trait/concentrate %% diff --git a/compendium/equipment/items/hand-of-the-mage.md b/compendium/equipment/items/hand-of-the-mage.md index ec991a5a4..5090a3084 100644 --- a/compendium/equipment/items/hand-of-the-mage.md +++ b/compendium/equipment/items/hand-of-the-mage.md @@ -10,7 +10,7 @@ tags: aliases: ["Hand of the Mage"] --- # Hand of the Mage *Item 2* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 30 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/handcuffs-aoe1.md b/compendium/equipment/items/handcuffs-aoe1.md index 9b0ade252..9e395c331 100644 --- a/compendium/equipment/items/handcuffs-aoe1.md +++ b/compendium/equipment/items/handcuffs-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Handcuffs"] --- # Handcuffs *Item 3+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/handwraps-of-mighty-blows.md b/compendium/equipment/items/handwraps-of-mighty-blows.md index 0844ab53b..f79012ff1 100644 --- a/compendium/equipment/items/handwraps-of-mighty-blows.md +++ b/compendium/equipment/items/handwraps-of-mighty-blows.md @@ -10,7 +10,7 @@ tags: aliases: ["Handwraps of Mighty Blows"] --- # Handwraps of Mighty Blows *Item 2+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn gloves; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/hardened-harrow-deck-aoe4.md b/compendium/equipment/items/hardened-harrow-deck-aoe4.md index 5a80b4eee..7795d6842 100644 --- a/compendium/equipment/items/hardened-harrow-deck-aoe4.md +++ b/compendium/equipment/items/hardened-harrow-deck-aoe4.md @@ -10,17 +10,17 @@ tags: aliases: ["Hardened Harrow Deck"] --- # Hardened Harrow Deck *Item 14* -[magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 4350 gp - **Usage** held in 1 hand; **Bulk** L - **Category** Held -The harrow is a traditional fortunetelling deck used by Varisian soothsayers. The hardened harrow deck is a magical version of the deck with cards made of thin metallic plates adorned with all the imagery common in standard harrow decks, but with more angular designs. You can hurl cards from the hardened harrow deck as +2 greater striking darts with the [deadly ](rules/traits/deadly.md) trait. A card used as a weapon isn't destroyed and can be recovered with 1 minute of searching if it can't be recalled back to the deck (see the deck's Activate entry on page 80) +The harrow is a traditional fortunetelling deck used by Varisian soothsayers. The hardened harrow deck is a magical version of the deck with cards made of thin metallic plates adorned with all the imagery common in standard harrow decks, but with more angular designs. You can hurl cards from the hardened harrow deck as +2 greater striking darts with the [deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") trait. A card used as a weapon isn't destroyed and can be recovered with 1 minute of searching if it can't be recalled back to the deck (see the deck's Activate entry on page 80) However, if even a single card is missing from the deck, the deck can't be used to perform a traditional harrow reading. -As long as you carry more than half the cards in the hardened harrow deck, when you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead; if you already have an ability that would make a successful saving throw against a [fear](rules/traits/fear.md) effect a critical success, you instead gain a +1 circumstance bonus to saving throws against [fear](rules/traits/fear.md) effects. +As long as you carry more than half the cards in the hardened harrow deck, when you roll a success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead; if you already have an ability that would make a successful saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect a critical success, you instead gain a +1 circumstance bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/equipment/items/harmonic-hauberk-lotgb.md b/compendium/equipment/items/harmonic-hauberk-lotgb.md index 9e9725fc4..90e2365df 100644 --- a/compendium/equipment/items/harmonic-hauberk-lotgb.md +++ b/compendium/equipment/items/harmonic-hauberk-lotgb.md @@ -13,13 +13,13 @@ tags: aliases: ["Harmonic Hauberk"] --- # Harmonic Hauberk *Item 13* -[auditory](rules/traits/auditory.md) [focused](rules/traits/focused.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [focused](rules/traits/focused.md "Focused Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2500 gp - **Usage** worn armor; **Bulk** 1 - **Category** Armor -Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the [auditory](rules/traits/auditory.md) trait must first counteract the harmonic hauberk or they have no effect on you. +Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait must first counteract the harmonic hauberk or they have no effect on you. The harmonic hauberk attempts to counteract [silence](compendium/spells/silence.md) spells cast on you and 4th-level or higher heightened [silence](compendium/spells/silence.md) spells the first time the armor enters their area (counteract level 4, counteract modifier +20). After failing to counteract a [silence](compendium/spells/silence.md) spell, the armor can't attempt to counteract the same spell again, even if you leave and enter the spell's area multiple times. diff --git a/compendium/equipment/items/harnessed-shield-tv.md b/compendium/equipment/items/harnessed-shield-tv.md index 09d8dadc3..bbdd4c121 100644 --- a/compendium/equipment/items/harnessed-shield-tv.md +++ b/compendium/equipment/items/harnessed-shield-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Harnessed Shield"] --- # Harnessed Shield *Item 0* -[harnessed](rules/traits/harnessed-tv.md) +[harnessed](rules/traits/harnessed-tv.md "Harnessed Item Trait") - **Price** 5 gp - **Bulk** 2 diff --git a/compendium/equipment/items/harpoon-bolt-ooa2.md b/compendium/equipment/items/harpoon-bolt-ooa2.md index 77114b368..34e0b88f7 100644 --- a/compendium/equipment/items/harpoon-bolt-ooa2.md +++ b/compendium/equipment/items/harpoon-bolt-ooa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Harpoon Bolt"] --- # Harpoon Bolt *Item 4* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp - **Ammunition** round diff --git a/compendium/equipment/items/harpoon-tv.md b/compendium/equipment/items/harpoon-tv.md index 493904f04..ea607f969 100644 --- a/compendium/equipment/items/harpoon-tv.md +++ b/compendium/equipment/items/harpoon-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Harpoon"] --- # Harpoon *Item 0* -[tethered](rules/traits/tethered-b1.md) [thrown](rules/traits/thrown.md) +[tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") [thrown](rules/traits/thrown.md "Thrown Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/harrow-spellcards-tv.md b/compendium/equipment/items/harrow-spellcards-tv.md index f5b504f18..2a8409055 100644 --- a/compendium/equipment/items/harrow-spellcards-tv.md +++ b/compendium/equipment/items/harrow-spellcards-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Harrow Spellcards"] --- # Harrow Spellcards *Item 8* -[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 475 gp - **Bulk** L @@ -21,7 +21,7 @@ Crafted of sturdy paper, each card of this harrow deck showcases a beautiful wat ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Trigger**: Your last action was to cast a divination spell prepared from this grimoire diff --git a/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md b/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md index d3fde39c7..4d64bd1c9 100644 --- a/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md +++ b/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Hat of Disagreeable Disguise"] --- # Hat of Disagreeable Disguise *Item 2+* -[cursed](rules/traits/cursed-gmg.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn headwear; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/hat-of-disguise-bb.md b/compendium/equipment/items/hat-of-disguise-bb.md index 8edbbcb06..189c9c782 100644 --- a/compendium/equipment/items/hat-of-disguise-bb.md +++ b/compendium/equipment/items/hat-of-disguise-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Hat of Disguise"] --- # Hat of Disguise *Item 2* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 30 gp - **Usage** worn headwear @@ -19,7 +19,7 @@ This ordinary-looking hat allows you to cloak yourself in illusions—perfect fo ```ad-embed-ability title: Illusory Disguise [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") Over the course of 1 minute, the hat changes your visual appearance to look like another type of creature you choose. You're still roughly the same height and weight, and the disguise doesn't change your voice, scent, or mannerisms, only your visual appearance. The disguise isn't good enough to impersonate a specific person. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. If someone tries to see through your disguise, they need to [Seek](rules/actions/seek.md) against your [Deception](compendium/skills.md#Deception) DC, but you get a +4 status bonus to your DC (making your DC 14 + your [Deception](compendium/skills.md#Deception)). %% #trait/manipulate %% diff --git a/compendium/equipment/items/hat-of-disguise.md b/compendium/equipment/items/hat-of-disguise.md index cee95364c..692b1b63e 100644 --- a/compendium/equipment/items/hat-of-disguise.md +++ b/compendium/equipment/items/hat-of-disguise.md @@ -10,7 +10,7 @@ tags: aliases: ["Hat of Disguise"] --- # Hat of Disguise *Item 2+* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn headwear; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/hat-of-many-minds-som.md b/compendium/equipment/items/hat-of-many-minds-som.md index 6d2af3894..5e67ab0e2 100644 --- a/compendium/equipment/items/hat-of-many-minds-som.md +++ b/compendium/equipment/items/hat-of-many-minds-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Hat Of Many Minds"] --- # Hat Of Many Minds *Item 12* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1800 gp - **Usage** worn headwear; **Bulk** L diff --git a/compendium/equipment/items/hat-of-the-magi-bb.md b/compendium/equipment/items/hat-of-the-magi-bb.md index a2f54c338..c6459cd36 100644 --- a/compendium/equipment/items/hat-of-the-magi-bb.md +++ b/compendium/equipment/items/hat-of-the-magi-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Hat of the Magi"] --- # Hat of the Magi *Item 3* -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") - **Price** 50 gp - **Usage** worn headwear diff --git a/compendium/equipment/items/hat-of-the-magi.md b/compendium/equipment/items/hat-of-the-magi.md index f1d26ab6b..65da7fa65 100644 --- a/compendium/equipment/items/hat-of-the-magi.md +++ b/compendium/equipment/items/hat-of-the-magi.md @@ -10,7 +10,7 @@ tags: aliases: ["Hat of the Magi"] --- # Hat of the Magi *Item 3+* -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Usage** worn headwear; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/hatchet.md b/compendium/equipment/items/hatchet.md index d9a80d2a1..796e21a74 100644 --- a/compendium/equipment/items/hatchet.md +++ b/compendium/equipment/items/hatchet.md @@ -10,7 +10,7 @@ tags: aliases: ["Hatchet"] --- # Hatchet *Item 0* -[agile](rules/traits/agile.md) [sweep](rules/traits/sweep.md) [thrown <10 ft.>](rules/traits/thrown.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [thrown <10 ft.>](rules/traits/thrown-10-ft.md "Thrown Weapon Trait") - **Price** 4 sp - **Bulk** L diff --git a/compendium/equipment/items/hauling-lotgb.md b/compendium/equipment/items/hauling-lotgb.md index f2093b48f..b88d022d5 100644 --- a/compendium/equipment/items/hauling-lotgb.md +++ b/compendium/equipment/items/hauling-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Hauling"] --- # Hauling *Item 6+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/headband-of-inspired-wisdom.md b/compendium/equipment/items/headband-of-inspired-wisdom.md index c1e033f4f..cdbc15fca 100644 --- a/compendium/equipment/items/headband-of-inspired-wisdom.md +++ b/compendium/equipment/items/headband-of-inspired-wisdom.md @@ -11,7 +11,7 @@ tags: aliases: ["Headband of Inspired Wisdom"] --- # Headband of Inspired Wisdom *Item 17* -[abjuration](rules/traits/abjuration.md) [apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp - **Usage** worn circlet; **Bulk** — diff --git a/compendium/equipment/items/headbands-of-translocation-frp2.md b/compendium/equipment/items/headbands-of-translocation-frp2.md index 23dee206b..40feca35f 100644 --- a/compendium/equipment/items/headbands-of-translocation-frp2.md +++ b/compendium/equipment/items/headbands-of-translocation-frp2.md @@ -12,7 +12,7 @@ tags: aliases: ["Headbands Of Translocation"] --- # Headbands Of Translocation *Item 16* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10000 gp - **Usage** worn headband diff --git a/compendium/equipment/items/headbands-of-translocation-tv.md b/compendium/equipment/items/headbands-of-translocation-tv.md index 9679a4df1..4e3fad22b 100644 --- a/compendium/equipment/items/headbands-of-translocation-tv.md +++ b/compendium/equipment/items/headbands-of-translocation-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Headbands of Translocation"] --- # Headbands of Translocation *Item 16* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10000 gp - **Usage** worn headwear; **Bulk** — diff --git a/compendium/equipment/items/healers-gel-som.md b/compendium/equipment/items/healers-gel-som.md index c0a10d5ea..6206ebcbb 100644 --- a/compendium/equipment/items/healers-gel-som.md +++ b/compendium/equipment/items/healers-gel-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Healer's Gel"] --- # Healer's Gel *Item 5+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable diff --git a/compendium/equipment/items/healers-gloves-bb.md b/compendium/equipment/items/healers-gloves-bb.md index 13389032e..35f6a14fd 100644 --- a/compendium/equipment/items/healers-gloves-bb.md +++ b/compendium/equipment/items/healers-gloves-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Healer's Gloves"] --- # Healer's Gloves *Item 4* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 80 gp - **Usage** worn gloves @@ -19,9 +19,9 @@ These clean white gloves never show signs of blood, even when used to stitch up ```ad-embed-ability title: Soothe Wounds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -You heal an adjacent living creature by touching them with the gloves, restoring `2d6+7` Hit Points to that creature. This is a positive [healing](rules/traits/healing.md) effect. +You heal an adjacent living creature by touching them with the gloves, restoring `2d6+7` Hit Points to that creature. This is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. %% #trait/manipulate %% ``` diff --git a/compendium/equipment/items/healers-gloves.md b/compendium/equipment/items/healers-gloves.md index 337a2f3ad..4e31afd98 100644 --- a/compendium/equipment/items/healers-gloves.md +++ b/compendium/equipment/items/healers-gloves.md @@ -10,7 +10,7 @@ tags: aliases: ["Healer's Gloves"] --- # Healer's Gloves *Item 4+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** worn gloves; **Bulk** L - **Category** Worn @@ -20,7 +20,7 @@ These clean, white gloves never show signs of blood, even when used to stitch up ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You can soothe a willing, living, adjacent creature, restoring `2d6+7` Hit Points to that creature. This is a [positive](rules/traits/positive.md) [healing](rules/traits/healing.md) effect. You can't harm undead with this healing. +You can soothe a willing, living, adjacent creature, restoring `2d6+7` Hit Points to that creature. This is a [positive](rules/traits/positive.md "Positive Energy & Element Trait") [healing](rules/traits/healing.md "Healing Effect Trait") effect. You can't harm undead with this healing. ``` *Source: Core Rulebook p. 612* \ No newline at end of file diff --git a/compendium/equipment/items/healing-potion.md b/compendium/equipment/items/healing-potion.md index 79c9055bd..a25029d40 100644 --- a/compendium/equipment/items/healing-potion.md +++ b/compendium/equipment/items/healing-potion.md @@ -12,7 +12,7 @@ tags: aliases: ["Healing Potion"] --- # Healing Potion *Item 1+* -[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/healing-vapor-tv.md b/compendium/equipment/items/healing-vapor-tv.md index 86d2ce64e..d13e9f217 100644 --- a/compendium/equipment/items/healing-vapor-tv.md +++ b/compendium/equipment/items/healing-vapor-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Healing Vapor"] --- # Healing Vapor *Item 4+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/heartening-missive-tv.md b/compendium/equipment/items/heartening-missive-tv.md index 0d1d353b5..be7fff155 100644 --- a/compendium/equipment/items/heartening-missive-tv.md +++ b/compendium/equipment/items/heartening-missive-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Heartening Missive"] --- # Heartening Missive *Item 5+* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Usage** held in 1 hand; **Bulk** — - **Activate** envision, , [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/heckling-tools-tv.md b/compendium/equipment/items/heckling-tools-tv.md index 432fc349f..a0fdcb213 100644 --- a/compendium/equipment/items/heckling-tools-tv.md +++ b/compendium/equipment/items/heckling-tools-tv.md @@ -12,11 +12,11 @@ tags: aliases: ["Heckling Tools"] --- # Heckling Tools *Item 3* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [intelligent](rules/traits/intelligent-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 2 hands; **Bulk** as tools of the normal type - **Category** Held -Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool's usual bonus, you take a –2 circumstance penalty to checks made using heckling tools. Once you realize the tools are cursed, you can suppress their [negative](rules/traits/negative.md) effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check to placate them, often by offering obsequious, public admiration. +Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool's usual bonus, you take a –2 circumstance penalty to checks made using heckling tools. Once you realize the tools are cursed, you can suppress their [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check to placate them, often by offering obsequious, public admiration. *Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/heedless-spurs-ec5.md b/compendium/equipment/items/heedless-spurs-ec5.md index 786388c3d..35a1a8a6c 100644 --- a/compendium/equipment/items/heedless-spurs-ec5.md +++ b/compendium/equipment/items/heedless-spurs-ec5.md @@ -10,7 +10,7 @@ tags: aliases: ["Heedless Spurs"] --- # Heedless Spurs *Item 15* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5200 gp - **Usage** worn anklets; **Bulk** L diff --git a/compendium/equipment/items/hell-staff-tv.md b/compendium/equipment/items/hell-staff-tv.md index ef1087109..24f6b2483 100644 --- a/compendium/equipment/items/hell-staff-tv.md +++ b/compendium/equipment/items/hell-staff-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Hell Staff"] --- # Hell Staff *Item 17* -[conjuration](rules/traits/conjuration.md) [evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 13000 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -22,7 +22,7 @@ A hell staff is a tall, pointed staff forged of red-tinted steel with Infernal i Found mostly in Cheliax or other lands where diabolic influences hold sway, when used as a weapon the staff is a +3 greater striking axiomatic unholy staff. When you prepare this staff, if you're chaotic or good, you become [drained](rules/conditions.md#Drained) until your next daily preparations. -The staff's [summon lesser servitor](compendium/spells/summon-lesser-servitor-som.md) spell can be used only to summon animals with the [fiend](rules/traits/fiend.md) trait, devils, or hell hounds (at 4th level). Its [summon fiend](compendium/spells/summon-fiend.md) spell can summon only devils or hell hounds. +The staff's [summon lesser servitor](compendium/spells/summon-lesser-servitor-som.md) spell can be used only to summon animals with the [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait, devils, or hell hounds (at 4th level). Its [summon fiend](compendium/spells/summon-fiend.md) spell can summon only devils or hell hounds. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/hellfire-boots-apg.md b/compendium/equipment/items/hellfire-boots-apg.md index 476bad5ec..c7950a9f7 100644 --- a/compendium/equipment/items/hellfire-boots-apg.md +++ b/compendium/equipment/items/hellfire-boots-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Hellfire Boots"] --- # Hellfire Boots *Item 13* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3000 gp - **Usage** worn; **Bulk** 1 diff --git a/compendium/equipment/items/hellknight-breastplate-tv.md b/compendium/equipment/items/hellknight-breastplate-tv.md index 5244ac276..5464e5cf7 100644 --- a/compendium/equipment/items/hellknight-breastplate-tv.md +++ b/compendium/equipment/items/hellknight-breastplate-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Hellknight Breastplate"] --- # Hellknight Breastplate *Item 1* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** A character who is a member of the Hellknights has access to this option. - **Price** 10 gp diff --git a/compendium/equipment/items/hellknight-half-plate-tv.md b/compendium/equipment/items/hellknight-half-plate-tv.md index d4ea9c2b3..a0e3ceeb5 100644 --- a/compendium/equipment/items/hellknight-half-plate-tv.md +++ b/compendium/equipment/items/hellknight-half-plate-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Hellknight Half Plate"] --- # Hellknight Half Plate *Item 1* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** A character who is a member of the Hellknights has access to this option. - **Price** 20 gp diff --git a/compendium/equipment/items/hellknight-plate-tv.md b/compendium/equipment/items/hellknight-plate-tv.md index 8912ede95..e0e8fe1a1 100644 --- a/compendium/equipment/items/hellknight-plate-tv.md +++ b/compendium/equipment/items/hellknight-plate-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Hellknight Plate"] --- # Hellknight Plate *Item 2* -[bulwark](rules/traits/bulwark.md) [uncommon](rules/traits/uncommon.md) +[bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** A character who is a member of the Hellknights has access to this option. - **Price** 35 gp diff --git a/compendium/equipment/items/helm-of-underwater-action-tv.md b/compendium/equipment/items/helm-of-underwater-action-tv.md index e7c9feab8..193d2f4f9 100644 --- a/compendium/equipment/items/helm-of-underwater-action-tv.md +++ b/compendium/equipment/items/helm-of-underwater-action-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Helm of Underwater Action"] --- # Helm of Underwater Action *Item 9+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn headwear; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/helmsmans-recourse-tv.md b/compendium/equipment/items/helmsmans-recourse-tv.md index 83ded9079..932a808aa 100644 --- a/compendium/equipment/items/helmsmans-recourse-tv.md +++ b/compendium/equipment/items/helmsmans-recourse-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Helmsman's Recourse"] --- # Helmsman's Recourse *Item 5+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/hemlock.md b/compendium/equipment/items/hemlock.md index 85461c756..c865c51f1 100644 --- a/compendium/equipment/items/hemlock.md +++ b/compendium/equipment/items/hemlock.md @@ -11,7 +11,7 @@ tags: aliases: ["Hemlock"] --- # Hemlock *Item 17* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 2250 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/herd-mask-sot1.md b/compendium/equipment/items/herd-mask-sot1.md index 015b0b28a..e0478c908 100644 --- a/compendium/equipment/items/herd-mask-sot1.md +++ b/compendium/equipment/items/herd-mask-sot1.md @@ -12,7 +12,7 @@ tags: aliases: ["Herd Mask"] --- # Herd Mask *Item 6* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 210 gp - **Usage** worn mask diff --git a/compendium/equipment/items/herd-mask-tv.md b/compendium/equipment/items/herd-mask-tv.md index d12b6fa0b..e8226beef 100644 --- a/compendium/equipment/items/herd-mask-tv.md +++ b/compendium/equipment/items/herd-mask-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Herd Mask"] --- # Herd Mask *Item 6* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 210 gp - **Usage** worn mask; **Bulk** — diff --git a/compendium/equipment/items/hex-blaster-ooa3.md b/compendium/equipment/items/hex-blaster-ooa3.md index 156d0233d..9dd94b3a1 100644 --- a/compendium/equipment/items/hex-blaster-ooa3.md +++ b/compendium/equipment/items/hex-blaster-ooa3.md @@ -15,7 +15,7 @@ tags: aliases: ["Hex Blaster"] --- # Hex Blaster *Item 11* -[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 1400 gp - **Usage** held in 2 hands; **Bulk** 2 @@ -32,7 +32,7 @@ You afflict a creature you can see with a hex of impending doom. The hex lasts f > - **Critical Success** The creature is unaffected. > - **Success** The creature is [frightened](rules/conditions.md#Frightened). It also takes `1d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage). > - **Failure** The creature is [frightened](rules/conditions.md#Frightened). It also takes `2d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [slowed](rules/conditions.md#Slowed) for 1 minute. It also takes `4d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage) and is cursed with a hex of impending doom. If the target falls [unconscious](rules/conditions.md#Unconscious) from damage dealt by this [Strike](rules/actions/strike.md) or the [persistent mental damage](rules/conditions.md#Persistent%20Damage), it remains [unconscious](rules/conditions.md#Unconscious) for 1 day or until this curse is removed. After 1 day, if the creature is still [unconscious](rules/conditions.md#Unconscious), it must succeed at a DC 28 Fortitude save or die; this effect has the [death](rules/traits/death.md) and [incapacitation](rules/traits/incapacitation.md) traits. +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [slowed](rules/conditions.md#Slowed) for 1 minute. It also takes `4d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage) and is cursed with a hex of impending doom. If the target falls [unconscious](rules/conditions.md#Unconscious) from damage dealt by this [Strike](rules/actions/strike.md) or the [persistent mental damage](rules/conditions.md#Persistent%20Damage), it remains [unconscious](rules/conditions.md#Unconscious) for 1 day or until this curse is removed. After 1 day, if the creature is still [unconscious](rules/conditions.md#Unconscious), it must succeed at a DC 28 Fortitude save or die; this effect has the [death](rules/traits/death.md "Death Effect Trait") and [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") traits. ``` *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/hexing-jar-tv.md b/compendium/equipment/items/hexing-jar-tv.md index 1e42a93c1..9f36e02cb 100644 --- a/compendium/equipment/items/hexing-jar-tv.md +++ b/compendium/equipment/items/hexing-jar-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Hexing Jar"] --- # Hexing Jar *Item 11* -[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1200 gp - **Usage** worn; **Bulk** — @@ -32,7 +32,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R - **Trigger**: You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast -**Effect** The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against [mental](rules/traits/mental.md) effects. +**Effect** The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against [mental](rules/traits/mental.md "Mental Effect Trait") effects. ``` *Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/hide-shield-tv.md b/compendium/equipment/items/hide-shield-tv.md index 1f3f3e3f4..42ab73993 100644 --- a/compendium/equipment/items/hide-shield-tv.md +++ b/compendium/equipment/items/hide-shield-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Hide Shield"] --- # Hide Shield *Item 0* -[deflecting ](rules/traits/deflecting-tv.md) +[deflecting ](rules/traits/deflecting-bludgeoning-tv.md "Deflecting Item Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/hippogriff-in-a-jar-tv.md b/compendium/equipment/items/hippogriff-in-a-jar-tv.md index 18b03628d..70067d662 100644 --- a/compendium/equipment/items/hippogriff-in-a-jar-tv.md +++ b/compendium/equipment/items/hippogriff-in-a-jar-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Hippogriff in a Jar"] --- # Hippogriff in a Jar *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 30 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/hoax-hunters-kit-da.md b/compendium/equipment/items/hoax-hunters-kit-da.md index f00fa32b3..582393e6e 100644 --- a/compendium/equipment/items/hoax-hunters-kit-da.md +++ b/compendium/equipment/items/hoax-hunters-kit-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Hoax-Hunter's Kit"] --- # Hoax-Hunter's Kit *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp - **Usage** held in 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/hobbling-snare.md b/compendium/equipment/items/hobbling-snare.md index cf8c6e466..09cb4e0fc 100644 --- a/compendium/equipment/items/hobbling-snare.md +++ b/compendium/equipment/items/hobbling-snare.md @@ -12,7 +12,7 @@ tags: aliases: ["Hobbling Snare"] --- # Hobbling Snare *Item 4* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp - **Category** Snare diff --git a/compendium/equipment/items/hollowed-hilt-lokl.md b/compendium/equipment/items/hollowed-hilt-lokl.md index f39fd528e..173d19914 100644 --- a/compendium/equipment/items/hollowed-hilt-lokl.md +++ b/compendium/equipment/items/hollowed-hilt-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Hollowed Hilt"] --- # Hollowed Hilt *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 3 gp diff --git a/compendium/equipment/items/holy-avenger.md b/compendium/equipment/items/holy-avenger.md index 94cb8a0cf..f12047568 100644 --- a/compendium/equipment/items/holy-avenger.md +++ b/compendium/equipment/items/holy-avenger.md @@ -12,7 +12,7 @@ tags: aliases: ["Holy Avenger"] --- # Holy Avenger *Item 14* -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [lawful](rules/traits/lawful.md) [uncommon](rules/traits/uncommon.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4500 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/holy-prayer-beads.md b/compendium/equipment/items/holy-prayer-beads.md index d4bbcb88e..be6827061 100644 --- a/compendium/equipment/items/holy-prayer-beads.md +++ b/compendium/equipment/items/holy-prayer-beads.md @@ -12,14 +12,14 @@ tags: aliases: ["Holy Prayer Beads"] --- # Holy Prayer Beads *Item 5+* -[divine](rules/traits/divine.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Held This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster. -Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive [healing](rules/traits/healing.md) effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself. +Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/holy-water-bb.md b/compendium/equipment/items/holy-water-bb.md index 95d60a5cc..a0ed1dc0d 100644 --- a/compendium/equipment/items/holy-water-bb.md +++ b/compendium/equipment/items/holy-water-bb.md @@ -11,7 +11,7 @@ tags: aliases: ["Holy Water"] --- # Holy Water *Item 1* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [splash](rules/traits/splash.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Price** 3 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/holy-water.md b/compendium/equipment/items/holy-water.md index cdb51bb2d..362280ae0 100644 --- a/compendium/equipment/items/holy-water.md +++ b/compendium/equipment/items/holy-water.md @@ -12,14 +12,14 @@ tags: aliases: ["Holy Water"] --- # Holy Water *Item 1* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [necromancy](rules/traits/necromancy.md) [splash](rules/traits/splash.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) - **Category** Consumable -This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. +This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. Holy water deals `1d6` good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage. diff --git a/compendium/equipment/items/holy.md b/compendium/equipment/items/holy.md index e0fca5c33..5b2fc5427 100644 --- a/compendium/equipment/items/holy.md +++ b/compendium/equipment/items/holy.md @@ -10,7 +10,7 @@ tags: aliases: ["Holy"] --- # Holy *Item 11* -[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp - **Usage** etched onto a weapon without an unholy rune @@ -21,9 +21,9 @@ Holy weapons command powerful celestial energy. A weapon with this rune deals an ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You critically succeed at an attack roll against an [evil](rules/traits/evil.md) creature with the weapon +- **Trigger**: You critically succeed at an attack roll against an [evil](rules/traits/evil.md "Evil Alignment Trait") creature with the weapon -**Effect** You regain HP equal to double the evil creature's level. This is a [good](rules/traits/good.md), [positive](rules/traits/positive.md), [healing](rules/traits/healing.md) effect. +**Effect** You regain HP equal to double the evil creature's level. This is a [good](rules/traits/good.md "Good Alignment Trait"), [positive](rules/traits/positive.md "Positive Energy & Element Trait"), [healing](rules/traits/healing.md "Healing Effect Trait") effect. ``` *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/homeward-swallow-tv.md b/compendium/equipment/items/homeward-swallow-tv.md index 7b22f3650..6c0528c26 100644 --- a/compendium/equipment/items/homeward-swallow-tv.md +++ b/compendium/equipment/items/homeward-swallow-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Homeward Swallow"] --- # Homeward Swallow *Item 5* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/homeward-wayfinder-lopsg.md b/compendium/equipment/items/homeward-wayfinder-lopsg.md index d10bda6f2..c300f1f74 100644 --- a/compendium/equipment/items/homeward-wayfinder-lopsg.md +++ b/compendium/equipment/items/homeward-wayfinder-lopsg.md @@ -13,7 +13,7 @@ tags: aliases: ["Homeward Wayfinder"] --- # Homeward Wayfinder *Item 13* -[conjuration](rules/traits/conjuration.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2750 gp - **Usage** worn @@ -24,7 +24,7 @@ Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent ```ad-embed-ability title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This [teleportation](rules/traits/teleportation.md) effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. +You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. ``` *Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/honeyscent-lol.md b/compendium/equipment/items/honeyscent-lol.md index 3021a1558..a2c7d94e5 100644 --- a/compendium/equipment/items/honeyscent-lol.md +++ b/compendium/equipment/items/honeyscent-lol.md @@ -12,7 +12,7 @@ tags: aliases: ["Honeyscent"] --- # Honeyscent *Item 10* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 180 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/hongali-hornbow-lotgb.md b/compendium/equipment/items/hongali-hornbow-lotgb.md index 51eb17b3c..b4b2e246d 100644 --- a/compendium/equipment/items/hongali-hornbow-lotgb.md +++ b/compendium/equipment/items/hongali-hornbow-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Hongali Hornbow"] --- # Hongali Hornbow *Item 0* -[deadly ](rules/traits/deadly.md) [propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) +[deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 11 gp - **Bulk** 2 diff --git a/compendium/equipment/items/hook-sword-tv.md b/compendium/equipment/items/hook-sword-tv.md index a84170059..d1d3cfee7 100644 --- a/compendium/equipment/items/hook-sword-tv.md +++ b/compendium/equipment/items/hook-sword-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Hook Sword"] --- # Hook Sword *Item 0* -[disarm](rules/traits/disarm.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [trip](rules/traits/trip.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 3 gp diff --git a/compendium/equipment/items/hopeful-lotgb.md b/compendium/equipment/items/hopeful-lotgb.md index 610d5d4fc..f41ebefde 100644 --- a/compendium/equipment/items/hopeful-lotgb.md +++ b/compendium/equipment/items/hopeful-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Hopeful"] --- # Hopeful *Item 11* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1200 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/horn-of-blasting.md b/compendium/equipment/items/horn-of-blasting.md index d32fa4b21..468b8ed1c 100644 --- a/compendium/equipment/items/horn-of-blasting.md +++ b/compendium/equipment/items/horn-of-blasting.md @@ -9,7 +9,7 @@ tags: aliases: ["Horn of Blasting"] --- # Horn of Blasting *Item 9* -[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Price** 700 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/horn-of-fog.md b/compendium/equipment/items/horn-of-fog.md index 43be18cc5..6103da2e7 100644 --- a/compendium/equipment/items/horn-of-fog.md +++ b/compendium/equipment/items/horn-of-fog.md @@ -10,7 +10,7 @@ tags: aliases: ["Horn of Fog"] --- # Horn of Fog *Item 6* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Price** 230 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/horn-of-the-aoyin-da.md b/compendium/equipment/items/horn-of-the-aoyin-da.md index 0a6af89c9..a74b3d4c6 100644 --- a/compendium/equipment/items/horn-of-the-aoyin-da.md +++ b/compendium/equipment/items/horn-of-the-aoyin-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Horn of the Aoyin"] --- # Horn of the Aoyin *Item 13* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held @@ -20,13 +20,13 @@ This musical instrument is crafted from the horn of an aoyin—a large, cannibal ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Requirements**: You're trained in [Performance](compendium/skills.md#Performance) **Effect** You blow the horn, creating a low growling sound. -Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals `1d8` piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against [mental](rules/traits/mental.md) effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours. +Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals `1d8` piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours. %% #trait/auditory #trait/emotion #trait/enchantment #trait/incapacitation #trait/magical #trait/mental %% ``` diff --git a/compendium/equipment/items/horned-hand-rests-lotgb.md b/compendium/equipment/items/horned-hand-rests-lotgb.md index e931bcd39..90284debe 100644 --- a/compendium/equipment/items/horned-hand-rests-lotgb.md +++ b/compendium/equipment/items/horned-hand-rests-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Horned Hand Rests"] --- # Horned Hand Rests *Item 6+* -[companion](rules/traits/companion.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[companion](rules/traits/companion.md "Companion Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** 1 - **Category** Companion diff --git a/compendium/equipment/items/horns-of-naraga-gmg.md b/compendium/equipment/items/horns-of-naraga-gmg.md index fc7ee6f07..30f47bbbc 100644 --- a/compendium/equipment/items/horns-of-naraga-gmg.md +++ b/compendium/equipment/items/horns-of-naraga-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Horns Of Naraga"] --- # Horns Of Naraga *Item 26* -[artifact](rules/traits/artifact-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** worn headwear; **Bulk** 2 - **Category** Artifact diff --git a/compendium/equipment/items/horrid-figurine-tv.md b/compendium/equipment/items/horrid-figurine-tv.md index c1d5ca6b8..bca77c817 100644 --- a/compendium/equipment/items/horrid-figurine-tv.md +++ b/compendium/equipment/items/horrid-figurine-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Horrid Figurine"] --- # Horrid Figurine *Item 8* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 450 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/horsechopper.md b/compendium/equipment/items/horsechopper.md index 9878781d4..fa2958b4a 100644 --- a/compendium/equipment/items/horsechopper.md +++ b/compendium/equipment/items/horsechopper.md @@ -12,7 +12,7 @@ tags: aliases: ["Horsechopper"] --- # Horsechopper *Item 0* -[goblin](rules/traits/goblin.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 9 sp - **Bulk** 2 diff --git a/compendium/equipment/items/horseshoes-of-speed.md b/compendium/equipment/items/horseshoes-of-speed.md index 641d573d8..1600346f0 100644 --- a/compendium/equipment/items/horseshoes-of-speed.md +++ b/compendium/equipment/items/horseshoes-of-speed.md @@ -11,7 +11,7 @@ tags: aliases: ["Horseshoes of Speed"] --- # Horseshoes of Speed *Item 7+* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn horseshoes; **Bulk** 1 - **Category** Companion diff --git a/compendium/equipment/items/hosteling-statuette-lotgb.md b/compendium/equipment/items/hosteling-statuette-lotgb.md index 62070a53c..23c1c8fb5 100644 --- a/compendium/equipment/items/hosteling-statuette-lotgb.md +++ b/compendium/equipment/items/hosteling-statuette-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Hosteling Statuette"] --- # Hosteling Statuette *Item 4* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/hovering-potion-tv.md b/compendium/equipment/items/hovering-potion-tv.md index 19166a570..8cce03966 100644 --- a/compendium/equipment/items/hovering-potion-tv.md +++ b/compendium/equipment/items/hovering-potion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Hovering Potion"] --- # Hovering Potion *Item 7* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 55 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/hummingbird-wayfinder-lopsg.md b/compendium/equipment/items/hummingbird-wayfinder-lopsg.md index cf18ff666..2d863dc19 100644 --- a/compendium/equipment/items/hummingbird-wayfinder-lopsg.md +++ b/compendium/equipment/items/hummingbird-wayfinder-lopsg.md @@ -12,7 +12,7 @@ tags: aliases: ["Hummingbird Wayfinder"] --- # Hummingbird Wayfinder *Item 12* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1750 gp - **Usage** worn diff --git a/compendium/equipment/items/hundred-moth-caress-som.md b/compendium/equipment/items/hundred-moth-caress-som.md index 634bfef8e..0c20bb008 100644 --- a/compendium/equipment/items/hundred-moth-caress-som.md +++ b/compendium/equipment/items/hundred-moth-caress-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Hundred-moth Caress"] --- # Hundred-moth Caress *Item 8* -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Price** 475 gp - **Usage** held in 2 hands; **Bulk** 2 @@ -20,9 +20,9 @@ The handles of this +1 striking scythe are made from a dull, gray wood of bone-l ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -You deal `1d10` negative damage to yourself. If your next action is to [Strike](rules/actions/strike.md) with the scythe or to [Cast a Spell](rules/actions/cast-a-spell.md) with the [disease](rules/traits/disease.md) or [negative](rules/traits/negative.md) trait, that [Strike](rules/actions/strike.md) or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses). +You deal `1d10` negative damage to yourself. If your next action is to [Strike](rules/actions/strike.md) with the scythe or to [Cast a Spell](rules/actions/cast-a-spell.md) with the [disease](rules/traits/disease.md "Disease Effect Trait") or [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait, that [Strike](rules/actions/strike.md) or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses). %% #trait/divine #trait/necromancy #trait/negative %% ``` diff --git a/compendium/equipment/items/hunger-oil-aoe4.md b/compendium/equipment/items/hunger-oil-aoe4.md index 82f362b55..0fbddda3f 100644 --- a/compendium/equipment/items/hunger-oil-aoe4.md +++ b/compendium/equipment/items/hunger-oil-aoe4.md @@ -12,14 +12,14 @@ tags: aliases: ["Hunger Oil"] --- # Hunger Oil *Item 11* -[consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [divine](rules/traits/divine.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 235 gp - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Poison -Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If you eat at least a mouthful of humanoid flesh, you ignore the [enfeebled](rules/conditions.md#Enfeebled) condition from hunger oil for 1 minute. While under the effect of hunger oil, you regain only half as many Hit Points from [healing](rules/traits/healing.md) effects unless you've eaten at least a mouthful of humanoid flesh in the last minute. +Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If you eat at least a mouthful of humanoid flesh, you ignore the [enfeebled](rules/conditions.md#Enfeebled) condition from hunger oil for 1 minute. While under the effect of hunger oil, you regain only half as many Hit Points from [healing](rules/traits/healing.md "Healing Effect Trait") effects unless you've eaten at least a mouthful of humanoid flesh in the last minute. ```ad-inline-affliction title: Saving Throw: DC 30 Fortitude diff --git a/compendium/equipment/items/hunger-oil-tv.md b/compendium/equipment/items/hunger-oil-tv.md index 33e3591d5..3d350abea 100644 --- a/compendium/equipment/items/hunger-oil-tv.md +++ b/compendium/equipment/items/hunger-oil-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Hunger Oil"] --- # Hunger Oil *Item 11* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 235 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/hungering-maw-tv.md b/compendium/equipment/items/hungering-maw-tv.md index 8947076ae..9e6fdfc83 100644 --- a/compendium/equipment/items/hungering-maw-tv.md +++ b/compendium/equipment/items/hungering-maw-tv.md @@ -13,11 +13,11 @@ tags: aliases: ["Hungering Maw"] --- # Hungering Maw *Item 17* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2200 gp - **Usage** affixed to armor; **Bulk** — -- **Activate** command; **Trigger** You attempt a saving throw against a [possession](rules/traits/possession.md) effect; **Requirements** You are a master in Will saves. +- **Activate** command; **Trigger** You attempt a saving throw against a [possession](rules/traits/possession.md "Possession Effect Trait") effect; **Requirements** You are a master in Will saves. - **Category** Talisman A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against [hostile](rules/conditions.md#Hostile) spirits and other beings who commandeer the bodies of others. When you Activate it, you gain a +4 item bonus to your saving throw against the triggering effect. If your result prevents you from being possessed, the creature that attempted to possess you is subject to a DC 37 [bind soul](compendium/spells/bind-soul.md) spell, which can trap it in the talisman as if it had recently died. The talisman's magic is exhausted after use, but a soul trapped this way remains imprisoned inside, as detailed in the spell description. Starting at the end of its next turn, the trapped creature gets a new save to end the effect at the end of each of its turns. diff --git a/compendium/equipment/items/hunters-arrowhead-tv.md b/compendium/equipment/items/hunters-arrowhead-tv.md index 6e6581ef8..00235db18 100644 --- a/compendium/equipment/items/hunters-arrowhead-tv.md +++ b/compendium/equipment/items/hunters-arrowhead-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Hunter's Arrowhead"] --- # Hunter's Arrowhead *Item 4* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 80 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/hunters-bane.md b/compendium/equipment/items/hunters-bane.md index 03f4b5696..01c3cdf73 100644 --- a/compendium/equipment/items/hunters-bane.md +++ b/compendium/equipment/items/hunters-bane.md @@ -11,7 +11,7 @@ tags: aliases: ["Hunter's Bane"] --- # Hunter's Bane *Item 2* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 6 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/hunters-bow-bb.md b/compendium/equipment/items/hunters-bow-bb.md index c77036475..a37503830 100644 --- a/compendium/equipment/items/hunters-bow-bb.md +++ b/compendium/equipment/items/hunters-bow-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Hunter's Bow"] --- # Hunter's Bow *Item 3* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Category** Weapon diff --git a/compendium/equipment/items/hunters-brooch-av2.md b/compendium/equipment/items/hunters-brooch-av2.md index 33d4203c3..bab2eb356 100644 --- a/compendium/equipment/items/hunters-brooch-av2.md +++ b/compendium/equipment/items/hunters-brooch-av2.md @@ -12,7 +12,7 @@ tags: aliases: ["Hunter's Brooch"] --- # Hunter's Brooch *Item 4* -[divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [positive](rules/traits/positive.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 80 gp - **Usage** worn; **Bulk** L @@ -23,7 +23,7 @@ While wearing this silver religious symbol of [Erastil](compendium/setting/deiti ```ad-embed-ability title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -By touching a weapon you wield to the symbol and uttering a plea for [Erastil](compendium/setting/deities/erastil.md)'s steadying hand, you grant that weapon the [deadly ](rules/traits/deadly.md) trait. Against undead, the weapon instead gains the fatal trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon. +By touching a weapon you wield to the symbol and uttering a plea for [Erastil](compendium/setting/deities/erastil.md)'s steadying hand, you grant that weapon the [deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait") trait. Against undead, the weapon instead gains the fatal trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon. ``` *Source: Abomination Vaults #2: Hands of the Devil p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-dawn-ec6.md b/compendium/equipment/items/hunters-dawn-ec6.md index 60152e032..92ee67ec5 100644 --- a/compendium/equipment/items/hunters-dawn-ec6.md +++ b/compendium/equipment/items/hunters-dawn-ec6.md @@ -11,7 +11,7 @@ tags: aliases: ["Hunter's Dawn"] --- # Hunter's Dawn *Item 23* -[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [unique](rules/traits/unique.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Artifact diff --git a/compendium/equipment/items/hunting-spider-venom.md b/compendium/equipment/items/hunting-spider-venom.md index 7aeecb522..716ab3194 100644 --- a/compendium/equipment/items/hunting-spider-venom.md +++ b/compendium/equipment/items/hunting-spider-venom.md @@ -11,7 +11,7 @@ tags: aliases: ["Hunting Spider Venom"] --- # Hunting Spider Venom *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 25 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/hype-lol.md b/compendium/equipment/items/hype-lol.md index ca5521d13..0d56cf170 100644 --- a/compendium/equipment/items/hype-lol.md +++ b/compendium/equipment/items/hype-lol.md @@ -13,7 +13,7 @@ tags: aliases: ["Hype"] --- # Hype *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 100 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ice-forge-gw3.md b/compendium/equipment/items/ice-forge-gw3.md new file mode 100644 index 000000000..1528b43e1 --- /dev/null +++ b/compendium/equipment/items/ice-forge-gw3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/structure +- trait/conjuration +- trait/magical +- trait/rare +- trait/structure +aliases: ["Ice Forge"] +--- +# Ice Forge *Item 11* +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [structure](rules/traits/structure.md "Structure General Trait") + +- **Price** 1300 gp +- **Bulk** L (when not activated) While many of the magical wonders created by saumen kar have been destroyed, ice forges, while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn't activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn't melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items' legacy would doubtless find this use to be insulting at best. +- **Activate** envision, , [Interact](rules/actions/interact.md); **Requirements** The ice forge is in forge form +- **Category** Structure + + + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/ice-slick-snare-pfum.md b/compendium/equipment/items/ice-slick-snare-pfum.md index 53eacdc0b..685fbad58 100644 --- a/compendium/equipment/items/ice-slick-snare-pfum.md +++ b/compendium/equipment/items/ice-slick-snare-pfum.md @@ -13,7 +13,7 @@ tags: aliases: ["Ice Slick Snare"] --- # Ice Slick Snare *Item 4* -[cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 40 gp - **Category** Snare diff --git a/compendium/equipment/items/ichthyosis-mutagen-av2.md b/compendium/equipment/items/ichthyosis-mutagen-av2.md index 6993fbcf5..f6aa448da 100644 --- a/compendium/equipment/items/ichthyosis-mutagen-av2.md +++ b/compendium/equipment/items/ichthyosis-mutagen-av2.md @@ -13,7 +13,7 @@ tags: aliases: ["Ichthyosis Mutagen"] --- # Ichthyosis Mutagen *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 24 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/icy-disposition-av2.md b/compendium/equipment/items/icy-disposition-av2.md index d178b8228..dd538da20 100644 --- a/compendium/equipment/items/icy-disposition-av2.md +++ b/compendium/equipment/items/icy-disposition-av2.md @@ -12,18 +12,18 @@ tags: aliases: ["Icy Disposition"] --- # Icy Disposition *Item 11* -[abjuration](rules/traits/abjuration.md) [contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Devil** gelugon; **Decipher Writing** [Nature](compendium/skills.md#Nature), [Games Lore](compendium/skills.md#Lore) - **Category** Contract Your flesh looks no different, but is cold to the touch. -**Benefit** You gain cold resistance equal to your level and a +1 status bonus to saving throws against [mental](rules/traits/mental.md) effects. +**Benefit** You gain cold resistance equal to your level and a +1 status bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects. **Payment** Liquids in your possession, including potions and liquid alchemical items, freeze over the course of 1 minute and thaw 1 minute after they leave your possession. Frozen potions and elixirs take 1 minute to consume. -**Hidden Condition** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) No more than once per week, the gelugon can move you like a piece on a game board to advance its schemes. The gelugon can appear and transport you and any items you're wearing and holding from your current space to a clear space within 500 feet (the gelugon need not see this location, but must know its relative location and distance from you). This effect doesn't transport any other creatures. The gelugon is unlikely to place you in a less dangerous space than the one you left. +**Hidden Condition** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait")) No more than once per week, the gelugon can move you like a piece on a game board to advance its schemes. The gelugon can appear and transport you and any items you're wearing and holding from your current space to a clear space within 500 feet (the gelugon need not see this location, but must know its relative location and distance from you). This effect doesn't transport any other creatures. The gelugon is unlikely to place you in a less dangerous space than the one you left. **Termination Clause** The contract provides you the benefits of "the eternal ice of Cocytus." If you travel to Cocytus, Hell's seventh layer, and stand within an area at least 100 feet across that contains no ice and has a temperature above freezing, the contract is void. Such locations are exceptionally rare in Cocytus, and the efforts to create such an area are likely to attract unpleasant attention. diff --git a/compendium/equipment/items/illuminated-folio-tv.md b/compendium/equipment/items/illuminated-folio-tv.md index 50506a27d..eabd889ae 100644 --- a/compendium/equipment/items/illuminated-folio-tv.md +++ b/compendium/equipment/items/illuminated-folio-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Illuminated Folio"] --- # Illuminated Folio *Item 14* -[conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 4200 gp - **Bulk** L @@ -20,9 +20,9 @@ The pages of this part-spellbook, part-bestiary are illustrated with all manner ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") -If your next action is to cast a conjuration spell prepared from this grimoire that summons one or more creatures, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the [water](rules/traits/water.md) trait. +If your next action is to cast a conjuration spell prepared from this grimoire that summons one or more creatures, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the [water](rules/traits/water.md "Water Energy & Element Trait") trait. They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement. %% #trait/metamagic %% diff --git a/compendium/equipment/items/immortal-bastion-tv.md b/compendium/equipment/items/immortal-bastion-tv.md index 4d5ce4b42..1838fe0ea 100644 --- a/compendium/equipment/items/immortal-bastion-tv.md +++ b/compendium/equipment/items/immortal-bastion-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Immortal Bastion"] --- # Immortal Bastion *Item 20* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70000 gp - **Usage** worn armor; **Bulk** 5 @@ -21,7 +21,7 @@ This impressive +3 greater resilient greater fortification bastion plate is buil ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You are reduced to 0 Hit Points or would die from a [death](rules/traits/death.md) effect +- **Trigger**: You are reduced to 0 Hit Points or would die from a [death](rules/traits/death.md "Death Effect Trait") effect **Effect** You drop to 1 Hit Point instead of being reduced to 0 HP or [dying](rules/conditions.md#Dying), and you gain 100 temporary Hit Points that last until the start of your next turn. ``` diff --git a/compendium/equipment/items/immovable-arm-lotgb.md b/compendium/equipment/items/immovable-arm-lotgb.md index f5c6f6708..528baeed7 100644 --- a/compendium/equipment/items/immovable-arm-lotgb.md +++ b/compendium/equipment/items/immovable-arm-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Immovable Arm"] --- # Immovable Arm *Item 9* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 700 gp - **Usage** worn; **Bulk** 1 diff --git a/compendium/equipment/items/immovable-potion-tv.md b/compendium/equipment/items/immovable-potion-tv.md index 6547ff3b6..dcd994790 100644 --- a/compendium/equipment/items/immovable-potion-tv.md +++ b/compendium/equipment/items/immovable-potion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Immovable Potion"] --- # Immovable Potion *Item 10* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 160 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/immovable-rod.md b/compendium/equipment/items/immovable-rod.md index ac0962ae9..d90536c6a 100644 --- a/compendium/equipment/items/immovable-rod.md +++ b/compendium/equipment/items/immovable-rod.md @@ -9,7 +9,7 @@ tags: aliases: ["Immovable Rod"] --- # Immovable Rod *Item 9* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/immovable-tv.md b/compendium/equipment/items/immovable-tv.md index ee8d0934a..d67d3f735 100644 --- a/compendium/equipment/items/immovable-tv.md +++ b/compendium/equipment/items/immovable-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Immovable"] --- # Immovable *Item 12* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1800 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/imp-shot-tv.md b/compendium/equipment/items/imp-shot-tv.md index 3035ee70b..863d3522f 100644 --- a/compendium/equipment/items/imp-shot-tv.md +++ b/compendium/equipment/items/imp-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Imp Shot"] --- # Imp Shot *Item 5* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 24 gp - **Ammunition** any diff --git a/compendium/equipment/items/impactful-som.md b/compendium/equipment/items/impactful-som.md index 05911563c..535241431 100644 --- a/compendium/equipment/items/impactful-som.md +++ b/compendium/equipment/items/impactful-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Impactful"] --- # Impactful *Item 10+* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/impenetrable-scale.md b/compendium/equipment/items/impenetrable-scale.md index e4bd1b5cf..1290cc0eb 100644 --- a/compendium/equipment/items/impenetrable-scale.md +++ b/compendium/equipment/items/impenetrable-scale.md @@ -11,7 +11,7 @@ tags: aliases: ["Impenetrable Scale"] --- # Impenetrable Scale *Item 17* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12800 gp - **Usage** worn armor; **Bulk** 3 diff --git a/compendium/equipment/items/implacable-lotgb.md b/compendium/equipment/items/implacable-lotgb.md index 1f10e990b..c73fa6248 100644 --- a/compendium/equipment/items/implacable-lotgb.md +++ b/compendium/equipment/items/implacable-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Implacable"] --- # Implacable *Item 11* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1200 gp - **Usage** etched onto medium or heavy armor diff --git a/compendium/equipment/items/implosion-dust-tv.md b/compendium/equipment/items/implosion-dust-tv.md index 160bdfb95..73b9e995b 100644 --- a/compendium/equipment/items/implosion-dust-tv.md +++ b/compendium/equipment/items/implosion-dust-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Implosion Dust"] --- # Implosion Dust *Item 6+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/impossible-cake-lotgb.md b/compendium/equipment/items/impossible-cake-lotgb.md index dbef505a2..fdd10f17c 100644 --- a/compendium/equipment/items/impossible-cake-lotgb.md +++ b/compendium/equipment/items/impossible-cake-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Impossible Cake"] --- # Impossible Cake *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/impossible-tv.md b/compendium/equipment/items/impossible-tv.md index b03381fed..e257064c3 100644 --- a/compendium/equipment/items/impossible-tv.md +++ b/compendium/equipment/items/impossible-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Impossible"] --- # Impossible *Item 20* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70000 gp - **Usage** etched onto a weapon @@ -19,7 +19,7 @@ This rune makes a weapon capable of impossible offense and defense. The etched w ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[teleportation](rules/traits/teleportation.md) +[teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") You and the weapon flash to a perfect attacking position, then return to where you started. Make a [Strike](rules/actions/strike.md) with the etched weapon against one creature you can see, even if the target is beyond the weapon's reach or range. On this [Strike](rules/actions/strike.md), ignore any circumstance penalty, status penalty, and range increment penalty. %% #trait/teleportation %% diff --git a/compendium/equipment/items/impulse-control-lotgb.md b/compendium/equipment/items/impulse-control-lotgb.md index 9d8a0bca2..f058ad658 100644 --- a/compendium/equipment/items/impulse-control-lotgb.md +++ b/compendium/equipment/items/impulse-control-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Impulse Control"] --- # Impulse Control *Item 1* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 gp - **Category** Wheelchair Upgrade diff --git a/compendium/equipment/items/incense-of-distilled-death-apg.md b/compendium/equipment/items/incense-of-distilled-death-apg.md index cd4e09721..436c274a4 100644 --- a/compendium/equipment/items/incense-of-distilled-death-apg.md +++ b/compendium/equipment/items/incense-of-distilled-death-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Incense Of Distilled Death"] --- # Incense Of Distilled Death *Item 12* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Price** 350 gp - **Usage** held in 1 hands diff --git a/compendium/equipment/items/indestructible-shield.md b/compendium/equipment/items/indestructible-shield.md index 666f4da84..ce6fdec58 100644 --- a/compendium/equipment/items/indestructible-shield.md +++ b/compendium/equipment/items/indestructible-shield.md @@ -10,7 +10,7 @@ tags: aliases: ["Indestructible Shield"] --- # Indestructible Shield *Item 18* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 24000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/inexplicable-apparatus.md b/compendium/equipment/items/inexplicable-apparatus.md index e4ca04dc9..2b43e265c 100644 --- a/compendium/equipment/items/inexplicable-apparatus.md +++ b/compendium/equipment/items/inexplicable-apparatus.md @@ -10,7 +10,7 @@ tags: aliases: ["Inexplicable Apparatus"] --- # Inexplicable Apparatus *Item 18* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 19000 gp - **Usage** worn garment; **Bulk** 2 diff --git a/compendium/equipment/items/infernal-health-lol.md b/compendium/equipment/items/infernal-health-lol.md index 73ec9d25c..4f1c1ae7f 100644 --- a/compendium/equipment/items/infernal-health-lol.md +++ b/compendium/equipment/items/infernal-health-lol.md @@ -12,7 +12,7 @@ tags: aliases: ["Infernal Health"] --- # Infernal Health *Item 15* -[contract](rules/traits/contract-lol.md) [healing](rules/traits/healing.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/infiltrators-accessory-apg.md b/compendium/equipment/items/infiltrators-accessory-apg.md index 5f1aca1c9..91ad6f61f 100644 --- a/compendium/equipment/items/infiltrators-accessory-apg.md +++ b/compendium/equipment/items/infiltrators-accessory-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Infiltrator's Accessory"] --- # Infiltrator's Accessory *Item 5* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 150 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/infiltrators-elixir.md b/compendium/equipment/items/infiltrators-elixir.md index 127a0bb06..015fc658c 100644 --- a/compendium/equipment/items/infiltrators-elixir.md +++ b/compendium/equipment/items/infiltrators-elixir.md @@ -11,7 +11,7 @@ tags: aliases: ["Infiltrator's Elixir"] --- # Infiltrator's Elixir *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Price** 6 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/injection-reservoir-tv.md b/compendium/equipment/items/injection-reservoir-tv.md index 1a443320f..ea0b91b38 100644 --- a/compendium/equipment/items/injection-reservoir-tv.md +++ b/compendium/equipment/items/injection-reservoir-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Injection Reservoir"] --- # Injection Reservoir *Item 1* -[adjustment](rules/traits/adjustment-lotgb.md) [alchemical](rules/traits/alchemical.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 10 gp - **Usage** applied to a non-injection melee weapon that deals piercing damage; Bulk L; **Bulk** L diff --git a/compendium/equipment/items/inquisitive-quill-tv.md b/compendium/equipment/items/inquisitive-quill-tv.md index 806357b8a..b52455f3e 100644 --- a/compendium/equipment/items/inquisitive-quill-tv.md +++ b/compendium/equipment/items/inquisitive-quill-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Inquisitive Quill"] --- # Inquisitive Quill *Item 4* -[divination](rules/traits/divination.md) [intelligent](rules/traits/intelligent-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand or free-standing; **Bulk** — - **Category** Held diff --git a/compendium/equipment/items/insight-coffee-tv.md b/compendium/equipment/items/insight-coffee-tv.md index 99c1a88fd..d142a94ce 100644 --- a/compendium/equipment/items/insight-coffee-tv.md +++ b/compendium/equipment/items/insight-coffee-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Insight Coffee"] --- # Insight Coffee *Item 6+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/insistent-door-knocker-locg.md b/compendium/equipment/items/insistent-door-knocker-locg.md index 2a708e0cc..e51f10174 100644 --- a/compendium/equipment/items/insistent-door-knocker-locg.md +++ b/compendium/equipment/items/insistent-door-knocker-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Insistent Door Knocker"] --- # Insistent Door Knocker *Item 6+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/inspiring-spotlight-ec2.md b/compendium/equipment/items/inspiring-spotlight-ec2.md index 2d8c83fd1..5865cf8bb 100644 --- a/compendium/equipment/items/inspiring-spotlight-ec2.md +++ b/compendium/equipment/items/inspiring-spotlight-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Inspiring Spotlight"] --- # Inspiring Spotlight *Item 9* -[enchantment](rules/traits/enchantment.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp - **Usage** held in 2 hands; **Bulk** 3 diff --git a/compendium/equipment/items/instant-evisceration-snare.md b/compendium/equipment/items/instant-evisceration-snare.md index e3de4bd23..669c831e9 100644 --- a/compendium/equipment/items/instant-evisceration-snare.md +++ b/compendium/equipment/items/instant-evisceration-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Instant Evisceration Snare"] --- # Instant Evisceration Snare *Item 20* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 10000 gp - **Category** Snare diff --git a/compendium/equipment/items/instant-fortress.md b/compendium/equipment/items/instant-fortress.md index 73a56434d..bb16dbb24 100644 --- a/compendium/equipment/items/instant-fortress.md +++ b/compendium/equipment/items/instant-fortress.md @@ -11,7 +11,7 @@ tags: aliases: ["Instant Fortress"] --- # Instant Fortress *Item 16* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9300 gp - **Bulk** L (when not activated) @@ -26,13 +26,13 @@ You toss the cube on the ground, and it immediately unfolds into an adamantine f The fortress is 20 feet square and 30 feet high, with adamantine stairs leading up to three sets of battlements at heights of 10 feet and 20 feet and at the top. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. There's no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure. -As a magical structure, the fortress has the [structure](rules/traits/structure.md) trait. +As a magical structure, the fortress has the [structure](rules/traits/structure.md "Structure General Trait") trait. Because it expands outward, the fortress can't catch creatures inside it as a magical structure normally does. Instead, it pushes those creatures back. It can't push a creature into a surface or hazard this way, and stops expanding if that would happen. -The fortress has a single door in the center of one wall on the ground level, and the door appears directly in front of you when you activate the fortress. Provided you're within 100 feet of the door, you can cause the door to open or slam shut and lock by spending a single action to issue a verbal command, which has the [auditory](rules/traits/auditory.md) trait. The DC to [Force Open](rules/actions/force-open.md) the door or Pick its Lock is 40. +The fortress has a single door in the center of one wall on the ground level, and the door appears directly in front of you when you activate the fortress. Provided you're within 100 feet of the door, you can cause the door to open or slam shut and lock by spending a single action to issue a verbal command, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. The DC to [Force Open](rules/actions/force-open.md) the door or Pick its Lock is 40. -You can instantly return the instant fortress to its cube form by spending a single action to issue a verbal command, which has the [auditory](rules/traits/auditory.md) trait. Once deactivated, the fortress can't be activated again for 4 hours. +You can instantly return the instant fortress to its cube form by spending a single action to issue a verbal command, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. Once deactivated, the fortress can't be activated again for 4 hours. If the fortress becomes damaged, it can be repaired only with a [remake](compendium/spells/remake.md) spell or by someone who is legendary at [Crafting](compendium/skills.md#Crafting). ``` diff --git a/compendium/equipment/items/instinct-crown-tv.md b/compendium/equipment/items/instinct-crown-tv.md index 2f6446650..c73009ae4 100644 --- a/compendium/equipment/items/instinct-crown-tv.md +++ b/compendium/equipment/items/instinct-crown-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Instinct Crown"] --- # Instinct Crown *Item 10* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 900 gp - **Usage** worn headwear; **Bulk** L @@ -43,7 +43,7 @@ Giant: If you have the space to do so and aren't already, you become Large. Your Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Your raging resistance applies to all physical damage and poison damage, although you halve this resistance against magical attacks. -Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a [fortune](rules/traits/fortune.md) effect. Also, your raging resistance applies to all magic traditions while you rage. +Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. Also, your raging resistance applies to all magic traditions while you rage. ``` *Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/instructions-for-lasting-agony-som.md b/compendium/equipment/items/instructions-for-lasting-agony-som.md index 8395453aa..d43978bcb 100644 --- a/compendium/equipment/items/instructions-for-lasting-agony-som.md +++ b/compendium/equipment/items/instructions-for-lasting-agony-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Instructions For Lasting Agony"] --- # Instructions For Lasting Agony *Item 5* -[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 200 gp - **Bulk** L @@ -20,7 +20,7 @@ This worn and stained manual emits a chill when opened. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes [sickened](rules/conditions.md#Sickened) by the pain. %% #trait/metamagic %% diff --git a/compendium/equipment/items/inubrix-armor-lotgb.md b/compendium/equipment/items/inubrix-armor-lotgb.md index d4abe354b..7b4bb5d0f 100644 --- a/compendium/equipment/items/inubrix-armor-lotgb.md +++ b/compendium/equipment/items/inubrix-armor-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Inubrix Armor"] --- # Inubrix Armor *Item 11+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/inubrix-lotgb.md b/compendium/equipment/items/inubrix-lotgb.md index c4760a003..5b092d57f 100644 --- a/compendium/equipment/items/inubrix-lotgb.md +++ b/compendium/equipment/items/inubrix-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Inubrix"] --- # Inubrix *Item 0+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material @@ -18,14 +18,14 @@ This pale, malleable metal's unusual molecular structure allows it to partially | Inubrix Items | Hardness | HP | BT | |---------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 4 | 16 | 8 | -| High-grade | 7 | 28 | 14 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 8 | 32 | 16 | -| High-grade | 11 | 44 | 22 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 17 | 68 | 34 | -| High-grade | 23 | 92 | 46 | +| multiRow | | +| multiRow | | *Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-shield-lotgb.md b/compendium/equipment/items/inubrix-shield-lotgb.md index e800100af..109f1d8b5 100644 --- a/compendium/equipment/items/inubrix-shield-lotgb.md +++ b/compendium/equipment/items/inubrix-shield-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Inubrix Shield"] --- # Inubrix Shield *Item 8+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield - **Category** Material diff --git a/compendium/equipment/items/inubrix-weapon-lotgb.md b/compendium/equipment/items/inubrix-weapon-lotgb.md index 7ed9298e9..4cac0a749 100644 --- a/compendium/equipment/items/inubrix-weapon-lotgb.md +++ b/compendium/equipment/items/inubrix-weapon-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Inubrix Weapon"] --- # Inubrix Weapon *Item 11+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/inventors-chair-tv.md b/compendium/equipment/items/inventors-chair-tv.md index 11c8abdc9..1dcacb785 100644 --- a/compendium/equipment/items/inventors-chair-tv.md +++ b/compendium/equipment/items/inventors-chair-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Inventor's Chair"] --- # Inventor's Chair *Item 4* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Bulk** 3 - **Category** Wheelchair diff --git a/compendium/equipment/items/inventors-fulu-tv.md b/compendium/equipment/items/inventors-fulu-tv.md index fba3dcea2..0af0ce2eb 100644 --- a/compendium/equipment/items/inventors-fulu-tv.md +++ b/compendium/equipment/items/inventors-fulu-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Inventor's Fulu"] --- # Inventor's Fulu *Item 6* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 50 gp - **Usage** affixed to an innovation; **Bulk** — diff --git a/compendium/equipment/items/invisibility-potion-bb.md b/compendium/equipment/items/invisibility-potion-bb.md index 654766381..c1edb9ad8 100644 --- a/compendium/equipment/items/invisibility-potion-bb.md +++ b/compendium/equipment/items/invisibility-potion-bb.md @@ -11,7 +11,7 @@ tags: aliases: ["Invisibility Potion"] --- # Invisibility Potion *Item 4* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 20 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/invisibility-potion.md b/compendium/equipment/items/invisibility-potion.md index 8a93c707b..855c14bca 100644 --- a/compendium/equipment/items/invisibility-potion.md +++ b/compendium/equipment/items/invisibility-potion.md @@ -12,7 +12,7 @@ tags: aliases: ["Invisibility Potion"] --- # Invisibility Potion *Item 4* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/invisibility.md b/compendium/equipment/items/invisibility.md index 922ebd4bc..e313cb9b5 100644 --- a/compendium/equipment/items/invisibility.md +++ b/compendium/equipment/items/invisibility.md @@ -9,7 +9,7 @@ tags: aliases: ["Invisibility"] --- # Invisibility *Item 8+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto light armor - **Category** Rune diff --git a/compendium/equipment/items/invisible-chain-shirt-som.md b/compendium/equipment/items/invisible-chain-shirt-som.md index c5414615e..4413fa23d 100644 --- a/compendium/equipment/items/invisible-chain-shirt-som.md +++ b/compendium/equipment/items/invisible-chain-shirt-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Invisible Chain Shirt"] --- # Invisible Chain Shirt *Item 13* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2750 gp - **Usage** worn armor @@ -17,7 +17,7 @@ aliases: ["Invisible Chain Shirt"] This +2 resilient invisibility chain shirt is itself [invisible](rules/conditions.md#Invisible). Other creatures can't see it at all, allowing you to wear it surreptitiously. Additionally, the armor's [invisible](rules/conditions.md#Invisible) composition is quieter and more comfortable than a normal chain shirt. -It loses the [noisy](rules/traits/noisy.md) trait and gains the [comfort](rules/traits/comfort.md) trait. +It loses the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait and gains the [comfort](rules/traits/comfort.md "Comfort Armor Trait") trait. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/invisible-net-ec2.md b/compendium/equipment/items/invisible-net-ec2.md index 59b1ae070..d6b6ddbae 100644 --- a/compendium/equipment/items/invisible-net-ec2.md +++ b/compendium/equipment/items/invisible-net-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Invisible Net"] --- # Invisible Net *Item 7* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/iron-cube.md b/compendium/equipment/items/iron-cube.md index 97f3e8262..4e3de5495 100644 --- a/compendium/equipment/items/iron-cube.md +++ b/compendium/equipment/items/iron-cube.md @@ -11,7 +11,7 @@ tags: aliases: ["Iron Cube"] --- # Iron Cube *Item 6* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 50 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/iron-cudgel.md b/compendium/equipment/items/iron-cudgel.md index d5a019edd..08309fe05 100644 --- a/compendium/equipment/items/iron-cudgel.md +++ b/compendium/equipment/items/iron-cudgel.md @@ -11,7 +11,7 @@ tags: aliases: ["Iron Cudgel"] --- # Iron Cudgel *Item 14* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 900 gp - **Usage** affixed to a weapon; **Bulk** — @@ -20,7 +20,7 @@ aliases: ["Iron Cudgel"] You are a master with the affixed weapon. -This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat (page 151). You must meet the normal requirements, including those of the [press](rules/traits/press.md) trait. +This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat (page 151). You must meet the normal requirements, including those of the [press](rules/traits/press.md "Press Combat Trait") trait. If you have the Brutal Finish feat, add two additional weapon damage dice on a success or a failure. diff --git a/compendium/equipment/items/iron-equalizer.md b/compendium/equipment/items/iron-equalizer.md index 0fbdea9fc..d4c69b415 100644 --- a/compendium/equipment/items/iron-equalizer.md +++ b/compendium/equipment/items/iron-equalizer.md @@ -11,14 +11,14 @@ tags: aliases: ["Iron Equalizer"] --- # Iron Equalizer *Item 12* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 400 gp - **Usage** affixed to a weapon; **Bulk** — - **Activate** [Certain Strike](compendium/feats/certain-strike.md); **Requirements** You are a master with the affixed weapon. - **Category** Talisman -This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use [Certain Strike](compendium/feats/certain-strike.md), as the fighter feat. You must meet the normal requirements, including those of the [press](rules/traits/press.md) trait. +This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use [Certain Strike](compendium/feats/certain-strike.md), as the fighter feat. You must meet the normal requirements, including those of the [press](rules/traits/press.md "Press Combat Trait") trait. If you have the [Certain Strike](compendium/feats/certain-strike.md) feat, the failure effect increases to deal the weapon's normal damage. diff --git a/compendium/equipment/items/iron-medallion.md b/compendium/equipment/items/iron-medallion.md index 12464b9dc..1aa5351d4 100644 --- a/compendium/equipment/items/iron-medallion.md +++ b/compendium/equipment/items/iron-medallion.md @@ -11,7 +11,7 @@ tags: aliases: ["Iron Medallion"] --- # Iron Medallion *Item 10* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 175 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/isolation-draught-aoa5.md b/compendium/equipment/items/isolation-draught-aoa5.md index 0b19f03e1..432bd15d5 100644 --- a/compendium/equipment/items/isolation-draught-aoa5.md +++ b/compendium/equipment/items/isolation-draught-aoa5.md @@ -12,7 +12,7 @@ tags: aliases: ["Isolation Draught"] --- # Isolation Draught *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/items.md b/compendium/equipment/items/items.md index 6620524f7..68b81204b 100644 --- a/compendium/equipment/items/items.md +++ b/compendium/equipment/items/items.md @@ -29,6 +29,7 @@ cssclass: pf2e,pf2e-index - [Aeon Stone (Clear Quartz Octagon)](aeon-stone-clear-quartz-octagon-ooa2.md) - [Aeon Stone](aeon-stone.md) - [Aether Appendage](aether-appendage-tv.md) +- [Aether Marbles](aether-marbles-gw3.md) - [Aim-Aiding](aim-aiding-tv.md) - [Air Bladder](air-bladder-lotgb.md) - [Aklys](aklys-b1.md) @@ -1071,6 +1072,7 @@ cssclass: pf2e,pf2e-index - [Hunter's Dawn](hunters-dawn-ec6.md) - [Hunting Spider Venom](hunting-spider-venom.md) - [Hype](hype-lol.md) +- [Ice Forge](ice-forge-gw3.md) - [Ice Slick Snare](ice-slick-snare-pfum.md) - [Ichthyosis Mutagen](ichthyosis-mutagen-av2.md) - [Icy Disposition](icy-disposition-av2.md) @@ -1317,6 +1319,7 @@ cssclass: pf2e,pf2e-index - [Mindlance](mindlance-tv.md) - [Mindlock Shot](mindlock-shot-tv.md) - [Mind's Light Circlet](minds-light-circlet-tv.md) +- [Mindsponge](mindsponge-gw3.md) - [Minotaur Chair](minotaur-chair-lotgb.md) - [Miogimo's Mask](miogimos-mask-aoe5.md) - [Mirror-ball Snare](mirror-ball-snare-lotgb.md) @@ -1404,6 +1407,7 @@ cssclass: pf2e,pf2e-index - [Ogre Hook](ogre-hook-b1.md) - [Oil (1 pint)](oil-1-pint.md) - [Oil of Animation](oil-of-animation.md) +- [Oil of Corpse Restoration](oil-of-corpse-restoration-gw3.md) - [Oil of Keen Edges](oil-of-keen-edges.md) - [Oil of Mending](oil-of-mending.md) - [Oil Of Object Animation](oil-of-object-animation-apg.md) @@ -1555,6 +1559,7 @@ cssclass: pf2e,pf2e-index - [Private Workshop](private-workshop-lotgb.md) - [Probing Cane](probing-cane-lotgb.md) - [Psychic Brigandine](psychic-brigandine-lotgb.md) +- [Psychic Colors Elixir](psychic-colors-elixir-gw3.md) - [Psychic Warding Bracelet](psychic-warding-bracelet-lopsg.md) - [Psychopomp Mask](psychopomp-mask-sot1.md) - [Pucker Pickle](pucker-pickle-tv.md) @@ -1649,6 +1654,7 @@ cssclass: pf2e,pf2e-index - [Right Of Retribution](right-of-retribution-av2.md) - [Rime Crystal](rime-crystal-tv.md) - [Rime Foil](rime-foil-tv.md) +- [Rime Jar](rime-jar-gw3.md) - [Ring of Climbing](ring-of-climbing.md) - [Ring of Counterspells](ring-of-counterspells.md) - [Ring Of Discretion](ring-of-discretion-aoe1.md) @@ -1756,7 +1762,7 @@ cssclass: pf2e,pf2e-index - [Shade Hat](shade-hat-lotgb.md) - [Shadow Essence](shadow-essence.md) - [Shadow Signet](shadow-signet-som.md) -- [Shadow](shadow.md) +- [Shadow](compendium/equipment/items/shadow.md) - [Shadowed Scale, the Jungle Secret](shadowed-scale-the-jungle-secret-sot6.md) - [Shadowmist Cape](shadowmist-cape-tv.md) - [Shapespeak Mask](shapespeak-mask-sot1.md) @@ -1976,6 +1982,7 @@ cssclass: pf2e,pf2e-index - [Stanching](stanching-lotgb.md) - [Standard of the Primeval Howl](standard-of-the-primeval-howl-tv.md) - [Star Grenade](star-grenade-ooa3.md) +- [Star of Cynosure](star-of-cynosure-gw3.md) - [Starfall Shield](starfall-shield-tv.md) - [Starfaring Cloak](starfaring-cloak-tv.md) - [Stargazer](stargazer-tv.md) @@ -2064,6 +2071,7 @@ cssclass: pf2e,pf2e-index - [Tears of Death](tears-of-death.md) - [Tears Of The Last Azlanti](tears-of-the-last-azlanti-ec6.md) - [Tekko-Kagi](tekko-kagi-tv.md) +- [Telekinetic Converters](telekinetic-converters-gw3.md) - [Temple Sword](temple-sword.md) - [Ten-Foot Pole](ten-foot-pole.md) - [Tengu Gale Blade](tengu-gale-blade-apg.md) @@ -2179,6 +2187,7 @@ cssclass: pf2e,pf2e-index - [Vapor Sphere](vapor-sphere-som.md) - [Vaporous Pipe](vaporous-pipe-tv.md) - [Varisian Emblem](varisian-emblem-tv.md) +- [Vat-Grown Brain](vat-grown-brain-gw3.md) - [Vaultbreaker's Harness](vaultbreakers-harness-aoe2.md) - [Vaultbreaker's Harness](vaultbreakers-harness-tv.md) - [Vengeful Arm](vengeful-arm-loil.md) diff --git a/compendium/equipment/items/ixames-eye-sot3.md b/compendium/equipment/items/ixames-eye-sot3.md index 2c09f984e..791c320c3 100644 --- a/compendium/equipment/items/ixames-eye-sot3.md +++ b/compendium/equipment/items/ixames-eye-sot3.md @@ -12,7 +12,7 @@ tags: aliases: ["Ixamè's Eye"] --- # Ixamè's Eye *Item 9* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 150 gp - **Usage** affixed to headgear; **Bulk** – diff --git a/compendium/equipment/items/jade-bauble.md b/compendium/equipment/items/jade-bauble.md index 77a5b4076..3ff4874ec 100644 --- a/compendium/equipment/items/jade-bauble.md +++ b/compendium/equipment/items/jade-bauble.md @@ -12,7 +12,7 @@ tags: aliases: ["Jade Bauble"] --- # Jade Bauble *Item 8* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 100 gp - **Usage** affixed to a melee weapon; **Bulk** — diff --git a/compendium/equipment/items/jade-cat.md b/compendium/equipment/items/jade-cat.md index c945c66e1..1536dbb29 100644 --- a/compendium/equipment/items/jade-cat.md +++ b/compendium/equipment/items/jade-cat.md @@ -11,7 +11,7 @@ tags: aliases: ["Jade Cat"] --- # Jade Cat *Item 2* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 6 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/jahan-waystone-lome.md b/compendium/equipment/items/jahan-waystone-lome.md index 4decd262b..1ba313266 100644 --- a/compendium/equipment/items/jahan-waystone-lome.md +++ b/compendium/equipment/items/jahan-waystone-lome.md @@ -12,7 +12,7 @@ tags: aliases: ["Jahan Waystone"] --- # Jahan Waystone *Item 21* -[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Usage** Worn - **Category** Artifact diff --git a/compendium/equipment/items/jar-of-shifting-sands-som.md b/compendium/equipment/items/jar-of-shifting-sands-som.md index 31a1b4d1e..ff018834b 100644 --- a/compendium/equipment/items/jar-of-shifting-sands-som.md +++ b/compendium/equipment/items/jar-of-shifting-sands-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Jar Of Shifting Sands"] --- # Jar Of Shifting Sands *Item 7* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 320 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/javelin-of-lightning.md b/compendium/equipment/items/javelin-of-lightning.md index 229c22d10..d6db9a122 100644 --- a/compendium/equipment/items/javelin-of-lightning.md +++ b/compendium/equipment/items/javelin-of-lightning.md @@ -11,7 +11,7 @@ tags: aliases: ["Javelin of Lightning"] --- # Javelin of Lightning *Item 9* -[consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 110 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/javelin.md b/compendium/equipment/items/javelin.md index 16b0c89f1..2cd3f3adf 100644 --- a/compendium/equipment/items/javelin.md +++ b/compendium/equipment/items/javelin.md @@ -8,7 +8,7 @@ tags: aliases: ["Javelin"] --- # Javelin *Item 0* -[thrown](rules/traits/thrown.md) +[thrown](rules/traits/thrown.md "Thrown Weapon Trait") - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/jawbreaker-shield-ec4.md b/compendium/equipment/items/jawbreaker-shield-ec4.md index 3f664e6d4..26d020827 100644 --- a/compendium/equipment/items/jawbreaker-shield-ec4.md +++ b/compendium/equipment/items/jawbreaker-shield-ec4.md @@ -10,7 +10,7 @@ tags: aliases: ["Jawbreaker Shield"] --- # Jawbreaker Shield *Item 12* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1650 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/jax-ooa2.md b/compendium/equipment/items/jax-ooa2.md index 64da951ca..dc4c12bb1 100644 --- a/compendium/equipment/items/jax-ooa2.md +++ b/compendium/equipment/items/jax-ooa2.md @@ -13,7 +13,7 @@ tags: aliases: ["Jax"] --- # Jax *Item 8* -[cursed](rules/traits/cursed-gmg.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [intelligent](rules/traits/intelligent-gmg.md) [ln](rules/traits/lawful-neutral-b1.md) [unique](rules/traits/unique.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [ln](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/jerkin-of-liberation-ec6.md b/compendium/equipment/items/jerkin-of-liberation-ec6.md index 11ee8e222..a2c61f754 100644 --- a/compendium/equipment/items/jerkin-of-liberation-ec6.md +++ b/compendium/equipment/items/jerkin-of-liberation-ec6.md @@ -12,7 +12,7 @@ tags: aliases: ["Jerkin Of Liberation"] --- # Jerkin Of Liberation *Item 17* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) armor +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") armor - **Price** 14000 gp - **Usage** worn armor; **Bulk** 1 @@ -20,6 +20,6 @@ aliases: ["Jerkin Of Liberation"] This +2 greater resilient studded leather is traditionally inscribed with a symbol of either [Norgorber](compendium/setting/deities/norgorber.md) or [Cayden Cailean](compendium/setting/deities/cayden-cailean.md). Its leather is light as silk, and its buttons and studs are gleaming crystal. While you wear it, you get a +15-foot item bonus to your Speed, and effects that attempt to impose penalties on your Speed must first counteract the jerkin of liberation or they have no effect on you. -In addition, you are hard to incapacitate. You use the jerkin's item level or your own level, whichever is higher, to determine effects of the [incapacitation](rules/traits/incapacitation.md) trait. +In addition, you are hard to incapacitate. You use the jerkin's item level or your own level, whichever is higher, to determine effects of the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. *Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/jiu-huan-dao-tv.md b/compendium/equipment/items/jiu-huan-dao-tv.md index cad317b79..818d62d19 100644 --- a/compendium/equipment/items/jiu-huan-dao-tv.md +++ b/compendium/equipment/items/jiu-huan-dao-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Jiu Huan Dao"] --- # Jiu Huan Dao *Item 0* -[sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) +[sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 sp - **Bulk** 1 diff --git a/compendium/equipment/items/jolt-coil-tv.md b/compendium/equipment/items/jolt-coil-tv.md index be11d3dd7..3e782a4bb 100644 --- a/compendium/equipment/items/jolt-coil-tv.md +++ b/compendium/equipment/items/jolt-coil-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Jolt Coil"] --- # Jolt Coil *Item 3+* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/journeybread-tv.md b/compendium/equipment/items/journeybread-tv.md index d6ddee7a2..286432345 100644 --- a/compendium/equipment/items/journeybread-tv.md +++ b/compendium/equipment/items/journeybread-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Journeybread"] --- # Journeybread *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** — - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/judgment-thurible-tv.md b/compendium/equipment/items/judgment-thurible-tv.md index 1dfcd6203..ec6f14279 100644 --- a/compendium/equipment/items/judgment-thurible-tv.md +++ b/compendium/equipment/items/judgment-thurible-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Judgment Thurible"] --- # Judgment Thurible *Item 10+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/jug-of-fond-remembrance-tv.md b/compendium/equipment/items/jug-of-fond-remembrance-tv.md index 6a571d9d5..728da8b21 100644 --- a/compendium/equipment/items/jug-of-fond-remembrance-tv.md +++ b/compendium/equipment/items/jug-of-fond-remembrance-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Jug of Fond Remembrance"] --- # Jug of Fond Remembrance *Item 4* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 75 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/juggernaut-mutagen.md b/compendium/equipment/items/juggernaut-mutagen.md index b1a54de0e..d9f6c1731 100644 --- a/compendium/equipment/items/juggernaut-mutagen.md +++ b/compendium/equipment/items/juggernaut-mutagen.md @@ -12,7 +12,7 @@ tags: aliases: ["Juggernaut Mutagen"] --- # Juggernaut Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/juggling-club-ec1.md b/compendium/equipment/items/juggling-club-ec1.md index fa04a0d34..6494d61ae 100644 --- a/compendium/equipment/items/juggling-club-ec1.md +++ b/compendium/equipment/items/juggling-club-ec1.md @@ -11,7 +11,7 @@ tags: aliases: ["Juggling Club"] --- # Juggling Club *Item 0* -[agile](rules/traits/agile.md) [nonlethal](rules/traits/nonlethal.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/junk-bomb-pfum.md b/compendium/equipment/items/junk-bomb-pfum.md index cccfbd2b4..285f6ba0d 100644 --- a/compendium/equipment/items/junk-bomb-pfum.md +++ b/compendium/equipment/items/junk-bomb-pfum.md @@ -12,7 +12,7 @@ tags: aliases: ["Junk Bomb"] --- # Junk Bomb *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/juxtaposition-ammunition-lotgb.md b/compendium/equipment/items/juxtaposition-ammunition-lotgb.md index ac375e999..5935b4567 100644 --- a/compendium/equipment/items/juxtaposition-ammunition-lotgb.md +++ b/compendium/equipment/items/juxtaposition-ammunition-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Juxtaposition Ammunition"] --- # Juxtaposition Ammunition *Item 11* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 225 gp - **Ammunition** any diff --git a/compendium/equipment/items/jyotis-feather-tv.md b/compendium/equipment/items/jyotis-feather-tv.md index a8934b89e..4299889cb 100644 --- a/compendium/equipment/items/jyotis-feather-tv.md +++ b/compendium/equipment/items/jyotis-feather-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Jyoti's Feather"] --- # Jyoti's Feather *Item 10+* -[healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [spellheart](rules/traits/spellheart-som.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart @@ -21,7 +21,7 @@ A jyoti's feather is a shimmering red and gold feather, seeming almost metallic, Though most aren't made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Material Plane, their connection to positive energy lent the spellhearts their name. -- Armor You gain a +2 item bonus to saving throws against [death](rules/traits/death.md) effects and negative energy. +- Armor You gain a +2 item bonus to saving throws against [death](rules/traits/death.md "Death Effect Trait") effects and negative energy. - Weapon The weapon has the disrupting rune while the feather is affixed. ```ad-embed-ability diff --git a/compendium/equipment/items/kaiju-fulu-tv.md b/compendium/equipment/items/kaiju-fulu-tv.md index d67dcc65c..83b0738b5 100644 --- a/compendium/equipment/items/kaiju-fulu-tv.md +++ b/compendium/equipment/items/kaiju-fulu-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Kaiju Fulu"] --- # Kaiju Fulu *Item 13* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Usage** affixed to a load‑bearing wall or pillar; **Bulk** — diff --git a/compendium/equipment/items/kaldemashs-lament-tv.md b/compendium/equipment/items/kaldemashs-lament-tv.md index e846946ad..4bf065c2e 100644 --- a/compendium/equipment/items/kaldemashs-lament-tv.md +++ b/compendium/equipment/items/kaldemashs-lament-tv.md @@ -10,14 +10,14 @@ tags: aliases: ["Kaldemash's Lament"] --- # Kaldemash's Lament *Item 20* -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [unique](rules/traits/unique.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in one hand; **Bulk** L - **Category** Held Resembling little more than a simple iron pipe with a handle, Kaldemash's Lament is one of the most well-known star guns in all of Arcadia. Legends state the Crowned Regent Kaldemash helped forge one of the first star guns millennia ago. While the star gun served Kaldemash as a powerful weapon, its most notable achievement was the accidental killing of one of Kaldemash's greatest friends. This death is what caused the regent to recognize the true destructive power of the star guns and led to him developing the Star Code, a set of rules of engagement and proper use of firearms still in use in Arcadia today. Although Kaldemash never named the weapon himself, all legends that mention the weapon refer to it as Kaldemash's Lament. -The legendary weapon is a +3 major striking speed advanced firearm with a range increment of 90 feet. It deals `4d6` force damage (with the major striking rune included) and has the concealable, concussive, and fatal d10 traits. You don't take a penalty when dealing nonlethal damage with the weapon. Like most star guns, Kaldemash's Lament uses magic to function and doesn't require ammunition or black powder. If you use Kaldemash's Lament as part of a duel in which all parties are in agreement on the terms, the gun's supernatural instincts help you make the quickest draw. You roll twice and take the higher result on your initiative roll for the duel; this is a [fortune](rules/traits/fortune.md) effect. In addition, you can draw Kaldemash's Lament as a free action at the start of your turn during the duel. If you attempt to fire the star gun in bad faith at a dueling opponent once they have surrendered, been defeated, or the duel is over, Kaldemash's Lament flies out of your hand and you can't pick it up, hold it, or wield it for 10 minutes. +The legendary weapon is a +3 major striking speed advanced firearm with a range increment of 90 feet. It deals `4d6` force damage (with the major striking rune included) and has the concealable, concussive, and fatal d10 traits. You don't take a penalty when dealing nonlethal damage with the weapon. Like most star guns, Kaldemash's Lament uses magic to function and doesn't require ammunition or black powder. If you use Kaldemash's Lament as part of a duel in which all parties are in agreement on the terms, the gun's supernatural instincts help you make the quickest draw. You roll twice and take the higher result on your initiative roll for the duel; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. In addition, you can draw Kaldemash's Lament as a free action at the start of your turn during the duel. If you attempt to fire the star gun in bad faith at a dueling opponent once they have surrendered, been defeated, or the duel is over, Kaldemash's Lament flies out of your hand and you can't pick it up, hold it, or wield it for 10 minutes. ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") @@ -32,7 +32,7 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " You leave Kaldemash's Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun's speed rune while it's moving independently. It has a space of 5 feet but doesn't block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash's Lament moves this way for 3 rounds, after which it returns to your hand. If you don't have a free hand to hold it, the gun instead holsters itself on your person. -While Kaldemash's Lament is moving independently, you can command it to make a [Strike](rules/actions/strike.md) against a creature as an action, which has the [concentrate](rules/traits/concentrate.md) trait. It makes a ranged [Strike](rules/actions/strike.md) using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are [flat-footed](rules/conditions.md#Flat-footed) to the gun's attacks. +While Kaldemash's Lament is moving independently, you can command it to make a [Strike](rules/actions/strike.md) against a creature as an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. It makes a ranged [Strike](rules/actions/strike.md) using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are [flat-footed](rules/conditions.md#Flat-footed) to the gun's attacks. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/kalis-loil.md b/compendium/equipment/items/kalis-loil.md index 5feac995e..0b8203c6a 100644 --- a/compendium/equipment/items/kalis-loil.md +++ b/compendium/equipment/items/kalis-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Kalis"] --- # Kalis *Item 0* -[deadly ](rules/traits/deadly.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/kama.md b/compendium/equipment/items/kama.md index 2ddf586a8..d9f1bff22 100644 --- a/compendium/equipment/items/kama.md +++ b/compendium/equipment/items/kama.md @@ -11,7 +11,7 @@ tags: aliases: ["Kama"] --- # Kama *Item 0* -[agile](rules/traits/agile.md) [monk](rules/traits/monk.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/karambit-tv.md b/compendium/equipment/items/karambit-tv.md index 76a04ac49..b1488c322 100644 --- a/compendium/equipment/items/karambit-tv.md +++ b/compendium/equipment/items/karambit-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Karambit"] --- # Karambit *Item 0* -[agile](rules/traits/agile.md) [fatal ](rules/traits/fatal.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [fatal ](rules/traits/fatal-d8.md "Fatal Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp diff --git a/compendium/equipment/items/katana.md b/compendium/equipment/items/katana.md index 33ab68cad..c94f9084b 100644 --- a/compendium/equipment/items/katana.md +++ b/compendium/equipment/items/katana.md @@ -11,7 +11,7 @@ tags: aliases: ["Katana"] --- # Katana *Item 0* -[deadly ](rules/traits/deadly.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/katar.md b/compendium/equipment/items/katar.md index b5b839479..12d1a7991 100644 --- a/compendium/equipment/items/katar.md +++ b/compendium/equipment/items/katar.md @@ -11,7 +11,7 @@ tags: aliases: ["Katar"] --- # Katar *Item 0* -[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 sp - **Bulk** L diff --git a/compendium/equipment/items/keen.md b/compendium/equipment/items/keen.md index aa91457cb..896e8f40b 100644 --- a/compendium/equipment/items/keen.md +++ b/compendium/equipment/items/keen.md @@ -10,7 +10,7 @@ tags: aliases: ["Keen"] --- # Keen *Item 13* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp - **Usage** etched onto a piercing or slashing melee weapon diff --git a/compendium/equipment/items/key-to-the-stomach-da.md b/compendium/equipment/items/key-to-the-stomach-da.md index 8c93718af..3fd0bed2b 100644 --- a/compendium/equipment/items/key-to-the-stomach-da.md +++ b/compendium/equipment/items/key-to-the-stomach-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Key to the Stomach"] --- # Key to the Stomach *Item 9* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/keymaking-tools-som.md b/compendium/equipment/items/keymaking-tools-som.md index 8f7f75cd1..2a07f4e14 100644 --- a/compendium/equipment/items/keymaking-tools-som.md +++ b/compendium/equipment/items/keymaking-tools-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Keymaking Tools"] --- # Keymaking Tools *Item 3* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 55 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/khakkara-apg.md b/compendium/equipment/items/khakkara-apg.md index 123a2cae1..2f6404a66 100644 --- a/compendium/equipment/items/khakkara-apg.md +++ b/compendium/equipment/items/khakkara-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Khakkara"] --- # Khakkara *Item 0* -[shove](rules/traits/shove.md) [two-hand <1d10>](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[shove](rules/traits/shove.md "Shove Weapon Trait") [two-hand <1d10>](rules/traits/two-hand-1d10.md "Two-Hand Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/khopesh-tv.md b/compendium/equipment/items/khopesh-tv.md index 24478b630..7e84b1b1a 100644 --- a/compendium/equipment/items/khopesh-tv.md +++ b/compendium/equipment/items/khopesh-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Khopesh"] --- # Khopesh *Item 0* -[trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/ki-channeling-beads-tv.md b/compendium/equipment/items/ki-channeling-beads-tv.md index 9586dcf11..cb74863f7 100644 --- a/compendium/equipment/items/ki-channeling-beads-tv.md +++ b/compendium/equipment/items/ki-channeling-beads-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Ki-Channeling Beads"] --- # Ki-Channeling Beads *Item 11* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Price** 1300 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/kin-warding-aoa4.md b/compendium/equipment/items/kin-warding-aoa4.md index 79ce027d5..c7432ec37 100644 --- a/compendium/equipment/items/kin-warding-aoa4.md +++ b/compendium/equipment/items/kin-warding-aoa4.md @@ -11,12 +11,12 @@ tags: aliases: ["Kin-warding"] --- # Kin-warding *Item 3* -[abjuration](rules/traits/abjuration.md) [dwarf](rules/traits/dwarf.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 52 gp - **Usage** etched onto a clan dagger - **Category** Rune -A _kin-warding_ clan dagger can deflect attacks aimed at your allies. When you use the weapon's [parry](rules/traits/parry.md) trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon's circumstance bonus to AC, but you do not gain the bonus yourself. +A _kin-warding_ clan dagger can deflect attacks aimed at your allies. When you use the weapon's [parry](rules/traits/parry.md "Parry Weapon Trait") trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon's circumstance bonus to AC, but you do not gain the bonus yourself. *Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/kindled-tome-tv.md b/compendium/equipment/items/kindled-tome-tv.md index fee1a1d01..9c2bacf19 100644 --- a/compendium/equipment/items/kindled-tome-tv.md +++ b/compendium/equipment/items/kindled-tome-tv.md @@ -12,19 +12,19 @@ tags: aliases: ["Kindled Tome"] --- # Kindled Tome *Item 11* -[evocation](rules/traits/evocation.md) [grimoire](rules/traits/grimoire-som.md) [intelligent](rules/traits/intelligent-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Bulk** L - **Category** Grimoire -A kindled tome is a [book of lingering blazes](compendium/equipment/items/book-of-lingering-blaze-som.md) awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to [Learn a Spell](rules/actions/learn-a-spell.md) to add a spell with the [fire](rules/traits/fire.md) trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as "a waste of good page space," especially if those spells have the [cold](rules/traits/cold.md) or [water](rules/traits/water.md) traits. +A kindled tome is a [book of lingering blazes](compendium/equipment/items/book-of-lingering-blaze-som.md) awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to [Learn a Spell](rules/actions/learn-a-spell.md) to add a spell with the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as "a waste of good page space," especially if those spells have the [cold](rules/traits/cold.md "Cold Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") traits. In addition to the activation of a book of lingering blazes, a kindled tome has the following activations. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md) trait +- **Trigger**: You [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait **Effect** The tome makes the flames linger, dealing `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw). ``` diff --git a/compendium/equipment/items/kings-sleep.md b/compendium/equipment/items/kings-sleep.md index eb47b4f9e..def6b9e2c 100644 --- a/compendium/equipment/items/kings-sleep.md +++ b/compendium/equipment/items/kings-sleep.md @@ -12,7 +12,7 @@ tags: aliases: ["King's Sleep"] --- # King's Sleep *Item 18* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 4000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/klar-tv.md b/compendium/equipment/items/klar-tv.md index 82170bfe3..5fe6babdc 100644 --- a/compendium/equipment/items/klar-tv.md +++ b/compendium/equipment/items/klar-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Klar"] --- # Klar *Item 0* -[integrated <1d6 S (versatile P)>](rules/traits/integrated-tv.md) +[integrated <1d6 S (versatile P)>](rules/traits/integrated-1d6-s-versatile-p-tv.md "Integrated Item Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/knapsack-of-halflingkind.md b/compendium/equipment/items/knapsack-of-halflingkind.md index de458ffdc..595ee78c1 100644 --- a/compendium/equipment/items/knapsack-of-halflingkind.md +++ b/compendium/equipment/items/knapsack-of-halflingkind.md @@ -13,7 +13,7 @@ tags: aliases: ["Knapsack of Halflingkind"] --- # Knapsack of Halflingkind *Item 9+* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [healing](rules/traits/healing.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn backpack; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/knight-captains-lance-lokl.md b/compendium/equipment/items/knight-captains-lance-lokl.md index 0e0aa23e5..4f2c3dae4 100644 --- a/compendium/equipment/items/knight-captains-lance-lokl.md +++ b/compendium/equipment/items/knight-captains-lance-lokl.md @@ -11,7 +11,7 @@ tags: aliases: ["Knight Captain's Lance"] --- # Knight Captain's Lance *Item 13* -[divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 3000 gp diff --git a/compendium/equipment/items/knights-maintenance-kit-lokl.md b/compendium/equipment/items/knights-maintenance-kit-lokl.md index 0a38a5d0d..5d7347e54 100644 --- a/compendium/equipment/items/knights-maintenance-kit-lokl.md +++ b/compendium/equipment/items/knights-maintenance-kit-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Knight's Maintenance Kit"] --- # Knight's Maintenance Kit *Item 5* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 50 gp diff --git a/compendium/equipment/items/knights-standard-lokl.md b/compendium/equipment/items/knights-standard-lokl.md index 1a38ef7d6..7cd807fc7 100644 --- a/compendium/equipment/items/knights-standard-lokl.md +++ b/compendium/equipment/items/knights-standard-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Knight's Standard"] --- # Knight's Standard *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 5 gp diff --git a/compendium/equipment/items/knights-tabard-lokl.md b/compendium/equipment/items/knights-tabard-lokl.md index 6138ed222..7bfdf9082 100644 --- a/compendium/equipment/items/knights-tabard-lokl.md +++ b/compendium/equipment/items/knights-tabard-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Knight's Tabard"] --- # Knight's Tabard *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 15 gp diff --git a/compendium/equipment/items/knockout-dram-aoe1.md b/compendium/equipment/items/knockout-dram-aoe1.md index 75476085c..d9a5c6b83 100644 --- a/compendium/equipment/items/knockout-dram-aoe1.md +++ b/compendium/equipment/items/knockout-dram-aoe1.md @@ -12,7 +12,7 @@ tags: aliases: ["Knockout Dram"] --- # Knockout Dram *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 70 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/kortos-diamond-ec6.md b/compendium/equipment/items/kortos-diamond-ec6.md index f186d6490..dba5c1e4c 100644 --- a/compendium/equipment/items/kortos-diamond-ec6.md +++ b/compendium/equipment/items/kortos-diamond-ec6.md @@ -11,7 +11,7 @@ tags: aliases: ["Kortos Diamond"] --- # Kortos Diamond *Item 22* -[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Artifact @@ -20,7 +20,7 @@ The hilt of this +3 major striking axiomatic spell-storing longsword is simple a Whenever the Kortos Diamond is in an area of dim or brighter light, it glows faintly, as if reflecting the light of a setting sun. -While wielding the Kortos Diamond, you gain a +2 item bonus on saving throws against [mental](rules/traits/mental.md) effects. You can never harm yourself with the Kortos Diamond, even if [confused](rules/conditions.md#Confused). +While wielding the Kortos Diamond, you gain a +2 item bonus on saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects. You can never harm yourself with the Kortos Diamond, even if [confused](rules/conditions.md#Confused). If you ever travel farther than 100 miles from the Isle of Kortos while in possession of the Kortos Diamond, the sword becomes impossibly heavy; you are [encumbered](rules/conditions.md#Encumbered) as long as you carry the sword and remain outside of this area. If you relinquish the Kortos Diamond while away from Kortos, the sword gradually makes its way back to the isle over the course of a year. diff --git a/compendium/equipment/items/kraken-bottle-tv.md b/compendium/equipment/items/kraken-bottle-tv.md index a7ab2f6ac..87d252dfc 100644 --- a/compendium/equipment/items/kraken-bottle-tv.md +++ b/compendium/equipment/items/kraken-bottle-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Kraken Bottle"] --- # Kraken Bottle *Item 18* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/krakens-guard-lotgb.md b/compendium/equipment/items/krakens-guard-lotgb.md index 6e64d63dc..6645b5916 100644 --- a/compendium/equipment/items/krakens-guard-lotgb.md +++ b/compendium/equipment/items/krakens-guard-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Kraken's Guard"] --- # Kraken's Guard *Item 19* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 40000 gp - **Usage** held in one hand; **Bulk** 1 diff --git a/compendium/equipment/items/kris-loil.md b/compendium/equipment/items/kris-loil.md index 53adef0b5..3f04dfc96 100644 --- a/compendium/equipment/items/kris-loil.md +++ b/compendium/equipment/items/kris-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Kris"] --- # Kris *Item 0* -[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") - **Price** 7 sp - **Bulk** L diff --git a/compendium/equipment/items/kukri.md b/compendium/equipment/items/kukri.md index 7a6c9b1c7..35d9f7747 100644 --- a/compendium/equipment/items/kukri.md +++ b/compendium/equipment/items/kukri.md @@ -11,7 +11,7 @@ tags: aliases: ["Kukri"] --- # Kukri *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 sp - **Bulk** L diff --git a/compendium/equipment/items/kusarigama-tv.md b/compendium/equipment/items/kusarigama-tv.md index 99c6ecefc..9c1a3d7e7 100644 --- a/compendium/equipment/items/kusarigama-tv.md +++ b/compendium/equipment/items/kusarigama-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Kusarigama"] --- # Kusarigama *Item 0* -[disarm](rules/traits/disarm.md) [monk](rules/traits/monk.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile ](rules/traits/versatile-b.md "Versatile Weapon Trait") - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp diff --git a/compendium/equipment/items/ladys-blessing-oil-lotg.md b/compendium/equipment/items/ladys-blessing-oil-lotg.md index 089b3e3eb..f658496b1 100644 --- a/compendium/equipment/items/ladys-blessing-oil-lotg.md +++ b/compendium/equipment/items/ladys-blessing-oil-lotg.md @@ -9,7 +9,7 @@ tags: aliases: ["Lady's Blessing Oil"] --- # Lady's Blessing Oil *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ladys-chalice-botd.md b/compendium/equipment/items/ladys-chalice-botd.md index 86d23231e..6bcb4542a 100644 --- a/compendium/equipment/items/ladys-chalice-botd.md +++ b/compendium/equipment/items/ladys-chalice-botd.md @@ -11,7 +11,7 @@ tags: aliases: ["Lady's Chalice"] --- # Lady's Chalice *Item 3* -[conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L @@ -30,7 +30,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S - **Requirements**: The Lady's chalice is full of a vial's worth of holy water -**Effect** The chalice splashes a spiral of holy water into an adjacent space. This is a simple thrown weapon with a range of 5 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. If it hits, it deals `2d6` good damage and 2 good splash damage (including to you, if you're evil). +**Effect** The chalice splashes a spiral of holy water into an adjacent space. This is a simple thrown weapon with a range of 5 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. If it hits, it deals `2d6` good damage and 2 good splash damage (including to you, if you're evil). ``` *Source: Book of the Dead p. 200* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-knife-lotgb.md b/compendium/equipment/items/ladys-knife-lotgb.md index c09c31a4e..f7b20dda3 100644 --- a/compendium/equipment/items/ladys-knife-lotgb.md +++ b/compendium/equipment/items/ladys-knife-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Lady's Knife"] --- # Lady's Knife *Item 6* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ladys-spiral-botd.md b/compendium/equipment/items/ladys-spiral-botd.md index 36eaa206d..2eabdcc34 100644 --- a/compendium/equipment/items/ladys-spiral-botd.md +++ b/compendium/equipment/items/ladys-spiral-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Lady's Spiral"] --- # Lady's Spiral *Item 7* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/lamellar-breastplate-tv.md b/compendium/equipment/items/lamellar-breastplate-tv.md index f8ab64907..1e098efa8 100644 --- a/compendium/equipment/items/lamellar-breastplate-tv.md +++ b/compendium/equipment/items/lamellar-breastplate-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Lamellar Breastplate"] --- # Lamellar Breastplate *Item 0* -[hindering](rules/traits/hindering-tv.md) [laminar](rules/traits/laminar-tv.md) +[hindering](rules/traits/hindering-tv.md "Hindering Armor Trait") [laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") - **Price** 7 gp - **Bulk** 2 diff --git a/compendium/equipment/items/lance.md b/compendium/equipment/items/lance.md index 8af4a8c86..dda484ace 100644 --- a/compendium/equipment/items/lance.md +++ b/compendium/equipment/items/lance.md @@ -10,7 +10,7 @@ tags: aliases: ["Lance"] --- # Lance *Item 0* -[deadly ](rules/traits/deadly.md) [jousting ](rules/traits/jousting.md) [reach](rules/traits/reach.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [jousting ](rules/traits/jousting-d6.md "Jousting Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") - **Price** 1 gp - **Bulk** 2 diff --git a/compendium/equipment/items/lantern-of-empty-light-av1.md b/compendium/equipment/items/lantern-of-empty-light-av1.md index fff9a2350..6d7194acd 100644 --- a/compendium/equipment/items/lantern-of-empty-light-av1.md +++ b/compendium/equipment/items/lantern-of-empty-light-av1.md @@ -10,7 +10,7 @@ tags: aliases: ["Lantern Of Empty Light"] --- # Lantern Of Empty Light *Item 6* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 240 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/lastwall-soup-locg.md b/compendium/equipment/items/lastwall-soup-locg.md index d6aaaf2ab..28f062a38 100644 --- a/compendium/equipment/items/lastwall-soup-locg.md +++ b/compendium/equipment/items/lastwall-soup-locg.md @@ -11,7 +11,7 @@ tags: aliases: ["Lastwall Soup"] --- # Lastwall Soup *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/laurel-of-the-empath-tv.md b/compendium/equipment/items/laurel-of-the-empath-tv.md index 6311003a2..a6451233c 100644 --- a/compendium/equipment/items/laurel-of-the-empath-tv.md +++ b/compendium/equipment/items/laurel-of-the-empath-tv.md @@ -12,13 +12,13 @@ tags: aliases: ["Laurel of the Empath"] --- # Laurel of the Empath *Item 20* -[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70000 gp - **Usage** worn cap; **Bulk** — - **Category** Apex -This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll [Perception](compendium/skills.md#Perception) for initiative, you can roll twice and take the higher result. This is a [fortune](rules/traits/fortune.md) effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher. +This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll [Perception](compendium/skills.md#Perception) for initiative, you can roll twice and take the higher result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") @@ -38,7 +38,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ```ad-embed-ability title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their alignment, hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all [Perception](compendium/skills.md#Perception) checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours. %% #trait/fortune #trait/mental %% diff --git a/compendium/equipment/items/lawbringers-lasso-ooa3.md b/compendium/equipment/items/lawbringers-lasso-ooa3.md index a84d0923a..8e6e5470d 100644 --- a/compendium/equipment/items/lawbringers-lasso-ooa3.md +++ b/compendium/equipment/items/lawbringers-lasso-ooa3.md @@ -11,7 +11,7 @@ tags: aliases: ["Lawbringer's Lasso"] --- # Lawbringer's Lasso *Item 4* -[evocation](rules/traits/evocation.md) [lawful](rules/traits/lawful.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** held in 2 hands; **Bulk** 1 @@ -19,6 +19,6 @@ aliases: ["Lawbringer's Lasso"] This enchanted lasso is a net (Advanced Player's Guide 249) that can be used to [Grapple](rules/actions/grapple.md) creatures up to 30 feet away, requires a DC 18 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md), and has an [Escape](rules/actions/escape.md) DC of 18. It's permanently attached to a 30-foot rope. -While using the lawbringer's lasso to [Grapple](rules/actions/grapple.md), you receive a +1 item bonus to [Grapple](rules/actions/grapple.md) checks against creatures with the [chaotic](rules/traits/chaotic.md) trait. If you roll a critical failure on your attempt to [Grapple](rules/actions/grapple.md) a chaotic creature with the lawbringer's lasso, you get a failure instead. +While using the lawbringer's lasso to [Grapple](rules/actions/grapple.md), you receive a +1 item bonus to [Grapple](rules/actions/grapple.md) checks against creatures with the [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") trait. If you roll a critical failure on your attempt to [Grapple](rules/actions/grapple.md) a chaotic creature with the lawbringer's lasso, you get a failure instead. *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/leadenleg-apg.md b/compendium/equipment/items/leadenleg-apg.md index ff7b4d5c0..f715ab6da 100644 --- a/compendium/equipment/items/leadenleg-apg.md +++ b/compendium/equipment/items/leadenleg-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Leadenleg"] --- # Leadenleg *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 15 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/leaf-weave-tv.md b/compendium/equipment/items/leaf-weave-tv.md index 07bf62882..d0514ab4b 100644 --- a/compendium/equipment/items/leaf-weave-tv.md +++ b/compendium/equipment/items/leaf-weave-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Leaf Weave"] --- # Leaf Weave *Item 0* -[laminar](rules/traits/laminar-tv.md) +[laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") - **Price** 4 gp - **Bulk** 1 diff --git a/compendium/equipment/items/leapers-elixir.md b/compendium/equipment/items/leapers-elixir.md index da9d8149c..0328d605e 100644 --- a/compendium/equipment/items/leapers-elixir.md +++ b/compendium/equipment/items/leapers-elixir.md @@ -10,7 +10,7 @@ tags: aliases: ["Leaper's Elixir"] --- # Leaper's Elixir *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/leather-lamellar-tv.md b/compendium/equipment/items/leather-lamellar-tv.md index 74d9bda58..6e8d6470a 100644 --- a/compendium/equipment/items/leather-lamellar-tv.md +++ b/compendium/equipment/items/leather-lamellar-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Leather Lamellar"] --- # Leather Lamellar *Item 0* -[laminar](rules/traits/laminar-tv.md) +[laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/legerdemain-handkerchief-tv.md b/compendium/equipment/items/legerdemain-handkerchief-tv.md index c9a7590de..4a0169d3a 100644 --- a/compendium/equipment/items/legerdemain-handkerchief-tv.md +++ b/compendium/equipment/items/legerdemain-handkerchief-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Legerdemain Handkerchief"] --- # Legerdemain Handkerchief *Item 2* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/leiomano-tv.md b/compendium/equipment/items/leiomano-tv.md index bdbe2e983..f929d1db2 100644 --- a/compendium/equipment/items/leiomano-tv.md +++ b/compendium/equipment/items/leiomano-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Leiomano"] --- # Leiomano *Item 0* -[deadly ](rules/traits/deadly.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp diff --git a/compendium/equipment/items/leopards-armor-sot2.md b/compendium/equipment/items/leopards-armor-sot2.md index 2f0b2f088..83fc5e330 100644 --- a/compendium/equipment/items/leopards-armor-sot2.md +++ b/compendium/equipment/items/leopards-armor-sot2.md @@ -10,7 +10,7 @@ tags: aliases: ["Leopard's Armor"] --- # Leopard's Armor *Item 9* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/lesser-cube-of-nex-loil.md b/compendium/equipment/items/lesser-cube-of-nex-loil.md index 6442aa37f..d2028329e 100644 --- a/compendium/equipment/items/lesser-cube-of-nex-loil.md +++ b/compendium/equipment/items/lesser-cube-of-nex-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Lesser Cube of Nex"] --- # Lesser Cube of Nex *Item 20* -[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand - **Category** Artifact diff --git a/compendium/equipment/items/lethargy-poison.md b/compendium/equipment/items/lethargy-poison.md index d803e4686..b6759f2c8 100644 --- a/compendium/equipment/items/lethargy-poison.md +++ b/compendium/equipment/items/lethargy-poison.md @@ -14,7 +14,7 @@ tags: aliases: ["Lethargy Poison"] --- # Lethargy Poison *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/liars-demise-aoe4.md b/compendium/equipment/items/liars-demise-aoe4.md index 145ef46d0..8b81b63e4 100644 --- a/compendium/equipment/items/liars-demise-aoe4.md +++ b/compendium/equipment/items/liars-demise-aoe4.md @@ -12,7 +12,7 @@ tags: aliases: ["Liar's Demise"] --- # Liar's Demise *Item 14* -[consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [divine](rules/traits/divine.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp - **Usage** held in 2 hands; **Bulk** L @@ -21,7 +21,7 @@ aliases: ["Liar's Demise"] This thick orange cream quickly seeps into skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, you take the listed poison damage and mental damage for any time you voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to your brain. -You take this damage once per round, even if you lie several times in rapid succession. You're aware of this effect and can choose to not answer or give only evasive, technically truthful, answers; this is a [mental](rules/traits/mental.md) effect. +You take this damage once per round, even if you lie several times in rapid succession. You're aware of this effect and can choose to not answer or give only evasive, technically truthful, answers; this is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. ```ad-inline-affliction title: Saving Throw: DC 34 Fortitude @@ -35,7 +35,7 @@ title: Saving Throw: DC 34 Fortitude **Stage 2** [stupefied](rules/conditions.md#Stupefied), `4d6` poison damage and `4d6` mental damage for lying (1 minute) -**Stage 3** [stupefied](rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](rules/traits/death.md) effect. (null) +**Stage 3** [stupefied](rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](rules/traits/death.md "Death Effect Trait") effect. (null) ``` *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/liars-demise-tv.md b/compendium/equipment/items/liars-demise-tv.md index 187b42df9..019d3e214 100644 --- a/compendium/equipment/items/liars-demise-tv.md +++ b/compendium/equipment/items/liars-demise-tv.md @@ -14,14 +14,14 @@ tags: aliases: ["Liar's Demise"] --- # Liar's Demise *Item 14* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Poison -This thick green cream quickly seeps into victim's skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers—this is a [mental](rules/traits/mental.md) effect. +This thick green cream quickly seeps into victim's skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers—this is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. ```ad-inline-affliction title: Saving Throw: DC 34 Fortitude @@ -35,7 +35,7 @@ title: Saving Throw: DC 34 Fortitude **Stage 2** [stupefied](rules/conditions.md#Stupefied), `4d6` poison damage and `4d6` mental damage for lying (1 minute) -**Stage 3** [stupefied](rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](rules/traits/death.md) effect. If it reduces the victim to 0 Hit Points, the victim's head explodes, causing death (1 minute) +**Stage 3** [stupefied](rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](rules/traits/death.md "Death Effect Trait") effect. If it reduces the victim to 0 Hit Points, the victim's head explodes, causing death (1 minute) ``` *Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/librarian-staff-tv.md b/compendium/equipment/items/librarian-staff-tv.md index d31a4a206..438bf0770 100644 --- a/compendium/equipment/items/librarian-staff-tv.md +++ b/compendium/equipment/items/librarian-staff-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Librarian Staff"] --- # Librarian Staff *Item 6+* -[divination](rules/traits/divination.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[divination](rules/traits/divination.md "Divination School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/librarians-baton-pfum.md b/compendium/equipment/items/librarians-baton-pfum.md index 016a1420c..060fcd599 100644 --- a/compendium/equipment/items/librarians-baton-pfum.md +++ b/compendium/equipment/items/librarians-baton-pfum.md @@ -11,7 +11,7 @@ tags: aliases: ["Librarian's Baton"] --- # Librarian's Baton *Item 9* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 650 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/library-robes-tv.md b/compendium/equipment/items/library-robes-tv.md index 120a56032..c7268e37f 100644 --- a/compendium/equipment/items/library-robes-tv.md +++ b/compendium/equipment/items/library-robes-tv.md @@ -10,14 +10,14 @@ tags: aliases: ["Library Robes"] --- # Library Robes *Item 9+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn armor; **Bulk** L - **Category** Armor These +1 resilient scroll robes magically store a spell for you. -During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' [inscribed](rules/traits/inscribed-tv.md) trait, but without needing to go through the normal scribing process. +During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' [inscribed](rules/traits/inscribed-tv.md "Inscribed Armor Trait") trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to [Craft](rules/actions/craft.md) one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in [Crafting](compendium/skills.md#Crafting), nor do you need the Magical [Crafting](compendium/skills.md#Crafting) feat. Using this ability erases any scroll already inscribed on the robe. diff --git a/compendium/equipment/items/lich-dust.md b/compendium/equipment/items/lich-dust.md index aa5b57614..cb11cf484 100644 --- a/compendium/equipment/items/lich-dust.md +++ b/compendium/equipment/items/lich-dust.md @@ -11,7 +11,7 @@ tags: aliases: ["Lich Dust"] --- # Lich Dust *Item 9* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 110 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/lich-phylactery-b1.md b/compendium/equipment/items/lich-phylactery-b1.md index 4ed48c9cd..da359a354 100644 --- a/compendium/equipment/items/lich-phylactery-b1.md +++ b/compendium/equipment/items/lich-phylactery-b1.md @@ -11,7 +11,7 @@ tags: aliases: ["Lich Phylactery"] --- # Lich Phylactery *Item 12* -[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [rare](rules/traits/rare.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1600 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/life-boosting-oil-tv.md b/compendium/equipment/items/life-boosting-oil-tv.md index 471e08f3c..24b73a6d2 100644 --- a/compendium/equipment/items/life-boosting-oil-tv.md +++ b/compendium/equipment/items/life-boosting-oil-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Life-Boosting Oil"] --- # Life-Boosting Oil *Item 3+* -[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/life-salt-botd.md b/compendium/equipment/items/life-salt-botd.md index 1831366b8..9fcd309ec 100644 --- a/compendium/equipment/items/life-salt-botd.md +++ b/compendium/equipment/items/life-salt-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Life Salt"] --- # Life Salt *Item 5* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [positive](rules/traits/positive.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L @@ -19,7 +19,7 @@ aliases: ["Life Salt"] This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire. -You can activate this vial by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown ranged weapon with a range increment of 10 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. On a hit against an undead, life salt deals 1 [persistent positive damage](rules/conditions.md#Persistent%20Damage), and the undead must succeed at a DC 20 Will save or be unable to attack you as long as it continues taking the [persistent positive damage](rules/conditions.md#Persistent%20Damage). +You can activate this vial by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown ranged weapon with a range increment of 10 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. On a hit against an undead, life salt deals 1 [persistent positive damage](rules/conditions.md#Persistent%20Damage), and the undead must succeed at a DC 20 Will save or be unable to attack you as long as it continues taking the [persistent positive damage](rules/conditions.md#Persistent%20Damage). If you use a [hostile](rules/conditions.md#Hostile) action against any undead, this second effect ends, and the undead can attack you normally. diff --git a/compendium/equipment/items/life-shot-tv.md b/compendium/equipment/items/life-shot-tv.md index 932d694f8..e9d0dea2f 100644 --- a/compendium/equipment/items/life-shot-tv.md +++ b/compendium/equipment/items/life-shot-tv.md @@ -10,12 +10,12 @@ tags: aliases: ["Life Shot"] --- # Life Shot *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Ammunition** round - **Activate** [Interact](rules/actions/interact.md) - **Category** Consumable -Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a [fortune](rules/traits/fortune.md) effect). A target willing to be hit by this attack is [flat-footed](rules/conditions.md#Flat-footed) against it. +Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect). A target willing to be hit by this attack is [flat-footed](rules/conditions.md#Flat-footed) against it. *Source: Treasure Vault p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/lifeblight-residue-aoe4.md b/compendium/equipment/items/lifeblight-residue-aoe4.md index a42776217..ede3c7d19 100644 --- a/compendium/equipment/items/lifeblight-residue-aoe4.md +++ b/compendium/equipment/items/lifeblight-residue-aoe4.md @@ -13,7 +13,7 @@ tags: aliases: ["Lifeblight Residue"] --- # Lifeblight Residue *Item 15* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) [virulent](rules/traits/virulent.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 1100 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/lifes-last-breath-ec5.md b/compendium/equipment/items/lifes-last-breath-ec5.md index cc5817ab4..daf85726f 100644 --- a/compendium/equipment/items/lifes-last-breath-ec5.md +++ b/compendium/equipment/items/lifes-last-breath-ec5.md @@ -11,7 +11,7 @@ tags: aliases: ["Life's Last Breath"] --- # Life's Last Breath *Item 18* -[evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 23500 gp - **Usage** held in 1 hand; **Bulk** 2 diff --git a/compendium/equipment/items/lifting-belt.md b/compendium/equipment/items/lifting-belt.md index 96b521f9a..58ef82532 100644 --- a/compendium/equipment/items/lifting-belt.md +++ b/compendium/equipment/items/lifting-belt.md @@ -10,7 +10,7 @@ tags: aliases: ["Lifting Belt"] --- # Lifting Belt *Item 4* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 80 gp - **Usage** worn belt; **Bulk** L diff --git a/compendium/equipment/items/light-hammer.md b/compendium/equipment/items/light-hammer.md index aa043122d..115bc0ff0 100644 --- a/compendium/equipment/items/light-hammer.md +++ b/compendium/equipment/items/light-hammer.md @@ -9,7 +9,7 @@ tags: aliases: ["Light Hammer"] --- # Light Hammer *Item 0* -[agile](rules/traits/agile.md) [thrown <20 ft.>](rules/traits/thrown.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [thrown <20 ft.>](rules/traits/thrown-20-ft.md "Thrown Weapon Trait") - **Price** 3 sp - **Bulk** L diff --git a/compendium/equipment/items/light-mace.md b/compendium/equipment/items/light-mace.md index eb3b92dac..2beb2c9f8 100644 --- a/compendium/equipment/items/light-mace.md +++ b/compendium/equipment/items/light-mace.md @@ -10,7 +10,7 @@ tags: aliases: ["Light Mace"] --- # Light Mace *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [shove](rules/traits/shove.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [shove](rules/traits/shove.md "Shove Weapon Trait") - **Price** 4 sp - **Bulk** L diff --git a/compendium/equipment/items/light-pick.md b/compendium/equipment/items/light-pick.md index 1b9faeef6..4487ea8f1 100644 --- a/compendium/equipment/items/light-pick.md +++ b/compendium/equipment/items/light-pick.md @@ -9,7 +9,7 @@ tags: aliases: ["Light Pick"] --- # Light Pick *Item 0* -[agile](rules/traits/agile.md) [fatal ](rules/traits/fatal.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [fatal ](rules/traits/fatal-d8.md "Fatal Weapon Trait") - **Price** 4 sp - **Bulk** L diff --git a/compendium/equipment/items/lightning-rod-shot-tv.md b/compendium/equipment/items/lightning-rod-shot-tv.md index 709bfcd22..77d2de503 100644 --- a/compendium/equipment/items/lightning-rod-shot-tv.md +++ b/compendium/equipment/items/lightning-rod-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Lightning Rod Shot"] --- # Lightning Rod Shot *Item 7* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Ammunition** any diff --git a/compendium/equipment/items/lightweave-scarf-tv.md b/compendium/equipment/items/lightweave-scarf-tv.md index 03c53539e..b3e8fb6f4 100644 --- a/compendium/equipment/items/lightweave-scarf-tv.md +++ b/compendium/equipment/items/lightweave-scarf-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Lightweave Scarf"] --- # Lightweave Scarf *Item 8+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/linguists-dictionary-tv.md b/compendium/equipment/items/linguists-dictionary-tv.md index adbf63488..af301df79 100644 --- a/compendium/equipment/items/linguists-dictionary-tv.md +++ b/compendium/equipment/items/linguists-dictionary-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Linguist's Dictionary"] --- # Linguist's Dictionary *Item 9+* -[divination](rules/traits/divination.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Bulk** L - **Category** Grimoire diff --git a/compendium/equipment/items/linis-leafstick-som.md b/compendium/equipment/items/linis-leafstick-som.md index 3601c44bc..5805812b1 100644 --- a/compendium/equipment/items/linis-leafstick-som.md +++ b/compendium/equipment/items/linis-leafstick-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Lini's Leafstick"] --- # Lini's Leafstick *Item 15* -[magical](rules/traits/magical.md) [plant](rules/traits/plant.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 6500 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/linnorms-sankeit-tv.md b/compendium/equipment/items/linnorms-sankeit-tv.md index 0a7e24a2b..acd6392e7 100644 --- a/compendium/equipment/items/linnorms-sankeit-tv.md +++ b/compendium/equipment/items/linnorms-sankeit-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Linnorm's Sankeit"] --- # Linnorm's Sankeit *Item 18* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 22750 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/lion-badge-tok.md b/compendium/equipment/items/lion-badge-tok.md index eaefc212b..ccc6c3406 100644 --- a/compendium/equipment/items/lion-badge-tok.md +++ b/compendium/equipment/items/lion-badge-tok.md @@ -12,7 +12,7 @@ tags: aliases: ["Lion Badge"] --- # Lion Badge *Item 4* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/lion-claw-som.md b/compendium/equipment/items/lion-claw-som.md index 3d406fa70..868f36d5d 100644 --- a/compendium/equipment/items/lion-claw-som.md +++ b/compendium/equipment/items/lion-claw-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Lion Claw"] --- # Lion Claw *Item 11* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 300 gp - **Usage** affixed to a weapon diff --git a/compendium/equipment/items/lion-scythe-sot4.md b/compendium/equipment/items/lion-scythe-sot4.md index 928b3589e..45a6080e4 100644 --- a/compendium/equipment/items/lion-scythe-sot4.md +++ b/compendium/equipment/items/lion-scythe-sot4.md @@ -11,7 +11,7 @@ tags: aliases: ["Lion Scythe"] --- # Lion Scythe *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/lions-shield.md b/compendium/equipment/items/lions-shield.md index f61ba242c..f62e0b7c8 100644 --- a/compendium/equipment/items/lions-shield.md +++ b/compendium/equipment/items/lions-shield.md @@ -9,7 +9,7 @@ tags: aliases: ["Lion's Shield"] --- # Lion's Shield *Item 6* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 245 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/liquid-gold-ooa2.md b/compendium/equipment/items/liquid-gold-ooa2.md index 1a98372d2..183d6b2f4 100644 --- a/compendium/equipment/items/liquid-gold-ooa2.md +++ b/compendium/equipment/items/liquid-gold-ooa2.md @@ -12,7 +12,7 @@ tags: aliases: ["Liquid Gold"] --- # Liquid Gold *Item 6+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** affixed to a one-handed firearm or hand crossbow; **Bulk** — - **Activate** [Interact](rules/actions/interact.md); **Trigger** You roll for initiative; **Requirements** You're an expert in [Stealth](compendium/skills.md#Stealth). diff --git a/compendium/equipment/items/living-leaf-weave-tv.md b/compendium/equipment/items/living-leaf-weave-tv.md index 9fe9235be..2905cd36b 100644 --- a/compendium/equipment/items/living-leaf-weave-tv.md +++ b/compendium/equipment/items/living-leaf-weave-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Living Leaf Weave"] --- # Living Leaf Weave *Item 5* -[alchemical](rules/traits/alchemical.md) [healing](rules/traits/healing.md) [plant](rules/traits/plant.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") - **Price** 160 gp - **Usage** worn armor; **Bulk** 1 diff --git a/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md b/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md index efe0cc13c..48c57b01f 100644 --- a/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md +++ b/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md @@ -11,7 +11,7 @@ tags: aliases: ["Locket Of Sealed Nightmares"] --- # Locket Of Sealed Nightmares *Item 19* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 36000 gp - **Usage** worn necklace @@ -19,7 +19,7 @@ aliases: ["Locket Of Sealed Nightmares"] As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming [fatigued](rules/conditions.md#Fatigued) or to remove the [fatigued](rules/conditions.md#Fatigued) condition. -You also gain a +4 item bonus on saving throws against mental illusions, [magical](rules/traits/magical.md) effects that would make you [unconscious](rules/conditions.md#Unconscious), and effects that would make you [fatigued](rules/conditions.md#Fatigued). +You also gain a +4 item bonus on saving throws against mental illusions, [magical](rules/traits/magical.md "Magical Item Trait") effects that would make you [unconscious](rules/conditions.md#Unconscious), and effects that would make you [fatigued](rules/conditions.md#Fatigued). Each time dawn occurs, you regain the ability to make your daily preparations as if you had rested for 8 hours. diff --git a/compendium/equipment/items/lodestone-bomb-tv.md b/compendium/equipment/items/lodestone-bomb-tv.md index f9deb8b76..9b6c79361 100644 --- a/compendium/equipment/items/lodestone-bomb-tv.md +++ b/compendium/equipment/items/lodestone-bomb-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Lodestone Bomb"] --- # Lodestone Bomb *Item 12+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/lodestone-pellet-ooa2.md b/compendium/equipment/items/lodestone-pellet-ooa2.md index 3b1c7f697..cef30c4f4 100644 --- a/compendium/equipment/items/lodestone-pellet-ooa2.md +++ b/compendium/equipment/items/lodestone-pellet-ooa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Lodestone Pellet"] --- # Lodestone Pellet *Item 3* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp - **Ammunition** pellet diff --git a/compendium/equipment/items/long-hammer-tv.md b/compendium/equipment/items/long-hammer-tv.md index 1ef6ef37d..de5db1ca8 100644 --- a/compendium/equipment/items/long-hammer-tv.md +++ b/compendium/equipment/items/long-hammer-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Long Hammer"] --- # Long Hammer *Item 0* -[brace](rules/traits/brace-tv.md) [dwarf](rules/traits/dwarf.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [versatile

](rules/traits/versatile.md) +[brace](rules/traits/brace-tv.md "Brace Weapon Trait") [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 5 gp - **Bulk** 2 diff --git a/compendium/equipment/items/longbow.md b/compendium/equipment/items/longbow.md index 8f7740c4d..38064e70c 100644 --- a/compendium/equipment/items/longbow.md +++ b/compendium/equipment/items/longbow.md @@ -9,7 +9,7 @@ tags: aliases: ["Longbow"] --- # Longbow *Item 0* -[deadly ](rules/traits/deadly.md) [volley <30 ft.>](rules/traits/volley.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") [volley <30 ft.>](rules/traits/volley-30-ft.md "Volley Weapon Trait") - **Price** 6 gp - **Bulk** 2 diff --git a/compendium/equipment/items/longspear.md b/compendium/equipment/items/longspear.md index f2c2a10db..3ba540f1b 100644 --- a/compendium/equipment/items/longspear.md +++ b/compendium/equipment/items/longspear.md @@ -8,7 +8,7 @@ tags: aliases: ["Longspear"] --- # Longspear *Item 0* -[reach](rules/traits/reach.md) +[reach](rules/traits/reach.md "Reach Weapon Trait") - **Price** 5 sp - **Bulk** 2 diff --git a/compendium/equipment/items/longsword.md b/compendium/equipment/items/longsword.md index 1ca9c776a..0861ce148 100644 --- a/compendium/equipment/items/longsword.md +++ b/compendium/equipment/items/longsword.md @@ -8,7 +8,7 @@ tags: aliases: ["Longsword"] --- # Longsword *Item 0* -[versatile

](rules/traits/versatile.md) +[versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/looters-lethargy-aoe1.md b/compendium/equipment/items/looters-lethargy-aoe1.md index c5008f9e7..52d429c40 100644 --- a/compendium/equipment/items/looters-lethargy-aoe1.md +++ b/compendium/equipment/items/looters-lethargy-aoe1.md @@ -12,7 +12,7 @@ tags: aliases: ["Looter's Lethargy"] --- # Looter's Lethargy *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/looters-lethargy-tv.md b/compendium/equipment/items/looters-lethargy-tv.md index d96479c8e..a3de2484a 100644 --- a/compendium/equipment/items/looters-lethargy-tv.md +++ b/compendium/equipment/items/looters-lethargy-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Looter's Lethargy"] --- # Looter's Lethargy *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/lost-ember-da.md b/compendium/equipment/items/lost-ember-da.md index 5d9a734fc..6a027c114 100644 --- a/compendium/equipment/items/lost-ember-da.md +++ b/compendium/equipment/items/lost-ember-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Lost Ember"] --- # Lost Ember *Item 10* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/lovers-gloves-apg.md b/compendium/equipment/items/lovers-gloves-apg.md index 54a0e5145..bf1c3f8a7 100644 --- a/compendium/equipment/items/lovers-gloves-apg.md +++ b/compendium/equipment/items/lovers-gloves-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Lover's Gloves"] --- # Lover's Gloves *Item 8* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 500 gp - **Usage** worn gloves @@ -29,7 +29,7 @@ You grasp the hands of a willing creature you have strong positive feelings abou The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. -If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect that causes negative emotions, you both get a critical success instead. +If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect that causes negative emotions, you both get a critical success instead. ``` *Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/lovers-ink-lol.md b/compendium/equipment/items/lovers-ink-lol.md index dd67e0a2e..1ee48698b 100644 --- a/compendium/equipment/items/lovers-ink-lol.md +++ b/compendium/equipment/items/lovers-ink-lol.md @@ -10,7 +10,7 @@ tags: aliases: ["Lovers' Ink"] --- # Lovers' Ink *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5 gp - **Usage** with writing set; **Bulk** L diff --git a/compendium/equipment/items/luck-blade.md b/compendium/equipment/items/luck-blade.md index 1969ecddf..ff4bca964 100644 --- a/compendium/equipment/items/luck-blade.md +++ b/compendium/equipment/items/luck-blade.md @@ -11,7 +11,7 @@ tags: aliases: ["Luck Blade"] --- # Luck Blade *Item 17+* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Weapon @@ -23,7 +23,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R - **Trigger**: You miss on a [Strike](rules/actions/strike.md) with the luck blade -**Effect** Reroll the triggering attack roll and use the new result. This is a [fortune](rules/traits/fortune.md) effect. +**Effect** Reroll the triggering attack roll and use the new result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. ``` *Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/compendium/equipment/items/luckless-dice-tv.md b/compendium/equipment/items/luckless-dice-tv.md index b7e4ce8f3..ad24aae0e 100644 --- a/compendium/equipment/items/luckless-dice-tv.md +++ b/compendium/equipment/items/luckless-dice-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Luckless Dice"] --- # Luckless Dice *Item 2* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [misfortune](rules/traits/misfortune.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/lucky-rabbits-foot-logm.md b/compendium/equipment/items/lucky-rabbits-foot-logm.md index 1fc6355a4..7f2104563 100644 --- a/compendium/equipment/items/lucky-rabbits-foot-logm.md +++ b/compendium/equipment/items/lucky-rabbits-foot-logm.md @@ -13,7 +13,7 @@ tags: aliases: ["Lucky Rabbit's Foot"] --- # Lucky Rabbit's Foot *Item 10* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Desna](compendium/setting/deities/desna.md) - **Price** 175 gp diff --git a/compendium/equipment/items/lyrakien-staff-tv.md b/compendium/equipment/items/lyrakien-staff-tv.md index f8b1c67a2..0d2b0a203 100644 --- a/compendium/equipment/items/lyrakien-staff-tv.md +++ b/compendium/equipment/items/lyrakien-staff-tv.md @@ -10,12 +10,12 @@ tags: aliases: ["Lyrakien Staff"] --- # Lyrakien Staff *Item 6+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff -A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against [incapacitation](rules/traits/incapacitation.md) effects. +A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effects. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/mace.md b/compendium/equipment/items/mace.md index 026f10551..f768ece48 100644 --- a/compendium/equipment/items/mace.md +++ b/compendium/equipment/items/mace.md @@ -8,7 +8,7 @@ tags: aliases: ["Mace"] --- # Mace *Item 0* -[shove](rules/traits/shove.md) +[shove](rules/traits/shove.md "Shove Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/machete-tv.md b/compendium/equipment/items/machete-tv.md index 39f72933e..bcfcdc9a9 100644 --- a/compendium/equipment/items/machete-tv.md +++ b/compendium/equipment/items/machete-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Machete"] --- # Machete *Item 0* -[deadly ](rules/traits/deadly.md) [sweep](rules/traits/sweep.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") - **Price** 7 sp - **Bulk** L diff --git a/compendium/equipment/items/maestros-chair-lotgb.md b/compendium/equipment/items/maestros-chair-lotgb.md index be2c753f7..b1c433ac4 100644 --- a/compendium/equipment/items/maestros-chair-lotgb.md +++ b/compendium/equipment/items/maestros-chair-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Maestro's Chair"] --- # Maestro's Chair *Item 7* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 350 gp - **Bulk** 6 diff --git a/compendium/equipment/items/maestros-instrument.md b/compendium/equipment/items/maestros-instrument.md index 7da00220e..b68180109 100644 --- a/compendium/equipment/items/maestros-instrument.md +++ b/compendium/equipment/items/maestros-instrument.md @@ -9,7 +9,7 @@ tags: aliases: ["Maestro's Instrument"] --- # Maestro's Instrument *Item 3+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/mage-bane-aoa5.md b/compendium/equipment/items/mage-bane-aoa5.md index b9018f19b..8e05ce633 100644 --- a/compendium/equipment/items/mage-bane-aoa5.md +++ b/compendium/equipment/items/mage-bane-aoa5.md @@ -12,7 +12,7 @@ tags: aliases: ["Mage Bane"] --- # Mage Bane *Item 12* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/magic-wand.md b/compendium/equipment/items/magic-wand.md index b55a25a51..15af83018 100644 --- a/compendium/equipment/items/magic-wand.md +++ b/compendium/equipment/items/magic-wand.md @@ -9,7 +9,7 @@ tags: aliases: ["Magic Wand"] --- # Magic Wand *Item 3+* -[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/magical-hearing-aids-lotgb.md b/compendium/equipment/items/magical-hearing-aids-lotgb.md index 79ad271bc..c4ab2cbe2 100644 --- a/compendium/equipment/items/magical-hearing-aids-lotgb.md +++ b/compendium/equipment/items/magical-hearing-aids-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Magical Hearing Aids"] --- # Magical Hearing Aids *Item 1* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 gp - **Usage** worn diff --git a/compendium/equipment/items/magical-lock-fulu-som.md b/compendium/equipment/items/magical-lock-fulu-som.md index d5ebe4a07..c4a500d0a 100644 --- a/compendium/equipment/items/magical-lock-fulu-som.md +++ b/compendium/equipment/items/magical-lock-fulu-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Magical Lock Fulu"] --- # Magical Lock Fulu *Item 4* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15 gp - **Usage** affixed to a door, window, or container diff --git a/compendium/equipment/items/magical-prosthetic-eye-tv.md b/compendium/equipment/items/magical-prosthetic-eye-tv.md index 1c4682016..0c64e67a3 100644 --- a/compendium/equipment/items/magical-prosthetic-eye-tv.md +++ b/compendium/equipment/items/magical-prosthetic-eye-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Magical Prosthetic Eye"] --- # Magical Prosthetic Eye *Item 1* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/magnetic-shield-tv.md b/compendium/equipment/items/magnetic-shield-tv.md index 3425fcc42..33e8b9716 100644 --- a/compendium/equipment/items/magnetic-shield-tv.md +++ b/compendium/equipment/items/magnetic-shield-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Magnetic Shield"] --- # Magnetic Shield *Item 5* -[alchemical](rules/traits/alchemical.md) [aura](rules/traits/aura.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [aura](rules/traits/aura.md "Aura Combat Trait") - **Price** 130 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/magnetic-shot-tv.md b/compendium/equipment/items/magnetic-shot-tv.md index 065be6125..3a2c39631 100644 --- a/compendium/equipment/items/magnetic-shot-tv.md +++ b/compendium/equipment/items/magnetic-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Magnetic Shot"] --- # Magnetic Shot *Item 7+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Ammunition** any - **Activate** envision diff --git a/compendium/equipment/items/magnetizing-tv.md b/compendium/equipment/items/magnetizing-tv.md index 6fe368bea..9cfca9c6f 100644 --- a/compendium/equipment/items/magnetizing-tv.md +++ b/compendium/equipment/items/magnetizing-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Magnetizing"] --- # Magnetizing *Item 10* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 900 gp - **Usage** etched onto metal armor diff --git a/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md b/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md index 1429b61f2..565898322 100644 --- a/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md +++ b/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Magnifying Glass Of Elucidation"] --- # Magnifying Glass Of Elucidation *Item 5* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 125 gp - **Usage** held in 1 hand @@ -23,7 +23,7 @@ When you use a magnifying glass to examine writing of its imbued language, it tr ```ad-embed-ability title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any [magical](rules/traits/magical.md) effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any [magical](rules/traits/magical.md) effect. The magnifying glass can only hold one instance of information at a given time; [Activating](rules/actions/activate-an-item.md) the magnifying glass a second time or reproducing the information clears out the magnifying glass's information. +You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any [magical](rules/traits/magical.md "Magical Item Trait") effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any [magical](rules/traits/magical.md "Magical Item Trait") effect. The magnifying glass can only hold one instance of information at a given time; [Activating](rules/actions/activate-an-item.md) the magnifying glass a second time or reproducing the information clears out the magnifying glass's information. ``` *Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/mail-of-luck.md b/compendium/equipment/items/mail-of-luck.md index f8af6e7c8..70d6f072b 100644 --- a/compendium/equipment/items/mail-of-luck.md +++ b/compendium/equipment/items/mail-of-luck.md @@ -10,7 +10,7 @@ tags: aliases: ["Mail of Luck"] --- # Mail of Luck *Item 13* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2600 gp - **Usage** worn armor; **Bulk** 3 @@ -23,7 +23,7 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F - **Trigger**: You are hit or critically hit with an attack, but damage hasn't been rolled yet -**Effect** You force the attacker to reroll the attack roll and use the worse result. This effect has the [misfortune](rules/traits/misfortune.md) trait. +**Effect** You force the attacker to reroll the attack roll and use the worse result. This effect has the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") trait. Activating the armor causes the gemstone to turn gray and become inert. You cannot activate the armor again until the stone returns to its original green color. The gem turns green again after 1 week or when a significant foe critically succeeds at an attack roll targeting you. (If an enemy rolls a critical success at an attack against you and you force the attacker to reroll that critical success, that critical success does not recharge the mail of luck.) Even if the armor's power returns before a week has elapsed, it can't be activated more than once per day. ``` diff --git a/compendium/equipment/items/main-gauche.md b/compendium/equipment/items/main-gauche.md index ffa1e51ce..ae1f9252c 100644 --- a/compendium/equipment/items/main-gauche.md +++ b/compendium/equipment/items/main-gauche.md @@ -12,7 +12,7 @@ tags: aliases: ["Main-gauche"] --- # Main-gauche *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [parry](rules/traits/parry.md) [versatile ](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Price** 5 sp - **Bulk** L diff --git a/compendium/equipment/items/majordomo-torc-tv.md b/compendium/equipment/items/majordomo-torc-tv.md index 3e84ba71d..ddffed0fd 100644 --- a/compendium/equipment/items/majordomo-torc-tv.md +++ b/compendium/equipment/items/majordomo-torc-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Majordomo Torc"] --- # Majordomo Torc *Item 6* -[enchantment](rules/traits/enchantment.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/malleable-mixture-lotgb.md b/compendium/equipment/items/malleable-mixture-lotgb.md index d2decc5af..1708906ec 100644 --- a/compendium/equipment/items/malleable-mixture-lotgb.md +++ b/compendium/equipment/items/malleable-mixture-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Malleable Mixture"] --- # Malleable Mixture *Item 8+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/malyass-root-paste.md b/compendium/equipment/items/malyass-root-paste.md index 4909b4549..a3f52ee97 100644 --- a/compendium/equipment/items/malyass-root-paste.md +++ b/compendium/equipment/items/malyass-root-paste.md @@ -11,7 +11,7 @@ tags: aliases: ["Malyass Root Paste"] --- # Malyass Root Paste *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 55 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/mambele-tv.md b/compendium/equipment/items/mambele-tv.md index e69ecdb63..352710407 100644 --- a/compendium/equipment/items/mambele-tv.md +++ b/compendium/equipment/items/mambele-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Mambele"] --- # Mambele *Item 0* -[deadly ](rules/traits/deadly.md) [disarm](rules/traits/disarm.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 sp - **Bulk** 1 diff --git a/compendium/equipment/items/mana-rattler-liniment-ooa3.md b/compendium/equipment/items/mana-rattler-liniment-ooa3.md index 2eeba4871..2f916e5ae 100644 --- a/compendium/equipment/items/mana-rattler-liniment-ooa3.md +++ b/compendium/equipment/items/mana-rattler-liniment-ooa3.md @@ -12,13 +12,13 @@ tags: aliases: ["Mana-Rattler Liniment"] --- # Mana-Rattler Liniment *Item 9* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [morph](rules/traits/morph.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 110 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Elixir -According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a [poison](rules/traits/poison.md) or [disease](rules/traits/disease.md) effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals `1d6` piercing damage plus 1 poison damage. +According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a [poison](rules/traits/poison.md "Poison Effect Trait") or [disease](rules/traits/disease.md "Disease Effect Trait") effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals `1d6` piercing damage plus 1 poison damage. *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/manacles-of-persuasion-logm.md b/compendium/equipment/items/manacles-of-persuasion-logm.md index a5e37c22f..b12b46101 100644 --- a/compendium/equipment/items/manacles-of-persuasion-logm.md +++ b/compendium/equipment/items/manacles-of-persuasion-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Manacles Of Persuasion"] --- # Manacles Of Persuasion *Item 3* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [nonlethal](rules/traits/nonlethal.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) - **Price** 45 gp diff --git a/compendium/equipment/items/manacles.md b/compendium/equipment/items/manacles.md index 8b39c8b91..21b8e3696 100644 --- a/compendium/equipment/items/manacles.md +++ b/compendium/equipment/items/manacles.md @@ -12,6 +12,6 @@ aliases: ["Manacles"] - **Hands** 2 - **Category** Adventuring Gear -You can manacle someone who is willing or otherwise at your mercy as an [exploration](rules/traits/exploration.md) activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a [manipulate](rules/traits/manipulate.md) action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](compendium/skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. +You can manacle someone who is willing or otherwise at your mercy as an [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](compendium/skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/mantis-shell-tv.md b/compendium/equipment/items/mantis-shell-tv.md index 0cd7b2dc4..4582db500 100644 --- a/compendium/equipment/items/mantis-shell-tv.md +++ b/compendium/equipment/items/mantis-shell-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Mantis Shell"] --- # Mantis Shell *Item 1* -[adjusted ](rules/traits/adjusted-tv.md) [uncommon](rules/traits/uncommon.md) +[adjusted ](rules/traits/adjusted-weapon-harness-tv.md "Adjusted Armor Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Bulk** 1 diff --git a/compendium/equipment/items/mantle-of-amazing-health-tv.md b/compendium/equipment/items/mantle-of-amazing-health-tv.md index 2e78b6447..af01fba90 100644 --- a/compendium/equipment/items/mantle-of-amazing-health-tv.md +++ b/compendium/equipment/items/mantle-of-amazing-health-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Mantle of Amazing Health"] --- # Mantle of Amazing Health *Item 19* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 40000 gp - **Usage** worn cape; **Bulk** L diff --git a/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md b/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md index ded717dcb..6986f90e6 100644 --- a/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md +++ b/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md @@ -11,7 +11,7 @@ tags: aliases: ["Mantle of the Grogrisant"] --- # Mantle of the Grogrisant *Item 18* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [unique](rules/traits/unique.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 22000 gp - **Usage** worn cloak; **Bulk** L @@ -21,7 +21,7 @@ This long, golden cloak is among the royal regalia of the emperors of Taldor. It ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md) [incapacitation](rules/traits/incapacitation.md) [light](rules/traits/light.md) [primal](rules/traits/primal.md) [visual](rules/traits/visual.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [light](rules/traits/light.md "Light Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're [blinded](rules/conditions.md#Blinded) for 1 minute. On a critical failure, they're permanently blinded. %% #trait/evocation #trait/incapacitation #trait/light #trait/primal #trait/visual %% diff --git a/compendium/equipment/items/marking-snare.md b/compendium/equipment/items/marking-snare.md index ece68fc3e..7be498b58 100644 --- a/compendium/equipment/items/marking-snare.md +++ b/compendium/equipment/items/marking-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Marking Snare"] --- # Marking Snare *Item 1* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp - **Category** Snare diff --git a/compendium/equipment/items/martyrs-shield-gmg.md b/compendium/equipment/items/martyrs-shield-gmg.md index 2462105aa..0882d2296 100644 --- a/compendium/equipment/items/martyrs-shield-gmg.md +++ b/compendium/equipment/items/martyrs-shield-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Martyr's Shield"] --- # Martyr's Shield *Item 7* -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [intelligent](rules/traits/intelligent-gmg.md) [lg](rules/traits/lawful-goo-b1.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [lg](rules/traits/lg-b1.md "Lawful Good Alignment Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/marvelous-calliope-ec2.md b/compendium/equipment/items/marvelous-calliope-ec2.md index f1691e766..f021a67bd 100644 --- a/compendium/equipment/items/marvelous-calliope-ec2.md +++ b/compendium/equipment/items/marvelous-calliope-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Marvelous Calliope"] --- # Marvelous Calliope *Item 4* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Bulk** L (when not activated) diff --git a/compendium/equipment/items/marvelous-medicines.md b/compendium/equipment/items/marvelous-medicines.md index 509853b16..a880d5f9b 100644 --- a/compendium/equipment/items/marvelous-medicines.md +++ b/compendium/equipment/items/marvelous-medicines.md @@ -9,7 +9,7 @@ tags: aliases: ["Marvelous Medicines"] --- # Marvelous Medicines *Item 12+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/marvelous-pigment-tv.md b/compendium/equipment/items/marvelous-pigment-tv.md index 40bf47f8c..9642a1edb 100644 --- a/compendium/equipment/items/marvelous-pigment-tv.md +++ b/compendium/equipment/items/marvelous-pigment-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Marvelous Pigment"] --- # Marvelous Pigment *Item 12* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/mask-of-allure-som.md b/compendium/equipment/items/mask-of-allure-som.md index 9269aa4db..658293d64 100644 --- a/compendium/equipment/items/mask-of-allure-som.md +++ b/compendium/equipment/items/mask-of-allure-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Mask Of Allure"] --- # Mask Of Allure *Item 18* -[apex](rules/traits/apex.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 24000 gp - **Usage** worn mask; **Bulk** L @@ -25,7 +25,7 @@ When you invest the mask, you either increase your Charisma score by 2 or increa ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[visual](rules/traits/visual.md) +[visual](rules/traits/visual.md "Visual Effect Trait") - **Trigger**: You attempt a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) check diff --git a/compendium/equipment/items/mask-of-mercy-sot1.md b/compendium/equipment/items/mask-of-mercy-sot1.md index ddde1b8e6..b35368c85 100644 --- a/compendium/equipment/items/mask-of-mercy-sot1.md +++ b/compendium/equipment/items/mask-of-mercy-sot1.md @@ -12,7 +12,7 @@ tags: aliases: ["Mask Of Mercy"] --- # Mask Of Mercy *Item 4* -[fortune](rules/traits/fortune.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** worn mask @@ -22,9 +22,9 @@ This porcelain or alabaster mask portrays an angelic visage of kindness and merc ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") -- **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](rules/traits/healing.md) trait +- **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](rules/traits/healing.md "Healing Effect Trait") trait **Effect** Roll twice to determine the number of Hit Points you restore and take the higher result. %% #trait/fortune %% diff --git a/compendium/equipment/items/mask-of-mercy-tv.md b/compendium/equipment/items/mask-of-mercy-tv.md index f3afde494..f6aa4ad33 100644 --- a/compendium/equipment/items/mask-of-mercy-tv.md +++ b/compendium/equipment/items/mask-of-mercy-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Mask of Mercy"] --- # Mask of Mercy *Item 4* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 100 gp - **Usage** worn mask; **Bulk** — @@ -20,9 +20,9 @@ This porcelain or alabaster mask portrays an angelic visage of kindness and merc ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") -- **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](rules/traits/healing.md) trait +- **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](rules/traits/healing.md "Healing Effect Trait") trait **Effect** Roll twice to determine the number of Hit Points you restore and take the higher result. %% #trait/fortune %% diff --git a/compendium/equipment/items/mask-of-the-banshee-apg.md b/compendium/equipment/items/mask-of-the-banshee-apg.md index 6c4570c1b..9a5e93717 100644 --- a/compendium/equipment/items/mask-of-the-banshee-apg.md +++ b/compendium/equipment/items/mask-of-the-banshee-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Mask Of The Banshee"] --- # Mask Of The Banshee *Item 9+* -[auditory](rules/traits/auditory.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Usage** worn mask - **Category** Worn diff --git a/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md b/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md index 7c8ff55ee..8137436c6 100644 --- a/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md +++ b/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md @@ -11,7 +11,7 @@ tags: aliases: ["Mask Of The Cursed Eye"] --- # Mask Of The Cursed Eye *Item 8* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 475 gp - **Usage** worn mask diff --git a/compendium/equipment/items/mask-of-the-cursed-eye-tv.md b/compendium/equipment/items/mask-of-the-cursed-eye-tv.md index 7af784ae4..45e58e132 100644 --- a/compendium/equipment/items/mask-of-the-cursed-eye-tv.md +++ b/compendium/equipment/items/mask-of-the-cursed-eye-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Mask of the Cursed Eye"] --- # Mask of the Cursed Eye *Item 8* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 475 gp - **Usage** worn mask; **Bulk** — diff --git a/compendium/equipment/items/mask-of-uncanny-breath-tv.md b/compendium/equipment/items/mask-of-uncanny-breath-tv.md index 7978ddd31..d3a5bcbe6 100644 --- a/compendium/equipment/items/mask-of-uncanny-breath-tv.md +++ b/compendium/equipment/items/mask-of-uncanny-breath-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Mask of Uncanny Breath"] --- # Mask of Uncanny Breath *Item 11* -[focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Price** 1200 gp - **Usage** worn mask; **Bulk** L diff --git a/compendium/equipment/items/master-magus-ring-tv.md b/compendium/equipment/items/master-magus-ring-tv.md index 8b5b0f966..680f4fe4c 100644 --- a/compendium/equipment/items/master-magus-ring-tv.md +++ b/compendium/equipment/items/master-magus-ring-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Master Magus Ring"] --- # Master Magus Ring *Item 11* -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Price** 1250 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/matchmaker-fulu-som.md b/compendium/equipment/items/matchmaker-fulu-som.md index c67f07e0d..718143311 100644 --- a/compendium/equipment/items/matchmaker-fulu-som.md +++ b/compendium/equipment/items/matchmaker-fulu-som.md @@ -13,7 +13,7 @@ tags: aliases: ["Matchmaker Fulu"] --- # Matchmaker Fulu *Item 3* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 10 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/mattock-of-the-titans.md b/compendium/equipment/items/mattock-of-the-titans.md index 5666a2b30..e7e64a3a0 100644 --- a/compendium/equipment/items/mattock-of-the-titans.md +++ b/compendium/equipment/items/mattock-of-the-titans.md @@ -10,7 +10,7 @@ tags: aliases: ["Mattock of the Titans"] --- # Mattock of the Titans *Item 19* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 36000 gp - **Usage** held in 2 hands; **Bulk** 16 diff --git a/compendium/equipment/items/maul.md b/compendium/equipment/items/maul.md index f1303ca51..606f2a087 100644 --- a/compendium/equipment/items/maul.md +++ b/compendium/equipment/items/maul.md @@ -8,7 +8,7 @@ tags: aliases: ["Maul"] --- # Maul *Item 0* -[shove](rules/traits/shove.md) +[shove](rules/traits/shove.md "Shove Weapon Trait") - **Price** 3 gp - **Bulk** 2 diff --git a/compendium/equipment/items/maw-of-hungry-shadows-tv.md b/compendium/equipment/items/maw-of-hungry-shadows-tv.md index 580869db7..ec35e12ba 100644 --- a/compendium/equipment/items/maw-of-hungry-shadows-tv.md +++ b/compendium/equipment/items/maw-of-hungry-shadows-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Maw of Hungry Shadows"] --- # Maw of Hungry Shadows *Item 18* -[conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Price** 21000 gp - **Bulk** L @@ -24,7 +24,7 @@ Shadows swirl around this soot-black tome, swallowing up any light that touches ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Trigger**: Your last action was to cast a spell prepared from this grimoire that has the [shadow](rules/traits/shadow.md) trait +- **Trigger**: Your last action was to cast a spell prepared from this grimoire that has the [shadow](rules/traits/shadow.md "Shadow General Trait") trait **Effect** Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save. diff --git a/compendium/equipment/items/medusa-armor-gmg.md b/compendium/equipment/items/medusa-armor-gmg.md index 79378e449..484ddc4d2 100644 --- a/compendium/equipment/items/medusa-armor-gmg.md +++ b/compendium/equipment/items/medusa-armor-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Medusa Armor"] --- # Medusa Armor *Item 14* -[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn armor; **Bulk** 3 - **Category** Armor diff --git a/compendium/equipment/items/medusas-scream-apg.md b/compendium/equipment/items/medusas-scream-apg.md index 30fd3f0b7..d31c3c8e0 100644 --- a/compendium/equipment/items/medusas-scream-apg.md +++ b/compendium/equipment/items/medusas-scream-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Medusa's Scream"] --- # Medusa's Scream *Item 13+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/membership-cords-da.md b/compendium/equipment/items/membership-cords-da.md index 4b963f2a9..fc7cb6bac 100644 --- a/compendium/equipment/items/membership-cords-da.md +++ b/compendium/equipment/items/membership-cords-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Membership Cords"] --- # Membership Cords *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 5 gp diff --git a/compendium/equipment/items/memoir-map-tv.md b/compendium/equipment/items/memoir-map-tv.md index e543f762e..8a51b8d77 100644 --- a/compendium/equipment/items/memoir-map-tv.md +++ b/compendium/equipment/items/memoir-map-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Memoir Map"] --- # Memoir Map *Item 1* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 13 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/memory-palace-lotgb.md b/compendium/equipment/items/memory-palace-lotgb.md index 03b28221a..54a4b7159 100644 --- a/compendium/equipment/items/memory-palace-lotgb.md +++ b/compendium/equipment/items/memory-palace-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Memory Palace"] --- # Memory Palace *Item 14* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4200 gp - **Bulk** — (when not activated) diff --git a/compendium/equipment/items/menacing-tv.md b/compendium/equipment/items/menacing-tv.md index 6f62b31ad..ec1803526 100644 --- a/compendium/equipment/items/menacing-tv.md +++ b/compendium/equipment/items/menacing-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Menacing"] --- # Menacing *Item 3+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** applied any visible article of clothing - **Category** Rune diff --git a/compendium/equipment/items/menders-soup-tv.md b/compendium/equipment/items/menders-soup-tv.md index efbd9575e..6c7700d32 100644 --- a/compendium/equipment/items/menders-soup-tv.md +++ b/compendium/equipment/items/menders-soup-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Mender's Soup"] --- # Mender's Soup *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Price** 5 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/mending-lattice.md b/compendium/equipment/items/mending-lattice.md index e414bf144..617e7681d 100644 --- a/compendium/equipment/items/mending-lattice.md +++ b/compendium/equipment/items/mending-lattice.md @@ -12,7 +12,7 @@ tags: aliases: ["Mending Lattice"] --- # Mending Lattice *Item 13* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 525 gp - **Usage** affixed to a shield or weapon; **Bulk** — diff --git a/compendium/equipment/items/mentalists-staff.md b/compendium/equipment/items/mentalists-staff.md index 4aed40df4..437cfcb97 100644 --- a/compendium/equipment/items/mentalists-staff.md +++ b/compendium/equipment/items/mentalists-staff.md @@ -10,7 +10,7 @@ tags: aliases: ["Mentalist's Staff"] --- # Mentalist's Staff *Item 4+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/merchants-guile-fop.md b/compendium/equipment/items/merchants-guile-fop.md index c6c25170b..b605303d4 100644 --- a/compendium/equipment/items/merchants-guile-fop.md +++ b/compendium/equipment/items/merchants-guile-fop.md @@ -10,7 +10,7 @@ tags: aliases: ["Merchant's Guile"] --- # Merchant's Guile *Item 5* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** worn diff --git a/compendium/equipment/items/merciful-balm-tv.md b/compendium/equipment/items/merciful-balm-tv.md index 9ce2e88e5..a313079b8 100644 --- a/compendium/equipment/items/merciful-balm-tv.md +++ b/compendium/equipment/items/merciful-balm-tv.md @@ -11,13 +11,13 @@ tags: aliases: ["Merciful Balm"] --- # Merciful Balm *Item 1* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 3 gp - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Oil -Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the [nonlethal](rules/traits/nonlethal.md) trait for 1 hour. +Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait for 1 hour. *Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/merciful-tv.md b/compendium/equipment/items/merciful-tv.md index c2f5a0111..c099e4878 100644 --- a/compendium/equipment/items/merciful-tv.md +++ b/compendium/equipment/items/merciful-tv.md @@ -10,14 +10,14 @@ tags: aliases: ["Merciful"] --- # Merciful *Item 4* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 70 gp - **Usage** etched onto a weapon - **Category** Rune -Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the [nonlethal](rules/traits/nonlethal.md) trait and can't be used to make a lethal attack. Any [persistent damage](rules/conditions.md#Persistent%20Damage) the weapon would deal is negated. +Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait and can't be used to make a lethal attack. Any [persistent damage](rules/conditions.md#Persistent%20Damage) the weapon would deal is negated. -On a critical hit, a merciful weapon causes the target to become [fascinated](rules/conditions.md#Fascinated) with the weapon's wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a [mental](rules/traits/mental.md) effect. If you have access to the weapon's critical specialization effect, you choose whether to use it or the merciful effect. +On a critical hit, a merciful weapon causes the target to become [fascinated](rules/conditions.md#Fascinated) with the weapon's wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. If you have access to the weapon's critical specialization effect, you choose whether to use it or the merciful effect. *Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/mercurial-mantle-som.md b/compendium/equipment/items/mercurial-mantle-som.md index 83e500150..ceef40807 100644 --- a/compendium/equipment/items/mercurial-mantle-som.md +++ b/compendium/equipment/items/mercurial-mantle-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Mercurial Mantle"] --- # Mercurial Mantle *Item 18* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 24000 gp - **Usage** worn cloak; **Bulk** L @@ -35,7 +35,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger**: An enemy misses you with a melee [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/mesmerizing-opal.md b/compendium/equipment/items/mesmerizing-opal.md index 439769467..685b5751f 100644 --- a/compendium/equipment/items/mesmerizing-opal.md +++ b/compendium/equipment/items/mesmerizing-opal.md @@ -11,7 +11,7 @@ tags: aliases: ["Mesmerizing Opal"] --- # Mesmerizing Opal *Item 2* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 7 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/messenger-missive-tv.md b/compendium/equipment/items/messenger-missive-tv.md index 8d038a76b..3db38db1c 100644 --- a/compendium/equipment/items/messenger-missive-tv.md +++ b/compendium/equipment/items/messenger-missive-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Messenger Missive"] --- # Messenger Missive *Item 4+* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Usage** held in 1 hand; **Bulk** — - **Activate** envision, , [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/messengers-ring.md b/compendium/equipment/items/messengers-ring.md index d3b0b2c8b..7b74191d2 100644 --- a/compendium/equipment/items/messengers-ring.md +++ b/compendium/equipment/items/messengers-ring.md @@ -10,7 +10,7 @@ tags: aliases: ["Messenger's Ring"] --- # Messenger's Ring *Item 9+* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/metalmist-sphere-lopsg.md b/compendium/equipment/items/metalmist-sphere-lopsg.md index 2843f88e6..f03447155 100644 --- a/compendium/equipment/items/metalmist-sphere-lopsg.md +++ b/compendium/equipment/items/metalmist-sphere-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Metalmist Sphere"] --- # Metalmist Sphere *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/meteor-hammer-tv.md b/compendium/equipment/items/meteor-hammer-tv.md index 283c227a7..17d43e97b 100644 --- a/compendium/equipment/items/meteor-hammer-tv.md +++ b/compendium/equipment/items/meteor-hammer-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Meteor Hammer"] --- # Meteor Hammer *Item 0* -[backswing](rules/traits/backswing.md) [disarm](rules/traits/disarm.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 3 gp - **Bulk** 2 diff --git a/compendium/equipment/items/metronomic-hammer-ooa2.md b/compendium/equipment/items/metronomic-hammer-ooa2.md index a1cd64db4..396e26679 100644 --- a/compendium/equipment/items/metronomic-hammer-ooa2.md +++ b/compendium/equipment/items/metronomic-hammer-ooa2.md @@ -10,7 +10,7 @@ tags: aliases: ["Metronomic Hammer"] --- # Metronomic Hammer *Item 5* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** held in 1 or 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/midday-lantern-sot4.md b/compendium/equipment/items/midday-lantern-sot4.md index d11761a42..b506b4208 100644 --- a/compendium/equipment/items/midday-lantern-sot4.md +++ b/compendium/equipment/items/midday-lantern-sot4.md @@ -11,7 +11,7 @@ tags: aliases: ["Midday Lantern"] --- # Midday Lantern *Item 6+* -[light](rules/traits/light.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/mind-swap-potion-tv.md b/compendium/equipment/items/mind-swap-potion-tv.md index 98742ce64..2385e8f55 100644 --- a/compendium/equipment/items/mind-swap-potion-tv.md +++ b/compendium/equipment/items/mind-swap-potion-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Mind-Swap Potion"] --- # Mind-Swap Potion *Item 15* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [possession](rules/traits/possession.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [possession](rules/traits/possession.md "Possession Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/mindfog-mist.md b/compendium/equipment/items/mindfog-mist.md index b51589519..3bb22f523 100644 --- a/compendium/equipment/items/mindfog-mist.md +++ b/compendium/equipment/items/mindfog-mist.md @@ -11,7 +11,7 @@ tags: aliases: ["Mindfog Mist"] --- # Mindfog Mist *Item 15* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/mindlance-tv.md b/compendium/equipment/items/mindlance-tv.md index 13df9b965..05ade4146 100644 --- a/compendium/equipment/items/mindlance-tv.md +++ b/compendium/equipment/items/mindlance-tv.md @@ -11,12 +11,12 @@ tags: aliases: ["Mindlance"] --- # Mindlance *Item 8* -[arcane](rules/traits/arcane.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Usage** held in two hands; **Bulk** 2 - **Category** Held -This +1 striking arquebusG&G is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the [nonlethal](rules/traits/nonlethal.md) trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes [frightened](rules/conditions.md#Frightened) unless it succeeds at a DC 24 Will save. +This +1 striking arquebusG&G is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes [frightened](rules/conditions.md#Frightened) unless it succeeds at a DC 24 Will save. *Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/mindlock-shot-tv.md b/compendium/equipment/items/mindlock-shot-tv.md index f9e07dec4..cb248b0b3 100644 --- a/compendium/equipment/items/mindlock-shot-tv.md +++ b/compendium/equipment/items/mindlock-shot-tv.md @@ -10,13 +10,13 @@ tags: aliases: ["Mindlock Shot"] --- # Mindlock Shot *Item 11* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 250 gp - **Ammunition** any - **Activate** command, , envision - **Category** Consumable -Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). If you hit a creature with the ammunition, it falls under a [mental](rules/traits/mental.md) effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose [Stride](rules/actions/stride.md), the target can [Step](rules/actions/step.md) if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters. +Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). If you hit a creature with the ammunition, it falls under a [mental](rules/traits/mental.md "Mental Effect Trait") effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose [Stride](rules/actions/stride.md), the target can [Step](rules/actions/step.md) if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters. *Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/minds-light-circlet-tv.md b/compendium/equipment/items/minds-light-circlet-tv.md index b1ccae06d..152673085 100644 --- a/compendium/equipment/items/minds-light-circlet-tv.md +++ b/compendium/equipment/items/minds-light-circlet-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Mind's Light Circlet"] --- # Mind's Light Circlet *Item 11* -[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [light](rules/traits/light.md) [occult](rules/traits/occult.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [light](rules/traits/light.md "Light Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Price** 1200 gp - **Usage** worn headwear; **Bulk** — diff --git a/compendium/equipment/items/mindsponge-gw3.md b/compendium/equipment/items/mindsponge-gw3.md new file mode 100644 index 000000000..28a52fd78 --- /dev/null +++ b/compendium/equipment/items/mindsponge-gw3.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/held +- trait/mental +- trait/necromancy +- trait/occult +- trait/unique +aliases: ["Mindsponge"] +--- +# Mindsponge *Item 9* +[mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") + +- **Price** 700 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp sponge, a mindsponge has no ability to absorb water and, in fact, doesn't seem terribly porous at all. Instead, a mindsponge is used to absorb thoughts and memories from living creatures. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The mindsponge casts modify memory, but only to erase a memory—a mindsponge can't enhance memory clarity, alter memories, or add false memories. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target's brain without killing them. This requires a successful DC 28 [Medicine](compendium/skills.md#Medicine) (master) check; if you fail this check, the target dies before you can use the mindsponge. + +Memories and psychic energy absorbed aren't taken from the target's soul but from energies temporarily infused within the body, so that a creature slain in this way who is later brought back to life retains their harvested memories and energy. The corpse of someone who has had their memories harvested is difficult to communicate with via talking corpse—treat the saving throw result against that spell as one degree of success lower than the actual result. + +A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an [Interact](rules/actions/interact.md) action with the envision trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained. +``` + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/minotaur-chair-lotgb.md b/compendium/equipment/items/minotaur-chair-lotgb.md index 2cb6eb85e..4944c5ef5 100644 --- a/compendium/equipment/items/minotaur-chair-lotgb.md +++ b/compendium/equipment/items/minotaur-chair-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Minotaur Chair"] --- # Minotaur Chair *Item 9* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 600 gp - **Bulk** 4 diff --git a/compendium/equipment/items/miogimos-mask-aoe5.md b/compendium/equipment/items/miogimos-mask-aoe5.md index 1a26be872..c61a0e9be 100644 --- a/compendium/equipment/items/miogimos-mask-aoe5.md +++ b/compendium/equipment/items/miogimos-mask-aoe5.md @@ -11,7 +11,7 @@ tags: aliases: ["Miogimo's Mask"] --- # Miogimo's Mask *Item 16* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 9500 gp - **Usage** worn mask; **Bulk** L diff --git a/compendium/equipment/items/mirror-ball-snare-lotgb.md b/compendium/equipment/items/mirror-ball-snare-lotgb.md index 3a5ec28c1..7743310d4 100644 --- a/compendium/equipment/items/mirror-ball-snare-lotgb.md +++ b/compendium/equipment/items/mirror-ball-snare-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Mirror-ball Snare"] --- # Mirror-ball Snare *Item 6* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 40 gp - **Category** Snare diff --git a/compendium/equipment/items/mirror-goggles-tv.md b/compendium/equipment/items/mirror-goggles-tv.md index 3a5921e47..d24a798a1 100644 --- a/compendium/equipment/items/mirror-goggles-tv.md +++ b/compendium/equipment/items/mirror-goggles-tv.md @@ -10,17 +10,17 @@ tags: aliases: ["Mirror Goggles"] --- # Mirror Goggles *Item 5+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn eyepiece; **Bulk** — - **Category** Worn -These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks and to saving throws against [visual](rules/traits/visual.md) effects. +These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks and to saving throws against [visual](rules/traits/visual.md "Visual Effect Trait") effects. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: A creature within 60 feet targets you with a [visual](rules/traits/visual.md) effect +- **Trigger**: A creature within 60 feet targets you with a [visual](rules/traits/visual.md "Visual Effect Trait") effect **Effect** You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). The creature is temporarily immune for 1 hour. ``` diff --git a/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md b/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md index afcbc2a17..e35fcbae7 100644 --- a/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md +++ b/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Mirror Of Sleeping Vigil"] --- # Mirror Of Sleeping Vigil *Item 7* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 300 gp - **Usage** worn; **Bulk** L @@ -20,6 +20,6 @@ aliases: ["Mirror Of Sleeping Vigil"] This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self. -You do not take the –4 status penalty to visual [Perception](compendium/skills.md#Perception) checks in that area or gain the [blinded](rules/conditions.md#Blinded) condition from being [unconscious](rules/conditions.md#Unconscious) against creatures in that area. As long as you fell asleep voluntarily and not from a [sleep](rules/traits/sleep.md) effect, you can automatically wake up from sleep if there is visible activity around you. +You do not take the –4 status penalty to visual [Perception](compendium/skills.md#Perception) checks in that area or gain the [blinded](rules/conditions.md#Blinded) condition from being [unconscious](rules/conditions.md#Unconscious) against creatures in that area. As long as you fell asleep voluntarily and not from a [sleep](rules/traits/sleep.md "Sleep Effect Trait") effect, you can automatically wake up from sleep if there is visible activity around you. *Source: Lost Omens: The Grand Bazaar p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-of-sorshen-gmg.md b/compendium/equipment/items/mirror-of-sorshen-gmg.md index 784980063..57cedbf7e 100644 --- a/compendium/equipment/items/mirror-of-sorshen-gmg.md +++ b/compendium/equipment/items/mirror-of-sorshen-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Mirror Of Sorshen"] --- # Mirror Of Sorshen *Item 25* -[artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** bonded (see below); **Bulk** L - **Category** Artifact @@ -20,7 +20,7 @@ The silvery glass of this oval mirror displays alluring sights. Its dark wooden The mirror can form a bond with a spellcaster who has legendary proficiency in [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), who becomes the mirror's owner. Regardless of where the mirror is, as long as the bond remains, the owner is aware of everything the mirror is currently reflecting and can use the mirror's activations. -Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find irresistible—most often one they find attractive. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are [fascinated](rules/conditions.md#Fascinated) by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, enchantment, [incapacitation](rules/traits/incapacitation.md), and [visual](rules/traits/visual.md) effect. Creatures that are [fascinated](rules/conditions.md#Fascinated) by the mirror are so deeply entranced that they don't end their [fascinated](rules/conditions.md#Fascinated) condition automatically even if a creature uses [hostile](rules/conditions.md#Hostile) actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM's discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror's fascination. +Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find irresistible—most often one they find attractive. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are [fascinated](rules/conditions.md#Fascinated) by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, enchantment, [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") effect. Creatures that are [fascinated](rules/conditions.md#Fascinated) by the mirror are so deeply entranced that they don't end their [fascinated](rules/conditions.md#Fascinated) condition automatically even if a creature uses [hostile](rules/conditions.md#Hostile) actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM's discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror's fascination. ```ad-embed-ability title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") diff --git a/compendium/equipment/items/mirror-robe-lotgb.md b/compendium/equipment/items/mirror-robe-lotgb.md index 007e1e631..a6f2a4c07 100644 --- a/compendium/equipment/items/mirror-robe-lotgb.md +++ b/compendium/equipment/items/mirror-robe-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Mirror Robe"] --- # Mirror Robe *Item 3* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp - **Usage** worn clothing; **Bulk** L diff --git a/compendium/equipment/items/misdirecting-haversack-lotgb.md b/compendium/equipment/items/misdirecting-haversack-lotgb.md index 4cdeca813..41bb76488 100644 --- a/compendium/equipment/items/misdirecting-haversack-lotgb.md +++ b/compendium/equipment/items/misdirecting-haversack-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Misdirecting Haversack"] --- # Misdirecting Haversack *Item 6* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/misleading-tv.md b/compendium/equipment/items/misleading-tv.md index cac732153..c2105f5b8 100644 --- a/compendium/equipment/items/misleading-tv.md +++ b/compendium/equipment/items/misleading-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Misleading"] --- # Misleading *Item 16* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 8000 gp - **Usage** etched onto light armor diff --git a/compendium/equipment/items/missive-mint-tv.md b/compendium/equipment/items/missive-mint-tv.md index f040ad03a..aa7010d39 100644 --- a/compendium/equipment/items/missive-mint-tv.md +++ b/compendium/equipment/items/missive-mint-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Missive Mint"] --- # Missive Mint *Item 1* -[alchemical](rules/traits/alchemical.md) [auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [linguistic](rules/traits/linguistic.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/mistform-elixir.md b/compendium/equipment/items/mistform-elixir.md index df9db9fc4..aa86a47b9 100644 --- a/compendium/equipment/items/mistform-elixir.md +++ b/compendium/equipment/items/mistform-elixir.md @@ -12,7 +12,7 @@ tags: aliases: ["Mistform Elixir"] --- # Mistform Elixir *Item 4+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/mistranslators-draft-da.md b/compendium/equipment/items/mistranslators-draft-da.md index c9926b6e5..7fe0eb8d9 100644 --- a/compendium/equipment/items/mistranslators-draft-da.md +++ b/compendium/equipment/items/mistranslators-draft-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Mistranslator's Draft"] --- # Mistranslator's Draft *Item 9* -[consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/miter-of-communion-logm.md b/compendium/equipment/items/miter-of-communion-logm.md index 5757e715b..7fbb75753 100644 --- a/compendium/equipment/items/miter-of-communion-logm.md +++ b/compendium/equipment/items/miter-of-communion-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Miter Of Communion"] --- # Miter Of Communion *Item 10* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 800 gp - **Usage** worn headwear; **Bulk** L diff --git a/compendium/equipment/items/mithral-armor.md b/compendium/equipment/items/mithral-armor.md index f66fd4785..58a567b7f 100644 --- a/compendium/equipment/items/mithral-armor.md +++ b/compendium/equipment/items/mithral-armor.md @@ -8,7 +8,7 @@ tags: aliases: ["Mithral Armor"] --- # Mithral Armor *Item 12+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/mithral-shield.md b/compendium/equipment/items/mithral-shield.md index cc2947d3f..82f4a8d33 100644 --- a/compendium/equipment/items/mithral-shield.md +++ b/compendium/equipment/items/mithral-shield.md @@ -8,7 +8,7 @@ tags: aliases: ["Mithral Shield"] --- # Mithral Shield *Item 8+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by shield - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/mithral-weapon.md b/compendium/equipment/items/mithral-weapon.md index ba7163d31..7ac7d74f7 100644 --- a/compendium/equipment/items/mithral-weapon.md +++ b/compendium/equipment/items/mithral-weapon.md @@ -8,7 +8,7 @@ tags: aliases: ["Mithral Weapon"] --- # Mithral Weapon *Item 11+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/mithral.md b/compendium/equipment/items/mithral.md index feb5abff0..f3e839f62 100644 --- a/compendium/equipment/items/mithral.md +++ b/compendium/equipment/items/mithral.md @@ -9,7 +9,7 @@ tags: aliases: ["Mithral"] --- # Mithral *Item 8+* -[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) +[precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Category** Material @@ -18,14 +18,14 @@ Mithral is renowned for its lightness, durability, and effectiveness against a r | Mithral Items | Hardness | HP | BT | |---------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 5 | 20 | 10 | -| High-grade | 8 | 32 | 16 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 9 | 36 | 18 | -| High-grade | 12 | 48 | 24 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 18 | 72 | 36 | -| High-grade | 24 | 96 | 48 | +| multiRow | | +| multiRow | | *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/mnemonic-acid-aoe3.md b/compendium/equipment/items/mnemonic-acid-aoe3.md index 317cfe373..dfc732e05 100644 --- a/compendium/equipment/items/mnemonic-acid-aoe3.md +++ b/compendium/equipment/items/mnemonic-acid-aoe3.md @@ -11,7 +11,7 @@ tags: aliases: ["Mnemonic Acid"] --- # Mnemonic Acid *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 75 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/monkey-pin.md b/compendium/equipment/items/monkey-pin.md index f27ceefa3..c6a82c9f1 100644 --- a/compendium/equipment/items/monkey-pin.md +++ b/compendium/equipment/items/monkey-pin.md @@ -11,7 +11,7 @@ tags: aliases: ["Monkey Pin"] --- # Monkey Pin *Item 2* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 6 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/monkeys-fist-aoe1.md b/compendium/equipment/items/monkeys-fist-aoe1.md index 1ceb85a3d..7a79fc71e 100644 --- a/compendium/equipment/items/monkeys-fist-aoe1.md +++ b/compendium/equipment/items/monkeys-fist-aoe1.md @@ -10,7 +10,7 @@ tags: aliases: ["Monkey's Fist"] --- # Monkey's Fist *Item 0* -[finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [nonlethal](rules/traits/nonlethal.md) +[finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") - **Price** 1 sp - **Damage** `1d6` B diff --git a/compendium/equipment/items/monkeys-paw-gmg.md b/compendium/equipment/items/monkeys-paw-gmg.md index 8735fa493..c2f2d9bf2 100644 --- a/compendium/equipment/items/monkeys-paw-gmg.md +++ b/compendium/equipment/items/monkeys-paw-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Monkey's Paw"] --- # Monkey's Paw *Item 20* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [misfortune](rules/traits/misfortune.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/moonlit-chain.md b/compendium/equipment/items/moonlit-chain.md index b3c700de3..7aa24e1f6 100644 --- a/compendium/equipment/items/moonlit-chain.md +++ b/compendium/equipment/items/moonlit-chain.md @@ -10,7 +10,7 @@ tags: aliases: ["Moonlit Chain"] --- # Moonlit Chain *Item 7* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 360 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/moonlit-ink-da.md b/compendium/equipment/items/moonlit-ink-da.md index fb1ef56a3..359c1a5e0 100644 --- a/compendium/equipment/items/moonlit-ink-da.md +++ b/compendium/equipment/items/moonlit-ink-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Moonlit Ink"] --- # Moonlit Ink *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 5 gp diff --git a/compendium/equipment/items/moonlit-spellgun-tv.md b/compendium/equipment/items/moonlit-spellgun-tv.md index cf63951a4..360fe4afc 100644 --- a/compendium/equipment/items/moonlit-spellgun-tv.md +++ b/compendium/equipment/items/moonlit-spellgun-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Moonlit Spellgun"] --- # Moonlit Spellgun *Item 2+* -[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [spellgun](rules/traits/spellgun-tv.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/moonstone-diadem-ec2.md b/compendium/equipment/items/moonstone-diadem-ec2.md index e0a2660b6..2d08fcf13 100644 --- a/compendium/equipment/items/moonstone-diadem-ec2.md +++ b/compendium/equipment/items/moonstone-diadem-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Moonstone Diadem"] --- # Moonstone Diadem *Item 8* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 500 gp - **Usage** worn circlet; **Bulk** L diff --git a/compendium/equipment/items/morningstar.md b/compendium/equipment/items/morningstar.md index 19e7ceea6..0449e8998 100644 --- a/compendium/equipment/items/morningstar.md +++ b/compendium/equipment/items/morningstar.md @@ -8,7 +8,7 @@ tags: aliases: ["Morningstar"] --- # Morningstar *Item 0* -[versatile

](rules/traits/versatile.md) +[versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/mortal-chronicle-tv.md b/compendium/equipment/items/mortal-chronicle-tv.md index 0be495b44..a7695c7fb 100644 --- a/compendium/equipment/items/mortal-chronicle-tv.md +++ b/compendium/equipment/items/mortal-chronicle-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Mortal Chronicle"] --- # Mortal Chronicle *Item 1* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 10 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/mortalis-coin-tv.md b/compendium/equipment/items/mortalis-coin-tv.md index a8d07cd57..2dbb4cc20 100644 --- a/compendium/equipment/items/mortalis-coin-tv.md +++ b/compendium/equipment/items/mortalis-coin-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Mortalis Coin"] --- # Mortalis Coin *Item 4* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 20 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/mortar-of-hidden-meaning-logm.md b/compendium/equipment/items/mortar-of-hidden-meaning-logm.md index 7f305f39d..ea2b66a3a 100644 --- a/compendium/equipment/items/mortar-of-hidden-meaning-logm.md +++ b/compendium/equipment/items/mortar-of-hidden-meaning-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Mortar Of Hidden Meaning"] --- # Mortar Of Hidden Meaning *Item 4* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 75 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/mother-maw-tv.md b/compendium/equipment/items/mother-maw-tv.md index c517007b8..bb019961d 100644 --- a/compendium/equipment/items/mother-maw-tv.md +++ b/compendium/equipment/items/mother-maw-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Mother Maw"] --- # Mother Maw *Item 15* -[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** placed on a surface; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/mountain-to-the-sky-lol.md b/compendium/equipment/items/mountain-to-the-sky-lol.md index 5163db74d..d9b86b841 100644 --- a/compendium/equipment/items/mountain-to-the-sky-lol.md +++ b/compendium/equipment/items/mountain-to-the-sky-lol.md @@ -11,12 +11,12 @@ tags: aliases: ["Mountain To The Sky"] --- # Mountain To The Sky *Item 16* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [unique](rules/traits/unique.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 10000 gp - **Usage** held in 1 hand - **Category** Structure -This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 [Athletics](compendium/skills.md#Athletics) check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, so long as no living creatures are present on the mountain. +This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 [Athletics](compendium/skills.md#Athletics) check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits, so long as no living creatures are present on the mountain. *Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/mourners-dawnlight-fulu-tv.md b/compendium/equipment/items/mourners-dawnlight-fulu-tv.md index 8110d7293..bbbbac261 100644 --- a/compendium/equipment/items/mourners-dawnlight-fulu-tv.md +++ b/compendium/equipment/items/mourners-dawnlight-fulu-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Mourner's Dawnlight Fulu"] --- # Mourner's Dawnlight Fulu *Item 9* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 120 gp - **Usage** held in 2 hands; **Bulk** — diff --git a/compendium/equipment/items/mudrock-snare-lotgb.md b/compendium/equipment/items/mudrock-snare-lotgb.md index ae22f9d60..83619faa2 100644 --- a/compendium/equipment/items/mudrock-snare-lotgb.md +++ b/compendium/equipment/items/mudrock-snare-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Mudrock Snare"] --- # Mudrock Snare *Item 10* -[consumable](rules/traits/consumable.md) [kobold](rules/traits/kobold-b1.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 170 gp - **Category** Snare diff --git a/compendium/equipment/items/mukradi-jar-tv.md b/compendium/equipment/items/mukradi-jar-tv.md index aafdbd70d..9eeb61a5f 100644 --- a/compendium/equipment/items/mukradi-jar-tv.md +++ b/compendium/equipment/items/mukradi-jar-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Mukradi Jar"] --- # Mukradi Jar *Item 15* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 1300 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/mummified-bat.md b/compendium/equipment/items/mummified-bat.md index 341ca4469..7f8c82d97 100644 --- a/compendium/equipment/items/mummified-bat.md +++ b/compendium/equipment/items/mummified-bat.md @@ -11,7 +11,7 @@ tags: aliases: ["Mummified Bat"] --- # Mummified Bat *Item 10* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 175 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/murderers-knot.md b/compendium/equipment/items/murderers-knot.md index 205013fae..5fed74e87 100644 --- a/compendium/equipment/items/murderers-knot.md +++ b/compendium/equipment/items/murderers-knot.md @@ -11,7 +11,7 @@ tags: aliases: ["Murderer's Knot"] --- # Murderer's Knot *Item 7* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 66 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/mustard-powder-tv.md b/compendium/equipment/items/mustard-powder-tv.md index 15ed3a64b..789f4cbb5 100644 --- a/compendium/equipment/items/mustard-powder-tv.md +++ b/compendium/equipment/items/mustard-powder-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Mustard Powder"] --- # Mustard Powder *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/mutagenic-renovator-ooa3.md b/compendium/equipment/items/mutagenic-renovator-ooa3.md index f2c3cf74d..0cfb79c81 100644 --- a/compendium/equipment/items/mutagenic-renovator-ooa3.md +++ b/compendium/equipment/items/mutagenic-renovator-ooa3.md @@ -12,7 +12,7 @@ tags: aliases: ["Mutagenic Renovator"] --- # Mutagenic Renovator *Item 10* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 180 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/naginata-tv.md b/compendium/equipment/items/naginata-tv.md index 6265697cb..5ec15c4ef 100644 --- a/compendium/equipment/items/naginata-tv.md +++ b/compendium/equipment/items/naginata-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Naginata"] --- # Naginata *Item 0* -[deadly ](rules/traits/deadly.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 3 gp - **Bulk** 2 diff --git a/compendium/equipment/items/nauseating-snare-apg.md b/compendium/equipment/items/nauseating-snare-apg.md index e045d9f41..a804712b5 100644 --- a/compendium/equipment/items/nauseating-snare-apg.md +++ b/compendium/equipment/items/nauseating-snare-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Nauseating Snare"] --- # Nauseating Snare *Item 6* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [poison](rules/traits/poison.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 40 gp - **Category** Poison diff --git a/compendium/equipment/items/navigators-star-tv.md b/compendium/equipment/items/navigators-star-tv.md index 12d08f7ac..08d4179e6 100644 --- a/compendium/equipment/items/navigators-star-tv.md +++ b/compendium/equipment/items/navigators-star-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Navigator's Star"] --- # Navigator's Star *Item 1* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 18 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/necklace-of-fireballs-bb.md b/compendium/equipment/items/necklace-of-fireballs-bb.md index a2a76024e..14c8cb76f 100644 --- a/compendium/equipment/items/necklace-of-fireballs-bb.md +++ b/compendium/equipment/items/necklace-of-fireballs-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Necklace of Fireballs"] --- # Necklace of Fireballs *Item 5* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 44 gp - **Usage** worn @@ -19,7 +19,7 @@ This hemp string has several lustrous, red beads of various sizes hanging from i ```ad-embed-ability title: Pluck a Sphere [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") You detach a sphere from the necklace, causing it to glow with orange light. If you or anyone else hurls it (an [Interact](rules/actions/interact.md) action with the ranged trait), it detonates where it lands in a 20-foot burst. A large sphere deals `6d6` fire damage, and a small one deals `4d6` fire damage. Any creature in the area must attempt a DC 21 basic Reflex save. Your toss can place the center of the fireball anywhere within 70 feet. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. %% #trait/manipulate %% diff --git a/compendium/equipment/items/necklace-of-fireballs.md b/compendium/equipment/items/necklace-of-fireballs.md index bce69d4c3..45a2604aa 100644 --- a/compendium/equipment/items/necklace-of-fireballs.md +++ b/compendium/equipment/items/necklace-of-fireballs.md @@ -10,7 +10,7 @@ tags: aliases: ["Necklace of Fireballs"] --- # Necklace of Fireballs *Item 5+* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/necklace-of-knives-logm.md b/compendium/equipment/items/necklace-of-knives-logm.md index 742b5855b..185b0d832 100644 --- a/compendium/equipment/items/necklace-of-knives-logm.md +++ b/compendium/equipment/items/necklace-of-knives-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Necklace Of Knives"] --- # Necklace Of Knives *Item 2* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Pharasma](compendium/setting/deities/pharasma.md) - **Price** 25 gp diff --git a/compendium/equipment/items/necklace-of-strangulation-gmg.md b/compendium/equipment/items/necklace-of-strangulation-gmg.md index 94e23edc6..ae0acf80a 100644 --- a/compendium/equipment/items/necklace-of-strangulation-gmg.md +++ b/compendium/equipment/items/necklace-of-strangulation-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Necklace Of Strangulation"] --- # Necklace Of Strangulation *Item 15* -[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn necklace; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/necrotic-bomb-av3.md b/compendium/equipment/items/necrotic-bomb-av3.md index 772fd1ee0..bd3e5cbc0 100644 --- a/compendium/equipment/items/necrotic-bomb-av3.md +++ b/compendium/equipment/items/necrotic-bomb-av3.md @@ -12,7 +12,7 @@ tags: aliases: ["Necrotic Bomb"] --- # Necrotic Bomb *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [negative](rules/traits/negative.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/nectar-of-purification.md b/compendium/equipment/items/nectar-of-purification.md index fba37b806..6b2131a0d 100644 --- a/compendium/equipment/items/nectar-of-purification.md +++ b/compendium/equipment/items/nectar-of-purification.md @@ -11,7 +11,7 @@ tags: aliases: ["Nectar of Purification"] --- # Nectar of Purification *Item 1* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/nemesis-name-tv.md b/compendium/equipment/items/nemesis-name-tv.md index 03eef8924..2de9d0e10 100644 --- a/compendium/equipment/items/nemesis-name-tv.md +++ b/compendium/equipment/items/nemesis-name-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Nemesis Name"] --- # Nemesis Name *Item 9* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 650 gp - **Usage** tattooed on the body; **Bulk** — @@ -23,7 +23,7 @@ You gain a +2 status bonus to damage rolls against the creature named on your ta ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md) +[mental](rules/traits/mental.md "Mental Effect Trait") - **Requirements**: You can see your nemesis, and they're within 30 feet of you diff --git a/compendium/equipment/items/neophytes-fipple-tv.md b/compendium/equipment/items/neophytes-fipple-tv.md index 654a9e953..39072dd72 100644 --- a/compendium/equipment/items/neophytes-fipple-tv.md +++ b/compendium/equipment/items/neophytes-fipple-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Neophyte's Fipple"] --- # Neophyte's Fipple *Item 3* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 8 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/net-apg.md b/compendium/equipment/items/net-apg.md index 0c49eece2..28035f0fc 100644 --- a/compendium/equipment/items/net-apg.md +++ b/compendium/equipment/items/net-apg.md @@ -13,7 +13,7 @@ aliases: ["Net"] - **Hands** 2 - **Category** Adventuring Gear -You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to [Grapple](rules/actions/grapple.md) a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to [Grapple](rules/actions/grapple.md) to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to [Escape](rules/actions/escape.md) unless you are adjacent to them, and it can attempt a DC 16 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) the net entirely. Once the target is no longer [grabbed](rules/conditions.md#Grabbed), the net is unwieldy until refolded as a [Concentrate](rules/traits/concentrate.md) action that requires two hands; if used without being refolded, [Grapple](rules/actions/grapple.md) checks made with the net take a –2 penalty. +You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to [Grapple](rules/actions/grapple.md) a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to [Grapple](rules/actions/grapple.md) to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to [Escape](rules/actions/escape.md) unless you are adjacent to them, and it can attempt a DC 16 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) the net entirely. Once the target is no longer [grabbed](rules/conditions.md#Grabbed), the net is unwieldy until refolded as a [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") action that requires two hands; if used without being refolded, [Grapple](rules/actions/grapple.md) checks made with the net take a –2 penalty. When the net is unattached, you can attempt a ranged attack roll against a Medium or smaller creature within 20 feet. On a hit, the target is [flat-footed](rules/conditions.md#Flat-footed) and takes a –10- foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also [immobilized](rules/conditions.md#Immobilized) until it Escapes. The [Escape](rules/actions/escape.md) DC is 16. A creature adjacent to the target can [Interact](rules/actions/interact.md) to remove the net. diff --git a/compendium/equipment/items/nethysian-bulwark-aoa5.md b/compendium/equipment/items/nethysian-bulwark-aoa5.md index c48725815..ff9b25214 100644 --- a/compendium/equipment/items/nethysian-bulwark-aoa5.md +++ b/compendium/equipment/items/nethysian-bulwark-aoa5.md @@ -11,7 +11,7 @@ tags: aliases: ["Nethysian Bulwark"] --- # Nethysian Bulwark *Item 16* -[abjuration](rules/traits/abjuration.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/nettleweed-residue.md b/compendium/equipment/items/nettleweed-residue.md index 6df85d10a..b22bc2cf3 100644 --- a/compendium/equipment/items/nettleweed-residue.md +++ b/compendium/equipment/items/nettleweed-residue.md @@ -11,7 +11,7 @@ tags: aliases: ["Nettleweed Residue"] --- # Nettleweed Residue *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 75 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/nevercold-tv.md b/compendium/equipment/items/nevercold-tv.md index ddfff838a..c1b80d523 100644 --- a/compendium/equipment/items/nevercold-tv.md +++ b/compendium/equipment/items/nevercold-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Nevercold"] --- # Nevercold *Item 10+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** diff --git a/compendium/equipment/items/nightmare-cudgel-aoe5.md b/compendium/equipment/items/nightmare-cudgel-aoe5.md index 40ab74450..c11e61ac3 100644 --- a/compendium/equipment/items/nightmare-cudgel-aoe5.md +++ b/compendium/equipment/items/nightmare-cudgel-aoe5.md @@ -10,7 +10,7 @@ tags: aliases: ["Nightmare Cudgel"] --- # Nightmare Cudgel *Item 11* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1000 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -20,10 +20,10 @@ Crafted from polished wood, this seemingly mundane club comes with a red leather ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can [Stride](rules/actions/stride.md) twice. For the next minute, whenever you successfully [Strike](rules/actions/strike.md) a creature with the nightmare cudgel, you can use a free action to attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) the struck creature. -%% #trait/mental #trait/emotion %% +%% #trait/emotion #trait/mental %% ``` *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/nightmare-salt-tv.md b/compendium/equipment/items/nightmare-salt-tv.md index a9898af64..c1e8e0eec 100644 --- a/compendium/equipment/items/nightmare-salt-tv.md +++ b/compendium/equipment/items/nightmare-salt-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Nightmare Salt"] --- # Nightmare Salt *Item 20* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 14000 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/nightmare-vapor.md b/compendium/equipment/items/nightmare-vapor.md index 58c15689f..4de4a752c 100644 --- a/compendium/equipment/items/nightmare-vapor.md +++ b/compendium/equipment/items/nightmare-vapor.md @@ -11,7 +11,7 @@ tags: aliases: ["Nightmare Vapor"] --- # Nightmare Vapor *Item 16* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1400 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/nightpitch-tv.md b/compendium/equipment/items/nightpitch-tv.md index c57c1c625..f91b33adb 100644 --- a/compendium/equipment/items/nightpitch-tv.md +++ b/compendium/equipment/items/nightpitch-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Nightpitch"] --- # Nightpitch *Item 5* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/nightstick-aoe1.md b/compendium/equipment/items/nightstick-aoe1.md index 5df392ce4..8c0b5cd9a 100644 --- a/compendium/equipment/items/nightstick-aoe1.md +++ b/compendium/equipment/items/nightstick-aoe1.md @@ -12,7 +12,7 @@ tags: aliases: ["Nightstick"] --- # Nightstick *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [nonlethal](rules/traits/nonlethal.md) [parry](rules/traits/parry.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/nine-ring-sword-logm.md b/compendium/equipment/items/nine-ring-sword-logm.md index 5c3aebf45..928fbbfc1 100644 --- a/compendium/equipment/items/nine-ring-sword-logm.md +++ b/compendium/equipment/items/nine-ring-sword-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Nine-Ring Sword"] --- # Nine-Ring Sword *Item 0* -[disarm](rules/traits/disarm.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 sp - **Bulk** 1 diff --git a/compendium/equipment/items/niyahaat-tv.md b/compendium/equipment/items/niyahaat-tv.md index e7742c199..c9a5e11a1 100644 --- a/compendium/equipment/items/niyahaat-tv.md +++ b/compendium/equipment/items/niyahaat-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Niyaháat"] --- # Niyaháat *Item 0* -[laminar](rules/traits/laminar-tv.md) +[laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") - **Price** 5 gp - **Bulk** 2 diff --git a/compendium/equipment/items/nodachi-tv.md b/compendium/equipment/items/nodachi-tv.md index 22a144b63..ca7299cc0 100644 --- a/compendium/equipment/items/nodachi-tv.md +++ b/compendium/equipment/items/nodachi-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Nodachi"] --- # Nodachi *Item 0* -[brace](rules/traits/brace-tv.md) [deadly ](rules/traits/deadly.md) [reach](rules/traits/reach.md) +[brace](rules/traits/brace-tv.md "Brace Weapon Trait") [deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") - **Price** 6 gp - **Bulk** 2 diff --git a/compendium/equipment/items/noqual-armor-lotgb.md b/compendium/equipment/items/noqual-armor-lotgb.md index d6bf65940..af9fe2876 100644 --- a/compendium/equipment/items/noqual-armor-lotgb.md +++ b/compendium/equipment/items/noqual-armor-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Noqual Armor"] --- # Noqual Armor *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/noqual-lotgb.md b/compendium/equipment/items/noqual-lotgb.md index 18a12e643..f82c3bbd3 100644 --- a/compendium/equipment/items/noqual-lotgb.md +++ b/compendium/equipment/items/noqual-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Noqual"] --- # Noqual *Item 0+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material @@ -18,14 +18,14 @@ Light and strong, noqual also demonstrates a powerful resistance to magic. A sid | Noqual Items | Hardness | HP | BT | |--------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 6 | 24 | 12 | -| High-grade | 10 | 40 | 20 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 10 | 40 | 20 | -| High-grade | 13 | 52 | 26 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 20 | 80 | 40 | -| High-grade | 26 | 104 | 52 | +| multiRow | | +| multiRow | | *Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-shield-lotgb.md b/compendium/equipment/items/noqual-shield-lotgb.md index 237fcf1b2..92c2038c0 100644 --- a/compendium/equipment/items/noqual-shield-lotgb.md +++ b/compendium/equipment/items/noqual-shield-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Noqual Shield"] --- # Noqual Shield *Item 17* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/noqual-weapon-lotgb.md b/compendium/equipment/items/noqual-weapon-lotgb.md index 486edd019..de30b80ea 100644 --- a/compendium/equipment/items/noqual-weapon-lotgb.md +++ b/compendium/equipment/items/noqual-weapon-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Noqual Weapon"] --- # Noqual Weapon *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/north-winds-night-verse-som.md b/compendium/equipment/items/north-winds-night-verse-som.md index 0cadb3afa..fb31d3353 100644 --- a/compendium/equipment/items/north-winds-night-verse-som.md +++ b/compendium/equipment/items/north-winds-night-verse-som.md @@ -11,7 +11,7 @@ tags: aliases: ["North Wind's Night Verse"] --- # North Wind's Night Verse *Item 10* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 900 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -21,12 +21,12 @@ This +1 striking frost katana is always cool to the touch, nearly uncomfortably ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Trigger**: Your spell deals cold damage to a creature **Effect** Choose one creature dealt cold damage by the spell. It takes a –5-foot status penalty to its Speeds for 1 round. -%% #trait/evocation #trait/magical #trait/cold %% +%% #trait/cold #trait/evocation #trait/magical %% ``` *Source: Secrets of Magic p. 187* \ No newline at end of file diff --git a/compendium/equipment/items/nosoi-charm-ngd.md b/compendium/equipment/items/nosoi-charm-ngd.md index 27499de4d..2b105e6ae 100644 --- a/compendium/equipment/items/nosoi-charm-ngd.md +++ b/compendium/equipment/items/nosoi-charm-ngd.md @@ -11,7 +11,7 @@ tags: aliases: ["Nosoi Charm"] --- # Nosoi Charm *Item 12+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Held diff --git a/compendium/equipment/items/noxious-incense-som.md b/compendium/equipment/items/noxious-incense-som.md index bba4fe371..85007f585 100644 --- a/compendium/equipment/items/noxious-incense-som.md +++ b/compendium/equipment/items/noxious-incense-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Noxious Incense"] --- # Noxious Incense *Item 9+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable diff --git a/compendium/equipment/items/noxious-jerkin-ec4.md b/compendium/equipment/items/noxious-jerkin-ec4.md index 229d94ab9..63c9b6a39 100644 --- a/compendium/equipment/items/noxious-jerkin-ec4.md +++ b/compendium/equipment/items/noxious-jerkin-ec4.md @@ -10,7 +10,7 @@ tags: aliases: ["Noxious Jerkin"] --- # Noxious Jerkin *Item 13* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 2800 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/numbing-tonic-tv.md b/compendium/equipment/items/numbing-tonic-tv.md index ff80e6e82..467c23b59 100644 --- a/compendium/equipment/items/numbing-tonic-tv.md +++ b/compendium/equipment/items/numbing-tonic-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Numbing Tonic"] --- # Numbing Tonic *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/nunchaku.md b/compendium/equipment/items/nunchaku.md index fdcb98229..75e1bd210 100644 --- a/compendium/equipment/items/nunchaku.md +++ b/compendium/equipment/items/nunchaku.md @@ -12,7 +12,7 @@ tags: aliases: ["Nunchaku"] --- # Nunchaku *Item 0* -[backswing](rules/traits/backswing.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/o-yoroi-tv.md b/compendium/equipment/items/o-yoroi-tv.md index 4691c6132..b7198cf2d 100644 --- a/compendium/equipment/items/o-yoroi-tv.md +++ b/compendium/equipment/items/o-yoroi-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["O-yoroi"] --- # O-yoroi *Item 2* -[bulwark](rules/traits/bulwark.md) [laminar](rules/traits/laminar-tv.md) +[bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") [laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") - **Price** 35 gp - **Bulk** 5 diff --git a/compendium/equipment/items/oath-of-the-devoted-lome.md b/compendium/equipment/items/oath-of-the-devoted-lome.md index fc01ab92c..a43ae2c1d 100644 --- a/compendium/equipment/items/oath-of-the-devoted-lome.md +++ b/compendium/equipment/items/oath-of-the-devoted-lome.md @@ -13,13 +13,13 @@ tags: aliases: ["Oath Of The Devoted"] --- # Oath Of The Devoted *Item 9* -[contract](rules/traits/contract-lol.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract You gain fire and mental resistance 5. -When you die, you rise as an undead creature with the [zombie](rules/traits/zombie-b1.md) trait on the next round; if you are a PC, you become an NPC under Walkena's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again. +When you die, you rise as an undead creature with the [zombie](rules/traits/zombie-b1.md "Zombie Creature Trait") trait on the next round; if you are a PC, you become an NPC under Walkena's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/equipment/items/oathbow.md b/compendium/equipment/items/oathbow.md index 73092d4fa..af3442a2e 100644 --- a/compendium/equipment/items/oathbow.md +++ b/compendium/equipment/items/oathbow.md @@ -9,7 +9,7 @@ tags: aliases: ["Oathbow"] --- # Oathbow *Item 11* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1300 gp - **Usage** held in 1 hand; **Bulk** 2 diff --git a/compendium/equipment/items/obfuscation-oil.md b/compendium/equipment/items/obfuscation-oil.md index 63b438cc2..9e4ba38ed 100644 --- a/compendium/equipment/items/obfuscation-oil.md +++ b/compendium/equipment/items/obfuscation-oil.md @@ -11,7 +11,7 @@ tags: aliases: ["Obfuscation Oil"] --- # Obfuscation Oil *Item 15* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 1200 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oblivion-essence-aoa5.md b/compendium/equipment/items/oblivion-essence-aoa5.md index 30de39c18..88e6336a7 100644 --- a/compendium/equipment/items/oblivion-essence-aoa5.md +++ b/compendium/equipment/items/oblivion-essence-aoa5.md @@ -12,7 +12,7 @@ tags: aliases: ["Oblivion Essence"] --- # Oblivion Essence *Item 19* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/ochre-fulcrum-lens-av3.md b/compendium/equipment/items/ochre-fulcrum-lens-av3.md index 7fe4d66e5..f0b116f6f 100644 --- a/compendium/equipment/items/ochre-fulcrum-lens-av3.md +++ b/compendium/equipment/items/ochre-fulcrum-lens-av3.md @@ -11,13 +11,13 @@ tags: aliases: ["Ochre Fulcrum Lens"] --- # Ochre Fulcrum Lens *Item 11* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 1400 gp - **Bulk** 2 - **Category** Other -This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against [emotion](rules/traits/emotion.md) effects. You can also activate the lens in the following ways. +This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. You can also activate the lens in the following ways. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/octopus-bottle-tv.md b/compendium/equipment/items/octopus-bottle-tv.md index 0b47eb80d..67764c63f 100644 --- a/compendium/equipment/items/octopus-bottle-tv.md +++ b/compendium/equipment/items/octopus-bottle-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Octopus Bottle"] --- # Octopus Bottle *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ogre-hook-b1.md b/compendium/equipment/items/ogre-hook-b1.md index ff97e06b6..aa8549309 100644 --- a/compendium/equipment/items/ogre-hook-b1.md +++ b/compendium/equipment/items/ogre-hook-b1.md @@ -10,7 +10,7 @@ tags: aliases: ["Ogre Hook"] --- # Ogre Hook *Item 0* -[deadly ](rules/traits/deadly.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Bulk** 2 @@ -18,6 +18,6 @@ aliases: ["Ogre Hook"] - **Hands** 2 - **Category** Martial; **Group** Pick -Ogres are known for using immense, curved picks called ogre hooks. These uncommon weapons cost 1 gp, deal `1d10` piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the [deadly <1d10>](rules/traits/deadly.md) and [trip](rules/traits/trip.md) weapon traits. +Ogres are known for using immense, curved picks called ogre hooks. These uncommon weapons cost 1 gp, deal `1d10` piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the [deadly <1d10>](rules/traits/deadly-1d10.md "Deadly Weapon Trait") and [trip](rules/traits/trip.md "Trip Weapon Trait") weapon traits. *Source: Bestiary p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-animation.md b/compendium/equipment/items/oil-of-animation.md index 24de42c81..d10d377af 100644 --- a/compendium/equipment/items/oil-of-animation.md +++ b/compendium/equipment/items/oil-of-animation.md @@ -12,7 +12,7 @@ tags: aliases: ["Oil of Animation"] --- # Oil of Animation *Item 12* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 330 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oil-of-corpse-restoration-gw3.md b/compendium/equipment/items/oil-of-corpse-restoration-gw3.md new file mode 100644 index 000000000..3a36c628d --- /dev/null +++ b/compendium/equipment/items/oil-of-corpse-restoration-gw3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/oil +- trait/consumable +- trait/magical +- trait/necromancy +- trait/oil +- trait/uncommon +aliases: ["Oil of Corpse Restoration"] +--- +# Oil of Corpse Restoration *Item 9* +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Price** 150 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Adlet spiritual leaders create this thick purple gel so that the dead can temporarily assume their appearance in life during ancestral worship ceremonies. Spreading it over the bones of an undead creature or a lifeless corpse causes the gel to congeal, forming a cosmetic layer that covers or restores any missing or compromised flesh until the body mimics its appearance in life. The dead creature's flesh looks healthy and whole. It gains a +2 circumstance bonus on [Deception](compendium/skills.md#Deception) checks to look like a living creature. The gel does not restore life or Hit Points and the flesh quickly rots away 8 hours after application. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-keen-edges.md b/compendium/equipment/items/oil-of-keen-edges.md index b79aafb44..23f908fcd 100644 --- a/compendium/equipment/items/oil-of-keen-edges.md +++ b/compendium/equipment/items/oil-of-keen-edges.md @@ -12,7 +12,7 @@ tags: aliases: ["Oil of Keen Edges"] --- # Oil of Keen Edges *Item 11* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oil-of-mending.md b/compendium/equipment/items/oil-of-mending.md index 3207b5945..01390be71 100644 --- a/compendium/equipment/items/oil-of-mending.md +++ b/compendium/equipment/items/oil-of-mending.md @@ -11,7 +11,7 @@ tags: aliases: ["Oil of Mending"] --- # Oil of Mending *Item 3* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 9 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oil-of-object-animation-apg.md b/compendium/equipment/items/oil-of-object-animation-apg.md index b117f5a00..accd2166d 100644 --- a/compendium/equipment/items/oil-of-object-animation-apg.md +++ b/compendium/equipment/items/oil-of-object-animation-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Oil Of Object Animation"] --- # Oil Of Object Animation *Item 8+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) @@ -20,6 +20,6 @@ aliases: ["Oil Of Object Animation"] This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object (Bestiary 20) of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. -This animated object has the [minion](rules/traits/minion.md) trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. +This animated object has the [minion](rules/traits/minion.md "Minion Creature Trait") trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. *Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-ownership-tv.md b/compendium/equipment/items/oil-of-ownership-tv.md index 9a4d91e17..bd9d30923 100644 --- a/compendium/equipment/items/oil-of-ownership-tv.md +++ b/compendium/equipment/items/oil-of-ownership-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Oil of Ownership"] --- # Oil of Ownership *Item 3+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/oil-of-potency.md b/compendium/equipment/items/oil-of-potency.md index e12d3809c..81031dd5a 100644 --- a/compendium/equipment/items/oil-of-potency.md +++ b/compendium/equipment/items/oil-of-potency.md @@ -11,7 +11,7 @@ tags: aliases: ["Oil of Potency"] --- # Oil of Potency *Item 2* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 7 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oil-of-repulsion.md b/compendium/equipment/items/oil-of-repulsion.md index 8d5fb297e..123e9b2a8 100644 --- a/compendium/equipment/items/oil-of-repulsion.md +++ b/compendium/equipment/items/oil-of-repulsion.md @@ -11,7 +11,7 @@ tags: aliases: ["Oil of Repulsion"] --- # Oil of Repulsion *Item 11* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 175 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oil-of-revelation-apg.md b/compendium/equipment/items/oil-of-revelation-apg.md index 05e13337c..c3f73331e 100644 --- a/compendium/equipment/items/oil-of-revelation-apg.md +++ b/compendium/equipment/items/oil-of-revelation-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Oil Of Revelation"] --- # Oil Of Revelation *Item 5* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 25 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oil-of-skating-tv.md b/compendium/equipment/items/oil-of-skating-tv.md index cff33608f..db3c80521 100644 --- a/compendium/equipment/items/oil-of-skating-tv.md +++ b/compendium/equipment/items/oil-of-skating-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Oil of Skating"] --- # Oil of Skating *Item 2* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 5 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oil-of-swiftness-tv.md b/compendium/equipment/items/oil-of-swiftness-tv.md index 7e45213a1..54972e8fa 100644 --- a/compendium/equipment/items/oil-of-swiftness-tv.md +++ b/compendium/equipment/items/oil-of-swiftness-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Oil of Swiftness"] --- # Oil of Swiftness *Item 6* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/oil-of-unlife-apg.md b/compendium/equipment/items/oil-of-unlife-apg.md index 82cd7d7c5..901483e07 100644 --- a/compendium/equipment/items/oil-of-unlife-apg.md +++ b/compendium/equipment/items/oil-of-unlife-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Oil Of Unlife"] --- # Oil Of Unlife *Item 1+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [oil](rules/traits/oil.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/oil-of-weightlessness.md b/compendium/equipment/items/oil-of-weightlessness.md index b1a3f911d..27a9d6567 100644 --- a/compendium/equipment/items/oil-of-weightlessness.md +++ b/compendium/equipment/items/oil-of-weightlessness.md @@ -11,7 +11,7 @@ tags: aliases: ["Oil of Weightlessness"] --- # Oil of Weightlessness *Item 2+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/oily-button-sli.md b/compendium/equipment/items/oily-button-sli.md index bbac7dfef..72acac32c 100644 --- a/compendium/equipment/items/oily-button-sli.md +++ b/compendium/equipment/items/oily-button-sli.md @@ -12,7 +12,7 @@ tags: aliases: ["Oily Button"] --- # Oily Button *Item 5* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/old-tillimaquin-da.md b/compendium/equipment/items/old-tillimaquin-da.md index 177ecaeb0..cfd0586d1 100644 --- a/compendium/equipment/items/old-tillimaquin-da.md +++ b/compendium/equipment/items/old-tillimaquin-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Old Tillimaquin"] --- # Old Tillimaquin *Item 12* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 2000 gp - **Bulk** 3 @@ -20,7 +20,7 @@ This beloved tavern mascot is a shabby old stuffed beast mounted on an immense s ```ad-embed-ability title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck. %% #trait/divination #trait/fortune #trait/occult %% diff --git a/compendium/equipment/items/olfactory-obfuscator-apg.md b/compendium/equipment/items/olfactory-obfuscator-apg.md index 285893be0..a384bb028 100644 --- a/compendium/equipment/items/olfactory-obfuscator-apg.md +++ b/compendium/equipment/items/olfactory-obfuscator-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Olfactory Obfuscator"] --- # Olfactory Obfuscator *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/olfactory-stimulators-tv.md b/compendium/equipment/items/olfactory-stimulators-tv.md index 2e6b57b87..5684a5903 100644 --- a/compendium/equipment/items/olfactory-stimulators-tv.md +++ b/compendium/equipment/items/olfactory-stimulators-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Olfactory Stimulators"] --- # Olfactory Stimulators *Item 1* -[magical](rules/traits/magical.md) +[magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 gp - **Usage** worn; **Bulk** — @@ -16,6 +16,6 @@ aliases: ["Olfactory Stimulators"] This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. -Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the [companion](rules/traits/companion.md) trait. +Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the [companion](rules/traits/companion.md "Companion Item Trait") trait. *Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/omnidirectional-spear-snare.md b/compendium/equipment/items/omnidirectional-spear-snare.md index a85714961..2ab039b83 100644 --- a/compendium/equipment/items/omnidirectional-spear-snare.md +++ b/compendium/equipment/items/omnidirectional-spear-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Omnidirectional Spear Snare"] --- # Omnidirectional Spear Snare *Item 16* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 1500 gp - **Category** Snare diff --git a/compendium/equipment/items/one-hundred-victories-tv.md b/compendium/equipment/items/one-hundred-victories-tv.md index cb6a6bf6a..56c497126 100644 --- a/compendium/equipment/items/one-hundred-victories-tv.md +++ b/compendium/equipment/items/one-hundred-victories-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["One Hundred Victories"] --- # One Hundred Victories *Item 3* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [tattoo](rules/traits/tattoo-lowg.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 60 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/onyx-panther.md b/compendium/equipment/items/onyx-panther.md index 23c3b4044..a221d19f2 100644 --- a/compendium/equipment/items/onyx-panther.md +++ b/compendium/equipment/items/onyx-panther.md @@ -11,7 +11,7 @@ tags: aliases: ["Onyx Panther"] --- # Onyx Panther *Item 2* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 7 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/ooze-ammunition-tv.md b/compendium/equipment/items/ooze-ammunition-tv.md index b2befe215..206d03551 100644 --- a/compendium/equipment/items/ooze-ammunition-tv.md +++ b/compendium/equipment/items/ooze-ammunition-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Ooze Ammunition"] --- # Ooze Ammunition *Item 2+* -[acid](rules/traits/acid.md) [alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/ooze-skin-tv.md b/compendium/equipment/items/ooze-skin-tv.md index ecdccff78..89267fe39 100644 --- a/compendium/equipment/items/ooze-skin-tv.md +++ b/compendium/equipment/items/ooze-skin-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Ooze Skin"] --- # Ooze Skin *Item 5* -[alchemical](rules/traits/alchemical.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 150 gp - **Usage** worn armor; **Bulk** 1 diff --git a/compendium/equipment/items/oozepick-loil.md b/compendium/equipment/items/oozepick-loil.md index faa13e648..55729a280 100644 --- a/compendium/equipment/items/oozepick-loil.md +++ b/compendium/equipment/items/oozepick-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Oozepick"] --- # Oozepick *Item 4+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/open-mind-loil.md b/compendium/equipment/items/open-mind-loil.md index d4f59b25d..fc7d8d4b7 100644 --- a/compendium/equipment/items/open-mind-loil.md +++ b/compendium/equipment/items/open-mind-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Open Mind"] --- # Open Mind *Item 10* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 900 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/oracular-crown-tv.md b/compendium/equipment/items/oracular-crown-tv.md index aaab2e7d8..22df14877 100644 --- a/compendium/equipment/items/oracular-crown-tv.md +++ b/compendium/equipment/items/oracular-crown-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Oracular Crown"] --- # Oracular Crown *Item 11* -[divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 1200 gp - **Usage** worn headwear; **Bulk** L @@ -27,11 +27,11 @@ You gain 1 Focus Point, which you can use only to cast an oracle revelation spel ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Requirements**: Your oracular curse is at its minor stage or higher -**Effect** You regain `3d8` Hit Points. This amount increases to `5d8` if your curse is at its moderate stage or `7d8` if it's at its major stage. If you have negative healing, this activation has the [negative](rules/traits/negative.md) trait and not the [healing](rules/traits/healing.md) and [positive](rules/traits/positive.md) traits. +**Effect** You regain `3d8` Hit Points. This amount increases to `5d8` if your curse is at its moderate stage or `7d8` if it's at its major stage. If you have negative healing, this activation has the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait and not the [healing](rules/traits/healing.md "Healing Effect Trait") and [positive](rules/traits/positive.md "Positive Energy & Element Trait") traits. %% #trait/healing #trait/necromancy #trait/positive %% ``` diff --git a/compendium/equipment/items/orb-of-dragonkind-gmg.md b/compendium/equipment/items/orb-of-dragonkind-gmg.md index 384795f03..529840c49 100644 --- a/compendium/equipment/items/orb-of-dragonkind-gmg.md +++ b/compendium/equipment/items/orb-of-dragonkind-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Orb Of Dragonkind"] --- # Orb Of Dragonkind *Item 25* -[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [unique](rules/traits/unique.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Artifact diff --git a/compendium/equipment/items/orb-shard-aoa6.md b/compendium/equipment/items/orb-shard-aoa6.md index 5d9a5a172..ab583f101 100644 --- a/compendium/equipment/items/orb-shard-aoa6.md +++ b/compendium/equipment/items/orb-shard-aoa6.md @@ -11,7 +11,7 @@ tags: aliases: ["Orb Shard"] --- # Orb Shard *Item 20* -[artifact](rules/traits/artifact-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** – - **Category** Artifact diff --git a/compendium/equipment/items/orc-knuckle-dagger.md b/compendium/equipment/items/orc-knuckle-dagger.md index d20232465..f61311918 100644 --- a/compendium/equipment/items/orc-knuckle-dagger.md +++ b/compendium/equipment/items/orc-knuckle-dagger.md @@ -11,7 +11,7 @@ tags: aliases: ["Orc Knuckle Dagger"] --- # Orc Knuckle Dagger *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [orc](rules/traits/orc.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 sp - **Bulk** L diff --git a/compendium/equipment/items/orc-necksplitter.md b/compendium/equipment/items/orc-necksplitter.md index 91bc5bee1..39b822d58 100644 --- a/compendium/equipment/items/orc-necksplitter.md +++ b/compendium/equipment/items/orc-necksplitter.md @@ -11,7 +11,7 @@ tags: aliases: ["Orc Necksplitter"] --- # Orc Necksplitter *Item 0* -[forceful](rules/traits/forceful.md) [orc](rules/traits/orc.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) +[forceful](rules/traits/forceful.md "Forceful Weapon Trait") [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/orchestral-brooch-som.md b/compendium/equipment/items/orchestral-brooch-som.md index 84e7ae378..de2250896 100644 --- a/compendium/equipment/items/orchestral-brooch-som.md +++ b/compendium/equipment/items/orchestral-brooch-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Orchestral Brooch"] --- # Orchestral Brooch *Item 8* -[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 100 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/orichalcum-armor.md b/compendium/equipment/items/orichalcum-armor.md index 2889e4447..0c0b1ef49 100644 --- a/compendium/equipment/items/orichalcum-armor.md +++ b/compendium/equipment/items/orichalcum-armor.md @@ -8,7 +8,7 @@ tags: aliases: ["Orichalcum Armor"] --- # Orichalcum Armor *Item 20* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/orichalcum-shield.md b/compendium/equipment/items/orichalcum-shield.md index 2c457c6fa..1ee0cf7de 100644 --- a/compendium/equipment/items/orichalcum-shield.md +++ b/compendium/equipment/items/orichalcum-shield.md @@ -8,7 +8,7 @@ tags: aliases: ["Orichalcum Shield"] --- # Orichalcum Shield *Item 17+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/orichalcum-weapon.md b/compendium/equipment/items/orichalcum-weapon.md index a558c3090..2aa061f57 100644 --- a/compendium/equipment/items/orichalcum-weapon.md +++ b/compendium/equipment/items/orichalcum-weapon.md @@ -8,7 +8,7 @@ tags: aliases: ["Orichalcum Weapon"] --- # Orichalcum Weapon *Item 18* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon - **Category** Weapon diff --git a/compendium/equipment/items/orichalcum.md b/compendium/equipment/items/orichalcum.md index e38f8ef1f..fcb411d85 100644 --- a/compendium/equipment/items/orichalcum.md +++ b/compendium/equipment/items/orichalcum.md @@ -9,7 +9,7 @@ tags: aliases: ["Orichalcum"] --- # Orichalcum *Item 17+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material @@ -18,11 +18,11 @@ The most rare and valuable skymetal, orichalcum is coveted for its incredible ti | Orichalcum Items | Hardness | HP | BT | |------------------|----------|----|----| | **Thin Items** | | | | -| High-grade | 16 | 64 | 32 | +| multiRow | | | **Items** | | | | -| High-grade | 18 | 72 | 36 | +| multiRow | | | **Structures** | | | | -| High-grade | 35 | 140 | 70 | +| multiRow | | *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/origin-unguent-apg.md b/compendium/equipment/items/origin-unguent-apg.md index 5728b377a..a3bf10de7 100644 --- a/compendium/equipment/items/origin-unguent-apg.md +++ b/compendium/equipment/items/origin-unguent-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Origin Unguent"] --- # Origin Unguent *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 6 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/ouroboros-buckles-tv.md b/compendium/equipment/items/ouroboros-buckles-tv.md index 1f3e11205..22a00961d 100644 --- a/compendium/equipment/items/ouroboros-buckles-tv.md +++ b/compendium/equipment/items/ouroboros-buckles-tv.md @@ -11,18 +11,18 @@ tags: aliases: ["Ouroboros Buckles"] --- # Ouroboros Buckles *Item 19* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 40000 gp - **Usage** worn armor; **Bulk** 1 - **Category** Armor -This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship [Norgorber](compendium/setting/deities/norgorber.md) or [Asmodeus](compendium/setting/deities/asmodeus.md), and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the [comfort](rules/traits/comfort.md) trait. However, while wearing ouroboros buckles, the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream. +This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship [Norgorber](compendium/setting/deities/norgorber.md) or [Asmodeus](compendium/setting/deities/asmodeus.md), and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the [comfort](rules/traits/comfort.md "Comfort Armor Trait") trait. However, while wearing ouroboros buckles, the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 (Pathfinder Bestiary 343) for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a Large swarm of Tiny snakes. This is a [polymorph](rules/traits/polymorph.md) effect that changes you into a battle form. +You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 (Pathfinder Bestiary 343) for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a Large swarm of Tiny snakes. This is a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect that changes you into a battle form. When you're a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor's check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals `4d4` piercing damage plus `2d6` poison damage to creatures in your space with a DC 41 basic Reflex save. diff --git a/compendium/equipment/items/ouroboros-flail-som.md b/compendium/equipment/items/ouroboros-flail-som.md index c2f49b8c9..551e53309 100644 --- a/compendium/equipment/items/ouroboros-flail-som.md +++ b/compendium/equipment/items/ouroboros-flail-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Ouroboros Flail"] --- # Ouroboros Flail *Item 14+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 2 hands; **Bulk** 2 - **Category** Held diff --git a/compendium/equipment/items/overdramatic-gmg.md b/compendium/equipment/items/overdramatic-gmg.md index eaef16435..c72ea8322 100644 --- a/compendium/equipment/items/overdramatic-gmg.md +++ b/compendium/equipment/items/overdramatic-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Overdramatic"] --- # Overdramatic *Item 5* -[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon - **Category** Curse diff --git a/compendium/equipment/items/overloaded-brain-grenade-pfum.md b/compendium/equipment/items/overloaded-brain-grenade-pfum.md index 6fa8c2203..8982401ea 100644 --- a/compendium/equipment/items/overloaded-brain-grenade-pfum.md +++ b/compendium/equipment/items/overloaded-brain-grenade-pfum.md @@ -13,7 +13,7 @@ tags: aliases: ["Overloaded Brain Grenade"] --- # Overloaded Brain Grenade *Item 10* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [mental](rules/traits/mental.md) [splash](rules/traits/splash.md) [unique](rules/traits/unique.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 200 gp - **Usage** held in 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/owlbear-claw.md b/compendium/equipment/items/owlbear-claw.md index e0817c07a..808e04a8d 100644 --- a/compendium/equipment/items/owlbear-claw.md +++ b/compendium/equipment/items/owlbear-claw.md @@ -11,7 +11,7 @@ tags: aliases: ["Owlbear Claw"] --- # Owlbear Claw *Item 1* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 3 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/owlbear-egg-tv.md b/compendium/equipment/items/owlbear-egg-tv.md index f7b0fb60e..9219d06c4 100644 --- a/compendium/equipment/items/owlbear-egg-tv.md +++ b/compendium/equipment/items/owlbear-egg-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Owlbear Egg"] --- # Owlbear Egg *Item 7* -[alchemical](rules/traits/alchemical.md) [auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/oxygen-ooze-loil.md b/compendium/equipment/items/oxygen-ooze-loil.md index 1461f20d3..c6a979e73 100644 --- a/compendium/equipment/items/oxygen-ooze-loil.md +++ b/compendium/equipment/items/oxygen-ooze-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Oxygen Ooze"] --- # Oxygen Ooze *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/pacifying-aoe1.md b/compendium/equipment/items/pacifying-aoe1.md index 020f25074..b0f630438 100644 --- a/compendium/equipment/items/pacifying-aoe1.md +++ b/compendium/equipment/items/pacifying-aoe1.md @@ -10,7 +10,7 @@ tags: aliases: ["Pacifying"] --- # Pacifying *Item 5* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/pacifying-tv.md b/compendium/equipment/items/pacifying-tv.md index 21a81a83a..76b4b451a 100644 --- a/compendium/equipment/items/pacifying-tv.md +++ b/compendium/equipment/items/pacifying-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Pacifying"] --- # Pacifying *Item 5* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 150 gp - **Usage** etched onto a weapon @@ -19,7 +19,7 @@ This rune turns weapons into instruments of peacemaking. ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[mental](rules/traits/mental.md) +[mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: You damage a creature with the etched weapon diff --git a/compendium/equipment/items/pact-of-blood-taking-av2.md b/compendium/equipment/items/pact-of-blood-taking-av2.md index d1802e755..486ad5243 100644 --- a/compendium/equipment/items/pact-of-blood-taking-av2.md +++ b/compendium/equipment/items/pact-of-blood-taking-av2.md @@ -12,7 +12,7 @@ tags: aliases: ["Pact Of Blood-taking"] --- # Pact Of Blood-taking *Item 5* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Devil** barbazu; **Decipher Writing** [Society](compendium/skills.md#Society), [Warfare Lore](compendium/skills.md#Lore) - **Category** Contract diff --git a/compendium/equipment/items/pactmasters-grace-aoa5.md b/compendium/equipment/items/pactmasters-grace-aoa5.md index ac756af03..b8d442028 100644 --- a/compendium/equipment/items/pactmasters-grace-aoa5.md +++ b/compendium/equipment/items/pactmasters-grace-aoa5.md @@ -11,7 +11,7 @@ tags: aliases: ["Pactmasters' Grace"] --- # Pactmasters' Grace *Item 14* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4000 gp - **Usage** worn; **Bulk** – diff --git a/compendium/equipment/items/pactmasters-grace-tv.md b/compendium/equipment/items/pactmasters-grace-tv.md index 97f65a043..44e5254c9 100644 --- a/compendium/equipment/items/pactmasters-grace-tv.md +++ b/compendium/equipment/items/pactmasters-grace-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Pactmaster's Grace"] --- # Pactmaster's Grace *Item 14* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4000 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/padded-armor.md b/compendium/equipment/items/padded-armor.md index bed3cd963..8425f251c 100644 --- a/compendium/equipment/items/padded-armor.md +++ b/compendium/equipment/items/padded-armor.md @@ -8,7 +8,7 @@ tags: aliases: ["Padded Armor"] --- # Padded Armor *Item 0* -[comfort](rules/traits/comfort.md) +[comfort](rules/traits/comfort.md "Comfort Armor Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/paired-lotgb.md b/compendium/equipment/items/paired-lotgb.md index 3e734ec4a..cfaa3be8c 100644 --- a/compendium/equipment/items/paired-lotgb.md +++ b/compendium/equipment/items/paired-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Paired"] --- # Paired *Item 5+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** each rune applied to a separate item that has pockets - **Category** Rune diff --git a/compendium/equipment/items/palanquin-of-night-loil.md b/compendium/equipment/items/palanquin-of-night-loil.md index b6d066232..9560f8c95 100644 --- a/compendium/equipment/items/palanquin-of-night-loil.md +++ b/compendium/equipment/items/palanquin-of-night-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Palanquin of Night"] --- # Palanquin of Night *Item 10* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 825 gp - **Bulk** L (when not activated) diff --git a/compendium/equipment/items/pale-fade-tv.md b/compendium/equipment/items/pale-fade-tv.md index 43da02a68..c8c6d684e 100644 --- a/compendium/equipment/items/pale-fade-tv.md +++ b/compendium/equipment/items/pale-fade-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Pale Fade"] --- # Pale Fade *Item 19* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 6000 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/palm-crossbow-lol.md b/compendium/equipment/items/palm-crossbow-lol.md index cbb0eb871..6f28d63a4 100644 --- a/compendium/equipment/items/palm-crossbow-lol.md +++ b/compendium/equipment/items/palm-crossbow-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Palm Crossbow"] --- # Palm Crossbow *Item 3* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 60 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/panabas-tv.md b/compendium/equipment/items/panabas-tv.md index 3b924da1a..fdaea8fd3 100644 --- a/compendium/equipment/items/panabas-tv.md +++ b/compendium/equipment/items/panabas-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Panabas"] --- # Panabas *Item 0* -[forceful](rules/traits/forceful.md) [sweep](rules/traits/sweep.md) [two-hand ](rules/traits/two-hand.md) +[forceful](rules/traits/forceful.md "Forceful Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/panacea-fruit-ec6.md b/compendium/equipment/items/panacea-fruit-ec6.md index b2e8d68a2..47e492c60 100644 --- a/compendium/equipment/items/panacea-fruit-ec6.md +++ b/compendium/equipment/items/panacea-fruit-ec6.md @@ -12,7 +12,7 @@ tags: aliases: ["Panacea Fruit"] --- # Panacea Fruit *Item 19* -[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 8000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/panacea.md b/compendium/equipment/items/panacea.md index e0411c6aa..6b0a65f2f 100644 --- a/compendium/equipment/items/panacea.md +++ b/compendium/equipment/items/panacea.md @@ -13,7 +13,7 @@ tags: aliases: ["Panacea"] --- # Panacea *Item 13* -[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/parade-armor-lokl.md b/compendium/equipment/items/parade-armor-lokl.md index 69e6bbb4e..7eafb050b 100644 --- a/compendium/equipment/items/parade-armor-lokl.md +++ b/compendium/equipment/items/parade-armor-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Parade Armor"] --- # Parade Armor *Item 2* -[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 10 gp diff --git a/compendium/equipment/items/parchment-of-secrets-da.md b/compendium/equipment/items/parchment-of-secrets-da.md index 5ef3fda14..2948c9b28 100644 --- a/compendium/equipment/items/parchment-of-secrets-da.md +++ b/compendium/equipment/items/parchment-of-secrets-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Parchment of Secrets"] --- # Parchment of Secrets *Item 3* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 8 gp diff --git a/compendium/equipment/items/parrying-scabbard-apg.md b/compendium/equipment/items/parrying-scabbard-apg.md index ab7a6794e..94c4b3af4 100644 --- a/compendium/equipment/items/parrying-scabbard-apg.md +++ b/compendium/equipment/items/parrying-scabbard-apg.md @@ -13,6 +13,6 @@ aliases: ["Parrying Scabbard"] - **Hands** 1 - **Category** Adventuring Gear -You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the [parry](rules/traits/parry.md) trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand. +You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the [parry](rules/traits/parry.md "Parry Weapon Trait") trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand. *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinder-chronicle-locg.md b/compendium/equipment/items/pathfinder-chronicle-locg.md index fff7e6a6e..76920cfe4 100644 --- a/compendium/equipment/items/pathfinder-chronicle-locg.md +++ b/compendium/equipment/items/pathfinder-chronicle-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Pathfinder Chronicle"] --- # Pathfinder Chronicle *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/pathfinders-coin-locg.md b/compendium/equipment/items/pathfinders-coin-locg.md index c0a9b4bed..e27d02e54 100644 --- a/compendium/equipment/items/pathfinders-coin-locg.md +++ b/compendium/equipment/items/pathfinders-coin-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Pathfinder's Coin"] --- # Pathfinder's Coin *Item 2* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/pathfinders-mentor-tv.md b/compendium/equipment/items/pathfinders-mentor-tv.md index a94da6f56..df1b1b779 100644 --- a/compendium/equipment/items/pathfinders-mentor-tv.md +++ b/compendium/equipment/items/pathfinders-mentor-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Pathfinder's Mentor"] --- # Pathfinder's Mentor *Item 6* -[divination](rules/traits/divination.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/pathfinders-pouch-locg.md b/compendium/equipment/items/pathfinders-pouch-locg.md index 5ce2155ba..cc6265746 100644 --- a/compendium/equipment/items/pathfinders-pouch-locg.md +++ b/compendium/equipment/items/pathfinders-pouch-locg.md @@ -13,7 +13,7 @@ tags: aliases: ["Pathfinder's Pouch"] --- # Pathfinder's Pouch *Item 6* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** worn belt pouch; **Bulk** L diff --git a/compendium/equipment/items/peachwood-botd.md b/compendium/equipment/items/peachwood-botd.md index d40985ff3..3cda35b87 100644 --- a/compendium/equipment/items/peachwood-botd.md +++ b/compendium/equipment/items/peachwood-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Peachwood"] --- # Peachwood *Item 8+* -[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) +[precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Category** Material diff --git a/compendium/equipment/items/peachwood-talisman-botd.md b/compendium/equipment/items/peachwood-talisman-botd.md index b2da1b67a..fac17707a 100644 --- a/compendium/equipment/items/peachwood-talisman-botd.md +++ b/compendium/equipment/items/peachwood-talisman-botd.md @@ -12,7 +12,7 @@ tags: aliases: ["Peachwood Talisman"] --- # Peachwood Talisman *Item 6* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 40 gp - **Usage** affixed to armor; Bulk— diff --git a/compendium/equipment/items/peachwood-weapon-botd.md b/compendium/equipment/items/peachwood-weapon-botd.md index c755eed7e..c12506af2 100644 --- a/compendium/equipment/items/peachwood-weapon-botd.md +++ b/compendium/equipment/items/peachwood-weapon-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Peachwood Weapon"] --- # Peachwood Weapon *Item 12+* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/pendant-of-the-occult.md b/compendium/equipment/items/pendant-of-the-occult.md index 027f7db1f..626e20b8e 100644 --- a/compendium/equipment/items/pendant-of-the-occult.md +++ b/compendium/equipment/items/pendant-of-the-occult.md @@ -10,7 +10,7 @@ tags: aliases: ["Pendant of the Occult"] --- # Pendant of the Occult *Item 3+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/penetrating-ammunition.md b/compendium/equipment/items/penetrating-ammunition.md index 63c448f81..6c07a88fe 100644 --- a/compendium/equipment/items/penetrating-ammunition.md +++ b/compendium/equipment/items/penetrating-ammunition.md @@ -10,7 +10,7 @@ tags: aliases: ["Penetrating Ammunition"] --- # Penetrating Ammunition *Item 12* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 400 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) diff --git a/compendium/equipment/items/perfect-droplet-som.md b/compendium/equipment/items/perfect-droplet-som.md index 1902bc485..38095f21c 100644 --- a/compendium/equipment/items/perfect-droplet-som.md +++ b/compendium/equipment/items/perfect-droplet-som.md @@ -11,15 +11,15 @@ tags: aliases: ["Perfect Droplet"] --- # Perfect Droplet *Item 3+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Usage** affixed to armor or a weapon - **Category** Spellheart Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is 17. -- **Armor** You gain resistance 2 to [water](rules/traits/water.md) effects and attacks by water creatures. -- **Weapon** After you cast a water spell by [Activating](rules/actions/activate-an-item.md) the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the [water](rules/traits/water.md) trait in this way. +- **Armor** You gain resistance 2 to [water](rules/traits/water.md "Water Energy & Element Trait") effects and attacks by water creatures. +- **Weapon** After you cast a water spell by [Activating](rules/actions/activate-an-item.md) the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the [water](rules/traits/water.md "Water Energy & Element Trait") trait in this way. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/perfected-robes-tv.md b/compendium/equipment/items/perfected-robes-tv.md index 983a19056..70cb598f0 100644 --- a/compendium/equipment/items/perfected-robes-tv.md +++ b/compendium/equipment/items/perfected-robes-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Perfected Robes"] --- # Perfected Robes *Item 22* -[artifact](rules/traits/artifact-gmg.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn; **Bulk** L - **Category** Artifact @@ -22,7 +22,7 @@ These unadorned white robes, fastened with simple brass pins in the shape of a h ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a [fortune](rules/traits/fortune.md) effect. +If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/periscopic-viewfinder-lotgb.md b/compendium/equipment/items/periscopic-viewfinder-lotgb.md index dedd3d0c0..eda479f91 100644 --- a/compendium/equipment/items/periscopic-viewfinder-lotgb.md +++ b/compendium/equipment/items/periscopic-viewfinder-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Periscopic Viewfinder"] --- # Periscopic Viewfinder *Item 3* -[consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) clockwork gadget +[consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") clockwork gadget - **Price** 12 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/persona-mask.md b/compendium/equipment/items/persona-mask.md index 6c56a8089..8c37d52af 100644 --- a/compendium/equipment/items/persona-mask.md +++ b/compendium/equipment/items/persona-mask.md @@ -11,7 +11,7 @@ tags: aliases: ["Persona Mask"] --- # Persona Mask *Item 3+* -[fortune](rules/traits/fortune.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn mask; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/peshspine-grenade-aoa5.md b/compendium/equipment/items/peshspine-grenade-aoa5.md index e5c03703c..8ca64aefc 100644 --- a/compendium/equipment/items/peshspine-grenade-aoa5.md +++ b/compendium/equipment/items/peshspine-grenade-aoa5.md @@ -12,7 +12,7 @@ tags: aliases: ["Peshspine Grenade"] --- # Peshspine Grenade *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/phalanx-piercer-tv.md b/compendium/equipment/items/phalanx-piercer-tv.md index 37826ebd5..4c241459c 100644 --- a/compendium/equipment/items/phalanx-piercer-tv.md +++ b/compendium/equipment/items/phalanx-piercer-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Phalanx Piercer"] --- # Phalanx Piercer *Item 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) [propulsive](rules/traits/propulsive.md) [razing](rules/traits/razing-tv.md) [volley <30 ft.>](rules/traits/volley.md) concussive +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [razing](rules/traits/razing-tv.md "Razing Weapon Trait") [volley <30 ft.>](rules/traits/volley-30-ft.md "Volley Weapon Trait") concussive - **Price** 10 gp - **Bulk** 2 diff --git a/compendium/equipment/items/phantasmal-doorknob-tv.md b/compendium/equipment/items/phantasmal-doorknob-tv.md index d6bc93b9e..936d9d787 100644 --- a/compendium/equipment/items/phantasmal-doorknob-tv.md +++ b/compendium/equipment/items/phantasmal-doorknob-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Phantasmal Doorknob"] --- # Phantasmal Doorknob *Item 6+* -[emotion](rules/traits/emotion.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [spellheart](rules/traits/spellheart-som.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/phantom-piano-tv.md b/compendium/equipment/items/phantom-piano-tv.md index 1e5575273..1768b71fc 100644 --- a/compendium/equipment/items/phantom-piano-tv.md +++ b/compendium/equipment/items/phantom-piano-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Phantom Piano"] --- # Phantom Piano *Item 12* -[enchantment](rules/traits/enchantment.md) [focused](rules/traits/focused.md) [intelligent](rules/traits/intelligent-gmg.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** Held in 2 Hands; **Bulk** 16 - **Category** Held diff --git a/compendium/equipment/items/phantom-roll-tv.md b/compendium/equipment/items/phantom-roll-tv.md index 50a0f91b0..25d2e8b7f 100644 --- a/compendium/equipment/items/phantom-roll-tv.md +++ b/compendium/equipment/items/phantom-roll-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Phantom Roll"] --- # Phantom Roll *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 13 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/philosophers-extractor-gmg.md b/compendium/equipment/items/philosophers-extractor-gmg.md index 1f728fc59..899a303d6 100644 --- a/compendium/equipment/items/philosophers-extractor-gmg.md +++ b/compendium/equipment/items/philosophers-extractor-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Philosopher's Extractor"] --- # Philosopher's Extractor *Item 28* -[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Bulk** 8 - **Category** Artifact @@ -36,7 +36,7 @@ You take a sizable portion of a creature (at least two-thirds of its original ma The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. -Unlike normal for mutagens and [polymorph](rules/traits/polymorph.md) effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. +Unlike normal for mutagens and [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you've consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM's discretion. ``` diff --git a/compendium/equipment/items/philosophers-stone.md b/compendium/equipment/items/philosophers-stone.md index 7791c152b..7df740c6a 100644 --- a/compendium/equipment/items/philosophers-stone.md +++ b/compendium/equipment/items/philosophers-stone.md @@ -10,7 +10,7 @@ tags: aliases: ["Philosopher's Stone"] --- # Philosopher's Stone *Item 20* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** null null - **Usage** held in 2 hands; **Bulk** 2 @@ -23,7 +23,7 @@ At a glance, a philosopher's stone appears to be an ordinary, sooty piece of nat To use the quicksilver, you must be legendary in [Crafting](compendium/skills.md#Crafting) and have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat. You can then use the stone's quicksilver for one of two effects: -- You can apply the stone's quicksilver to an [infused](rules/traits/infused.md) true elixir of life using an [Interact](rules/actions/interact.md) action. This turns the elixir into an [infused](rules/traits/infused.md) [elixir of rejuvenation](compendium/equipment/items/elixir-of-rejuvenation.md) instantaneously. This doesn't require any crafting time or additional materials. +- You can apply the stone's quicksilver to an [infused](rules/traits/infused.md "Infused Item Trait") true elixir of life using an [Interact](rules/actions/interact.md) action. This turns the elixir into an [infused](rules/traits/infused.md "Infused Item Trait") [elixir of rejuvenation](compendium/equipment/items/elixir-of-rejuvenation.md) instantaneously. This doesn't require any crafting time or additional materials. - You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to [Earn Income](rules/actions/earn-income.md) using [Crafting](compendium/skills.md#Crafting), except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success. *Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/phistophilus-fiddle-tv.md b/compendium/equipment/items/phistophilus-fiddle-tv.md index a927b7125..4ede5ed84 100644 --- a/compendium/equipment/items/phistophilus-fiddle-tv.md +++ b/compendium/equipment/items/phistophilus-fiddle-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Phistophilus Fiddle"] --- # Phistophilus Fiddle *Item 3* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Bulk** 1 - **Hands** 2 diff --git a/compendium/equipment/items/phoenix-fighting-fan-frp1.md b/compendium/equipment/items/phoenix-fighting-fan-frp1.md index 6f4d2ea19..b71814f5a 100644 --- a/compendium/equipment/items/phoenix-fighting-fan-frp1.md +++ b/compendium/equipment/items/phoenix-fighting-fan-frp1.md @@ -12,7 +12,7 @@ tags: aliases: ["Phoenix Fighting Fan"] --- # Phoenix Fighting Fan *Item 20* -[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Artifact diff --git a/compendium/equipment/items/phoenix-flask-som.md b/compendium/equipment/items/phoenix-flask-som.md index da2789aba..d1b519cad 100644 --- a/compendium/equipment/items/phoenix-flask-som.md +++ b/compendium/equipment/items/phoenix-flask-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Phoenix Flask"] --- # Phoenix Flask *Item 12* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 350 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/phoenix-necklace-frp1.md b/compendium/equipment/items/phoenix-necklace-frp1.md index 6ee95dc43..5159a9662 100644 --- a/compendium/equipment/items/phoenix-necklace-frp1.md +++ b/compendium/equipment/items/phoenix-necklace-frp1.md @@ -12,7 +12,7 @@ tags: aliases: ["Phoenix Necklace"] --- # Phoenix Necklace *Item 20* -[artifact](rules/traits/artifact-gmg.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn necklace - **Category** Artifact diff --git a/compendium/equipment/items/phylactery-of-faithfulness.md b/compendium/equipment/items/phylactery-of-faithfulness.md index eebfe5027..6d6f96c9b 100644 --- a/compendium/equipment/items/phylactery-of-faithfulness.md +++ b/compendium/equipment/items/phylactery-of-faithfulness.md @@ -10,7 +10,7 @@ tags: aliases: ["Phylactery of Faithfulness"] --- # Phylactery of Faithfulness *Item 9+* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Usage** worn circlet; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/pick.md b/compendium/equipment/items/pick.md index c24799918..62e8b7d35 100644 --- a/compendium/equipment/items/pick.md +++ b/compendium/equipment/items/pick.md @@ -8,7 +8,7 @@ tags: aliases: ["Pick"] --- # Pick *Item 0* -[fatal ](rules/traits/fatal.md) +[fatal ](rules/traits/fatal-d10.md "Fatal Weapon Trait") - **Price** 7 sp - **Bulk** 1 diff --git a/compendium/equipment/items/pickpockets-tailoring-lotgb.md b/compendium/equipment/items/pickpockets-tailoring-lotgb.md index 272d52caf..5a4f01f40 100644 --- a/compendium/equipment/items/pickpockets-tailoring-lotgb.md +++ b/compendium/equipment/items/pickpockets-tailoring-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Pickpocket's Tailoring"] --- # Pickpocket's Tailoring *Item 4* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** sewn into clothing diff --git a/compendium/equipment/items/piereta-ec6.md b/compendium/equipment/items/piereta-ec6.md index 034a9686a..7a31b5680 100644 --- a/compendium/equipment/items/piereta-ec6.md +++ b/compendium/equipment/items/piereta-ec6.md @@ -11,7 +11,7 @@ tags: aliases: ["Piereta"] --- # Piereta *Item 20* -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [intelligent](rules/traits/intelligent-gmg.md) [unique](rules/traits/unique.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/pilferers-gloves-tv.md b/compendium/equipment/items/pilferers-gloves-tv.md index 3deb0ef51..7755e446d 100644 --- a/compendium/equipment/items/pilferers-gloves-tv.md +++ b/compendium/equipment/items/pilferers-gloves-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Pilferer's Gloves"] --- # Pilferer's Gloves *Item 17* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp - **Usage** worn gloves; **Bulk** L diff --git a/compendium/equipment/items/pillow-shield-lotgb.md b/compendium/equipment/items/pillow-shield-lotgb.md index bff97b839..dd4a68e7c 100644 --- a/compendium/equipment/items/pillow-shield-lotgb.md +++ b/compendium/equipment/items/pillow-shield-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Pillow Shield"] --- # Pillow Shield *Item 4* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80 gp - **Usage** held in one hand; **Bulk** 1 diff --git a/compendium/equipment/items/pipes-of-compulsion-tv.md b/compendium/equipment/items/pipes-of-compulsion-tv.md index fb3a71b73..3d6d38684 100644 --- a/compendium/equipment/items/pipes-of-compulsion-tv.md +++ b/compendium/equipment/items/pipes-of-compulsion-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Pipes of Compulsion"] --- # Pipes of Compulsion *Item 4+* -[coda](rules/traits/coda-tv.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[coda](rules/traits/coda-tv.md "Coda Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Coda diff --git a/compendium/equipment/items/piranha-kiss-lotgb.md b/compendium/equipment/items/piranha-kiss-lotgb.md index 2383a9517..a41abb5c6 100644 --- a/compendium/equipment/items/piranha-kiss-lotgb.md +++ b/compendium/equipment/items/piranha-kiss-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Piranha Kiss"] --- # Piranha Kiss *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4 sp - **Bulk** L diff --git a/compendium/equipment/items/pirate-staff-tv.md b/compendium/equipment/items/pirate-staff-tv.md index 8c2c0e86b..d670ab9a2 100644 --- a/compendium/equipment/items/pirate-staff-tv.md +++ b/compendium/equipment/items/pirate-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Pirate Staff"] --- # Pirate Staff *Item 12* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 2000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/piston-gauntlets-tv.md b/compendium/equipment/items/piston-gauntlets-tv.md index f5d6b9c04..d2b1b080b 100644 --- a/compendium/equipment/items/piston-gauntlets-tv.md +++ b/compendium/equipment/items/piston-gauntlets-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Piston Gauntlets"] --- # Piston Gauntlets *Item 13* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) clockwork +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") clockwork - **Price** 2800 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/planar-ribbon-ec6.md b/compendium/equipment/items/planar-ribbon-ec6.md index 876e64531..be02fd6cd 100644 --- a/compendium/equipment/items/planar-ribbon-ec6.md +++ b/compendium/equipment/items/planar-ribbon-ec6.md @@ -10,7 +10,7 @@ tags: aliases: ["Planar Ribbon"] --- # Planar Ribbon *Item 20* -[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 60000 gp - **Usage** held in 1 hand; **Bulk** L @@ -23,13 +23,13 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a [scrying](compendium/spells/scrying.md) spell (DC 40) against the creature but functions more as a mundane —albeit interplanar—window; a similar loop appears before the target, and for the duration, both sides can clearly see and hear each other through the created portal, but nothing can pass through. You can Sustain the Activation to gain the effects of Sustaining the Spell. -This activation has the [scrying](rules/traits/scrying.md) trait. +This activation has the [scrying](rules/traits/scrying.md "Scrying Effect Trait") trait. ``` ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are [flat-footed](rules/conditions.md#Flat-footed) to you until the end of your turn. This activation has the [teleportation](rules/traits/teleportation.md) trait. +You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are [flat-footed](rules/conditions.md#Flat-footed) to you until the end of your turn. This activation has the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") trait. ``` *Source: Extinction Curse #6: The Apocalypse Prophet p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/plasma-hype-lol.md b/compendium/equipment/items/plasma-hype-lol.md index 1e8d3302a..3392f7ca3 100644 --- a/compendium/equipment/items/plasma-hype-lol.md +++ b/compendium/equipment/items/plasma-hype-lol.md @@ -13,7 +13,7 @@ tags: aliases: ["Plasma Hype"] --- # Plasma Hype *Item 12* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 400 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/plate-armor-of-the-deep.md b/compendium/equipment/items/plate-armor-of-the-deep.md index 29591c775..8bfc9c093 100644 --- a/compendium/equipment/items/plate-armor-of-the-deep.md +++ b/compendium/equipment/items/plate-armor-of-the-deep.md @@ -11,7 +11,7 @@ tags: aliases: ["Plate Armor of the Deep"] --- # Plate Armor of the Deep *Item 15* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp - **Usage** worn armor; **Bulk** 4 diff --git a/compendium/equipment/items/plated-duster-loil.md b/compendium/equipment/items/plated-duster-loil.md index 204d1d130..7fb8a6522 100644 --- a/compendium/equipment/items/plated-duster-loil.md +++ b/compendium/equipment/items/plated-duster-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Plated Duster"] --- # Plated Duster *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Bulk** 1 @@ -16,6 +16,6 @@ aliases: ["Plated Duster"] These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Alkenstar's dust storms and smog stains as well as modest protection against bullets and knives. While these dusters can't turn away gunfire entirely, their utility, affordability, and comfort ensure their popularity, especially among the city's shieldmarshals, who have adopted them as a sort of unofficial uniform. A plated duster can be donned with 2 [Interact](rules/actions/interact.md) actions or as part of donning light armor. -When worn with light armor from the cloth, leather, or chain groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the [noisy](rules/traits/noisy.md) trait, and changes the armor's group to composite. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an [armored skirt](compendium/equipment/items/armored-skirt-locg.md) or any other item that adjusts an armor's statistics. +When worn with light armor from the cloth, leather, or chain groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, and changes the armor's group to composite. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an [armored skirt](compendium/equipment/items/armored-skirt-locg.md) or any other item that adjusts an armor's statistics. *Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/pocket-gala-lotgb.md b/compendium/equipment/items/pocket-gala-lotgb.md index ce78017e8..00d2645ad 100644 --- a/compendium/equipment/items/pocket-gala-lotgb.md +++ b/compendium/equipment/items/pocket-gala-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Pocket Gala"] --- # Pocket Gala *Item 16* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10000 gp - **Bulk** L (when not activated) diff --git a/compendium/equipment/items/pocket-stage.md b/compendium/equipment/items/pocket-stage.md index 37d710b49..32e15a699 100644 --- a/compendium/equipment/items/pocket-stage.md +++ b/compendium/equipment/items/pocket-stage.md @@ -10,7 +10,7 @@ tags: aliases: ["Pocket Stage"] --- # Pocket Stage *Item 5* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") - **Price** 138 gp - **Bulk** L (when not activated) @@ -25,7 +25,7 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. -As a magical structure, the stage has the [structure](rules/traits/structure.md) trait. +As a magical structure, the stage has the [structure](rules/traits/structure.md "Structure General Trait") trait. All the stage's set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks. ``` diff --git a/compendium/equipment/items/pocket-watch-loil.md b/compendium/equipment/items/pocket-watch-loil.md index b8d3a57ae..7b1b3bd10 100644 --- a/compendium/equipment/items/pocket-watch-loil.md +++ b/compendium/equipment/items/pocket-watch-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Pocket Watch"] --- # Pocket Watch *Item 2* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/poi-ec1.md b/compendium/equipment/items/poi-ec1.md index ad66916b5..d99f571ea 100644 --- a/compendium/equipment/items/poi-ec1.md +++ b/compendium/equipment/items/poi-ec1.md @@ -12,7 +12,7 @@ tags: aliases: ["Poi"] --- # Poi *Item 0* -[agile](rules/traits/agile.md) [backswing](rules/traits/backswing.md) [finesse](rules/traits/finesse.md) [nonlethal](rules/traits/nonlethal.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [backswing](rules/traits/backswing.md "Backswing Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/poison-concentrator-tv.md b/compendium/equipment/items/poison-concentrator-tv.md index 4ef62c747..0c5bce32c 100644 --- a/compendium/equipment/items/poison-concentrator-tv.md +++ b/compendium/equipment/items/poison-concentrator-tv.md @@ -9,11 +9,11 @@ tags: aliases: ["Poison Concentrator"] --- # Poison Concentrator *Item 5+* -[additive <1>](rules/traits/additive.md) [alchemical](rules/traits/alchemical.md) +[additive <1>](rules/traits/additive-1.md "Additive Feat Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Held -This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md) trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. +This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. *Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/poison-fizz-tv.md b/compendium/equipment/items/poison-fizz-tv.md index 38a2f6d88..a70762e32 100644 --- a/compendium/equipment/items/poison-fizz-tv.md +++ b/compendium/equipment/items/poison-fizz-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Poison Fizz"] --- # Poison Fizz *Item 8+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Usage** held in 1 hand; **Bulk** — - **Activate** [Interact](rules/actions/interact.md) @@ -20,7 +20,7 @@ Made from a special mixture of honey and alchemical reagents, poison fizz is a z ```ad-embed-ability title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also [blinded](rules/conditions.md#Blinded) until the end of your next turn and is then temporarily immune to being [blinded](rules/conditions.md#Blinded) by poison fizz for 1 hour. %% #trait/poison %% diff --git a/compendium/equipment/items/poisoners-staff-aoe4.md b/compendium/equipment/items/poisoners-staff-aoe4.md index fb916d792..b4d809ffe 100644 --- a/compendium/equipment/items/poisoners-staff-aoe4.md +++ b/compendium/equipment/items/poisoners-staff-aoe4.md @@ -12,7 +12,7 @@ tags: aliases: ["Poisoner's Staff"] --- # Poisoner's Staff *Item 4+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/poisonous-cloak-gmg.md b/compendium/equipment/items/poisonous-cloak-gmg.md index d7a453350..c6659b2f3 100644 --- a/compendium/equipment/items/poisonous-cloak-gmg.md +++ b/compendium/equipment/items/poisonous-cloak-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Poisonous Cloak"] --- # Poisonous Cloak *Item 13+* -[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn cloak; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/poisonous-dagger-bb.md b/compendium/equipment/items/poisonous-dagger-bb.md index 94d6ddde1..ee0c1d5d1 100644 --- a/compendium/equipment/items/poisonous-dagger-bb.md +++ b/compendium/equipment/items/poisonous-dagger-bb.md @@ -10,7 +10,7 @@ tags: aliases: ["Poisonous Dagger"] --- # Poisonous Dagger *Item 5* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 150 gp - **Category** Weapon diff --git a/compendium/equipment/items/polarizing-mace-tv.md b/compendium/equipment/items/polarizing-mace-tv.md index bbd5b33cc..1daef0282 100644 --- a/compendium/equipment/items/polarizing-mace-tv.md +++ b/compendium/equipment/items/polarizing-mace-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Polarizing Mace"] --- # Polarizing Mace *Item 8* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/polytool-tv.md b/compendium/equipment/items/polytool-tv.md index e312eb99f..348732c53 100644 --- a/compendium/equipment/items/polytool-tv.md +++ b/compendium/equipment/items/polytool-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Polytool"] --- # Polytool *Item 1* -[agile](rules/traits/agile.md) [modular ](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [modular ](rules/traits/modular-b-p-or-s-logm.md "Modular Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Bulk** 1 diff --git a/compendium/equipment/items/pontoon-tv.md b/compendium/equipment/items/pontoon-tv.md index 51f91e8f7..e56b7bb2b 100644 --- a/compendium/equipment/items/pontoon-tv.md +++ b/compendium/equipment/items/pontoon-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Pontoon"] --- # Pontoon *Item 9* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 650 gp - **Usage** applied to footwear diff --git a/compendium/equipment/items/popdust-lotgb.md b/compendium/equipment/items/popdust-lotgb.md index a8a752d95..9039b95e2 100644 --- a/compendium/equipment/items/popdust-lotgb.md +++ b/compendium/equipment/items/popdust-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Popdust"] --- # Popdust *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/poracha-fulu-tv.md b/compendium/equipment/items/poracha-fulu-tv.md index dad4b5b99..762c69882 100644 --- a/compendium/equipment/items/poracha-fulu-tv.md +++ b/compendium/equipment/items/poracha-fulu-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Poracha Fulu"] --- # Poracha Fulu *Item 5* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/portable-altar-lokl.md b/compendium/equipment/items/portable-altar-lokl.md index 34a99b71a..7d215257e 100644 --- a/compendium/equipment/items/portable-altar-lokl.md +++ b/compendium/equipment/items/portable-altar-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Portable Altar"] --- # Portable Altar *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 25 gp diff --git a/compendium/equipment/items/portable-gaming-hall-lotgb.md b/compendium/equipment/items/portable-gaming-hall-lotgb.md index ca67a2548..536c4fc39 100644 --- a/compendium/equipment/items/portable-gaming-hall-lotgb.md +++ b/compendium/equipment/items/portable-gaming-hall-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Portable Gaming Hall"] --- # Portable Gaming Hall *Item 8* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Bulk** L (when not activated) @@ -24,7 +24,7 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides. -You can flip the central table over as a 3-action activity, which has the [manipulate](rules/traits/manipulate.md) trait, to revert the gaming hall to its original form. +You can flip the central table over as a 3-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to revert the gaming hall to its original form. ``` *Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/portable-hole-tv.md b/compendium/equipment/items/portable-hole-tv.md index 24c5bebd3..196530bbc 100644 --- a/compendium/equipment/items/portable-hole-tv.md +++ b/compendium/equipment/items/portable-hole-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Portable Hole"] --- # Portable Hole *Item 15* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6000 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/portable-tv.md b/compendium/equipment/items/portable-tv.md index a275073f0..bd68a0c91 100644 --- a/compendium/equipment/items/portable-tv.md +++ b/compendium/equipment/items/portable-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Portable"] --- # Portable *Item 9* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 660 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/possibility-tome.md b/compendium/equipment/items/possibility-tome.md index f44cf0553..e2d1d1a3f 100644 --- a/compendium/equipment/items/possibility-tome.md +++ b/compendium/equipment/items/possibility-tome.md @@ -9,7 +9,7 @@ tags: aliases: ["Possibility Tome"] --- # Possibility Tome *Item 18* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 22000 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/potency-crystal.md b/compendium/equipment/items/potency-crystal.md index c06a267ac..abc675733 100644 --- a/compendium/equipment/items/potency-crystal.md +++ b/compendium/equipment/items/potency-crystal.md @@ -11,7 +11,7 @@ tags: aliases: ["Potency Crystal"] --- # Potency Crystal *Item 1* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 4 gp - **Usage** affixed to a weapon; **Bulk** — diff --git a/compendium/equipment/items/potion-of-disguise-apg.md b/compendium/equipment/items/potion-of-disguise-apg.md index 1b5e0fc0f..fc83d9d37 100644 --- a/compendium/equipment/items/potion-of-disguise-apg.md +++ b/compendium/equipment/items/potion-of-disguise-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Potion Of Disguise"] --- # Potion Of Disguise *Item 5+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [polymorph](rules/traits/polymorph.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/potion-of-expeditious-retreat-apg.md b/compendium/equipment/items/potion-of-expeditious-retreat-apg.md index b182b76cb..18c9afc1a 100644 --- a/compendium/equipment/items/potion-of-expeditious-retreat-apg.md +++ b/compendium/equipment/items/potion-of-expeditious-retreat-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion Of Expeditious Retreat"] --- # Potion Of Expeditious Retreat *Item 1* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/potion-of-flying.md b/compendium/equipment/items/potion-of-flying.md index 90835807c..ea4538e72 100644 --- a/compendium/equipment/items/potion-of-flying.md +++ b/compendium/equipment/items/potion-of-flying.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion of Flying"] --- # Potion of Flying *Item 8+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/potion-of-grounding-som.md b/compendium/equipment/items/potion-of-grounding-som.md index 2eb6f0091..92e08f0c3 100644 --- a/compendium/equipment/items/potion-of-grounding-som.md +++ b/compendium/equipment/items/potion-of-grounding-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Potion Of Grounding"] --- # Potion Of Grounding *Item 10* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 185 gp - **Usage** held in 1 hand; **Bulk** L @@ -23,11 +23,11 @@ Sparks flash within this amber syrup. Drinking this potion turns you into a livi ```ad-embed-ability title: Divert Lightning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[electricity](rules/traits/electricity.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") - **Requirements**: You aren't immune to electricity -**Effect** A creature within 30 feet of you is targeted by an [electricity](rules/traits/electricity.md) effect or is in the area of an [electricity](rules/traits/electricity.md) effect. Effect You draw the electricity to yourself like a lightning rod in order to shield the target. If the triggering effect was targeted, it targets you instead of the triggering creature. If it was an area effect, it leaps from the triggering creature's space to fill your space instead. +**Effect** A creature within 30 feet of you is targeted by an [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effect or is in the area of an [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effect. Effect You draw the electricity to yourself like a lightning rod in order to shield the target. If the triggering effect was targeted, it targets you instead of the triggering creature. If it was an area effect, it leaps from the triggering creature's space to fill your space instead. This doesn't divert lightning from any other creatures targeted by or in the area of the lightning. You're automatically hit by or automatically fail your save against the effect. You then can't Divert Lightning for `1d4` rounds. %% #trait/electricity %% diff --git a/compendium/equipment/items/potion-of-leaping.md b/compendium/equipment/items/potion-of-leaping.md index a9c04ca04..61be6ee0d 100644 --- a/compendium/equipment/items/potion-of-leaping.md +++ b/compendium/equipment/items/potion-of-leaping.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion of Leaping"] --- # Potion of Leaping *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 21 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/potion-of-minute-echoes-som.md b/compendium/equipment/items/potion-of-minute-echoes-som.md index 899cc89ae..153b85407 100644 --- a/compendium/equipment/items/potion-of-minute-echoes-som.md +++ b/compendium/equipment/items/potion-of-minute-echoes-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion Of Minute Echoes"] --- # Potion Of Minute Echoes *Item 9* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 125 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/potion-of-quickness.md b/compendium/equipment/items/potion-of-quickness.md index 59b6ce8d6..e59f1aad8 100644 --- a/compendium/equipment/items/potion-of-quickness.md +++ b/compendium/equipment/items/potion-of-quickness.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion of Quickness"] --- # Potion of Quickness *Item 8* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 90 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/potion-of-resistance.md b/compendium/equipment/items/potion-of-resistance.md index 226d65108..abca46bab 100644 --- a/compendium/equipment/items/potion-of-resistance.md +++ b/compendium/equipment/items/potion-of-resistance.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion of Resistance"] --- # Potion of Resistance *Item 6+* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/potion-of-retaliation-apg.md b/compendium/equipment/items/potion-of-retaliation-apg.md index 072e227d1..b414dff1a 100644 --- a/compendium/equipment/items/potion-of-retaliation-apg.md +++ b/compendium/equipment/items/potion-of-retaliation-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion Of Retaliation"] --- # Potion Of Retaliation *Item 1+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/potion-of-shared-life-som.md b/compendium/equipment/items/potion-of-shared-life-som.md index 4f512483a..b2c62f7b4 100644 --- a/compendium/equipment/items/potion-of-shared-life-som.md +++ b/compendium/equipment/items/potion-of-shared-life-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion Of Shared Life"] --- # Potion Of Shared Life *Item 8* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 95 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/potion-of-shared-memories-apg.md b/compendium/equipment/items/potion-of-shared-memories-apg.md index b363cb55f..d0040a33c 100644 --- a/compendium/equipment/items/potion-of-shared-memories-apg.md +++ b/compendium/equipment/items/potion-of-shared-memories-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Potion Of Shared Memories"] --- # Potion Of Shared Memories *Item 1* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 4 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/potion-of-stable-form-som.md b/compendium/equipment/items/potion-of-stable-form-som.md index ff1f794b2..a2aff2229 100644 --- a/compendium/equipment/items/potion-of-stable-form-som.md +++ b/compendium/equipment/items/potion-of-stable-form-som.md @@ -11,12 +11,12 @@ tags: aliases: ["Potion Of Stable Form"] --- # Potion Of Stable Form *Item 10+* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Potion -This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all [hostile](rules/conditions.md#Hostile) [transmutation](rules/traits/transmutation.md) effects affecting you. For the next hour, you gain an item bonus against [transmutation](rules/traits/transmutation.md) effects, which is greater against [polymorph](rules/traits/polymorph.md) effects. If you roll a success against a [polymorph](rules/traits/polymorph.md) effect during that time, you get a critical success instead. +This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all [hostile](rules/conditions.md#Hostile) [transmutation](rules/traits/transmutation.md "Transmutation School Trait") effects affecting you. For the next hour, you gain an item bonus against [transmutation](rules/traits/transmutation.md "Transmutation School Trait") effects, which is greater against [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects. If you roll a success against a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect during that time, you get a critical success instead. *Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-swimming.md b/compendium/equipment/items/potion-of-swimming.md index 154973716..abeec9bf3 100644 --- a/compendium/equipment/items/potion-of-swimming.md +++ b/compendium/equipment/items/potion-of-swimming.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion of Swimming"] --- # Potion of Swimming *Item 6+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/potion-of-tongues.md b/compendium/equipment/items/potion-of-tongues.md index 9df3b5cac..70d94bf51 100644 --- a/compendium/equipment/items/potion-of-tongues.md +++ b/compendium/equipment/items/potion-of-tongues.md @@ -12,7 +12,7 @@ tags: aliases: ["Potion of Tongues"] --- # Potion of Tongues *Item 12* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 320 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/potion-of-undetectability.md b/compendium/equipment/items/potion-of-undetectability.md index 7716d0d7f..6003b580e 100644 --- a/compendium/equipment/items/potion-of-undetectability.md +++ b/compendium/equipment/items/potion-of-undetectability.md @@ -11,13 +11,13 @@ tags: aliases: ["Potion of Undetectability"] --- # Potion of Undetectability *Item 18* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 4400 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Potion -Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank, but without the bonus against [mental](rules/traits/mental.md) effects. You also gain the effects of a 4th-level [invisibility](compendium/spells/invisibility.md) spell, which protects against [see invisibility](compendium/spells/see-invisibility.md) spells of 8th level and lower and has a DC of 36 against true seeing. The potion's effects last for 10 minutes. +Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank, but without the bonus against [mental](rules/traits/mental.md "Mental Effect Trait") effects. You also gain the effects of a 4th-level [invisibility](compendium/spells/invisibility.md) spell, which protects against [see invisibility](compendium/spells/see-invisibility.md) spells of 8th level and lower and has a DC of 36 against true seeing. The potion's effects last for 10 minutes. *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-water-breathing.md b/compendium/equipment/items/potion-of-water-breathing.md index e8edd759d..60f98c838 100644 --- a/compendium/equipment/items/potion-of-water-breathing.md +++ b/compendium/equipment/items/potion-of-water-breathing.md @@ -11,7 +11,7 @@ tags: aliases: ["Potion of Water Breathing"] --- # Potion of Water Breathing *Item 3* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 11 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/potion-patch-tv.md b/compendium/equipment/items/potion-patch-tv.md index 65db6dd2a..efc3d0f36 100644 --- a/compendium/equipment/items/potion-patch-tv.md +++ b/compendium/equipment/items/potion-patch-tv.md @@ -10,12 +10,12 @@ tags: aliases: ["Potion Patch"] --- # Potion Patch *Item 4+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn; **Bulk** — - **Activate** command; **Requirements** You must have the potion patch affixed to your skin. - **Category** Consumable -A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the [manipulate](rules/traits/manipulate.md) trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. +A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. *Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/powder-lotgb.md b/compendium/equipment/items/powder-lotgb.md index 9e3af8d6b..ff5fa265a 100644 --- a/compendium/equipment/items/powder-lotgb.md +++ b/compendium/equipment/items/powder-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Powder"] --- # Powder *Item 0* -[consumable](rules/traits/consumable.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 1 sp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/powered-full-plate-tv.md b/compendium/equipment/items/powered-full-plate-tv.md index 4aa7eb544..cf8403e29 100644 --- a/compendium/equipment/items/powered-full-plate-tv.md +++ b/compendium/equipment/items/powered-full-plate-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Powered Full Plate"] --- # Powered Full Plate *Item 7* -[alchemical](rules/traits/alchemical.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 360 gp - **Usage** worn armor; **Bulk** 4 diff --git a/compendium/equipment/items/predictable-silver-piece-apg.md b/compendium/equipment/items/predictable-silver-piece-apg.md index bdf3b55c1..2436030f5 100644 --- a/compendium/equipment/items/predictable-silver-piece-apg.md +++ b/compendium/equipment/items/predictable-silver-piece-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Predictable Silver Piece"] --- # Predictable Silver Piece *Item 1* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/presentable-lotgb.md b/compendium/equipment/items/presentable-lotgb.md index ae13b664a..39ece55b3 100644 --- a/compendium/equipment/items/presentable-lotgb.md +++ b/compendium/equipment/items/presentable-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Presentable"] --- # Presentable *Item 3+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** applied to any visible article of clothing - **Category** Rune diff --git a/compendium/equipment/items/preserving-tv.md b/compendium/equipment/items/preserving-tv.md index bd3f4b0c9..d5be00ef5 100644 --- a/compendium/equipment/items/preserving-tv.md +++ b/compendium/equipment/items/preserving-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Preserving"] --- # Preserving *Item 3+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** applied to a basket, bag, or other container - **Category** Rune diff --git a/compendium/equipment/items/pressure-bomb-pfum.md b/compendium/equipment/items/pressure-bomb-pfum.md index d68039617..236812978 100644 --- a/compendium/equipment/items/pressure-bomb-pfum.md +++ b/compendium/equipment/items/pressure-bomb-pfum.md @@ -13,7 +13,7 @@ tags: aliases: ["Pressure Bomb"] --- # Pressure Bomb *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/primeval-mistletoe.md b/compendium/equipment/items/primeval-mistletoe.md index 05325f1f2..ad613f1b2 100644 --- a/compendium/equipment/items/primeval-mistletoe.md +++ b/compendium/equipment/items/primeval-mistletoe.md @@ -9,7 +9,7 @@ tags: aliases: ["Primeval Mistletoe"] --- # Primeval Mistletoe *Item 6+* -[primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Held diff --git a/compendium/equipment/items/prismatic-plate-lotgb.md b/compendium/equipment/items/prismatic-plate-lotgb.md index bdbced611..6c44b8bc1 100644 --- a/compendium/equipment/items/prismatic-plate-lotgb.md +++ b/compendium/equipment/items/prismatic-plate-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Prismatic Plate"] --- # Prismatic Plate *Item 17* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 14000 gp - **Usage** worn armor; **Bulk** 1 @@ -24,7 +24,7 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level [chromatic wall](compendium/spells/chromatic-wall.md) spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways. -First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against [any](rules/traits/any-b1.md) effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light. +First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against [any](rules/traits/any-b1.md "Any Alignment Trait") effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light. Second, any creature that touches you or damages you with an unarmed attack or non-reach melee weapon is affected by a random remaining color from your field. As normal, this doesn't affect creatures you choose to touch. diff --git a/compendium/equipment/items/private-workshop-lotgb.md b/compendium/equipment/items/private-workshop-lotgb.md index fc5b4f855..aa79f7d2b 100644 --- a/compendium/equipment/items/private-workshop-lotgb.md +++ b/compendium/equipment/items/private-workshop-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Private Workshop"] --- # Private Workshop *Item 6* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Bulk** L (when not activated) diff --git a/compendium/equipment/items/probing-cane-lotgb.md b/compendium/equipment/items/probing-cane-lotgb.md index 2ff8faa95..93d0bc0ed 100644 --- a/compendium/equipment/items/probing-cane-lotgb.md +++ b/compendium/equipment/items/probing-cane-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Probing Cane"] --- # Probing Cane *Item 0* -[finesse](rules/traits/finesse.md) [sweep](rules/traits/sweep.md) +[finesse](rules/traits/finesse.md "Finesse Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") - **Price** 5 sp - **Bulk** L @@ -21,6 +21,6 @@ Your cane indicates that you have low vision or are blind. By holding this cane The cane is typically several feet long, generally reaching the user's chin, but can be lengthened or shortened as needed. -Probing canes are made from reinforced wood with the same strengthening process and treatment as a [longbow](compendium/equipment/items/longbow.md), creating a cane that is both high quality and durable enough for an adventuring owner to use as a weapon. A probing cane deals `1d6` bludgeoning damage, has the [finesse](rules/traits/finesse.md) and [sweep](rules/traits/sweep.md) traits, and is a martial melee weapon in the club weapon group. +Probing canes are made from reinforced wood with the same strengthening process and treatment as a [longbow](compendium/equipment/items/longbow.md), creating a cane that is both high quality and durable enough for an adventuring owner to use as a weapon. A probing cane deals `1d6` bludgeoning damage, has the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") and [sweep](rules/traits/sweep.md "Sweep Weapon Trait") traits, and is a martial melee weapon in the club weapon group. *Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/psychic-brigandine-lotgb.md b/compendium/equipment/items/psychic-brigandine-lotgb.md index d1ffa2a3b..522a4416e 100644 --- a/compendium/equipment/items/psychic-brigandine-lotgb.md +++ b/compendium/equipment/items/psychic-brigandine-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Psychic Brigandine"] --- # Psychic Brigandine *Item 13* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp - **Usage** worn armor; **Bulk** 2 @@ -21,6 +21,6 @@ Transparent crystals as hard as steel take the place of metal plates on this sui Also known as a coat of a thousand thoughts in Vudra and Jalmeray, where it was first developed by psychic warriors, it makes your mind an indomitable fortress. You gain resistance 5 to mental damage. -Whenever you use the armor to become [invisible](rules/conditions.md#Invisible), you also become psychically [invisible](rules/conditions.md#Invisible). Each time you would be affected by an effect with the [mental](rules/traits/mental.md) trait while you are Lost & Found Wares. +Whenever you use the armor to become [invisible](rules/conditions.md#Invisible), you also become psychically [invisible](rules/conditions.md#Invisible). Each time you would be affected by an effect with the [mental](rules/traits/mental.md "Mental Effect Trait") trait while you are Lost & Found Wares. *Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/psychic-colors-elixir-gw3.md b/compendium/equipment/items/psychic-colors-elixir-gw3.md new file mode 100644 index 000000000..a2ee22382 --- /dev/null +++ b/compendium/equipment/items/psychic-colors-elixir-gw3.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/uncommon +aliases: ["Psychic Colors Elixir"] +--- +# Psychic Colors Elixir *Item 8* +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Price** 100 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This orange liquid lets you visibly detect the psychic energies that enable telekinesis and telepathy. For the next minute, you can sense if a creature you can see is using a telepathic or telekinetic ability, such as the telepathy monster ability, spells like telekinetic projectile or telepathic bond, or similar abilities. You also can sense if an object or creature you can see is being manipulated or contacted by such an ability. Both the user and the target of the ability are outlined in faint shimmers of matching color. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/psychic-warding-bracelet-lopsg.md b/compendium/equipment/items/psychic-warding-bracelet-lopsg.md index 6abd8a9f4..42ff56901 100644 --- a/compendium/equipment/items/psychic-warding-bracelet-lopsg.md +++ b/compendium/equipment/items/psychic-warding-bracelet-lopsg.md @@ -8,13 +8,13 @@ tags: aliases: ["Psychic Warding Bracelet"] --- # Psychic Warding Bracelet *Item 3* -[consumable](rules/traits/consumable.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 10 gp - **Usage** worn; **Bulk** L - **Category** Consumable -This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. You gain a +2 item bonus to your next save against a [mental](rules/traits/mental.md) effect after tying on the bracelet. After this save, the metal strands tarnish and fall off (possibly alerting the wearer or others that their mind has been tampered with) +This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. You gain a +2 item bonus to your next save against a [mental](rules/traits/mental.md "Mental Effect Trait") effect after tying on the bracelet. After this save, the metal strands tarnish and fall off (possibly alerting the wearer or others that their mind has been tampered with) You can remove the bracelet with an [Interact](rules/actions/interact.md) action, but doing so breaks the bracelet's alignment and requires you to spend another 10 minutes to carefully tie it back on. diff --git a/compendium/equipment/items/psychopomp-mask-sot1.md b/compendium/equipment/items/psychopomp-mask-sot1.md index 270b7b62f..f9a1e6142 100644 --- a/compendium/equipment/items/psychopomp-mask-sot1.md +++ b/compendium/equipment/items/psychopomp-mask-sot1.md @@ -11,7 +11,7 @@ tags: aliases: ["Psychopomp Mask"] --- # Psychopomp Mask *Item 1* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Usage** worn mask diff --git a/compendium/equipment/items/pucker-pickle-tv.md b/compendium/equipment/items/pucker-pickle-tv.md index 83b88af45..fe3377d93 100644 --- a/compendium/equipment/items/pucker-pickle-tv.md +++ b/compendium/equipment/items/pucker-pickle-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Pucker Pickle"] --- # Pucker Pickle *Item 5* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 30 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/pummel-growth-toxin-tv.md b/compendium/equipment/items/pummel-growth-toxin-tv.md index 374975472..a31a400ad 100644 --- a/compendium/equipment/items/pummel-growth-toxin-tv.md +++ b/compendium/equipment/items/pummel-growth-toxin-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Pummel-Growth Toxin"] --- # Pummel-Growth Toxin *Item 13* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [morph](rules/traits/morph.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 550 gp - **Usage** held in 2 hands; **Bulk** L @@ -28,7 +28,7 @@ title: Saving Throw: DC 32 Fortitude ## Stages -**Stage 1** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and must succeed at a DC 5 flat check to perform an action with the [manipulate](rules/traits/manipulate.md) trait or the action fails and is lost (1 round) +**Stage 1** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and must succeed at a DC 5 flat check to perform an action with the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait or the action fails and is lost (1 round) **Stage 2** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), [slowed](rules/conditions.md#Slowed), `2d6` bludgeoning damage (1 round) diff --git a/compendium/equipment/items/pummeling-snare-lotgb.md b/compendium/equipment/items/pummeling-snare-lotgb.md index c3643a773..f46d16689 100644 --- a/compendium/equipment/items/pummeling-snare-lotgb.md +++ b/compendium/equipment/items/pummeling-snare-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Pummeling Snare"] --- # Pummeling Snare *Item 5* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Category** Snare diff --git a/compendium/equipment/items/purloining-cloak-tv.md b/compendium/equipment/items/purloining-cloak-tv.md index 7c0a3e384..fb85bf613 100644 --- a/compendium/equipment/items/purloining-cloak-tv.md +++ b/compendium/equipment/items/purloining-cloak-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Purloining Cloak"] --- # Purloining Cloak *Item 18* -[apex](rules/traits/apex.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn cloak; **Bulk** L - **Category** Apex diff --git a/compendium/equipment/items/purple-worm-venom.md b/compendium/equipment/items/purple-worm-venom.md index 0f0d25d76..5e39afea3 100644 --- a/compendium/equipment/items/purple-worm-venom.md +++ b/compendium/equipment/items/purple-worm-venom.md @@ -11,7 +11,7 @@ tags: aliases: ["Purple Worm Venom"] --- # Purple Worm Venom *Item 13* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 500 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/putrescent-glob-sli.md b/compendium/equipment/items/putrescent-glob-sli.md index d669611bd..9bce3e030 100644 --- a/compendium/equipment/items/putrescent-glob-sli.md +++ b/compendium/equipment/items/putrescent-glob-sli.md @@ -12,7 +12,7 @@ tags: aliases: ["Putrescent Glob"] --- # Putrescent Glob *Item 7* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 65 gp - **Usage** affixed to a weapon diff --git a/compendium/equipment/items/pyrite-rat-bb.md b/compendium/equipment/items/pyrite-rat-bb.md index 0004d7931..77b165533 100644 --- a/compendium/equipment/items/pyrite-rat-bb.md +++ b/compendium/equipment/items/pyrite-rat-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Pyrite Rat"] --- # Pyrite Rat *Item 2* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 32 gp - **Usage** held in 1 hand @@ -19,7 +19,7 @@ This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the s ```ad-embed-ability title: Transform Statue [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat. In creature form, the giant rat acts on your turn. It gets 2 actions and can't use reactions. You have to spend an action each turn to tell it what to do; otherwise, it tries to run away from danger or cowers where it is. If the rat is slain while in animal form, it reverts to its statue shape and can't be transformed again until 1 week has passed. If the figurine is destroyed while in its statue form, it's shattered and its magical properties are lost forever. %% #trait/concentrate #trait/manipulate %% diff --git a/compendium/equipment/items/pyronite-ooa2.md b/compendium/equipment/items/pyronite-ooa2.md index d2b9e673c..ba8d9042d 100644 --- a/compendium/equipment/items/pyronite-ooa2.md +++ b/compendium/equipment/items/pyronite-ooa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Pyronite"] --- # Pyronite *Item 11* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 250 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/queasy-lantern-lotgb.md b/compendium/equipment/items/queasy-lantern-lotgb.md index 0977f21db..1d5ab602c 100644 --- a/compendium/equipment/items/queasy-lantern-lotgb.md +++ b/compendium/equipment/items/queasy-lantern-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Queasy Lantern"] --- # Queasy Lantern *Item 7+* -[light](rules/traits/light.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/quenching-potion-tv.md b/compendium/equipment/items/quenching-potion-tv.md index b348d4977..382f1061a 100644 --- a/compendium/equipment/items/quenching-potion-tv.md +++ b/compendium/equipment/items/quenching-potion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Quenching Potion"] --- # Quenching Potion *Item 8* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 85 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/quenching-tv.md b/compendium/equipment/items/quenching-tv.md index c0ec3e919..caaeecc5d 100644 --- a/compendium/equipment/items/quenching-tv.md +++ b/compendium/equipment/items/quenching-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Quenching"] --- # Quenching *Item 6+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/quick-runners-shirt-lotgb.md b/compendium/equipment/items/quick-runners-shirt-lotgb.md index ba0b67065..0629ccd3c 100644 --- a/compendium/equipment/items/quick-runners-shirt-lotgb.md +++ b/compendium/equipment/items/quick-runners-shirt-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Quick Runner's Shirt"] --- # Quick Runner's Shirt *Item 5+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn - **Category** Worn diff --git a/compendium/equipment/items/quick-wig-lotgb.md b/compendium/equipment/items/quick-wig-lotgb.md index 0288fdaad..c4c728a05 100644 --- a/compendium/equipment/items/quick-wig-lotgb.md +++ b/compendium/equipment/items/quick-wig-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Quick Wig"] --- # Quick Wig *Item 2* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** worn headwear; **Bulk** L diff --git a/compendium/equipment/items/quickpatch-glue-lopsg.md b/compendium/equipment/items/quickpatch-glue-lopsg.md index 2a4b65171..1acd3151f 100644 --- a/compendium/equipment/items/quickpatch-glue-lopsg.md +++ b/compendium/equipment/items/quickpatch-glue-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Quickpatch Glue"] --- # Quickpatch Glue *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/quicksilver-mutagen.md b/compendium/equipment/items/quicksilver-mutagen.md index e351ea36b..df7bfcd79 100644 --- a/compendium/equipment/items/quicksilver-mutagen.md +++ b/compendium/equipment/items/quicksilver-mutagen.md @@ -12,7 +12,7 @@ tags: aliases: ["Quicksilver Mutagen"] --- # Quicksilver Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/quill-of-passage-lopsg.md b/compendium/equipment/items/quill-of-passage-lopsg.md index 91c39227e..8b5a1d527 100644 --- a/compendium/equipment/items/quill-of-passage-lopsg.md +++ b/compendium/equipment/items/quill-of-passage-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Quill Of Passage"] --- # Quill Of Passage *Item 11* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1200 gp - **Usage** held in one hand diff --git a/compendium/equipment/items/quilted-armor-tv.md b/compendium/equipment/items/quilted-armor-tv.md index 4d9bd775c..0d4a0c9d4 100644 --- a/compendium/equipment/items/quilted-armor-tv.md +++ b/compendium/equipment/items/quilted-armor-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Quilted Armor"] --- # Quilted Armor *Item 0* -[comfort](rules/traits/comfort.md) +[comfort](rules/traits/comfort.md "Comfort Armor Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/radiant-lance-locg.md b/compendium/equipment/items/radiant-lance-locg.md index 909230bdc..d4548b9d8 100644 --- a/compendium/equipment/items/radiant-lance-locg.md +++ b/compendium/equipment/items/radiant-lance-locg.md @@ -13,7 +13,7 @@ tags: aliases: ["Radiant Lance"] --- # Radiant Lance *Item 15* -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5750 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/radiant-prism-tv.md b/compendium/equipment/items/radiant-prism-tv.md index 2a7067a54..61d35115b 100644 --- a/compendium/equipment/items/radiant-prism-tv.md +++ b/compendium/equipment/items/radiant-prism-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Radiant Prism"] --- # Radiant Prism *Item 16+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/radiant-spark-aoe6.md b/compendium/equipment/items/radiant-spark-aoe6.md index 4caf01ada..ee41c968e 100644 --- a/compendium/equipment/items/radiant-spark-aoe6.md +++ b/compendium/equipment/items/radiant-spark-aoe6.md @@ -11,7 +11,7 @@ tags: aliases: ["Radiant Spark"] --- # Radiant Spark *Item 25* -[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Artifact diff --git a/compendium/equipment/items/raining-knives-snare-lotgb.md b/compendium/equipment/items/raining-knives-snare-lotgb.md index b367da864..cf73a21c5 100644 --- a/compendium/equipment/items/raining-knives-snare-lotgb.md +++ b/compendium/equipment/items/raining-knives-snare-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Raining Knives Snare"] --- # Raining Knives Snare *Item 10* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 170 gp - **Category** Snare diff --git a/compendium/equipment/items/rampart-shield-lotgb.md b/compendium/equipment/items/rampart-shield-lotgb.md index 329a01595..927115ab1 100644 --- a/compendium/equipment/items/rampart-shield-lotgb.md +++ b/compendium/equipment/items/rampart-shield-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Rampart Shield"] --- # Rampart Shield *Item 12* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1900 gp - **Usage** held in one hand; **Bulk** 4 diff --git a/compendium/equipment/items/ranging-shot-tv.md b/compendium/equipment/items/ranging-shot-tv.md index ca35c9a87..37b491c65 100644 --- a/compendium/equipment/items/ranging-shot-tv.md +++ b/compendium/equipment/items/ranging-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Ranging Shot"] --- # Ranging Shot *Item 3* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 9 gp - **Ammunition** any diff --git a/compendium/equipment/items/ranseur.md b/compendium/equipment/items/ranseur.md index e6bfa6be4..ad7ace9a4 100644 --- a/compendium/equipment/items/ranseur.md +++ b/compendium/equipment/items/ranseur.md @@ -9,7 +9,7 @@ tags: aliases: ["Ranseur"] --- # Ranseur *Item 0* -[disarm](rules/traits/disarm.md) [reach](rules/traits/reach.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/rapier.md b/compendium/equipment/items/rapier.md index ce5c1366d..1fd8de9a1 100644 --- a/compendium/equipment/items/rapier.md +++ b/compendium/equipment/items/rapier.md @@ -10,7 +10,7 @@ tags: aliases: ["Rapier"] --- # Rapier *Item 0* -[deadly ](rules/traits/deadly.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/rat-catcher-trident-logm.md b/compendium/equipment/items/rat-catcher-trident-logm.md index 263f672a5..b96eb19b1 100644 --- a/compendium/equipment/items/rat-catcher-trident-logm.md +++ b/compendium/equipment/items/rat-catcher-trident-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Rat-catcher Trident"] --- # Rat-catcher Trident *Item 11* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Hanspur](compendium/setting/deities/hanspur-logm.md) - **Price** 1200 gp diff --git a/compendium/equipment/items/ration-tonic-apg.md b/compendium/equipment/items/ration-tonic-apg.md index 527316b6e..07ecc6bb6 100644 --- a/compendium/equipment/items/ration-tonic-apg.md +++ b/compendium/equipment/items/ration-tonic-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Ration Tonic"] --- # Ration Tonic *Item 1+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/raucous-gmg.md b/compendium/equipment/items/raucous-gmg.md index 861e2d43d..0b40e1490 100644 --- a/compendium/equipment/items/raucous-gmg.md +++ b/compendium/equipment/items/raucous-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Raucous"] --- # Raucous *Item 3* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** curses gear or a weapon - **Category** Curse diff --git a/compendium/equipment/items/ravenous-gmg.md b/compendium/equipment/items/ravenous-gmg.md index 8c07247f8..9dc4cbaf4 100644 --- a/compendium/equipment/items/ravenous-gmg.md +++ b/compendium/equipment/items/ravenous-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Ravenous"] --- # Ravenous *Item 1* -[cursed](rules/traits/cursed-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a ring, staff, or wand - **Category** Curse diff --git a/compendium/equipment/items/razmiri-wayfinder-lopsg.md b/compendium/equipment/items/razmiri-wayfinder-lopsg.md index 6e0fc2bb4..ab1353fee 100644 --- a/compendium/equipment/items/razmiri-wayfinder-lopsg.md +++ b/compendium/equipment/items/razmiri-wayfinder-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Razmiri Wayfinder"] --- # Razmiri Wayfinder *Item 10* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 900 gp - **Usage** worn; **Bulk** – diff --git a/compendium/equipment/items/razor-disc-tv.md b/compendium/equipment/items/razor-disc-tv.md index 3164737e5..3e8b63964 100644 --- a/compendium/equipment/items/razor-disc-tv.md +++ b/compendium/equipment/items/razor-disc-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Razor Disc"] --- # Razor Disc *Item 0* -[integrated <1d6 S>](rules/traits/integrated-tv.md) shield throw <20 ft.> +[integrated <1d6 S>](rules/traits/integrated-1d6-s-tv.md "Integrated Item Trait") shield throw <20 ft.> - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/reading-glyphs-tv.md b/compendium/equipment/items/reading-glyphs-tv.md index 61f7a0ea8..b6d0a6dfe 100644 --- a/compendium/equipment/items/reading-glyphs-tv.md +++ b/compendium/equipment/items/reading-glyphs-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Reading Glyphs"] --- # Reading Glyphs *Item 4* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 90 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/reading-ring-lotgb.md b/compendium/equipment/items/reading-ring-lotgb.md index 42f104b90..dc0089cb4 100644 --- a/compendium/equipment/items/reading-ring-lotgb.md +++ b/compendium/equipment/items/reading-ring-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Reading Ring"] --- # Reading Ring *Item 1+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn - **Category** Reading diff --git a/compendium/equipment/items/ready-apg.md b/compendium/equipment/items/ready-apg.md index 6f09c1d72..a9a3deb68 100644 --- a/compendium/equipment/items/ready-apg.md +++ b/compendium/equipment/items/ready-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Ready"] --- # Ready *Item 6+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/reapers-crescent-tv.md b/compendium/equipment/items/reapers-crescent-tv.md index c984d5bbf..403812dea 100644 --- a/compendium/equipment/items/reapers-crescent-tv.md +++ b/compendium/equipment/items/reapers-crescent-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Reaper's Crescent"] --- # Reaper's Crescent *Item 9* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 575 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/reapers-lancet-aoe1.md b/compendium/equipment/items/reapers-lancet-aoe1.md index c736f9715..f4de285ef 100644 --- a/compendium/equipment/items/reapers-lancet-aoe1.md +++ b/compendium/equipment/items/reapers-lancet-aoe1.md @@ -11,7 +11,7 @@ tags: aliases: ["Reaper's Lancet"] --- # Reaper's Lancet *Item 5* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [unique](rules/traits/unique.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 200 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/reapers-spellgun-tv.md b/compendium/equipment/items/reapers-spellgun-tv.md index 0d829784c..7b16c695b 100644 --- a/compendium/equipment/items/reapers-spellgun-tv.md +++ b/compendium/equipment/items/reapers-spellgun-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Reaper's Spellgun"] --- # Reaper's Spellgun *Item 13* -[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [death](rules/traits/death.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [spellgun](rules/traits/spellgun-tv.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [death](rules/traits/death.md "Death Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/rebirth-potion-tv.md b/compendium/equipment/items/rebirth-potion-tv.md index e29cd2d84..3edbd9487 100644 --- a/compendium/equipment/items/rebirth-potion-tv.md +++ b/compendium/equipment/items/rebirth-potion-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Rebirth Potion"] --- # Rebirth Potion *Item 9* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 150 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/rebound-fulu-som.md b/compendium/equipment/items/rebound-fulu-som.md index 0c8d77005..aa26531f1 100644 --- a/compendium/equipment/items/rebound-fulu-som.md +++ b/compendium/equipment/items/rebound-fulu-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Rebound Fulu"] --- # Rebound Fulu *Item 9* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 125 gp - **Usage** affixed to a shield diff --git a/compendium/equipment/items/rebounding-breastplate-som.md b/compendium/equipment/items/rebounding-breastplate-som.md index f5fa8d535..b75e48323 100644 --- a/compendium/equipment/items/rebounding-breastplate-som.md +++ b/compendium/equipment/items/rebounding-breastplate-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Rebounding Breastplate"] --- # Rebounding Breastplate *Item 20* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70000 gp - **Usage** worn armor diff --git a/compendium/equipment/items/recording-rod-aoe1.md b/compendium/equipment/items/recording-rod-aoe1.md index d5448085c..b6ed048e4 100644 --- a/compendium/equipment/items/recording-rod-aoe1.md +++ b/compendium/equipment/items/recording-rod-aoe1.md @@ -12,7 +12,7 @@ tags: aliases: ["Recording Rod"] --- # Recording Rod *Item 3+* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies; **Bulk** 1 - **Category** Consumable @@ -28,7 +28,7 @@ When activated, the rod records anything it sees and hears for 1 minute. Its len For basic recording rods, once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over. -Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the [consumable](rules/traits/consumable.md) trait. +Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the [consumable](rules/traits/consumable.md "Consumable Item Trait") trait. ``` *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/recovery-bladder-lotgb.md b/compendium/equipment/items/recovery-bladder-lotgb.md index 88e390932..32d346fcb 100644 --- a/compendium/equipment/items/recovery-bladder-lotgb.md +++ b/compendium/equipment/items/recovery-bladder-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Recovery Bladder"] --- # Recovery Bladder *Item 3* -[consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 10 gp - **Bulk** L (8 if inflated) diff --git a/compendium/equipment/items/red-handed-missive-tv.md b/compendium/equipment/items/red-handed-missive-tv.md index de75a8de8..55cd82905 100644 --- a/compendium/equipment/items/red-handed-missive-tv.md +++ b/compendium/equipment/items/red-handed-missive-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Red-Handed Missive"] --- # Red-Handed Missive *Item 7* -[consumable](rules/traits/consumable.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [missive](rules/traits/missive-tv.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/red-rib-gill-mask-sot3.md b/compendium/equipment/items/red-rib-gill-mask-sot3.md index 20ed82370..181f2a61e 100644 --- a/compendium/equipment/items/red-rib-gill-mask-sot3.md +++ b/compendium/equipment/items/red-rib-gill-mask-sot3.md @@ -10,7 +10,7 @@ tags: aliases: ["Red-Rib Gill Mask"] --- # Red-Rib Gill Mask *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn mask; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -18,6 +18,6 @@ aliases: ["Red-Rib Gill Mask"] This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source [undetected](rules/conditions.md#Undetected) instead of [unnoticed](rules/conditions.md#Unnoticed)). You can't wear other masks while you're wearing a red-rib gill mask. -After Activating the mask, you also gain the listed item bonus to Fortitude saves against [inhaled](rules/traits/inhaled.md) effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. +After Activating the mask, you also gain the listed item bonus to Fortitude saves against [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. *Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/redeemers-pistol-ooa3.md b/compendium/equipment/items/redeemers-pistol-ooa3.md index 7973c9fde..2f35d91a5 100644 --- a/compendium/equipment/items/redeemers-pistol-ooa3.md +++ b/compendium/equipment/items/redeemers-pistol-ooa3.md @@ -12,7 +12,7 @@ tags: aliases: ["Redeemer's Pistol"] --- # Redeemer's Pistol *Item 11* -[abjuration](rules/traits/abjuration.md) [good](rules/traits/good.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [unique](rules/traits/unique.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 1400 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/reducer-round-ooa3.md b/compendium/equipment/items/reducer-round-ooa3.md index 8fe455d4d..df1617852 100644 --- a/compendium/equipment/items/reducer-round-ooa3.md +++ b/compendium/equipment/items/reducer-round-ooa3.md @@ -11,7 +11,7 @@ tags: aliases: ["Reducer Round"] --- # Reducer Round *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Ammunition** round diff --git a/compendium/equipment/items/reef-heart-tv.md b/compendium/equipment/items/reef-heart-tv.md index f6eb5e474..b53c01ca5 100644 --- a/compendium/equipment/items/reef-heart-tv.md +++ b/compendium/equipment/items/reef-heart-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Reef Heart"] --- # Reef Heart *Item 12+* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn armor; **Bulk** 2 - **Category** Armor diff --git a/compendium/equipment/items/refined-pesh-gmg.md b/compendium/equipment/items/refined-pesh-gmg.md index 3b6e7c0af..7103a1a12 100644 --- a/compendium/equipment/items/refined-pesh-gmg.md +++ b/compendium/equipment/items/refined-pesh-gmg.md @@ -13,7 +13,7 @@ tags: aliases: ["Refined Pesh"] --- # Refined Pesh *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 2 gp - **Usage** held in 1 hand; **Bulk** L @@ -30,9 +30,9 @@ title: Saving Throw: DC 12 Fortitude ## Stages -**Stage 1** [stupefied](rules/conditions.md#Stupefied) and a +2 item bonus to saves versus [fear](rules/traits/fear.md) effects (1 minute) +**Stage 1** [stupefied](rules/conditions.md#Stupefied) and a +2 item bonus to saves versus [fear](rules/traits/fear.md "Fear Effect Trait") effects (1 minute) -**Stage 2** 1 temporary Hit Point per level , +2 item bonus to saves versus [fear](rules/traits/fear.md) effects, [clumsy](rules/conditions.md#Clumsy), and [stupefied](rules/conditions.md#Stupefied) (first time you reach this stage only) +**Stage 2** 1 temporary Hit Point per level , +2 item bonus to saves versus [fear](rules/traits/fear.md "Fear Effect Trait") effects, [clumsy](rules/conditions.md#Clumsy), and [stupefied](rules/conditions.md#Stupefied) (first time you reach this stage only) **Stage 3** [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) (1 hour) ``` diff --git a/compendium/equipment/items/reflected-moonlight-fulu-tv.md b/compendium/equipment/items/reflected-moonlight-fulu-tv.md index 89bc66dec..07eee9a4f 100644 --- a/compendium/equipment/items/reflected-moonlight-fulu-tv.md +++ b/compendium/equipment/items/reflected-moonlight-fulu-tv.md @@ -13,11 +13,11 @@ tags: aliases: ["Reflected Moonlight Fulu"] --- # Reflected Moonlight Fulu *Item 14* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fortune](rules/traits/fortune.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 750 gp - **Usage** affixed to armor; **Bulk** — -- **Activate** envision; **Trigger** You fail to save against a [negative](rules/traits/negative.md) or [death](rules/traits/death.md) effect. +- **Activate** envision; **Trigger** You fail to save against a [negative](rules/traits/negative.md "Negative Energy & Element Trait") or [death](rules/traits/death.md "Death Effect Trait") effect. - **Category** Talisman An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to [Tsukiyo](compendium/setting/deities/tsukiyo-logm.md) conducted only during a supermoon, creating the first reflected moonlight fulu. When you Activate this fulu, you reroll your saving throw against the triggering effect and take the better result. If this new roll is a critical success, the effect is reflected on its creator, who's treated as the effect's target, with any negative damage converted to positive. A reflected effect or spell affects only the original creator, even if it was an area spell or one that affects more than one creature. diff --git a/compendium/equipment/items/reflecting-shard-tv.md b/compendium/equipment/items/reflecting-shard-tv.md index e8bfd0d30..74cf81074 100644 --- a/compendium/equipment/items/reflecting-shard-tv.md +++ b/compendium/equipment/items/reflecting-shard-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Reflecting Shard"] --- # Reflecting Shard *Item 13+* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** affixed to a shield; **Bulk** — - **Activate** command; **Trigger** You are targeted by a spell of 5th level or lower; **Requirements** You're a master in diff --git a/compendium/equipment/items/reflecting-shield.md b/compendium/equipment/items/reflecting-shield.md index 861594e2a..a5e283c65 100644 --- a/compendium/equipment/items/reflecting-shield.md +++ b/compendium/equipment/items/reflecting-shield.md @@ -10,7 +10,7 @@ tags: aliases: ["Reflecting Shield"] --- # Reflecting Shield *Item 18* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 18000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/reflexive-tattoo-lotgb.md b/compendium/equipment/items/reflexive-tattoo-lotgb.md index 3c26006a9..39e75019d 100644 --- a/compendium/equipment/items/reflexive-tattoo-lotgb.md +++ b/compendium/equipment/items/reflexive-tattoo-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Reflexive Tattoo"] --- # Reflexive Tattoo *Item 7* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 350 gp - **Usage** tattoo diff --git a/compendium/equipment/items/reforging-shield-aoa4.md b/compendium/equipment/items/reforging-shield-aoa4.md index 5c30929fd..b16f1ba5e 100644 --- a/compendium/equipment/items/reforging-shield-aoa4.md +++ b/compendium/equipment/items/reforging-shield-aoa4.md @@ -10,7 +10,7 @@ tags: aliases: ["Reforging Shield"] --- # Reforging Shield *Item 15* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 6000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/reinforced-surcoat-lotgb.md b/compendium/equipment/items/reinforced-surcoat-lotgb.md index 185686a21..3c498fe58 100644 --- a/compendium/equipment/items/reinforced-surcoat-lotgb.md +++ b/compendium/equipment/items/reinforced-surcoat-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Reinforced Surcoat"] --- # Reinforced Surcoat *Item 0* -[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Usage** applied to medium or heavy armor; **Bulk** L diff --git a/compendium/equipment/items/reinforced-wheels-lotgb.md b/compendium/equipment/items/reinforced-wheels-lotgb.md index 846c35356..0b3b42084 100644 --- a/compendium/equipment/items/reinforced-wheels-lotgb.md +++ b/compendium/equipment/items/reinforced-wheels-lotgb.md @@ -11,6 +11,6 @@ aliases: ["Reinforced Wheels"] - **Price** 5 sp - **Category** Wheelchair Upgrade -The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel [Strike](rules/actions/strike.md). Your wheel deals `1d4` bludgeoning damage and has the agile, [attached](rules/traits/attached.md), and [free-hand](rules/traits/free-hand.md) traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon. +The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel [Strike](rules/actions/strike.md). Your wheel deals `1d4` bludgeoning damage and has the agile, [attached](rules/traits/attached.md "Attached Weapon Trait"), and [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon. *Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/remorhaz-armor-tv.md b/compendium/equipment/items/remorhaz-armor-tv.md index 28eb7a32a..c2d59241d 100644 --- a/compendium/equipment/items/remorhaz-armor-tv.md +++ b/compendium/equipment/items/remorhaz-armor-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Remorhaz Armor"] --- # Remorhaz Armor *Item 10* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 975 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/remote-trigger-tv.md b/compendium/equipment/items/remote-trigger-tv.md index 3cb02704a..3cc855041 100644 --- a/compendium/equipment/items/remote-trigger-tv.md +++ b/compendium/equipment/items/remote-trigger-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Remote Trigger"] --- # Remote Trigger *Item 5* -[alchemical](rules/traits/alchemical.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 125 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/rending-snare-lotgb.md b/compendium/equipment/items/rending-snare-lotgb.md index 111c750ca..c11c42a14 100644 --- a/compendium/equipment/items/rending-snare-lotgb.md +++ b/compendium/equipment/items/rending-snare-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Rending Snare"] --- # Rending Snare *Item 14* -[consumable](rules/traits/consumable.md) [kobold](rules/traits/kobold-b1.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Category** Snare diff --git a/compendium/equipment/items/replacement-filter-lopsg.md b/compendium/equipment/items/replacement-filter-lopsg.md index 2804d94f6..4e1732295 100644 --- a/compendium/equipment/items/replacement-filter-lopsg.md +++ b/compendium/equipment/items/replacement-filter-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Replacement Filter"] --- # Replacement Filter *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Category** Adventuring Gear diff --git a/compendium/equipment/items/repulsion-resin-aoe4.md b/compendium/equipment/items/repulsion-resin-aoe4.md index 36ab06b15..e8e9ac596 100644 --- a/compendium/equipment/items/repulsion-resin-aoe4.md +++ b/compendium/equipment/items/repulsion-resin-aoe4.md @@ -12,7 +12,7 @@ tags: aliases: ["Repulsion Resin"] --- # Repulsion Resin *Item 16* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1650 gp - **Usage** held in 1 hand; **Bulk** L @@ -21,7 +21,7 @@ aliases: ["Repulsion Resin"] This clear, tasteless tar causes the victim to emit waves of harmful mental energy that repel other creatures. -Desperate users might consume this poison to keep enemies at bay despite the poison's debilitating effects. While you're [stupefied](rules/conditions.md#Stupefied) from this poison, a creature that starts its turn within 10 feet of you or approaches within 10 feet of you must attempt a DC 35 Will saving throw. On a failure, the creature can't voluntarily move closer to you; this is a [mental](rules/traits/mental.md) effect. Once the approaching creature has attempted to save, it uses the same result for all saves from that dose of repulsion resin. +Desperate users might consume this poison to keep enemies at bay despite the poison's debilitating effects. While you're [stupefied](rules/conditions.md#Stupefied) from this poison, a creature that starts its turn within 10 feet of you or approaches within 10 feet of you must attempt a DC 35 Will saving throw. On a failure, the creature can't voluntarily move closer to you; this is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. Once the approaching creature has attempted to save, it uses the same result for all saves from that dose of repulsion resin. ```ad-inline-affliction title: Saving Throw: DC 38 Fortitude diff --git a/compendium/equipment/items/resilient.md b/compendium/equipment/items/resilient.md index dea2d5e06..447da1301 100644 --- a/compendium/equipment/items/resilient.md +++ b/compendium/equipment/items/resilient.md @@ -9,7 +9,7 @@ tags: aliases: ["Resilient"] --- # Resilient *Item 8+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/resonating-ammunition-som.md b/compendium/equipment/items/resonating-ammunition-som.md index fb2acd365..41fa086da 100644 --- a/compendium/equipment/items/resonating-ammunition-som.md +++ b/compendium/equipment/items/resonating-ammunition-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Resonating Ammunition"] --- # Resonating Ammunition *Item 11* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Price** 1200 gp - **Ammunition** arrow, bolt diff --git a/compendium/equipment/items/resonating-fork-tv.md b/compendium/equipment/items/resonating-fork-tv.md index 36d2f27ca..3a906e7cb 100644 --- a/compendium/equipment/items/resonating-fork-tv.md +++ b/compendium/equipment/items/resonating-fork-tv.md @@ -11,14 +11,14 @@ tags: aliases: ["Resonating Fork"] --- # Resonating Fork *Item 5+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) [spellheart](rules/traits/spellheart-som.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. -- Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the [auditory](rules/traits/auditory.md) or [sonic](rules/traits/sonic.md) trait. +- Armor You gain resistance 2 to sonic damage and a +1 item bonus to saving throws against effects with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait. - Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next [Strike](rules/actions/strike.md) causes the target to be [deafened](rules/conditions.md#Deafened) for 1 round if it hits (or for 3 rounds on a critical hit). If you don't make a [Strike](rules/actions/strike.md) by the end of your next turn, the sound waves dissipate with no effect. ```ad-embed-ability diff --git a/compendium/equipment/items/restful-sleep-fulu-som.md b/compendium/equipment/items/restful-sleep-fulu-som.md index 63d7c839d..0c0ddbef3 100644 --- a/compendium/equipment/items/restful-sleep-fulu-som.md +++ b/compendium/equipment/items/restful-sleep-fulu-som.md @@ -12,13 +12,13 @@ tags: aliases: ["Restful Sleep Fulu"] --- # Restful Sleep Fulu *Item 6* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 32 gp - **Usage** affixed to a creature - **Activate** envision - **Category** Consumable -Duration 1 hour This fulu depicts the five-spoke wheel of [Qi Zhong](compendium/setting/deities/qi-zhong-logm.md), god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against [mental](rules/traits/mental.md) effects that occur in your dreams, such as the [nightmare](compendium/spells/nightmare.md) spell. +Duration 1 hour This fulu depicts the five-spoke wheel of [Qi Zhong](compendium/setting/deities/qi-zhong-logm.md), god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects that occur in your dreams, such as the [nightmare](compendium/spells/nightmare.md) spell. *Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/restful-tent-som.md b/compendium/equipment/items/restful-tent-som.md index cb42d5fa6..c630cb7f2 100644 --- a/compendium/equipment/items/restful-tent-som.md +++ b/compendium/equipment/items/restful-tent-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Restful Tent"] --- # Restful Tent *Item 7* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 320 gp - **Bulk** 1 diff --git a/compendium/equipment/items/retaliation-tv.md b/compendium/equipment/items/retaliation-tv.md index 1489b556a..3b4d0cbde 100644 --- a/compendium/equipment/items/retaliation-tv.md +++ b/compendium/equipment/items/retaliation-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Retaliation"] --- # Retaliation *Item 6+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** applied to shield - **Category** Rune diff --git a/compendium/equipment/items/retribution-axe.md b/compendium/equipment/items/retribution-axe.md index ef66c9b05..7de2a5509 100644 --- a/compendium/equipment/items/retribution-axe.md +++ b/compendium/equipment/items/retribution-axe.md @@ -9,7 +9,7 @@ tags: aliases: ["Retribution Axe"] --- # Retribution Axe *Item 3* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/retrieval-prism-som.md b/compendium/equipment/items/retrieval-prism-som.md index 73c024d15..e119f4552 100644 --- a/compendium/equipment/items/retrieval-prism-som.md +++ b/compendium/equipment/items/retrieval-prism-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Retrieval Prism"] --- # Retrieval Prism *Item 3+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Usage** affixed to armor - **Activate** command; **Requirements** You have a free hand. diff --git a/compendium/equipment/items/returning.md b/compendium/equipment/items/returning.md index 48e22d3ee..e35312da7 100644 --- a/compendium/equipment/items/returning.md +++ b/compendium/equipment/items/returning.md @@ -9,7 +9,7 @@ tags: aliases: ["Returning"] --- # Returning *Item 3* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 55 gp - **Usage** etched onto a thrown weapon diff --git a/compendium/equipment/items/revealing-mist-tv.md b/compendium/equipment/items/revealing-mist-tv.md index 1902fe0b3..a73b80062 100644 --- a/compendium/equipment/items/revealing-mist-tv.md +++ b/compendium/equipment/items/revealing-mist-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Revealing Mist"] --- # Revealing Mist *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/reverberating-stone-tv.md b/compendium/equipment/items/reverberating-stone-tv.md index cc9a63c7a..82378a02e 100644 --- a/compendium/equipment/items/reverberating-stone-tv.md +++ b/compendium/equipment/items/reverberating-stone-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Reverberating Stone"] --- # Reverberating Stone *Item 11+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Usage** affixed to a shield; **Bulk** — - **Activate** envision; **Trigger** You use the affixed shield to Shield Block a melee attack; **Requirements** You're a master in [Athletics](compendium/skills.md#Athletics), and you have the affixed shield raised. diff --git a/compendium/equipment/items/rhino-hide-brooch-sot2.md b/compendium/equipment/items/rhino-hide-brooch-sot2.md index 884fa6d20..8f2763fc7 100644 --- a/compendium/equipment/items/rhino-hide-brooch-sot2.md +++ b/compendium/equipment/items/rhino-hide-brooch-sot2.md @@ -12,7 +12,7 @@ tags: aliases: ["Rhino Hide Brooch"] --- # Rhino Hide Brooch *Item 5* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 28 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/rhino-hide.md b/compendium/equipment/items/rhino-hide.md index 8f1242ac2..00d963858 100644 --- a/compendium/equipment/items/rhino-hide.md +++ b/compendium/equipment/items/rhino-hide.md @@ -10,7 +10,7 @@ tags: aliases: ["Rhino Hide"] --- # Rhino Hide *Item 9* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 700 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/rhino-shot-lotgb.md b/compendium/equipment/items/rhino-shot-lotgb.md index 8ec321087..1343467ce 100644 --- a/compendium/equipment/items/rhino-shot-lotgb.md +++ b/compendium/equipment/items/rhino-shot-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Rhino Shot"] --- # Rhino Shot *Item 5* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 22 gp - **Ammunition** Any diff --git a/compendium/equipment/items/rhinoceros-mask-sot1.md b/compendium/equipment/items/rhinoceros-mask-sot1.md index 51cb9b017..abc5da574 100644 --- a/compendium/equipment/items/rhinoceros-mask-sot1.md +++ b/compendium/equipment/items/rhinoceros-mask-sot1.md @@ -11,7 +11,7 @@ tags: aliases: ["Rhinoceros Mask"] --- # Rhinoceros Mask *Item 4+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn mask - **Category** Worn diff --git a/compendium/equipment/items/rhinoceros-mask-tv.md b/compendium/equipment/items/rhinoceros-mask-tv.md index 6fcd908da..f20199624 100644 --- a/compendium/equipment/items/rhinoceros-mask-tv.md +++ b/compendium/equipment/items/rhinoceros-mask-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Rhinoceros Mask"] --- # Rhinoceros Mask *Item 4+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn mask; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/rhoka-sword-av3.md b/compendium/equipment/items/rhoka-sword-av3.md index b6e158d04..7c445b118 100644 --- a/compendium/equipment/items/rhoka-sword-av3.md +++ b/compendium/equipment/items/rhoka-sword-av3.md @@ -9,7 +9,7 @@ tags: aliases: ["Rhoka Sword"] --- # Rhoka Sword *Item 0* -[deadly ](rules/traits/deadly.md) [two-hand ](rules/traits/two-hand.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") - **Price** 4 gp - **Bulk** 2 diff --git a/compendium/equipment/items/rhythm-bone-sot1.md b/compendium/equipment/items/rhythm-bone-sot1.md index 83cd1784a..5bcd275c7 100644 --- a/compendium/equipment/items/rhythm-bone-sot1.md +++ b/compendium/equipment/items/rhythm-bone-sot1.md @@ -10,7 +10,7 @@ tags: aliases: ["Rhythm Bone"] --- # Rhythm Bone *Item 1* -[auditory](rules/traits/auditory.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held @@ -22,7 +22,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower [Perception](compendium/skills.md#Perception) check to hear. -The bone's recording doesn't copy magical [auditory](rules/traits/auditory.md) effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again. +The bone's recording doesn't copy magical [auditory](rules/traits/auditory.md "Auditory Effect Trait") effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/ridill-lomm.md b/compendium/equipment/items/ridill-lomm.md index 3c70e0f2d..c199003f4 100644 --- a/compendium/equipment/items/ridill-lomm.md +++ b/compendium/equipment/items/ridill-lomm.md @@ -12,12 +12,12 @@ tags: aliases: ["Ridill"] --- # Ridill *Item 20* -[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 2 hands; **Bulk** 4 - **Category** Artifact -This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Fafnheir justly fears it, which is why he keeps it hidden in his hoard. Runes of dragon slaying are written down its blade. Ridill is a greatsword. While wielding Ridill, you gain a +2 circumstance bonus to saves against [fear](rules/traits/fear.md). This increases to +4 if the effect is from a dragon. If you have an ability that depends on Large weapons (such as barbarian giant instinct), it works with Ridill. +This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Fafnheir justly fears it, which is why he keeps it hidden in his hoard. Runes of dragon slaying are written down its blade. Ridill is a greatsword. While wielding Ridill, you gain a +2 circumstance bonus to saves against [fear](rules/traits/fear.md "Fear Effect Trait"). This increases to +4 if the effect is from a dragon. If you have an ability that depends on Large weapons (such as barbarian giant instinct), it works with Ridill. Ridill is always considered to have the appropriate material or damage type necessary to deactivate a dragon's [regeneration](rules/abilities/regeneration.md) or cause the dragon's weakness to apply. For example, Ridill is considered to be cold iron when attacking a linnorm, while it would be treated as having dealt cold damage when attacking a red dragon. If the dragon has more than one weakness, only the highest value applies. diff --git a/compendium/equipment/items/right-of-retribution-av2.md b/compendium/equipment/items/right-of-retribution-av2.md index 76d3ae8ab..a3286c4b3 100644 --- a/compendium/equipment/items/right-of-retribution-av2.md +++ b/compendium/equipment/items/right-of-retribution-av2.md @@ -12,7 +12,7 @@ tags: aliases: ["Right Of Retribution"] --- # Right Of Retribution *Item 8* -[contract](rules/traits/contract-lol.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Devil** erinys; **Decipher Writing** [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion) - **Category** Contract diff --git a/compendium/equipment/items/rime-crystal-tv.md b/compendium/equipment/items/rime-crystal-tv.md index 5bd2e6c79..3c5b4306c 100644 --- a/compendium/equipment/items/rime-crystal-tv.md +++ b/compendium/equipment/items/rime-crystal-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Rime Crystal"] --- # Rime Crystal *Item 3+* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/rime-foil-tv.md b/compendium/equipment/items/rime-foil-tv.md index 34e3bc620..847bdfbe6 100644 --- a/compendium/equipment/items/rime-foil-tv.md +++ b/compendium/equipment/items/rime-foil-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Rime Foil"] --- # Rime Foil *Item 11* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1400 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/rime-jar-gw3.md b/compendium/equipment/items/rime-jar-gw3.md new file mode 100644 index 000000000..88a23a53a --- /dev/null +++ b/compendium/equipment/items/rime-jar-gw3.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Rime Jar"] +--- +# Rime Jar *Item 10* +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Price** 175 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +Magical reagents slosh inside this rime-frosted pottery jar the size of a human head. Despite appearing to be rimed in hoarfrost, the jar is warm to the touch. Ilverani wizards create rime jars to sustain themselves during the coldest winter nights. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The jar draws off the cold and warms your body. If you have the [fatigued](rules/conditions.md#Fatigued) condition caused by exposure to environmental cold, it removes the condition. For 8 hours after applying the rime, you treat extreme cold as severe cold. +``` + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-climbing.md b/compendium/equipment/items/ring-of-climbing.md index 338ec453a..dbc5873b5 100644 --- a/compendium/equipment/items/ring-of-climbing.md +++ b/compendium/equipment/items/ring-of-climbing.md @@ -10,7 +10,7 @@ tags: aliases: ["Ring of Climbing"] --- # Ring of Climbing *Item 12* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1750 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/ring-of-counterspells.md b/compendium/equipment/items/ring-of-counterspells.md index b57ddd16f..79723ec7a 100644 --- a/compendium/equipment/items/ring-of-counterspells.md +++ b/compendium/equipment/items/ring-of-counterspells.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring of Counterspells"] --- # Ring of Counterspells *Item 10* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 925 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/ring-of-discretion-aoe1.md b/compendium/equipment/items/ring-of-discretion-aoe1.md index 0b3545de7..7f2ec8f1c 100644 --- a/compendium/equipment/items/ring-of-discretion-aoe1.md +++ b/compendium/equipment/items/ring-of-discretion-aoe1.md @@ -12,7 +12,7 @@ tags: aliases: ["Ring Of Discretion"] --- # Ring Of Discretion *Item 1* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 15 gp - **Usage** worn ring; **Bulk** – diff --git a/compendium/equipment/items/ring-of-discretion-tv.md b/compendium/equipment/items/ring-of-discretion-tv.md index d6264afb0..a0bb8a0a3 100644 --- a/compendium/equipment/items/ring-of-discretion-tv.md +++ b/compendium/equipment/items/ring-of-discretion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring of Discretion"] --- # Ring of Discretion *Item 1* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 15 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/ring-of-energy-resistance.md b/compendium/equipment/items/ring-of-energy-resistance.md index 0234ced88..1b70375fe 100644 --- a/compendium/equipment/items/ring-of-energy-resistance.md +++ b/compendium/equipment/items/ring-of-energy-resistance.md @@ -10,7 +10,7 @@ tags: aliases: ["Ring of Energy Resistance"] --- # Ring of Energy Resistance *Item 6+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/ring-of-lies.md b/compendium/equipment/items/ring-of-lies.md index bafc69f39..a6d43804f 100644 --- a/compendium/equipment/items/ring-of-lies.md +++ b/compendium/equipment/items/ring-of-lies.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring of Lies"] --- # Ring of Lies *Item 10* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 850 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/ring-of-maniacal-devices.md b/compendium/equipment/items/ring-of-maniacal-devices.md index 98c826d74..c8a7cf3a7 100644 --- a/compendium/equipment/items/ring-of-maniacal-devices.md +++ b/compendium/equipment/items/ring-of-maniacal-devices.md @@ -10,7 +10,7 @@ tags: aliases: ["Ring of Maniacal Devices"] --- # Ring of Maniacal Devices *Item 11+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/ring-of-minor-arcana-fop.md b/compendium/equipment/items/ring-of-minor-arcana-fop.md index 90173e498..6ea506306 100644 --- a/compendium/equipment/items/ring-of-minor-arcana-fop.md +++ b/compendium/equipment/items/ring-of-minor-arcana-fop.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring Of Minor Arcana"] --- # Ring Of Minor Arcana *Item 5* -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** worn diff --git a/compendium/equipment/items/ring-of-ravenousness-tv.md b/compendium/equipment/items/ring-of-ravenousness-tv.md index e0c963910..cd57e8f37 100644 --- a/compendium/equipment/items/ring-of-ravenousness-tv.md +++ b/compendium/equipment/items/ring-of-ravenousness-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Ring of Ravenousness"] --- # Ring of Ravenousness *Item 7* -[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md b/compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md index 55434ea6f..32b380a17 100644 --- a/compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md +++ b/compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring Of Recalcitrant Wishes"] --- # Ring Of Recalcitrant Wishes *Item 20* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 10000 gp - **Usage** worn diff --git a/compendium/equipment/items/ring-of-sneering-charity-da.md b/compendium/equipment/items/ring-of-sneering-charity-da.md index f887ede70..2f4beb814 100644 --- a/compendium/equipment/items/ring-of-sneering-charity-da.md +++ b/compendium/equipment/items/ring-of-sneering-charity-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring of Sneering Charity"] --- # Ring of Sneering Charity *Item 7* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn ring; **Bulk** – - **Category** Worn diff --git a/compendium/equipment/items/ring-of-spell-turning.md b/compendium/equipment/items/ring-of-spell-turning.md index 5bb68b4a7..8df703c6e 100644 --- a/compendium/equipment/items/ring-of-spell-turning.md +++ b/compendium/equipment/items/ring-of-spell-turning.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring of Spell Turning"] --- # Ring of Spell Turning *Item 20* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 67000 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/ring-of-stoneshifting-ec3.md b/compendium/equipment/items/ring-of-stoneshifting-ec3.md index deaac1258..3cf2ef205 100644 --- a/compendium/equipment/items/ring-of-stoneshifting-ec3.md +++ b/compendium/equipment/items/ring-of-stoneshifting-ec3.md @@ -13,7 +13,7 @@ tags: aliases: ["Ring Of Stoneshifting"] --- # Ring Of Stoneshifting *Item 12* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1800 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/ring-of-sustenance.md b/compendium/equipment/items/ring-of-sustenance.md index 18b89b4c6..e2224334e 100644 --- a/compendium/equipment/items/ring-of-sustenance.md +++ b/compendium/equipment/items/ring-of-sustenance.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring of Sustenance"] --- # Ring of Sustenance *Item 7* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/ring-of-swimming.md b/compendium/equipment/items/ring-of-swimming.md index a0eecbbf5..009b5979e 100644 --- a/compendium/equipment/items/ring-of-swimming.md +++ b/compendium/equipment/items/ring-of-swimming.md @@ -10,7 +10,7 @@ tags: aliases: ["Ring of Swimming"] --- # Ring of Swimming *Item 12* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1750 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/ring-of-the-ram.md b/compendium/equipment/items/ring-of-the-ram.md index a8baa0a8b..913b5275d 100644 --- a/compendium/equipment/items/ring-of-the-ram.md +++ b/compendium/equipment/items/ring-of-the-ram.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring of the Ram"] --- # Ring of the Ram *Item 6+* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/ring-of-the-weary-traveler-fop.md b/compendium/equipment/items/ring-of-the-weary-traveler-fop.md index e8742c066..0b3e1b0b6 100644 --- a/compendium/equipment/items/ring-of-the-weary-traveler-fop.md +++ b/compendium/equipment/items/ring-of-the-weary-traveler-fop.md @@ -10,7 +10,7 @@ tags: aliases: ["Ring Of The Weary Traveler"] --- # Ring Of The Weary Traveler *Item 5* -[invested](rules/traits/invested.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** worn diff --git a/compendium/equipment/items/ring-of-truth-gmg.md b/compendium/equipment/items/ring-of-truth-gmg.md index 2fbef14a7..6831d726f 100644 --- a/compendium/equipment/items/ring-of-truth-gmg.md +++ b/compendium/equipment/items/ring-of-truth-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Ring Of Truth"] --- # Ring Of Truth *Item 10* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn - **Category** Worn diff --git a/compendium/equipment/items/ring-of-wizardry.md b/compendium/equipment/items/ring-of-wizardry.md index 41be1fe1d..decea248f 100644 --- a/compendium/equipment/items/ring-of-wizardry.md +++ b/compendium/equipment/items/ring-of-wizardry.md @@ -11,7 +11,7 @@ tags: aliases: ["Ring of Wizardry"] --- # Ring of Wizardry *Item 7+* -[arcane](rules/traits/arcane.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/ringmasters-staff-ec2.md b/compendium/equipment/items/ringmasters-staff-ec2.md index 1bf6f6c40..ceb87c449 100644 --- a/compendium/equipment/items/ringmasters-staff-ec2.md +++ b/compendium/equipment/items/ringmasters-staff-ec2.md @@ -11,12 +11,12 @@ tags: aliases: ["Ringmaster's Staff"] --- # Ringmaster's Staff *Item 6+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff -This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an [auditory](rules/traits/auditory.md) or [sonic](rules/traits/sonic.md) effect through barriers that would otherwise block it. +This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effect through barriers that would otherwise block it. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/roaring-potion-tv.md b/compendium/equipment/items/roaring-potion-tv.md index b8ea3bdc9..c7606e251 100644 --- a/compendium/equipment/items/roaring-potion-tv.md +++ b/compendium/equipment/items/roaring-potion-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Roaring Potion"] --- # Roaring Potion *Item 8+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [sonic](rules/traits/sonic.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/robe-of-eyes.md b/compendium/equipment/items/robe-of-eyes.md index e0b5036b3..e2c88b789 100644 --- a/compendium/equipment/items/robe-of-eyes.md +++ b/compendium/equipment/items/robe-of-eyes.md @@ -11,7 +11,7 @@ tags: aliases: ["Robe of Eyes"] --- # Robe of Eyes *Item 17* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 13000 gp - **Usage** worn garment; **Bulk** 1 @@ -21,7 +21,7 @@ This garment appears to be an ordinary robe until donned, at which point numerou You can also see powerful magic auras. The highest-level [magic aura](compendium/spells/magic-aura.md) within 30 feet of you glows in a color that reveals its school to you and allows you to determine where the effect originates. This can narrow down the origin point of the effect to a 5-foot-cube, but not more precisely than that. -The robe of eyes is not without its dangers. If any spell with the [light](rules/traits/light.md) trait is cast on you or your square while you are wearing the robe, you are [blinded](rules/conditions.md#Blinded) for a number of rounds equal to the spell's level unless you succeed at a Fortitude save against the spell's DC. +The robe of eyes is not without its dangers. If any spell with the [light](rules/traits/light.md "Light Effect Trait") trait is cast on you or your square while you are wearing the robe, you are [blinded](rules/conditions.md#Blinded) for a number of rounds equal to the spell's level unless you succeed at a Fortitude save against the spell's DC. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/equipment/items/robe-of-the-archmagi.md b/compendium/equipment/items/robe-of-the-archmagi.md index 292eb2d36..01ac7a319 100644 --- a/compendium/equipment/items/robe-of-the-archmagi.md +++ b/compendium/equipment/items/robe-of-the-archmagi.md @@ -11,12 +11,12 @@ tags: aliases: ["Robe of the Archmagi"] --- # Robe of the Archmagi *Item 15+* -[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn garment; **Bulk** 1 - **Category** Worn -Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An [evil](rules/traits/evil.md) or [good](rules/traits/good.md) robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead [stupefied](rules/conditions.md#Stupefied) while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe. +Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An [evil](rules/traits/evil.md "Evil Alignment Trait") or [good](rules/traits/good.md "Good Alignment Trait") robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead [stupefied](rules/conditions.md#Stupefied) while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe. The robes are explorer's clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells. diff --git a/compendium/equipment/items/rock-braced-aoa4.md b/compendium/equipment/items/rock-braced-aoa4.md index 64ef7df8c..09a1b29e5 100644 --- a/compendium/equipment/items/rock-braced-aoa4.md +++ b/compendium/equipment/items/rock-braced-aoa4.md @@ -12,7 +12,7 @@ tags: aliases: ["Rock-braced"] --- # Rock-braced *Item 13* -[abjuration](rules/traits/abjuration.md) [dwarf](rules/traits/dwarf.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [saggorak](rules/traits/saggorak-aoa4.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [saggorak](rules/traits/saggorak-aoa4.md "Saggorak Trait") - **Price** 3000 gp - **Usage** etched onto medium or heavy armor diff --git a/compendium/equipment/items/rock-ripper-snare-lotgb.md b/compendium/equipment/items/rock-ripper-snare-lotgb.md index 2650b0841..ddf4ca413 100644 --- a/compendium/equipment/items/rock-ripper-snare-lotgb.md +++ b/compendium/equipment/items/rock-ripper-snare-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Rock Ripper Snare"] --- # Rock Ripper Snare *Item 3* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 gp - **Category** Snare diff --git a/compendium/equipment/items/rod-of-cancellation-apg.md b/compendium/equipment/items/rod-of-cancellation-apg.md index f0e259746..7b1228f97 100644 --- a/compendium/equipment/items/rod-of-cancellation-apg.md +++ b/compendium/equipment/items/rod-of-cancellation-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Rod Of Cancellation"] --- # Rod Of Cancellation *Item 20* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 75000 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -21,7 +21,7 @@ This powerful magic rod is inimical to all magic. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You touch the rod to a [magical](rules/traits/magical.md) effect or magic item and attempt to counteract the effect or item. +You touch the rod to a [magical](rules/traits/magical.md "Magical Item Trait") effect or magic item and attempt to counteract the effect or item. Regardless of the result, the rod of cancellation can't be activated again for `2d6` hours. diff --git a/compendium/equipment/items/rod-of-negation.md b/compendium/equipment/items/rod-of-negation.md index b114d5486..820d9e65c 100644 --- a/compendium/equipment/items/rod-of-negation.md +++ b/compendium/equipment/items/rod-of-negation.md @@ -9,7 +9,7 @@ tags: aliases: ["Rod of Negation"] --- # Rod of Negation *Item 14* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 4300 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/rod-of-wonder.md b/compendium/equipment/items/rod-of-wonder.md index 9e473719e..bdfc023fa 100644 --- a/compendium/equipment/items/rod-of-wonder.md +++ b/compendium/equipment/items/rod-of-wonder.md @@ -11,7 +11,7 @@ tags: aliases: ["Rod of Wonder"] --- # Rod of Wonder *Item 8* -[chaotic](rules/traits/chaotic.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 465 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/rope-dart-tv.md b/compendium/equipment/items/rope-dart-tv.md index 1fd86e6a0..a2a78786e 100644 --- a/compendium/equipment/items/rope-dart-tv.md +++ b/compendium/equipment/items/rope-dart-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Rope Dart"] --- # Rope Dart *Item 0* -[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [sweep](rules/traits/sweep.md) [tethered](rules/traits/tethered-b1.md) [thrown <20 feet>](rules/traits/thrown.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/rope-of-climbing-apg.md b/compendium/equipment/items/rope-of-climbing-apg.md index 4ee58ad0a..07eeb6174 100644 --- a/compendium/equipment/items/rope-of-climbing-apg.md +++ b/compendium/equipment/items/rope-of-climbing-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Rope Of Climbing"] --- # Rope Of Climbing *Item 3+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/rose-of-loves-lost-da.md b/compendium/equipment/items/rose-of-loves-lost-da.md index aa88f0b5a..788c1ed67 100644 --- a/compendium/equipment/items/rose-of-loves-lost-da.md +++ b/compendium/equipment/items/rose-of-loves-lost-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Rose of Loves Lost"] --- # Rose of Loves Lost *Item 10* -[consumable](rules/traits/consumable.md) [cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [evil](rules/traits/evil.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/rotary-bow-tv.md b/compendium/equipment/items/rotary-bow-tv.md index aaea73b0b..ecc75b492 100644 --- a/compendium/equipment/items/rotary-bow-tv.md +++ b/compendium/equipment/items/rotary-bow-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Rotary Bow"] --- # Rotary Bow *Item 0* -[capacity <4>](rules/traits/capacity-tv.md) +[capacity <4>](rules/traits/capacity-4-tv.md "Capacity Weapon Trait") - **Price** 8 gp - **Bulk** 1 diff --git a/compendium/equipment/items/rovagugs-mud-tv.md b/compendium/equipment/items/rovagugs-mud-tv.md index 43e16e58d..8f793114e 100644 --- a/compendium/equipment/items/rovagugs-mud-tv.md +++ b/compendium/equipment/items/rovagugs-mud-tv.md @@ -11,13 +11,13 @@ tags: aliases: ["Rovagug's Mud"] --- # Rovagug's Mud *Item 13+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Potion -[Rovagug](compendium/setting/deities/rovagug.md)'s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against [incapacitation](rules/traits/incapacitation.md) effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. +[Rovagug](compendium/setting/deities/rovagug.md)'s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take `5d6` damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for `1d4` rounds, and you can't use this breath again for the same amount of time. diff --git a/compendium/equipment/items/rubbing-set-lopsg.md b/compendium/equipment/items/rubbing-set-lopsg.md index 7c38dd267..10a5cbc52 100644 --- a/compendium/equipment/items/rubbing-set-lopsg.md +++ b/compendium/equipment/items/rubbing-set-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Rubbing Set"] --- # Rubbing Set *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/ruby-capacitor-tv.md b/compendium/equipment/items/ruby-capacitor-tv.md index e58ad1351..da0356331 100644 --- a/compendium/equipment/items/ruby-capacitor-tv.md +++ b/compendium/equipment/items/ruby-capacitor-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Ruby Capacitor"] --- # Ruby Capacitor *Item 10+* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Usage** affixed to a magical staff; **Bulk** — - **Activate** [Interact](rules/actions/interact.md); **Requirements** You prepared the staff. diff --git a/compendium/equipment/items/ruby-string-lol.md b/compendium/equipment/items/ruby-string-lol.md index d6d23089b..187f85339 100644 --- a/compendium/equipment/items/ruby-string-lol.md +++ b/compendium/equipment/items/ruby-string-lol.md @@ -10,7 +10,7 @@ tags: aliases: ["Ruby String"] --- # Ruby String *Item 14* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 900 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/rune-of-sin-som.md b/compendium/equipment/items/rune-of-sin-som.md index e5364af5e..85d3d3f79 100644 --- a/compendium/equipment/items/rune-of-sin-som.md +++ b/compendium/equipment/items/rune-of-sin-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Rune Of Sin"] --- # Rune Of Sin *Item 12* -[arcane](rules/traits/arcane.md) [invested](rules/traits/invested.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1700 gp - **Usage** tattooed on the body diff --git a/compendium/equipment/items/runestone.md b/compendium/equipment/items/runestone.md index 9d23f2020..311debbc7 100644 --- a/compendium/equipment/items/runestone.md +++ b/compendium/equipment/items/runestone.md @@ -9,7 +9,7 @@ tags: aliases: ["Runestone"] --- # Runestone *Item 1* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/rungu-loag.md b/compendium/equipment/items/rungu-loag.md index 245dce7c9..289ea637a 100644 --- a/compendium/equipment/items/rungu-loag.md +++ b/compendium/equipment/items/rungu-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Rungu"] --- # Rungu *Item 0* -[grippli](rules/traits/grippli-b2.md) [shove](rules/traits/shove.md) [thrown <30 ft.>](rules/traits/thrown.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") [shove](rules/traits/shove.md "Shove Weapon Trait") [thrown <30 ft.>](rules/traits/thrown-30-ft.md "Thrown Weapon Trait") - **Price** 4 sp - **Bulk** L diff --git a/compendium/equipment/items/rusting-ammunition-tv.md b/compendium/equipment/items/rusting-ammunition-tv.md index 705583d10..51b85997c 100644 --- a/compendium/equipment/items/rusting-ammunition-tv.md +++ b/compendium/equipment/items/rusting-ammunition-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Rusting Ammunition"] --- # Rusting Ammunition *Item 13+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/rusting-carapace-tv.md b/compendium/equipment/items/rusting-carapace-tv.md index fdbd26cb1..be888403f 100644 --- a/compendium/equipment/items/rusting-carapace-tv.md +++ b/compendium/equipment/items/rusting-carapace-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Rusting Carapace"] --- # Rusting Carapace *Item 8* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 476 gp - **Usage** worn armor; **Bulk** 1 diff --git a/compendium/equipment/items/s-ring-som.md b/compendium/equipment/items/s-ring-som.md index 8d63fad12..57861a00a 100644 --- a/compendium/equipment/items/s-ring-som.md +++ b/compendium/equipment/items/s-ring-som.md @@ -10,13 +10,13 @@ tags: aliases: ["S Ring"] --- # S Ring *Item 10* -[focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1000 gp - **Usage** worn - **Category** Worn -Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to the creator's arcane studies. A specialist's ring has the trait corresponding to its school of magic. You gain a +2 item bonus to [Arcana](compendium/skills.md#Arcana) checks, and a +1 circumstance bonus to recognize [magical](rules/traits/magical.md) effects and items of the specific school of magic. +Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to the creator's arcane studies. A specialist's ring has the trait corresponding to its school of magic. You gain a +2 item bonus to [Arcana](compendium/skills.md#Arcana) checks, and a +1 circumstance bonus to recognize [magical](rules/traits/magical.md "Magical Item Trait") effects and items of the specific school of magic. ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") diff --git a/compendium/equipment/items/saboteurs-friend-tv.md b/compendium/equipment/items/saboteurs-friend-tv.md index 738715f56..613701da2 100644 --- a/compendium/equipment/items/saboteurs-friend-tv.md +++ b/compendium/equipment/items/saboteurs-friend-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Saboteur's Friend"] --- # Saboteur's Friend *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 14 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/sack-of-rotten-fruit-afof.md b/compendium/equipment/items/sack-of-rotten-fruit-afof.md index b9349e215..a468f5d8c 100644 --- a/compendium/equipment/items/sack-of-rotten-fruit-afof.md +++ b/compendium/equipment/items/sack-of-rotten-fruit-afof.md @@ -9,7 +9,7 @@ tags: aliases: ["Sack of Rotten Fruit"] --- # Sack of Rotten Fruit *Item 1* -[consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Usage** Held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/sages-lash-som.md b/compendium/equipment/items/sages-lash-som.md index d2cb85eae..9cc454090 100644 --- a/compendium/equipment/items/sages-lash-som.md +++ b/compendium/equipment/items/sages-lash-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Sage's Lash"] --- # Sage's Lash *Item 18* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 24000 gp - **Usage** worn belt diff --git a/compendium/equipment/items/sai.md b/compendium/equipment/items/sai.md index 2d944b95a..87cc4fded 100644 --- a/compendium/equipment/items/sai.md +++ b/compendium/equipment/items/sai.md @@ -13,7 +13,7 @@ tags: aliases: ["Sai"] --- # Sai *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile ](rules/traits/versatile-b.md "Versatile Weapon Trait") - **Price** 6 sp - **Bulk** L diff --git a/compendium/equipment/items/saints-balm-ec2.md b/compendium/equipment/items/saints-balm-ec2.md index ee9af6bd0..4e5981718 100644 --- a/compendium/equipment/items/saints-balm-ec2.md +++ b/compendium/equipment/items/saints-balm-ec2.md @@ -13,7 +13,7 @@ tags: aliases: ["Saints' Balm"] --- # Saints' Balm *Item 7* -[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 70 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/salamander-elixir.md b/compendium/equipment/items/salamander-elixir.md index 04d94380d..99986a23f 100644 --- a/compendium/equipment/items/salamander-elixir.md +++ b/compendium/equipment/items/salamander-elixir.md @@ -10,7 +10,7 @@ tags: aliases: ["Salamander Elixir"] --- # Salamander Elixir *Item 4+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/salve-of-antiparalysis.md b/compendium/equipment/items/salve-of-antiparalysis.md index 78d62e3bc..d01e79905 100644 --- a/compendium/equipment/items/salve-of-antiparalysis.md +++ b/compendium/equipment/items/salve-of-antiparalysis.md @@ -12,7 +12,7 @@ tags: aliases: ["Salve of Antiparalysis"] --- # Salve of Antiparalysis *Item 6+* -[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/salve-of-slipperiness.md b/compendium/equipment/items/salve-of-slipperiness.md index b9b0f62cf..1127f8470 100644 --- a/compendium/equipment/items/salve-of-slipperiness.md +++ b/compendium/equipment/items/salve-of-slipperiness.md @@ -11,7 +11,7 @@ tags: aliases: ["Salve of Slipperiness"] --- # Salve of Slipperiness *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 25 gp - **Bulk** L diff --git a/compendium/equipment/items/salvo-shield-tv.md b/compendium/equipment/items/salvo-shield-tv.md index 16f5d2405..1e0635ec0 100644 --- a/compendium/equipment/items/salvo-shield-tv.md +++ b/compendium/equipment/items/salvo-shield-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Salvo Shield"] --- # Salvo Shield *Item 0* -[deflecting ](rules/traits/deflecting-tv.md) +[deflecting ](rules/traits/deflecting-physical-ranged-tv.md "Deflecting Item Trait") - **Price** 6 gp - **Bulk** 1 diff --git a/compendium/equipment/items/sampling-ammunition-da.md b/compendium/equipment/items/sampling-ammunition-da.md index fbf0ff662..facca74fa 100644 --- a/compendium/equipment/items/sampling-ammunition-da.md +++ b/compendium/equipment/items/sampling-ammunition-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Sampling Ammunition"] --- # Sampling Ammunition *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 22 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) diff --git a/compendium/equipment/items/sandals-of-the-stag-tv.md b/compendium/equipment/items/sandals-of-the-stag-tv.md index 5abee3a7d..3b52d1e49 100644 --- a/compendium/equipment/items/sandals-of-the-stag-tv.md +++ b/compendium/equipment/items/sandals-of-the-stag-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Sandals of the Stag"] --- # Sandals of the Stag *Item 18* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 24000 gp - **Usage** worn sandals; **Bulk** L diff --git a/compendium/equipment/items/sandstorm-top-lomm.md b/compendium/equipment/items/sandstorm-top-lomm.md index 53db42d5f..b9303c487 100644 --- a/compendium/equipment/items/sandstorm-top-lomm.md +++ b/compendium/equipment/items/sandstorm-top-lomm.md @@ -10,7 +10,7 @@ tags: aliases: ["Sandstorm Top"] --- # Sandstorm Top *Item 13* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/sanguine-fang-tv.md b/compendium/equipment/items/sanguine-fang-tv.md index 485d8461e..8f4137c4d 100644 --- a/compendium/equipment/items/sanguine-fang-tv.md +++ b/compendium/equipment/items/sanguine-fang-tv.md @@ -11,14 +11,14 @@ tags: aliases: ["Sanguine Fang"] --- # Sanguine Fang *Item 9+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [spellheart](rules/traits/spellheart-som.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. -- Armor You gain resistance 3 to [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and a +2 item bonus on saving throws against effects with the [negative](rules/traits/negative.md) trait. +- Armor You gain resistance 3 to [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and a +2 item bonus on saving throws against effects with the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait. - Weapon After you cast a necromancy spell by activating the fang, your Strikes with the weapon deal `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) until the end of your next turn. ```ad-embed-ability diff --git a/compendium/equipment/items/sanguine-klar-tv.md b/compendium/equipment/items/sanguine-klar-tv.md index f5c88de1e..c81447102 100644 --- a/compendium/equipment/items/sanguine-klar-tv.md +++ b/compendium/equipment/items/sanguine-klar-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Sanguine Klar"] --- # Sanguine Klar *Item 9+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/sanguine-mutagen-tv.md b/compendium/equipment/items/sanguine-mutagen-tv.md index e23f42f59..321e2fcd7 100644 --- a/compendium/equipment/items/sanguine-mutagen-tv.md +++ b/compendium/equipment/items/sanguine-mutagen-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Sanguine Mutagen"] --- # Sanguine Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -20,7 +20,7 @@ aliases: ["Sanguine Mutagen"] You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. -Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the [disease](rules/traits/disease.md) trait, [poison](rules/traits/poison.md) trait, or would give you the [fatigued](rules/conditions.md#Fatigued) condition. +Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the [disease](rules/traits/disease.md "Disease Effect Trait") trait, [poison](rules/traits/poison.md "Poison Effect Trait") trait, or would give you the [fatigued](rules/conditions.md#Fatigued) condition. Drawback Whenever you take piercing or slashing damage, you take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/equipment/items/sankeit-tv.md b/compendium/equipment/items/sankeit-tv.md index 91582cfcd..c9a7caf99 100644 --- a/compendium/equipment/items/sankeit-tv.md +++ b/compendium/equipment/items/sankeit-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Sankeit"] --- # Sankeit *Item 0* -[laminar](rules/traits/laminar-tv.md) +[laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/sansetsukon-tv.md b/compendium/equipment/items/sansetsukon-tv.md index 7077bdce0..aac232a60 100644 --- a/compendium/equipment/items/sansetsukon-tv.md +++ b/compendium/equipment/items/sansetsukon-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Sansetsukon"] --- # Sansetsukon *Item 0* -[backswing](rules/traits/backswing.md) [disarm](rules/traits/disarm.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [uncommon](rules/traits/uncommon.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/sap.md b/compendium/equipment/items/sap.md index 5cfd7d462..bf7e047ca 100644 --- a/compendium/equipment/items/sap.md +++ b/compendium/equipment/items/sap.md @@ -9,7 +9,7 @@ tags: aliases: ["Sap"] --- # Sap *Item 0* -[agile](rules/traits/agile.md) [nonlethal](rules/traits/nonlethal.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/sapling-shield-tv.md b/compendium/equipment/items/sapling-shield-tv.md index ddbd0526a..6a3cb7edc 100644 --- a/compendium/equipment/items/sapling-shield-tv.md +++ b/compendium/equipment/items/sapling-shield-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Sapling Shield"] --- # Sapling Shield *Item 3+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 2 - **Category** Held diff --git a/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md b/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md index fc897c24a..675b33960 100644 --- a/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md +++ b/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Sarkorian God-caller Garb"] --- # Sarkorian God-caller Garb *Item 6* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp - **Usage** worn armor; **Bulk** L diff --git a/compendium/equipment/items/saurian-spike-tv.md b/compendium/equipment/items/saurian-spike-tv.md index d04630614..a8d3bac52 100644 --- a/compendium/equipment/items/saurian-spike-tv.md +++ b/compendium/equipment/items/saurian-spike-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Saurian Spike"] --- # Saurian Spike *Item 9+* -[magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/savior-spike.md b/compendium/equipment/items/savior-spike.md index 2f1c79441..1843968b0 100644 --- a/compendium/equipment/items/savior-spike.md +++ b/compendium/equipment/items/savior-spike.md @@ -12,7 +12,7 @@ tags: aliases: ["Savior Spike"] --- # Savior Spike *Item 2* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 7 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/sawtooth-saber.md b/compendium/equipment/items/sawtooth-saber.md index 30cdd8f0b..880a906b8 100644 --- a/compendium/equipment/items/sawtooth-saber.md +++ b/compendium/equipment/items/sawtooth-saber.md @@ -11,7 +11,7 @@ tags: aliases: ["Sawtooth Saber"] --- # Sawtooth Saber *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** L diff --git a/compendium/equipment/items/scale-of-igroon-tv.md b/compendium/equipment/items/scale-of-igroon-tv.md index 9d7fa7dd7..aa0d7bdab 100644 --- a/compendium/equipment/items/scale-of-igroon-tv.md +++ b/compendium/equipment/items/scale-of-igroon-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Scale of Igroon"] --- # Scale of Igroon *Item 21* -[abjuration](rules/traits/abjuration.md) [artifact](rules/traits/artifact-gmg.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Artifact diff --git a/compendium/equipment/items/scarab-cuirass-lotgb.md b/compendium/equipment/items/scarab-cuirass-lotgb.md index c69ab9c20..30d378d95 100644 --- a/compendium/equipment/items/scarab-cuirass-lotgb.md +++ b/compendium/equipment/items/scarab-cuirass-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Scarab Cuirass"] --- # Scarab Cuirass *Item 10* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1000 gp - **Usage** worn armor; **Bulk** 1 diff --git a/compendium/equipment/items/scarlet-mist-tv.md b/compendium/equipment/items/scarlet-mist-tv.md index 1806316b4..56f1989c2 100644 --- a/compendium/equipment/items/scarlet-mist-tv.md +++ b/compendium/equipment/items/scarlet-mist-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Scarlet Mist"] --- # Scarlet Mist *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 80 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/scholarly-journal.md b/compendium/equipment/items/scholarly-journal.md index 269e3f176..7a3dbba03 100644 --- a/compendium/equipment/items/scholarly-journal.md +++ b/compendium/equipment/items/scholarly-journal.md @@ -8,7 +8,7 @@ tags: aliases: ["Scholarly Journal"] --- # Scholarly Journal *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bulk** L - **Hands** 1 diff --git a/compendium/equipment/items/scholars-drop-tv.md b/compendium/equipment/items/scholars-drop-tv.md index 0a1cf268a..9095f01da 100644 --- a/compendium/equipment/items/scholars-drop-tv.md +++ b/compendium/equipment/items/scholars-drop-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Scholar's Drop"] --- # Scholar's Drop *Item 6* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [lozenge](rules/traits/lozenge-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Price** 40 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/scimitar.md b/compendium/equipment/items/scimitar.md index d91b9338d..20ebbc30a 100644 --- a/compendium/equipment/items/scimitar.md +++ b/compendium/equipment/items/scimitar.md @@ -9,7 +9,7 @@ tags: aliases: ["Scimitar"] --- # Scimitar *Item 0* -[forceful](rules/traits/forceful.md) [sweep](rules/traits/sweep.md) +[forceful](rules/traits/forceful.md "Forceful Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/scizore-of-the-crab-tv.md b/compendium/equipment/items/scizore-of-the-crab-tv.md index e8c43fac7..d294f6d2e 100644 --- a/compendium/equipment/items/scizore-of-the-crab-tv.md +++ b/compendium/equipment/items/scizore-of-the-crab-tv.md @@ -9,13 +9,13 @@ tags: aliases: ["Scizore of the Crab"] --- # Scizore of the Crab *Item 5* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 150 gp - **Usage** worn on 1 hand; **Bulk** 1 - **Category** Worn -A scizore of the crab is a +1 scizore (page 25) that has the [grapple](rules/traits/grapple.md) trait in addition to its normal weapon traits. +A scizore of the crab is a +1 scizore (page 25) that has the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") trait in addition to its normal weapon traits. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/equipment/items/scizore-tv.md b/compendium/equipment/items/scizore-tv.md index 236855cc4..8e0c13eea 100644 --- a/compendium/equipment/items/scizore-tv.md +++ b/compendium/equipment/items/scizore-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Scizore"] --- # Scizore *Item 0* -[disarm](rules/traits/disarm.md) [parry](rules/traits/parry.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") - **Price** 9 sp - **Bulk** L diff --git a/compendium/equipment/items/scorpion-whip-ec1.md b/compendium/equipment/items/scorpion-whip-ec1.md index 6c3e45263..cc202419e 100644 --- a/compendium/equipment/items/scorpion-whip-ec1.md +++ b/compendium/equipment/items/scorpion-whip-ec1.md @@ -12,7 +12,7 @@ tags: aliases: ["Scorpion Whip"] --- # Scorpion Whip *Item 0* -[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 sp - **Bulk** L diff --git a/compendium/equipment/items/scour-gmg.md b/compendium/equipment/items/scour-gmg.md index a8f552c2b..110f72f21 100644 --- a/compendium/equipment/items/scour-gmg.md +++ b/compendium/equipment/items/scour-gmg.md @@ -14,7 +14,7 @@ tags: aliases: ["Scour"] --- # Scour *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/scourge-locg.md b/compendium/equipment/items/scourge-locg.md index 7befce887..084db2b9a 100644 --- a/compendium/equipment/items/scourge-locg.md +++ b/compendium/equipment/items/scourge-locg.md @@ -12,7 +12,7 @@ tags: aliases: ["Scourge"] --- # Scourge *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [nonlethal](rules/traits/nonlethal.md) [sweep](rules/traits/sweep.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") - **Price** 1 sp - **Bulk** 1 diff --git a/compendium/equipment/items/scroll-case-of-simplicity-locg.md b/compendium/equipment/items/scroll-case-of-simplicity-locg.md index 87e8163bd..ce58dbcea 100644 --- a/compendium/equipment/items/scroll-case-of-simplicity-locg.md +++ b/compendium/equipment/items/scroll-case-of-simplicity-locg.md @@ -11,7 +11,7 @@ tags: aliases: ["Scroll Case Of Simplicity"] --- # Scroll Case Of Simplicity *Item 4* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand - **Category** Held diff --git a/compendium/equipment/items/scroll-robes-tv.md b/compendium/equipment/items/scroll-robes-tv.md index e9e9503fc..1095955dc 100644 --- a/compendium/equipment/items/scroll-robes-tv.md +++ b/compendium/equipment/items/scroll-robes-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Scroll Robes"] --- # Scroll Robes *Item 0* -[inscribed](rules/traits/inscribed-tv.md) +[inscribed](rules/traits/inscribed-tv.md "Inscribed Armor Trait") - **Price** 15 sp - **Bulk** L diff --git a/compendium/equipment/items/scroll.md b/compendium/equipment/items/scroll.md index ae19f5b44..38035c8a4 100644 --- a/compendium/equipment/items/scroll.md +++ b/compendium/equipment/items/scroll.md @@ -10,7 +10,7 @@ tags: aliases: ["Scroll"] --- # Scroll *Item 1+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [scroll](rules/traits/scroll.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scroll](rules/traits/scroll.md "Scroll Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) diff --git a/compendium/equipment/items/scrollstaff-locg.md b/compendium/equipment/items/scrollstaff-locg.md index d9d14db01..9f7c2d9a7 100644 --- a/compendium/equipment/items/scrollstaff-locg.md +++ b/compendium/equipment/items/scrollstaff-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Scrollstaff"] --- # Scrollstaff *Item 1* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp - **Usage** held, 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/scythe.md b/compendium/equipment/items/scythe.md index d977f1db3..baadedfcc 100644 --- a/compendium/equipment/items/scythe.md +++ b/compendium/equipment/items/scythe.md @@ -9,7 +9,7 @@ tags: aliases: ["Scythe"] --- # Scythe *Item 0* -[deadly ](rules/traits/deadly.md) [trip](rules/traits/trip.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/scything-blade-snare.md b/compendium/equipment/items/scything-blade-snare.md index 3ad165526..794ea5e45 100644 --- a/compendium/equipment/items/scything-blade-snare.md +++ b/compendium/equipment/items/scything-blade-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Scything Blade Snare"] --- # Scything Blade Snare *Item 12* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 320 gp - **Category** Snare diff --git a/compendium/equipment/items/sea-touch-elixir.md b/compendium/equipment/items/sea-touch-elixir.md index 6d42599c7..aadcc9b95 100644 --- a/compendium/equipment/items/sea-touch-elixir.md +++ b/compendium/equipment/items/sea-touch-elixir.md @@ -11,7 +11,7 @@ tags: aliases: ["Sea Touch Elixir"] --- # Sea Touch Elixir *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/sealing-chest-lopsg.md b/compendium/equipment/items/sealing-chest-lopsg.md index 7f28ee06b..842086c92 100644 --- a/compendium/equipment/items/sealing-chest-lopsg.md +++ b/compendium/equipment/items/sealing-chest-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Sealing Chest"] --- # Sealing Chest *Item 4+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/searing-suture-ooa1.md b/compendium/equipment/items/searing-suture-ooa1.md index ca4aae8bb..25307e91a 100644 --- a/compendium/equipment/items/searing-suture-ooa1.md +++ b/compendium/equipment/items/searing-suture-ooa1.md @@ -11,7 +11,7 @@ tags: aliases: ["Searing Suture"] --- # Searing Suture *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/seeking-bracelets-tok.md b/compendium/equipment/items/seeking-bracelets-tok.md index 05d5a64d5..18a635bba 100644 --- a/compendium/equipment/items/seeking-bracelets-tok.md +++ b/compendium/equipment/items/seeking-bracelets-tok.md @@ -11,7 +11,7 @@ tags: aliases: ["Seeking Bracelets"] --- # Seeking Bracelets *Item 3* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp - **Usage** worn bracelet; **Bulk** — diff --git a/compendium/equipment/items/seers-flute-tv.md b/compendium/equipment/items/seers-flute-tv.md index b6a4526f5..8be6980d3 100644 --- a/compendium/equipment/items/seers-flute-tv.md +++ b/compendium/equipment/items/seers-flute-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Seer's Flute"] --- # Seer's Flute *Item 4+* -[coda](rules/traits/coda-tv.md) [divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[coda](rules/traits/coda-tv.md "Coda Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Coda diff --git a/compendium/equipment/items/self-emptying-pocket-da.md b/compendium/equipment/items/self-emptying-pocket-da.md index 1a1dffa5e..69218b8fb 100644 --- a/compendium/equipment/items/self-emptying-pocket-da.md +++ b/compendium/equipment/items/self-emptying-pocket-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Self-Emptying Pocket"] --- # Self-Emptying Pocket *Item 9* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/self-immolating-note-da.md b/compendium/equipment/items/self-immolating-note-da.md index 82d8dd4f9..a75b90bf5 100644 --- a/compendium/equipment/items/self-immolating-note-da.md +++ b/compendium/equipment/items/self-immolating-note-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Self-Immolating Note"] --- # Self-Immolating Note *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 3 gp diff --git a/compendium/equipment/items/sense-dulling-hood-tv.md b/compendium/equipment/items/sense-dulling-hood-tv.md index 6a48b2c6a..ea4e734a9 100644 --- a/compendium/equipment/items/sense-dulling-hood-tv.md +++ b/compendium/equipment/items/sense-dulling-hood-tv.md @@ -9,12 +9,12 @@ tags: aliases: ["Sense-Dulling Hood"] --- # Sense-Dulling Hood *Item 6+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Consumable -Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, [olfactory](rules/traits/olfactory-b1.md), and [visual](rules/traits/visual.md) effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using [Perception](compendium/skills.md#Perception) for the same duration. +Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using [Perception](compendium/skills.md#Perception) for the same duration. *Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/sentry-fulu-tv.md b/compendium/equipment/items/sentry-fulu-tv.md index 89591eb92..5bda2421a 100644 --- a/compendium/equipment/items/sentry-fulu-tv.md +++ b/compendium/equipment/items/sentry-fulu-tv.md @@ -11,14 +11,14 @@ tags: aliases: ["Sentry Fulu"] --- # Sentry Fulu *Item 4* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15 gp - **Usage** affixed to the ground; **Bulk** — - **Activate** command, , envision, , [Interact](rules/actions/interact.md) - **Category** Consumable -A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20‑foot burst. The guard has a [Perception](compendium/skills.md#Perception) DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the [auditory](rules/traits/auditory.md) trait, allowing each creature that can hear it to attempt a DC 15 [Perception](compendium/skills.md#Perception) check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed. If you have more than one sentry fulu, you can set up several that function as a unit, provided their areas touch or overlap. +A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20‑foot burst. The guard has a [Perception](compendium/skills.md#Perception) DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, allowing each creature that can hear it to attempt a DC 15 [Perception](compendium/skills.md#Perception) check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed. If you have more than one sentry fulu, you can set up several that function as a unit, provided their areas touch or overlap. When one sounds its alarm, the alarm passes through all of them, so you must be within range of only one to hear it or receive the mental alert. Creatures that give the correct password to one sentry fulu in a unit need not give that password again to the others. The destruction of one fulu‑created guard in a unit sets off the alarm in others in connected areas. diff --git a/compendium/equipment/items/serene-mutagen.md b/compendium/equipment/items/serene-mutagen.md index d547ed70f..0d06278ca 100644 --- a/compendium/equipment/items/serene-mutagen.md +++ b/compendium/equipment/items/serene-mutagen.md @@ -12,7 +12,7 @@ tags: aliases: ["Serene Mutagen"] --- # Serene Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -20,7 +20,7 @@ aliases: ["Serene Mutagen"] You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting. -**Benefit** You gain an item bonus to Will saves and [Perception](compendium/skills.md#Perception), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion), and [Survival](compendium/skills.md#Survival) checks. This bonus improves when you attempt Will saves against [mental](rules/traits/mental.md) effects. +**Benefit** You gain an item bonus to Will saves and [Perception](compendium/skills.md#Perception), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion), and [Survival](compendium/skills.md#Survival) checks. This bonus improves when you attempt Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. **Drawback** You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. diff --git a/compendium/equipment/items/serithtial-gmg.md b/compendium/equipment/items/serithtial-gmg.md index c9cfb98b9..997f98298 100644 --- a/compendium/equipment/items/serithtial-gmg.md +++ b/compendium/equipment/items/serithtial-gmg.md @@ -13,14 +13,14 @@ tags: aliases: ["Serithtial"] --- # Serithtial *Item 23* -[abjuration](rules/traits/abjuration.md) [artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [intelligent](rules/traits/intelligent-gmg.md) [lg](rules/traits/lawful-goo-b1.md) [unique](rules/traits/unique.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [lg](rules/traits/lg-b1.md "Lawful Good Alignment Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Artifact -The legendary blade Serithtial is said to have been forged by [Iomedae](compendium/setting/deities/iomedae.md), goddess of honor, justice, and valor. She is an [intelligent](rules/traits/intelligent-gmg.md) bastard sword. Although the sword is made of steel, Serithtial is also treated as cold iron and silver, allowing her to deal more damage to certain supernatural creatures. She glows as bright as a torch, but you or Serithtial can suppress or resume this glow as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. In addition, [Strikes](rules/actions/strike.md) with Serithtial deal an additional `2d6` damage against creatures that are worshippers of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md), and while wielding Serithtial, you constantly benefit from [death ward](compendium/spells/death-ward.md) and [freedom of movement](compendium/spells/freedom-of-movement.md) spells that function only against effects created by followers of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md). +The legendary blade Serithtial is said to have been forged by [Iomedae](compendium/setting/deities/iomedae.md), goddess of honor, justice, and valor. She is an [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") bastard sword. Although the sword is made of steel, Serithtial is also treated as cold iron and silver, allowing her to deal more damage to certain supernatural creatures. She glows as bright as a torch, but you or Serithtial can suppress or resume this glow as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. In addition, [Strikes](rules/actions/strike.md) with Serithtial deal an additional `2d6` damage against creatures that are worshippers of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md), and while wielding Serithtial, you constantly benefit from [death ward](compendium/spells/death-ward.md) and [freedom of movement](compendium/spells/freedom-of-movement.md) spells that function only against effects created by followers of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md). -Serithtial was forged as a [bastard sword](compendium/equipment/items/bastard-sword.md), and she reverts to this shape when no one wields her, but she can also detect what sort of blade her current wielder prefers and transform into it (choosing from [dagger](compendium/equipment/items/dagger.md), [shortsword](compendium/equipment/items/shortsword.md), [longsword](compendium/equipment/items/longsword.md), [scimitar](compendium/equipment/items/scimitar.md), [falchion](compendium/equipment/items/falchion.md), [greatsword](compendium/equipment/items/greatsword.md), [rapier](compendium/equipment/items/rapier.md), or [bastard sword](compendium/equipment/items/bastard-sword.md)) using an action, which she does when first held. The wielder can empathically tell Serithtial to transform at any time by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait, after which Serithtial uses an action to transform. +Serithtial was forged as a [bastard sword](compendium/equipment/items/bastard-sword.md), and she reverts to this shape when no one wields her, but she can also detect what sort of blade her current wielder prefers and transform into it (choosing from [dagger](compendium/equipment/items/dagger.md), [shortsword](compendium/equipment/items/shortsword.md), [longsword](compendium/equipment/items/longsword.md), [scimitar](compendium/equipment/items/scimitar.md), [falchion](compendium/equipment/items/falchion.md), [greatsword](compendium/equipment/items/greatsword.md), [rapier](compendium/equipment/items/rapier.md), or [bastard sword](compendium/equipment/items/bastard-sword.md)) using an action, which she does when first held. The wielder can empathically tell Serithtial to transform at any time by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, after which Serithtial uses an action to transform. Serithtial is willing to work with a partner of almost any alignment as long as they are dedicated to defeating the great wyrm Kazavon and the forces of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md). If you ignore those threats and pursue your own agenda instead, before long Serithtial attempts to seize control of your body (DC 45 Will save to resist her control), though she typically remains in control for only long enough to find a more worthy partner. You can attempt a new Will save each day to retake control of your body. diff --git a/compendium/equipment/items/serpent-oil-tv.md b/compendium/equipment/items/serpent-oil-tv.md index 0d04bcf73..0d62e8260 100644 --- a/compendium/equipment/items/serpent-oil-tv.md +++ b/compendium/equipment/items/serpent-oil-tv.md @@ -11,12 +11,12 @@ tags: aliases: ["Serpent Oil"] --- # Serpent Oil *Item 3+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Oil -This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the [minion](rules/traits/minion.md) trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. +This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. *Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/serrating-locg.md b/compendium/equipment/items/serrating-locg.md index f7922bccb..14505cbc1 100644 --- a/compendium/equipment/items/serrating-locg.md +++ b/compendium/equipment/items/serrating-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Serrating"] --- # Serrating *Item 10* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1000 gp - **Usage** etched onto a slashing melee weapon diff --git a/compendium/equipment/items/serum-of-sex-shift.md b/compendium/equipment/items/serum-of-sex-shift.md index e5d162f0d..1b94668a9 100644 --- a/compendium/equipment/items/serum-of-sex-shift.md +++ b/compendium/equipment/items/serum-of-sex-shift.md @@ -11,7 +11,7 @@ tags: aliases: ["Serum of Sex Shift"] --- # Serum of Sex Shift *Item 7* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/servers-stew-lotgb.md b/compendium/equipment/items/servers-stew-lotgb.md index ae93bbdd2..f9f99ed3d 100644 --- a/compendium/equipment/items/servers-stew-lotgb.md +++ b/compendium/equipment/items/servers-stew-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Server's Stew"] --- # Server's Stew *Item 7* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/seventh-prism-tv.md b/compendium/equipment/items/seventh-prism-tv.md index c8ee1733d..6ad4049da 100644 --- a/compendium/equipment/items/seventh-prism-tv.md +++ b/compendium/equipment/items/seventh-prism-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Seventh Prism"] --- # Seventh Prism *Item 3+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) diff --git a/compendium/equipment/items/sextant-of-the-night-tv.md b/compendium/equipment/items/sextant-of-the-night-tv.md index dae32c26e..9227ef7a4 100644 --- a/compendium/equipment/items/sextant-of-the-night-tv.md +++ b/compendium/equipment/items/sextant-of-the-night-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Sextant of the Night"] --- # Sextant of the Night *Item 4* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 95 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/shade-hat-lotgb.md b/compendium/equipment/items/shade-hat-lotgb.md index d44b483c6..85915ca10 100644 --- a/compendium/equipment/items/shade-hat-lotgb.md +++ b/compendium/equipment/items/shade-hat-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Shade Hat"] --- # Shade Hat *Item 5* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** worn headwear; **Bulk** L diff --git a/compendium/equipment/items/shadow-essence.md b/compendium/equipment/items/shadow-essence.md index 3a265a8c6..9c7a4591e 100644 --- a/compendium/equipment/items/shadow-essence.md +++ b/compendium/equipment/items/shadow-essence.md @@ -12,7 +12,7 @@ tags: aliases: ["Shadow Essence"] --- # Shadow Essence *Item 10* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [negative](rules/traits/negative.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 160 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/shadow-signet-som.md b/compendium/equipment/items/shadow-signet-som.md index a23735ee5..eac72cf74 100644 --- a/compendium/equipment/items/shadow-signet-som.md +++ b/compendium/equipment/items/shadow-signet-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Shadow Signet"] --- # Shadow Signet *Item 10* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1000 gp - **Usage** worn @@ -20,7 +20,7 @@ This obsidian ring allows you to partially warp your spells through the Shadow P ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them. %% #trait/metamagic %% diff --git a/compendium/equipment/items/shadow.md b/compendium/equipment/items/shadow.md index 47478cf19..0db8871af 100644 --- a/compendium/equipment/items/shadow.md +++ b/compendium/equipment/items/shadow.md @@ -9,7 +9,7 @@ tags: aliases: ["Shadow"] --- # Shadow *Item 5+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto light or medium nonmetallic armor - **Category** Rune diff --git a/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md b/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md index f3c0bf319..63ec2fe8a 100644 --- a/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md +++ b/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md @@ -13,7 +13,7 @@ tags: aliases: ["Shadowed Scale, the Jungle Secret"] --- # Shadowed Scale, the Jungle Secret *Item 22* -[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [primal](rules/traits/primal.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** worn mask; **Bulk** L - **Category** Artifact diff --git a/compendium/equipment/items/shadowmist-cape-tv.md b/compendium/equipment/items/shadowmist-cape-tv.md index 9c4f590dc..d1048d766 100644 --- a/compendium/equipment/items/shadowmist-cape-tv.md +++ b/compendium/equipment/items/shadowmist-cape-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Shadowmist Cape"] --- # Shadowmist Cape *Item 19* -[apex](rules/traits/apex.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 40000 gp - **Usage** worn cape; **Bulk** L diff --git a/compendium/equipment/items/shapespeak-mask-sot1.md b/compendium/equipment/items/shapespeak-mask-sot1.md index 6edb40b68..929a2f9b1 100644 --- a/compendium/equipment/items/shapespeak-mask-sot1.md +++ b/compendium/equipment/items/shapespeak-mask-sot1.md @@ -11,7 +11,7 @@ tags: aliases: ["Shapespeak Mask"] --- # Shapespeak Mask *Item 4* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80 gp - **Usage** worn mask diff --git a/compendium/equipment/items/shapespeak-mask-tv.md b/compendium/equipment/items/shapespeak-mask-tv.md index 881dbb573..9b5894720 100644 --- a/compendium/equipment/items/shapespeak-mask-tv.md +++ b/compendium/equipment/items/shapespeak-mask-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Shapespeak Mask"] --- # Shapespeak Mask *Item 4* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 80 gp - **Usage** worn mask; **Bulk** — diff --git a/compendium/equipment/items/shared-pain-sankeit-tv.md b/compendium/equipment/items/shared-pain-sankeit-tv.md index d879dbacf..230d67b3c 100644 --- a/compendium/equipment/items/shared-pain-sankeit-tv.md +++ b/compendium/equipment/items/shared-pain-sankeit-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Shared-Pain Sankeit"] --- # Shared-Pain Sankeit *Item 14* -[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** 3 - **Category** Armor diff --git a/compendium/equipment/items/shark-tooth-charm.md b/compendium/equipment/items/shark-tooth-charm.md index 10f6441ab..f6d79fdd4 100644 --- a/compendium/equipment/items/shark-tooth-charm.md +++ b/compendium/equipment/items/shark-tooth-charm.md @@ -11,7 +11,7 @@ tags: aliases: ["Shark Tooth Charm"] --- # Shark Tooth Charm *Item 5* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 23 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/shattered-plan-tv.md b/compendium/equipment/items/shattered-plan-tv.md index 497dd03fe..f38642dd3 100644 --- a/compendium/equipment/items/shattered-plan-tv.md +++ b/compendium/equipment/items/shattered-plan-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Shattered Plan"] --- # Shattered Plan *Item 11* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1400 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/shatterstone-tv.md b/compendium/equipment/items/shatterstone-tv.md index 2d5966f8a..2a8057444 100644 --- a/compendium/equipment/items/shatterstone-tv.md +++ b/compendium/equipment/items/shatterstone-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Shatterstone"] --- # Shatterstone *Item 12+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [sonic](rules/traits/sonic.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/shauth-blade-av3.md b/compendium/equipment/items/shauth-blade-av3.md index 8325d7e73..7aa95cd96 100644 --- a/compendium/equipment/items/shauth-blade-av3.md +++ b/compendium/equipment/items/shauth-blade-av3.md @@ -11,7 +11,7 @@ tags: aliases: ["Shauth Blade"] --- # Shauth Blade *Item 0* -[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [versatile

](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** L diff --git a/compendium/equipment/items/shauth-lash-av3.md b/compendium/equipment/items/shauth-lash-av3.md index da19544c7..3a91fab2f 100644 --- a/compendium/equipment/items/shauth-lash-av3.md +++ b/compendium/equipment/items/shauth-lash-av3.md @@ -10,7 +10,7 @@ tags: aliases: ["Shauth Lash"] --- # Shauth Lash *Item 0* -[deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 8 gp - **Bulk** 1 diff --git a/compendium/equipment/items/shears-b2.md b/compendium/equipment/items/shears-b2.md index 6352be805..df297b6dc 100644 --- a/compendium/equipment/items/shears-b2.md +++ b/compendium/equipment/items/shears-b2.md @@ -11,7 +11,7 @@ tags: aliases: ["Shears"] --- # Shears *Item 0* -[deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 5 sp - **Bulk** L diff --git a/compendium/equipment/items/shield-augmentation-lotgb.md b/compendium/equipment/items/shield-augmentation-lotgb.md index 107e14f6c..09a4b971f 100644 --- a/compendium/equipment/items/shield-augmentation-lotgb.md +++ b/compendium/equipment/items/shield-augmentation-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Shield Augmentation"] --- # Shield Augmentation *Item 0* -[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 sp - **Usage** applied to a shield @@ -17,6 +17,6 @@ aliases: ["Shield Augmentation"] There are numerous methods to modify shields—snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on—but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes. -A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the [backswing](rules/traits/backswing.md) or [forceful](rules/traits/forceful.md) trait, or you can choose two of the following weapon traits: [disarm](rules/traits/disarm.md), [nonlethal](rules/traits/nonlethal.md), [shove](rules/traits/shove.md), [thrown <10 feet>](rules/traits/thrown.md), [trip](rules/traits/trip.md), or versatile S. +A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the [backswing](rules/traits/backswing.md "Backswing Weapon Trait") or [forceful](rules/traits/forceful.md "Forceful Weapon Trait") trait, or you can choose two of the following weapon traits: [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait"), [thrown <10 feet>](rules/traits/thrown-10-feet.md "Thrown Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), or versatile S. *Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/shield-boss.md b/compendium/equipment/items/shield-boss.md index 0db5b7707..7e4a56c78 100644 --- a/compendium/equipment/items/shield-boss.md +++ b/compendium/equipment/items/shield-boss.md @@ -8,7 +8,7 @@ tags: aliases: ["Shield Boss"] --- # Shield Boss *Item 0* -[attached ](rules/traits/attached.md) +[attached ](rules/traits/attached-to-shield.md "Attached Weapon Trait") - **Price** 5 sp - **Bulk** — diff --git a/compendium/equipment/items/shield-bow-tv.md b/compendium/equipment/items/shield-bow-tv.md index 47fdb6dff..1a213296a 100644 --- a/compendium/equipment/items/shield-bow-tv.md +++ b/compendium/equipment/items/shield-bow-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Shield Bow"] --- # Shield Bow *Item 0* -[deadly ](rules/traits/deadly.md) [parry](rules/traits/parry.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/shield-of-the-unified-legion-ec6.md b/compendium/equipment/items/shield-of-the-unified-legion-ec6.md index eed07de74..01a9be2d6 100644 --- a/compendium/equipment/items/shield-of-the-unified-legion-ec6.md +++ b/compendium/equipment/items/shield-of-the-unified-legion-ec6.md @@ -11,7 +11,7 @@ tags: aliases: ["Shield Of The Unified Legion"] --- # Shield Of The Unified Legion *Item 20* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) shield +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") shield - **Price** 70000 gp - **Usage** strapped to 1 hand; **Bulk** L diff --git a/compendium/equipment/items/shield-sconce-lopsg.md b/compendium/equipment/items/shield-sconce-lopsg.md index 20a93db1a..8c5e5c72c 100644 --- a/compendium/equipment/items/shield-sconce-lopsg.md +++ b/compendium/equipment/items/shield-sconce-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Shield Sconce"] --- # Shield Sconce *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 sp - **Category** Adventuring Gear diff --git a/compendium/equipment/items/shield-spikes.md b/compendium/equipment/items/shield-spikes.md index 1ea86343c..bedb0be39 100644 --- a/compendium/equipment/items/shield-spikes.md +++ b/compendium/equipment/items/shield-spikes.md @@ -8,7 +8,7 @@ tags: aliases: ["Shield Spikes"] --- # Shield Spikes *Item 0* -[attached ](rules/traits/attached.md) +[attached ](rules/traits/attached-to-shield.md "Attached Weapon Trait") - **Price** 5 sp - **Bulk** — diff --git a/compendium/equipment/items/shielding-salve-apg.md b/compendium/equipment/items/shielding-salve-apg.md index 9ec507723..9861ad968 100644 --- a/compendium/equipment/items/shielding-salve-apg.md +++ b/compendium/equipment/items/shielding-salve-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Shielding Salve"] --- # Shielding Salve *Item 1* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 4 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/shifter-prosthesis-lotgb.md b/compendium/equipment/items/shifter-prosthesis-lotgb.md index e89dbb40a..d03f4668c 100644 --- a/compendium/equipment/items/shifter-prosthesis-lotgb.md +++ b/compendium/equipment/items/shifter-prosthesis-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Shifter Prosthesis"] --- # Shifter Prosthesis *Item 6* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 210 gp - **Usage** worn; **Bulk** 1 diff --git a/compendium/equipment/items/shifting.md b/compendium/equipment/items/shifting.md index 769aa43cd..c9487133a 100644 --- a/compendium/equipment/items/shifting.md +++ b/compendium/equipment/items/shifting.md @@ -9,7 +9,7 @@ tags: aliases: ["Shifting"] --- # Shifting *Item 6* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 225 gp - **Usage** etched onto a melee weapon diff --git a/compendium/equipment/items/shimmering-dust-som.md b/compendium/equipment/items/shimmering-dust-som.md index 6ad0d81b0..f007cecce 100644 --- a/compendium/equipment/items/shimmering-dust-som.md +++ b/compendium/equipment/items/shimmering-dust-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Shimmering Dust"] --- # Shimmering Dust *Item 5* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/shining-ammunition.md b/compendium/equipment/items/shining-ammunition.md index 644292033..299478479 100644 --- a/compendium/equipment/items/shining-ammunition.md +++ b/compendium/equipment/items/shining-ammunition.md @@ -11,7 +11,7 @@ tags: aliases: ["Shining Ammunition"] --- # Shining Ammunition *Item 1* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3 gp - **Ammunition** any diff --git a/compendium/equipment/items/shining-shield-lokl.md b/compendium/equipment/items/shining-shield-lokl.md index 328583d81..8e3a59efc 100644 --- a/compendium/equipment/items/shining-shield-lokl.md +++ b/compendium/equipment/items/shining-shield-lokl.md @@ -10,7 +10,7 @@ tags: aliases: ["Shining Shield"] --- # Shining Shield *Item 10* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 1000 gp diff --git a/compendium/equipment/items/shining-wayfinder-locg.md b/compendium/equipment/items/shining-wayfinder-locg.md index 27838b7ae..2918723c0 100644 --- a/compendium/equipment/items/shining-wayfinder-locg.md +++ b/compendium/equipment/items/shining-wayfinder-locg.md @@ -13,7 +13,7 @@ tags: aliases: ["Shining Wayfinder"] --- # Shining Wayfinder *Item 4* -[abjuration](rules/traits/abjuration.md) [divination](rules/traits/divination.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divination](rules/traits/divination.md "Divination School Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** worn @@ -30,7 +30,7 @@ You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You call upon the wayfinder's divine blessings for yourself and your allies. The wayfinder casts bless, with an emanation centered on itself. Once per turn, you can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. +You call upon the wayfinder's divine blessings for yourself and your allies. The wayfinder casts bless, with an emanation centered on itself. Once per turn, you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet. ``` *Source: Lost Omens: Character Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/shiver-gmg.md b/compendium/equipment/items/shiver-gmg.md index 850ed580f..bc01827b4 100644 --- a/compendium/equipment/items/shiver-gmg.md +++ b/compendium/equipment/items/shiver-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Shiver"] --- # Shiver *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 10 gp - **Usage** held in 1 hand; **Bulk** L @@ -21,7 +21,7 @@ aliases: ["Shiver"] A compound produced from the hallucinogenic venom of certain spiders, shiver is common in black markets. -The addiction to shiver has the [virulent](rules/traits/virulent.md) trait. +The addiction to shiver has the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait. ```ad-inline-affliction title: Saving Throw: DC 19 Fortitude diff --git a/compendium/equipment/items/shobhad-longrifle-sot5.md b/compendium/equipment/items/shobhad-longrifle-sot5.md index 27527334b..d1d02159e 100644 --- a/compendium/equipment/items/shobhad-longrifle-sot5.md +++ b/compendium/equipment/items/shobhad-longrifle-sot5.md @@ -13,7 +13,7 @@ tags: aliases: ["Shobhad Longrifle"] --- # Shobhad Longrifle *Item 1* -[backstabber](rules/traits/backstabber.md) [fatal ](rules/traits/fatal.md) [rare](rules/traits/rare.md) [volley <30 feet>](rules/traits/volley.md) concussive kickback +[backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") [fatal ](rules/traits/fatal-d12.md "Fatal Weapon Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [volley <30 feet>](rules/traits/volley-30-feet.md "Volley Weapon Trait") concussive kickback - **Price** 20 gp - **Bulk** 1 diff --git a/compendium/equipment/items/shock.md b/compendium/equipment/items/shock.md index 7d7051dfd..3e82f5d32 100644 --- a/compendium/equipment/items/shock.md +++ b/compendium/equipment/items/shock.md @@ -10,7 +10,7 @@ tags: aliases: ["Shock"] --- # Shock *Item 8+* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/shoony-shovel-ec3.md b/compendium/equipment/items/shoony-shovel-ec3.md index c3b79ffb7..0e49fe4d1 100644 --- a/compendium/equipment/items/shoony-shovel-ec3.md +++ b/compendium/equipment/items/shoony-shovel-ec3.md @@ -10,7 +10,7 @@ tags: aliases: ["Shoony Shovel"] --- # Shoony Shovel *Item 9* -[earth](rules/traits/earth.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 600 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/shootist-bandolier-av3.md b/compendium/equipment/items/shootist-bandolier-av3.md index d01693f63..63709992e 100644 --- a/compendium/equipment/items/shootist-bandolier-av3.md +++ b/compendium/equipment/items/shootist-bandolier-av3.md @@ -8,7 +8,7 @@ tags: aliases: ["Shootist Bandolier"] --- # Shootist Bandolier *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Category** Adventuring Gear diff --git a/compendium/equipment/items/shortbow.md b/compendium/equipment/items/shortbow.md index 08d232eee..b788ad19a 100644 --- a/compendium/equipment/items/shortbow.md +++ b/compendium/equipment/items/shortbow.md @@ -8,7 +8,7 @@ tags: aliases: ["Shortbow"] --- # Shortbow *Item 0* -[deadly ](rules/traits/deadly.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/shortbread-spy-som.md b/compendium/equipment/items/shortbread-spy-som.md index b429b7f0b..f197b9892 100644 --- a/compendium/equipment/items/shortbread-spy-som.md +++ b/compendium/equipment/items/shortbread-spy-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Shortbread Spy"] --- # Shortbread Spy *Item 6* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 40 gp - **Usage** held in 2 hands diff --git a/compendium/equipment/items/shortsword.md b/compendium/equipment/items/shortsword.md index db13932c2..3c1693253 100644 --- a/compendium/equipment/items/shortsword.md +++ b/compendium/equipment/items/shortsword.md @@ -10,7 +10,7 @@ tags: aliases: ["Shortsword"] --- # Shortsword *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [versatile ](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Price** 9 sp - **Bulk** L diff --git a/compendium/equipment/items/shot-of-the-first-vault-gmg.md b/compendium/equipment/items/shot-of-the-first-vault-gmg.md index 5d32d3e4d..f26a5dfcb 100644 --- a/compendium/equipment/items/shot-of-the-first-vault-gmg.md +++ b/compendium/equipment/items/shot-of-the-first-vault-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Shot Of The First Vault"] --- # Shot Of The First Vault *Item 23* -[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Ammunition** any - **Category** Artifact @@ -20,7 +20,7 @@ Legends claim that some long-forgotten god stole the original bundle of shots of Since then, individual pieces have turned up throughout the multiverse. When you pick up a shot of the First Vault, it immediately reshapes itself to function with any ranged weapon and establishes you as its owner until another creature picks it up. As its owner, you can use the shot's single-action activation after shooting it. -Instead of rolling weapon damage dice, a shot of the First Vault deals 25 damage plus any bonuses or additional damage as if 25 were the result of the weapon's damage dice; the damage type matches that normally dealt by the weapon. Upon damaging a creature, the shot of the First Vault shatters, and the fragments ricochet to hit any other enemies within 30 feet, making attack rolls with the same attack bonus. The shattered fragments remain lodged in the creatures they damage; the creatures are [clumsy](rules/conditions.md#Clumsy) while the fragments remain in place. A total of 3 actions, which have the [manipulate](rules/traits/manipulate.md) trait, are required to remove the fragments from yourself or an adjacent creature; alternatively, a single action and a successful DC 30 [Medicine](compendium/skills.md#Medicine) check can be used. A critical failure on this [Medicine](compendium/skills.md#Medicine) check deals 10 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the creature with the embedded fragment. +Instead of rolling weapon damage dice, a shot of the First Vault deals 25 damage plus any bonuses or additional damage as if 25 were the result of the weapon's damage dice; the damage type matches that normally dealt by the weapon. Upon damaging a creature, the shot of the First Vault shatters, and the fragments ricochet to hit any other enemies within 30 feet, making attack rolls with the same attack bonus. The shattered fragments remain lodged in the creatures they damage; the creatures are [clumsy](rules/conditions.md#Clumsy) while the fragments remain in place. A total of 3 actions, which have the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, are required to remove the fragments from yourself or an adjacent creature; alternatively, a single action and a successful DC 30 [Medicine](compendium/skills.md#Medicine) check can be used. A critical failure on this [Medicine](compendium/skills.md#Medicine) check deals 10 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the creature with the embedded fragment. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") @@ -35,7 +35,7 @@ title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions - **Requirements**: The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0 -**Effect** You line up a perfectly aimed attack directly toward the First Vault. You [Strike](rules/actions/strike.md) a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the [incapacitation](rules/traits/incapacitation.md) trait. Regardless, the shot of the First Vault returns to the First Vault. +**Effect** You line up a perfectly aimed attack directly toward the First Vault. You [Strike](rules/actions/strike.md) a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. Regardless, the shot of the First Vault returns to the First Vault. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/equipment/items/shrieking-key-tv.md b/compendium/equipment/items/shrieking-key-tv.md index 2adb6a5a9..c24f723c5 100644 --- a/compendium/equipment/items/shrieking-key-tv.md +++ b/compendium/equipment/items/shrieking-key-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Shrieking Key"] --- # Shrieking Key *Item 5* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Held diff --git a/compendium/equipment/items/shrinking-potion.md b/compendium/equipment/items/shrinking-potion.md index c6076ebfd..5ca0b7eed 100644 --- a/compendium/equipment/items/shrinking-potion.md +++ b/compendium/equipment/items/shrinking-potion.md @@ -11,7 +11,7 @@ tags: aliases: ["Shrinking Potion"] --- # Shrinking Potion *Item 4+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/shuriken.md b/compendium/equipment/items/shuriken.md index 9b2c2d283..cccca31f4 100644 --- a/compendium/equipment/items/shuriken.md +++ b/compendium/equipment/items/shuriken.md @@ -11,7 +11,7 @@ tags: aliases: ["Shuriken"] --- # Shuriken *Item 0* -[agile](rules/traits/agile.md) [monk](rules/traits/monk.md) [thrown](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [thrown](rules/traits/thrown.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 cp - **Bulk** — diff --git a/compendium/equipment/items/siblings-coin-da.md b/compendium/equipment/items/siblings-coin-da.md index 5aa0ce057..b1f82f458 100644 --- a/compendium/equipment/items/siblings-coin-da.md +++ b/compendium/equipment/items/siblings-coin-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Sibling's Coin"] --- # Sibling's Coin *Item 1* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 10 gp diff --git a/compendium/equipment/items/siccatite-armor-lotgb.md b/compendium/equipment/items/siccatite-armor-lotgb.md index bd5634199..bca7be9a5 100644 --- a/compendium/equipment/items/siccatite-armor-lotgb.md +++ b/compendium/equipment/items/siccatite-armor-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Siccatite Armor"] --- # Siccatite Armor *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Material diff --git a/compendium/equipment/items/siccatite-lotgb.md b/compendium/equipment/items/siccatite-lotgb.md index 88c4cec3c..fd9d33a13 100644 --- a/compendium/equipment/items/siccatite-lotgb.md +++ b/compendium/equipment/items/siccatite-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Siccatite"] --- # Siccatite *Item 0+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material @@ -18,14 +18,14 @@ In its raw state, this silvery ore is either scalding hot or freezing cold. Meta | Siccatite Items | Hardness | HP | BT | |-----------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 6 | 24 | 12 | -| High-grade | 10 | 40 | 20 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 10 | 40 | 20 | -| High-grade | 13 | 52 | 26 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 20 | 80 | 40 | -| High-grade | 26 | 104 | 52 | +| multiRow | | +| multiRow | | *Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-shield-lotgb.md b/compendium/equipment/items/siccatite-shield-lotgb.md index bc3b2d2d9..269a80a08 100644 --- a/compendium/equipment/items/siccatite-shield-lotgb.md +++ b/compendium/equipment/items/siccatite-shield-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Siccatite Shield"] --- # Siccatite Shield *Item 8+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/siccatite-weapon-lotgb.md b/compendium/equipment/items/siccatite-weapon-lotgb.md index 040026bbb..5e9cff429 100644 --- a/compendium/equipment/items/siccatite-weapon-lotgb.md +++ b/compendium/equipment/items/siccatite-weapon-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Siccatite Weapon"] --- # Siccatite Weapon *Item 11+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/sickle-saber-lotgb.md b/compendium/equipment/items/sickle-saber-lotgb.md index 5a7b24a1b..b71d85b7a 100644 --- a/compendium/equipment/items/sickle-saber-lotgb.md +++ b/compendium/equipment/items/sickle-saber-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Sickle-Saber"] --- # Sickle-Saber *Item 0* -[backswing](rules/traits/backswing.md) [forceful](rules/traits/forceful.md) [uncommon](rules/traits/uncommon.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [forceful](rules/traits/forceful.md "Forceful Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/sickle.md b/compendium/equipment/items/sickle.md index fef260891..be128ffda 100644 --- a/compendium/equipment/items/sickle.md +++ b/compendium/equipment/items/sickle.md @@ -10,7 +10,7 @@ tags: aliases: ["Sickle"] --- # Sickle *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/sight-theft-grit-aoe4.md b/compendium/equipment/items/sight-theft-grit-aoe4.md index 774430438..86948dc2a 100644 --- a/compendium/equipment/items/sight-theft-grit-aoe4.md +++ b/compendium/equipment/items/sight-theft-grit-aoe4.md @@ -12,7 +12,7 @@ tags: aliases: ["Sight-theft Grit"] --- # Sight-theft Grit *Item 9* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 115 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/sight-theft-grit-tv.md b/compendium/equipment/items/sight-theft-grit-tv.md index 8e9f14826..1e8982092 100644 --- a/compendium/equipment/items/sight-theft-grit-tv.md +++ b/compendium/equipment/items/sight-theft-grit-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Sight-Theft Grit"] --- # Sight-Theft Grit *Item 9* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [ingested](rules/traits/ingested.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 115 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/sighting-shot-tv.md b/compendium/equipment/items/sighting-shot-tv.md index 8e61da83c..d81abbd34 100644 --- a/compendium/equipment/items/sighting-shot-tv.md +++ b/compendium/equipment/items/sighting-shot-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Sighting Shot"] --- # Sighting Shot *Item 8* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 72 gp - **Ammunition** any diff --git a/compendium/equipment/items/signaling-snare.md b/compendium/equipment/items/signaling-snare.md index e6e4aa420..87a932a7a 100644 --- a/compendium/equipment/items/signaling-snare.md +++ b/compendium/equipment/items/signaling-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Signaling Snare"] --- # Signaling Snare *Item 1* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp - **Category** Snare diff --git a/compendium/equipment/items/silencing-ammunition-lotgb.md b/compendium/equipment/items/silencing-ammunition-lotgb.md index eac107f6f..114e7de03 100644 --- a/compendium/equipment/items/silencing-ammunition-lotgb.md +++ b/compendium/equipment/items/silencing-ammunition-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Silencing Ammunition"] --- # Silencing Ammunition *Item 9* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 125 gp - **Ammunition** arrow, bolt diff --git a/compendium/equipment/items/silent-bell-da.md b/compendium/equipment/items/silent-bell-da.md index ee141e069..be470c3fc 100644 --- a/compendium/equipment/items/silent-bell-da.md +++ b/compendium/equipment/items/silent-bell-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Silent Bell"] --- # Silent Bell *Item 9* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 600 gp diff --git a/compendium/equipment/items/silent-heart-loil.md b/compendium/equipment/items/silent-heart-loil.md index 762e2935b..fe8cdf804 100644 --- a/compendium/equipment/items/silent-heart-loil.md +++ b/compendium/equipment/items/silent-heart-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Silent Heart"] --- # Silent Heart *Item 5* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 130 gp - **Usage** worn; **Bulk** — @@ -22,7 +22,7 @@ aliases: ["Silent Heart"] ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You're about to attempt a saving throw against an [emotion](rules/traits/emotion.md) effect or an effect that would make you [controlled](rules/conditions.md#Controlled) +- **Trigger**: You're about to attempt a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect or an effect that would make you [controlled](rules/conditions.md#Controlled) **Effect** [Abraxas](compendium/setting/deities/abraxas-logm.md) envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect. ``` diff --git a/compendium/equipment/items/silhouette-cloak-lotgb.md b/compendium/equipment/items/silhouette-cloak-lotgb.md index 989a5d17c..dc9a0667f 100644 --- a/compendium/equipment/items/silhouette-cloak-lotgb.md +++ b/compendium/equipment/items/silhouette-cloak-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Silhouette Cloak"] --- # Silhouette Cloak *Item 20* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) worn +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") worn - **Price** 70000 gp - **Usage** worn cloak @@ -23,7 +23,7 @@ In bright light, this dark cloak shimmers with patches of color that shift and m ```ad-embed-ability title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -You and objects you wear or carry fall into your shadow, becoming a twodimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the [light](rules/traits/light.md) trait, and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you. +You and objects you wear or carry fall into your shadow, becoming a twodimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the [light](rules/traits/light.md "Light Effect Trait") trait, and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you. Your land and climb Speeds both become 40 feet. You can't use actions except [Climb](rules/actions/climb.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md) actions using the granted Speeds or an [Interact](rules/actions/interact.md) activation to return to your normal form. If your current space doesn't have sufficient room for you to return to your normal form, you return to your normal form in the nearest open space. ``` diff --git a/compendium/equipment/items/silkspinners-shield-lotgb.md b/compendium/equipment/items/silkspinners-shield-lotgb.md index 054ea1140..e25372adb 100644 --- a/compendium/equipment/items/silkspinners-shield-lotgb.md +++ b/compendium/equipment/items/silkspinners-shield-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Silkspinner's Shield"] --- # Silkspinner's Shield *Item 15* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6000 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/silver-crescent-tv.md b/compendium/equipment/items/silver-crescent-tv.md index 38333a649..10fdc2b12 100644 --- a/compendium/equipment/items/silver-crescent-tv.md +++ b/compendium/equipment/items/silver-crescent-tv.md @@ -11,12 +11,12 @@ tags: aliases: ["Silver Crescent"] --- # Silver Crescent *Item 6+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [light](rules/traits/light.md) [lozenge](rules/traits/lozenge-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [light](rules/traits/light.md "Light Effect Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Consumable -A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against [olfactory](rules/traits/olfactory-b1.md) effects according to the crescent's type. While shedding this light, you can't be [concealed](rules/conditions.md#Concealed) if you're visible, and if you're [invisible](rules/conditions.md#Invisible), you're [concealed](rules/conditions.md#Concealed) instead rather than being [undetected](rules/conditions.md#Undetected). +A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") effects according to the crescent's type. While shedding this light, you can't be [concealed](rules/conditions.md#Concealed) if you're visible, and if you're [invisible](rules/conditions.md#Invisible), you're [concealed](rules/conditions.md#Concealed) instead rather than being [undetected](rules/conditions.md#Undetected). ```ad-embed-ability title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/silver.md b/compendium/equipment/items/silver.md index 5a5cd9b0b..b495e76e7 100644 --- a/compendium/equipment/items/silver.md +++ b/compendium/equipment/items/silver.md @@ -8,7 +8,7 @@ tags: aliases: ["Silver"] --- # Silver *Item 2+* -[precious](rules/traits/precious.md) +[precious](rules/traits/precious.md "Precious Item Trait") - **Category** Material @@ -17,17 +17,17 @@ Silver weapons are a bane to creatures ranging from devils to werewolves. Silver | Silver Items | Hardness | HP | BT | |--------------|----------|----|----| | **Thin Items** | | | | -| Low-grade | 3 | 12 | 6 | -| Standard-grade | 5 | 20 | 10 | -| High-grade | 8 | 32 | 16 | +| multiRow | | +| multiRow | | +| multiRow | | | **Items** | | | | -| Low-grade | 5 | 20 | 10 | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 10 | 40 | 20 | +| multiRow | | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Low-grade | 10 | 40 | 20 | -| Standard-grade | 14 | 56 | 28 | -| High-grade | 20 | 80 | 40 | +| multiRow | | +| multiRow | | +| multiRow | | *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/silversheen.md b/compendium/equipment/items/silversheen.md index 8572d399c..7410319cb 100644 --- a/compendium/equipment/items/silversheen.md +++ b/compendium/equipment/items/silversheen.md @@ -9,7 +9,7 @@ tags: aliases: ["Silversheen"] --- # Silversheen *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 6 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/silvertongue-mutagen.md b/compendium/equipment/items/silvertongue-mutagen.md index e5aab3140..ea4100328 100644 --- a/compendium/equipment/items/silvertongue-mutagen.md +++ b/compendium/equipment/items/silvertongue-mutagen.md @@ -12,7 +12,7 @@ tags: aliases: ["Silvertongue Mutagen"] --- # Silvertongue Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/sinew-shock-serum-apg.md b/compendium/equipment/items/sinew-shock-serum-apg.md index c8cc93d74..207b9cbbd 100644 --- a/compendium/equipment/items/sinew-shock-serum-apg.md +++ b/compendium/equipment/items/sinew-shock-serum-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Sinew-shock Serum"] --- # Sinew-shock Serum *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md b/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md index 5e8bd7cbf..270568fc2 100644 --- a/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md +++ b/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Singing Bowl Of The Versatile Stance"] --- # Singing Bowl Of The Versatile Stance *Item 11* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Irori](compendium/setting/deities/irori.md) - **Price** 1175 gp diff --git a/compendium/equipment/items/singing-muse-sot2.md b/compendium/equipment/items/singing-muse-sot2.md index 7c30e4eba..4c2176f1a 100644 --- a/compendium/equipment/items/singing-muse-sot2.md +++ b/compendium/equipment/items/singing-muse-sot2.md @@ -12,7 +12,7 @@ tags: aliases: ["Singing Muse"] --- # Singing Muse *Item 6* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/singing-shortbow-som.md b/compendium/equipment/items/singing-shortbow-som.md index 2eceafec8..ba218523f 100644 --- a/compendium/equipment/items/singing-shortbow-som.md +++ b/compendium/equipment/items/singing-shortbow-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Singing Shortbow"] --- # Singing Shortbow *Item 14+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held @@ -18,13 +18,13 @@ Rather than a normal bowstring, this +2 greater striking [thundering](compendium ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[abjuration](rules/traits/abjuration.md) [auditory](rules/traits/auditory.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") -You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a [Strike](rules/actions/strike.md) with the bow. If it hits, the bow generates a [magical](rules/traits/magical.md) effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. +You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a [Strike](rules/actions/strike.md) with the bow. If it hits, the bow generates a [magical](rules/traits/magical.md "Magical Item Trait") effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. -- **Song of Soothing** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [healing](rules/traits/healing.md), [mental](rules/traits/mental.md)) Each creature regains `3d10` Hit Points and gains a +1 status bonus to saves against [mental](rules/traits/mental.md) effects for 1 minute. -- **Song of Suffering** ([evocation](rules/traits/evocation.md), [sonic](rules/traits/sonic.md)) Each creature takes `3d10` sonic damage with a DC 31 basic Fortitude save. -%% #trait/auditory #trait/abjuration %% +- **Song of Soothing** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [healing](rules/traits/healing.md "Healing Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) Each creature regains `3d10` Hit Points and gains a +1 status bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for 1 minute. +- **Song of Suffering** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait")) Each creature takes `3d10` sonic damage with a DC 31 basic Fortitude save. +%% #trait/abjuration #trait/auditory %% ``` *Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/singing-sword-gmg.md b/compendium/equipment/items/singing-sword-gmg.md index 176549e59..974727e56 100644 --- a/compendium/equipment/items/singing-sword-gmg.md +++ b/compendium/equipment/items/singing-sword-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Singing Sword"] --- # Singing Sword *Item 5* -[cg](rules/traits/chaotic-good-b1.md) [enchantment](rules/traits/enchantment.md) [intelligent](rules/traits/intelligent-gmg.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) +[cg](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held @@ -36,7 +36,7 @@ The singing sword casts [inspire defense](compendium/spells/inspire-defense.md). ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md) effect +- **Trigger**: You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md "Auditory Effect Trait") effect **Effect** The singing sword casts [counter performance](compendium/spells/counter-performance.md). ``` diff --git a/compendium/equipment/items/singularity-ammunition-lotgb.md b/compendium/equipment/items/singularity-ammunition-lotgb.md index 84926db7d..bba425a81 100644 --- a/compendium/equipment/items/singularity-ammunition-lotgb.md +++ b/compendium/equipment/items/singularity-ammunition-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Singularity Ammunition"] --- # Singularity Ammunition *Item 13* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 550 gp - **Ammunition** Any diff --git a/compendium/equipment/items/sinister-knight-locg.md b/compendium/equipment/items/sinister-knight-locg.md index 9648a7015..c056033aa 100644 --- a/compendium/equipment/items/sinister-knight-locg.md +++ b/compendium/equipment/items/sinister-knight-locg.md @@ -11,7 +11,7 @@ tags: aliases: ["Sinister Knight"] --- # Sinister Knight *Item 8* -[abjuration](rules/traits/abjuration.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Usage** etched onto heavy armor diff --git a/compendium/equipment/items/sixfingers-elixir-sli.md b/compendium/equipment/items/sixfingers-elixir-sli.md index ec7fe40e6..ffaabd741 100644 --- a/compendium/equipment/items/sixfingers-elixir-sli.md +++ b/compendium/equipment/items/sixfingers-elixir-sli.md @@ -12,7 +12,7 @@ tags: aliases: ["Sixfingers Elixir"] --- # Sixfingers Elixir *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/skarjas-heartstone-ec3.md b/compendium/equipment/items/skarjas-heartstone-ec3.md index 5c58c64e7..580fdf8be 100644 --- a/compendium/equipment/items/skarjas-heartstone-ec3.md +++ b/compendium/equipment/items/skarjas-heartstone-ec3.md @@ -11,7 +11,7 @@ tags: aliases: ["Skarja's Heartstone"] --- # Skarja's Heartstone *Item 13* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2500 gp - **Usage** worn diff --git a/compendium/equipment/items/skeleton-key-bb.md b/compendium/equipment/items/skeleton-key-bb.md index 09b12e87a..70eec5f0c 100644 --- a/compendium/equipment/items/skeleton-key-bb.md +++ b/compendium/equipment/items/skeleton-key-bb.md @@ -8,7 +8,7 @@ tags: aliases: ["Skeleton Key"] --- # Skeleton Key *Item 3* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 12 gp diff --git a/compendium/equipment/items/skeleton-key.md b/compendium/equipment/items/skeleton-key.md index e4304d911..caa57a318 100644 --- a/compendium/equipment/items/skeleton-key.md +++ b/compendium/equipment/items/skeleton-key.md @@ -9,7 +9,7 @@ tags: aliases: ["Skeleton Key"] --- # Skeleton Key *Item 5+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** — - **Category** Held diff --git a/compendium/equipment/items/skeptics-elixir-av1.md b/compendium/equipment/items/skeptics-elixir-av1.md index 1089ec235..47b63cedd 100644 --- a/compendium/equipment/items/skeptics-elixir-av1.md +++ b/compendium/equipment/items/skeptics-elixir-av1.md @@ -11,7 +11,7 @@ tags: aliases: ["Skeptic's Elixir"] --- # Skeptic's Elixir *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/skinsaw-mask-aoe2.md b/compendium/equipment/items/skinsaw-mask-aoe2.md index 7948f4c8a..953811f42 100644 --- a/compendium/equipment/items/skinsaw-mask-aoe2.md +++ b/compendium/equipment/items/skinsaw-mask-aoe2.md @@ -13,7 +13,7 @@ tags: aliases: ["Skinsaw Mask"] --- # Skinsaw Mask *Item 3* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [evil](rules/traits/evil.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** worn mask; **Bulk** L diff --git a/compendium/equipment/items/skinsaw-mask-tv.md b/compendium/equipment/items/skinsaw-mask-tv.md index 0b8108f33..335fc1338 100644 --- a/compendium/equipment/items/skinsaw-mask-tv.md +++ b/compendium/equipment/items/skinsaw-mask-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Skinsaw Mask"] --- # Skinsaw Mask *Item 3* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [evil](rules/traits/evil.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp - **Usage** worn mask; **Bulk** L diff --git a/compendium/equipment/items/skinstitch-salve-apg.md b/compendium/equipment/items/skinstitch-salve-apg.md index 3ed1f6416..7ff024a4a 100644 --- a/compendium/equipment/items/skinstitch-salve-apg.md +++ b/compendium/equipment/items/skinstitch-salve-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Skinstitch Salve"] --- # Skinstitch Salve *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Price** 55 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/skittering-mask-sot1.md b/compendium/equipment/items/skittering-mask-sot1.md index 2331d2083..37429e756 100644 --- a/compendium/equipment/items/skittering-mask-sot1.md +++ b/compendium/equipment/items/skittering-mask-sot1.md @@ -11,7 +11,7 @@ tags: aliases: ["Skittering Mask"] --- # Skittering Mask *Item 2+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn mask; **Bulk** 1 - **Category** Worn diff --git a/compendium/equipment/items/skittering-mask-tv.md b/compendium/equipment/items/skittering-mask-tv.md index cdf1e9f09..4099f58cb 100644 --- a/compendium/equipment/items/skittering-mask-tv.md +++ b/compendium/equipment/items/skittering-mask-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Skittering Mask"] --- # Skittering Mask *Item 2+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn mask; **Bulk** 1 - **Category** Worn diff --git a/compendium/equipment/items/skull-bomb-ooa3.md b/compendium/equipment/items/skull-bomb-ooa3.md index ac31043fa..688e5b3d6 100644 --- a/compendium/equipment/items/skull-bomb-ooa3.md +++ b/compendium/equipment/items/skull-bomb-ooa3.md @@ -13,13 +13,13 @@ tags: aliases: ["Skull Bomb"] --- # Skull Bomb *Item 8* -[consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) clockwork +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") clockwork - **Price** 80 gp - **Usage** held in 1 hand (see text); **Bulk** L - **Category** Consumable -This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a create undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the [humanoid](rules/traits/humanoid.md) trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability. +This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a create undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability. Throw Skull [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (manipulate) The creature detaches its skull bomb and hurls the volatile explosive at a point within 30 feet. The skull explodes, dealing `7d6` fire damage to creatures within a 15-foot burst (DC 24 basic Reflex save). The skull is permanently destroyed and can't be used again, and the throwing creature is permanently [blinded](rules/conditions.md#Blinded) and headless. diff --git a/compendium/equipment/items/skunk-bomb-tv.md b/compendium/equipment/items/skunk-bomb-tv.md index 47c046535..754310f65 100644 --- a/compendium/equipment/items/skunk-bomb-tv.md +++ b/compendium/equipment/items/skunk-bomb-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Skunk Bomb"] --- # Skunk Bomb *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [olfactory](rules/traits/olfactory-b1.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/sky-hammer.md b/compendium/equipment/items/sky-hammer.md index 59679576a..9f36085f4 100644 --- a/compendium/equipment/items/sky-hammer.md +++ b/compendium/equipment/items/sky-hammer.md @@ -10,7 +10,7 @@ tags: aliases: ["Sky Hammer"] --- # Sky Hammer *Item 20* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 70000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/sky-piercing-bow-frp2.md b/compendium/equipment/items/sky-piercing-bow-frp2.md index 1aef5e836..daa4a7b22 100644 --- a/compendium/equipment/items/sky-piercing-bow-frp2.md +++ b/compendium/equipment/items/sky-piercing-bow-frp2.md @@ -11,17 +11,17 @@ tags: aliases: ["Sky-piercing Bow"] --- # Sky-piercing Bow *Item 19* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 40000 gp - **Usage** held in 2 hands; **Bulk** L - **Category** Held -Large turquoise gems stud the outer edge of this sturdy composite shortbow. Arrows shot from the bow are unimpaired by wind and [air](rules/traits/air.md) effects. +Large turquoise gems stud the outer edge of this sturdy composite shortbow. Arrows shot from the bow are unimpaired by wind and [air](rules/traits/air.md "Air Energy & Element Trait") effects. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location. %% #trait/conjuration #trait/teleportation %% @@ -29,7 +29,7 @@ You shoot an arrow at an open space on a surface within 500 feet and momentarily ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[electricity](rules/traits/electricity.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you [Dismiss](rules/actions/dismiss.md) the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an [Interact](rules/actions/interact.md) action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes `5d12` lightning damage and must attempt a DC 41 basic Reflex save. %% #trait/electricity %% diff --git a/compendium/equipment/items/sky-serpent-bolt-lotgb.md b/compendium/equipment/items/sky-serpent-bolt-lotgb.md index fe5bb01b3..87fd6cd5f 100644 --- a/compendium/equipment/items/sky-serpent-bolt-lotgb.md +++ b/compendium/equipment/items/sky-serpent-bolt-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Sky Serpent Bolt"] --- # Sky Serpent Bolt *Item 5* -[air](rules/traits/air.md) [consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) diff --git a/compendium/equipment/items/skyrider-sword-lotgb.md b/compendium/equipment/items/skyrider-sword-lotgb.md index f0b854f39..a3d482b8b 100644 --- a/compendium/equipment/items/skyrider-sword-lotgb.md +++ b/compendium/equipment/items/skyrider-sword-lotgb.md @@ -11,12 +11,12 @@ tags: aliases: ["Skyrider Sword"] --- # Skyrider Sword *Item 14+* -[air](rules/traits/air.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held -This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a [Medium](rules/traits/medium-b1.md)-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it. +This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a [Medium](rules/traits/medium-b1.md "Medium Size Trait")-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/equipment/items/slates-of-distant-letters-apg.md b/compendium/equipment/items/slates-of-distant-letters-apg.md index 12066ab36..8d0618f75 100644 --- a/compendium/equipment/items/slates-of-distant-letters-apg.md +++ b/compendium/equipment/items/slates-of-distant-letters-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Slates Of Distant Letters"] --- # Slates Of Distant Letters *Item 13* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2450 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/sleep-arrow.md b/compendium/equipment/items/sleep-arrow.md index ac607e5a3..25bab6c13 100644 --- a/compendium/equipment/items/sleep-arrow.md +++ b/compendium/equipment/items/sleep-arrow.md @@ -12,7 +12,7 @@ tags: aliases: ["Sleep Arrow"] --- # Sleep Arrow *Item 3* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") - **Price** 11 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) diff --git a/compendium/equipment/items/sleeves-of-storage-apg.md b/compendium/equipment/items/sleeves-of-storage-apg.md index bcfce2af1..9ccedf766 100644 --- a/compendium/equipment/items/sleeves-of-storage-apg.md +++ b/compendium/equipment/items/sleeves-of-storage-apg.md @@ -11,13 +11,13 @@ tags: aliases: ["Sleeves Of Storage"] --- # Sleeves Of Storage *Item 4+* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn garment; **Bulk** L - **Category** Worn This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an [Interact](rules/actions/interact.md) action. -If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by [any](rules/traits/any-b1.md) effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the [manipulate](rules/traits/manipulate.md) and [move](rules/traits/move.md) traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. +If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by [any](rules/traits/any-b1.md "Any Alignment Trait") effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") and [move](rules/traits/move.md "Move Combat Trait") traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. *Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/sleuths-pipe-tv.md b/compendium/equipment/items/sleuths-pipe-tv.md index 2820baee3..ee0cc59e9 100644 --- a/compendium/equipment/items/sleuths-pipe-tv.md +++ b/compendium/equipment/items/sleuths-pipe-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Sleuth's Pipe"] --- # Sleuth's Pipe *Item 3* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Adventuring Gear diff --git a/compendium/equipment/items/slick.md b/compendium/equipment/items/slick.md index bef1f0361..81e8a1913 100644 --- a/compendium/equipment/items/slick.md +++ b/compendium/equipment/items/slick.md @@ -9,7 +9,7 @@ tags: aliases: ["Slick"] --- # Slick *Item 5+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/slime-whip-sli.md b/compendium/equipment/items/slime-whip-sli.md index f15c2a9aa..215b3d440 100644 --- a/compendium/equipment/items/slime-whip-sli.md +++ b/compendium/equipment/items/slime-whip-sli.md @@ -10,7 +10,7 @@ tags: aliases: ["Slime Whip"] --- # Slime Whip *Item 7* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/sling.md b/compendium/equipment/items/sling.md index b9bc15055..ea1d72d08 100644 --- a/compendium/equipment/items/sling.md +++ b/compendium/equipment/items/sling.md @@ -8,7 +8,7 @@ tags: aliases: ["Sling"] --- # Sling *Item 0* -[propulsive](rules/traits/propulsive.md) +[propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") - **Price** 0 gp - **Bulk** L diff --git a/compendium/equipment/items/slippers-of-spider-climbing.md b/compendium/equipment/items/slippers-of-spider-climbing.md index 0ecd0b016..fc45069ad 100644 --- a/compendium/equipment/items/slippers-of-spider-climbing.md +++ b/compendium/equipment/items/slippers-of-spider-climbing.md @@ -10,7 +10,7 @@ tags: aliases: ["Slippers of Spider Climbing"] --- # Slippers of Spider Climbing *Item 7* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 325 gp - **Usage** worn shoes; **Bulk** L diff --git a/compendium/equipment/items/slippery-ribbon-sli.md b/compendium/equipment/items/slippery-ribbon-sli.md index 64bd01566..65629fdbb 100644 --- a/compendium/equipment/items/slippery-ribbon-sli.md +++ b/compendium/equipment/items/slippery-ribbon-sli.md @@ -12,7 +12,7 @@ tags: aliases: ["Slippery Ribbon"] --- # Slippery Ribbon *Item 1* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/sloughing-toxin-av2.md b/compendium/equipment/items/sloughing-toxin-av2.md index 3d0b7c1ea..670e3c677 100644 --- a/compendium/equipment/items/sloughing-toxin-av2.md +++ b/compendium/equipment/items/sloughing-toxin-av2.md @@ -12,7 +12,7 @@ tags: aliases: ["Sloughing Toxin"] --- # Sloughing Toxin *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 60 gp - **Usage** held in 2 hands; **Bulk** L @@ -29,9 +29,9 @@ title: Saving Throw: DC 25 Fortitude ## Stages -**Stage 1** `1d6` poison damage for each action with the [attack](rules/traits/attack.md) or [move](rules/traits/move.md) trait the victim uses (1 round) +**Stage 1** `1d6` poison damage for each action with the [attack](rules/traits/attack.md "Attack Combat Trait") or [move](rules/traits/move.md "Move Combat Trait") trait the victim uses (1 round) -**Stage 2** `1d6` poison damage and `1d6` slashing damage for each action with the attack, [manipulate](rules/traits/manipulate.md), or [move](rules/traits/move.md) trait the victim uses (1 round) +**Stage 2** `1d6` poison damage and `1d6` slashing damage for each action with the attack, [manipulate](rules/traits/manipulate.md "Manipulate General Trait"), or [move](rules/traits/move.md "Move Combat Trait") trait the victim uses (1 round) **Stage 3** as Stage 2, but `1d6` poison damage and `2d6` slashing damage, and forced movement also causes damage (1 hour) ``` diff --git a/compendium/equipment/items/sluggish-bracelet-tv.md b/compendium/equipment/items/sluggish-bracelet-tv.md index 2b72e0b7d..e90c18e7e 100644 --- a/compendium/equipment/items/sluggish-bracelet-tv.md +++ b/compendium/equipment/items/sluggish-bracelet-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Sluggish Bracelet"] --- # Sluggish Bracelet *Item 3* -[cursed](rules/traits/cursed-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/slumber-wine.md b/compendium/equipment/items/slumber-wine.md index b9a425ca5..d57b9823e 100644 --- a/compendium/equipment/items/slumber-wine.md +++ b/compendium/equipment/items/slumber-wine.md @@ -12,7 +12,7 @@ tags: aliases: ["Slumber Wine"] --- # Slumber Wine *Item 12* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [sleep](rules/traits/sleep.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") - **Price** 325 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/smogger-ooa2.md b/compendium/equipment/items/smogger-ooa2.md index c6fc6c928..db02b5cd9 100644 --- a/compendium/equipment/items/smogger-ooa2.md +++ b/compendium/equipment/items/smogger-ooa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Smogger"] --- # Smogger *Item 9* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp - **Usage** worn backpack; **Bulk** 2 @@ -21,7 +21,7 @@ Some mutants savor the acrid smog of Alkenstar and the Gunworks. A smogger recre ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are [concealed](rules/conditions.md#Concealed) while inside the smog, and other creatures are [concealed](rules/conditions.md#Concealed) to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-footradius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes [sickened](rules/conditions.md#Sickened). The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can [Dismiss](rules/actions/dismiss.md) the effect. %% #trait/poison %% @@ -29,7 +29,7 @@ The smogger creates a 10-foot-radius emanation of smog centered on you, which mo ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Requirements**: The smogger's above activation is in effect diff --git a/compendium/equipment/items/smokestick.md b/compendium/equipment/items/smokestick.md index a227c2bcd..756921ec0 100644 --- a/compendium/equipment/items/smokestick.md +++ b/compendium/equipment/items/smokestick.md @@ -9,7 +9,7 @@ tags: aliases: ["Smokestick"] --- # Smokestick *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/smoking-sword-bb.md b/compendium/equipment/items/smoking-sword-bb.md index 8510d7965..8ae02fd52 100644 --- a/compendium/equipment/items/smoking-sword-bb.md +++ b/compendium/equipment/items/smoking-sword-bb.md @@ -10,7 +10,7 @@ tags: aliases: ["Smoking Sword"] --- # Smoking Sword *Item 3* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Category** Weapon @@ -19,7 +19,7 @@ Smoke constantly belches from this longsword. Any hit with this sword deals 1 ex ```ad-embed-ability title: Stoke Flames [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") Until the end of your turn, the blade deals `1d6` extra fire damage instead of just 1. After you use this action, you can't use it again for 10 minutes. %% #trait/concentrate %% diff --git a/compendium/equipment/items/smother-shroud-tv.md b/compendium/equipment/items/smother-shroud-tv.md index 0c4d7a0bf..29381becb 100644 --- a/compendium/equipment/items/smother-shroud-tv.md +++ b/compendium/equipment/items/smother-shroud-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Smother Shroud"] --- # Smother Shroud *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 60 gp - **Usage** held in 2 hands; **Bulk** L @@ -20,7 +20,7 @@ aliases: ["Smother Shroud"] Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse. -Swelling and distention of facial features makes the victim unrecognizable. Increase the DC of any checks made to identify a creature under the effects of smother shroud by twice the stage of the poison. If the victim dies while under the effects of this poison, its corpse retains an inability to take actions with the [auditory](rules/traits/auditory.md) trait, and if it tries to speak and fails, it counts against responses to the [talking corpse](compendium/spells/talking-corpse.md) spell. +Swelling and distention of facial features makes the victim unrecognizable. Increase the DC of any checks made to identify a creature under the effects of smother shroud by twice the stage of the poison. If the victim dies while under the effects of this poison, its corpse retains an inability to take actions with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, and if it tries to speak and fails, it counts against responses to the [talking corpse](compendium/spells/talking-corpse.md) spell. ```ad-inline-affliction title: Saving Throw: DC 22 Fortitude @@ -31,9 +31,9 @@ title: Saving Throw: DC 22 Fortitude **Stage 1** `2d4` poison damage and [dazzled](rules/conditions.md#Dazzled) (1 round) -**Stage 2** `3d4` poison damage, [dazzled](rules/conditions.md#Dazzled), a –4 status penalty to [Perception](compendium/skills.md#Perception) checks to hear and smell, and must succeed at a DC 10 flat check to take actions with the [auditory](rules/traits/auditory.md) trait or the action is lost (1 round) +**Stage 2** `3d4` poison damage, [dazzled](rules/conditions.md#Dazzled), a –4 status penalty to [Perception](compendium/skills.md#Perception) checks to hear and smell, and must succeed at a DC 10 flat check to take actions with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait or the action is lost (1 round) -**Stage 3** `4d4` poison damage, [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), unable to smell, unable to take actions with the [auditory](rules/traits/auditory.md) trait, and unable to breathe +**Stage 3** `4d4` poison damage, [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), unable to smell, unable to take actions with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, and unable to breathe ``` *Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/snagging-hook-snare-apg.md b/compendium/equipment/items/snagging-hook-snare-apg.md index a98e482e6..690bc6157 100644 --- a/compendium/equipment/items/snagging-hook-snare-apg.md +++ b/compendium/equipment/items/snagging-hook-snare-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Snagging Hook Snare"] --- # Snagging Hook Snare *Item 10* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 180 gp - **Category** Snare diff --git a/compendium/equipment/items/snagging-lotgb.md b/compendium/equipment/items/snagging-lotgb.md index 11a3d52ad..6de7ee74e 100644 --- a/compendium/equipment/items/snagging-lotgb.md +++ b/compendium/equipment/items/snagging-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Snagging"] --- # Snagging *Item 3* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp - **Usage** applied to belt, cape, cloak, or scarf diff --git a/compendium/equipment/items/snake-oil.md b/compendium/equipment/items/snake-oil.md index bb563dfc5..203c994dd 100644 --- a/compendium/equipment/items/snake-oil.md +++ b/compendium/equipment/items/snake-oil.md @@ -9,7 +9,7 @@ tags: aliases: ["Snake Oil"] --- # Snake Oil *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 2 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/snapleaf-locg.md b/compendium/equipment/items/snapleaf-locg.md index 38a28fed7..d9122dd44 100644 --- a/compendium/equipment/items/snapleaf-locg.md +++ b/compendium/equipment/items/snapleaf-locg.md @@ -11,7 +11,7 @@ tags: aliases: ["Snapleaf"] --- # Snapleaf *Item 3* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 9 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/snarling-badger-tv.md b/compendium/equipment/items/snarling-badger-tv.md index 24b9aeae8..cf7cfb75e 100644 --- a/compendium/equipment/items/snarling-badger-tv.md +++ b/compendium/equipment/items/snarling-badger-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Snarling Badger"] --- # Snarling Badger *Item 6+* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Usage** affixed to armor; **Bulk** — - **Activate** command; **Trigger** You lose the [dying](rules/conditions.md#Dying) condition; **Requirements** You have a [wounded](rules/conditions.md#Wounded) value of 1 or more. diff --git a/compendium/equipment/items/sneaky-key.md b/compendium/equipment/items/sneaky-key.md index af6cb75b8..d7b2bbf0d 100644 --- a/compendium/equipment/items/sneaky-key.md +++ b/compendium/equipment/items/sneaky-key.md @@ -11,7 +11,7 @@ tags: aliases: ["Sneaky Key"] --- # Sneaky Key *Item 5* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 22 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/sneezing-powder-lotgb.md b/compendium/equipment/items/sneezing-powder-lotgb.md index 83b292d10..ff44c448e 100644 --- a/compendium/equipment/items/sneezing-powder-lotgb.md +++ b/compendium/equipment/items/sneezing-powder-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Sneezing Powder"] --- # Sneezing Powder *Item 2* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md b/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md index 0ba5c3571..0f423c188 100644 --- a/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md +++ b/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Snowshoes Of The Long Trek"] --- # Snowshoes Of The Long Trek *Item 5* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 550 gp - **Usage** worn; **Bulk** – diff --git a/compendium/equipment/items/soaring-loag.md b/compendium/equipment/items/soaring-loag.md index 5b3f9271c..aa5cbe406 100644 --- a/compendium/equipment/items/soaring-loag.md +++ b/compendium/equipment/items/soaring-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Soaring"] --- # Soaring *Item 14* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3750 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/soaring-wings-tv.md b/compendium/equipment/items/soaring-wings-tv.md index 3851d37c1..686d5dde5 100644 --- a/compendium/equipment/items/soaring-wings-tv.md +++ b/compendium/equipment/items/soaring-wings-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Soaring Wings"] --- # Soaring Wings *Item 9+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo diff --git a/compendium/equipment/items/socialite-staff-tv.md b/compendium/equipment/items/socialite-staff-tv.md index dbcc6bdab..049a573df 100644 --- a/compendium/equipment/items/socialite-staff-tv.md +++ b/compendium/equipment/items/socialite-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Socialite Staff"] --- # Socialite Staff *Item 12* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 1900 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/society-portrait-da.md b/compendium/equipment/items/society-portrait-da.md index ad71332d5..74a1a391f 100644 --- a/compendium/equipment/items/society-portrait-da.md +++ b/compendium/equipment/items/society-portrait-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Society Portrait"] --- # Society Portrait *Item 6* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 210 gp diff --git a/compendium/equipment/items/soft-landing-lotgb.md b/compendium/equipment/items/soft-landing-lotgb.md index c92a2c451..0e1b58090 100644 --- a/compendium/equipment/items/soft-landing-lotgb.md +++ b/compendium/equipment/items/soft-landing-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Soft-landing"] --- # Soft-landing *Item 3* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp - **Usage** applied to boots, cape, cloak, or umbrella diff --git a/compendium/equipment/items/solar-shellflower-tv.md b/compendium/equipment/items/solar-shellflower-tv.md index 79c7d4aee..7e30abe0f 100644 --- a/compendium/equipment/items/solar-shellflower-tv.md +++ b/compendium/equipment/items/solar-shellflower-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Solar Shellflower"] --- # Solar Shellflower *Item 5* -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** held in two hands; **Bulk** L diff --git a/compendium/equipment/items/sonic-tuning-mace-som.md b/compendium/equipment/items/sonic-tuning-mace-som.md index ceb3e9cd1..34fe87a81 100644 --- a/compendium/equipment/items/sonic-tuning-mace-som.md +++ b/compendium/equipment/items/sonic-tuning-mace-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Sonic Tuning Mace"] --- # Sonic Tuning Mace *Item 9+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/soothing-powder-tv.md b/compendium/equipment/items/soothing-powder-tv.md index abaa2d0a4..b9c05e6a1 100644 --- a/compendium/equipment/items/soothing-powder-tv.md +++ b/compendium/equipment/items/soothing-powder-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Soothing Powder"] --- # Soothing Powder *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/soothing-scents-som.md b/compendium/equipment/items/soothing-scents-som.md index 19a258e87..6a5c4b166 100644 --- a/compendium/equipment/items/soothing-scents-som.md +++ b/compendium/equipment/items/soothing-scents-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Soothing Scents"] --- # Soothing Scents *Item 3* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/soothing-toddy-tv.md b/compendium/equipment/items/soothing-toddy-tv.md index 054f16da9..ffff4db32 100644 --- a/compendium/equipment/items/soothing-toddy-tv.md +++ b/compendium/equipment/items/soothing-toddy-tv.md @@ -10,14 +10,14 @@ tags: aliases: ["Soothing Toddy"] --- # Soothing Toddy *Item 6* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 45 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Elixir -Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against [emotion](rules/traits/emotion.md) effects and against effects with a trait determined by the liquor mixed into the tea when it's created. These benefits last for 1 hour. +Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects and against effects with a trait determined by the liquor mixed into the tea when it's created. These benefits last for 1 hour. - Amaretto Auditory - Limoncello Olfactory diff --git a/compendium/equipment/items/soothing-tonic-tv.md b/compendium/equipment/items/soothing-tonic-tv.md index 1d7f15a63..1a150f8bc 100644 --- a/compendium/equipment/items/soothing-tonic-tv.md +++ b/compendium/equipment/items/soothing-tonic-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Soothing Tonic"] --- # Soothing Tonic *Item 2+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/soul-cage-botd.md b/compendium/equipment/items/soul-cage-botd.md index 0e3eb17cf..226633166 100644 --- a/compendium/equipment/items/soul-cage-botd.md +++ b/compendium/equipment/items/soul-cage-botd.md @@ -11,7 +11,7 @@ tags: aliases: ["Soul Cage"] --- # Soul Cage *Item 12* -[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [rare](rules/traits/rare.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1600 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/south-winds-scorch-song-som.md b/compendium/equipment/items/south-winds-scorch-song-som.md index 1e19cd67e..59d4aa7a4 100644 --- a/compendium/equipment/items/south-winds-scorch-song-som.md +++ b/compendium/equipment/items/south-winds-scorch-song-som.md @@ -11,7 +11,7 @@ tags: aliases: ["South Wind's Scorch Song"] --- # South Wind's Scorch Song *Item 10* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 900 gp - **Usage** held in 1 hands; **Bulk** 1 @@ -21,7 +21,7 @@ This +1 striking flaming scimitar is always warm to the touch, nearly unbearably ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Trigger**: Your spell deals fire damage to a creature diff --git a/compendium/equipment/items/sovereign-glue-apg.md b/compendium/equipment/items/sovereign-glue-apg.md index 5b9a1955e..4c95a5712 100644 --- a/compendium/equipment/items/sovereign-glue-apg.md +++ b/compendium/equipment/items/sovereign-glue-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Sovereign Glue"] --- # Sovereign Glue *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 55 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/sovereign-steel-armor-lol.md b/compendium/equipment/items/sovereign-steel-armor-lol.md index d9350a203..51d02cd22 100644 --- a/compendium/equipment/items/sovereign-steel-armor-lol.md +++ b/compendium/equipment/items/sovereign-steel-armor-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Sovereign Steel Armor"] --- # Sovereign Steel Armor *Item 13+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn armor; **Bulk** varies by armor - **Category** Armor diff --git a/compendium/equipment/items/sovereign-steel-lol.md b/compendium/equipment/items/sovereign-steel-lol.md index 3c5c5eb83..dd20d7d9d 100644 --- a/compendium/equipment/items/sovereign-steel-lol.md +++ b/compendium/equipment/items/sovereign-steel-lol.md @@ -9,7 +9,7 @@ tags: aliases: ["Sovereign Steel"] --- # Sovereign Steel *Item 9+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material @@ -18,14 +18,14 @@ Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the sk | Sovereign Steel Items | Hardness | HP | BT | |-----------------------|----------|----|----| | **Thin Items** | | | | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 10 | 40 | 20 | +| multiRow | | +| multiRow | | | **Items** | | | | -| Standard-grade | 11 | 44 | 22 | -| High-grade | 14 | 56 | 28 | +| multiRow | | +| multiRow | | | **Structures** | | | | -| Standard-grade | 22 | 88 | 44 | -| High-grade | 28 | 112 | 56 | +| multiRow | | +| multiRow | | *Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-steel-weapon-lol.md b/compendium/equipment/items/sovereign-steel-weapon-lol.md index 2df87ebd1..1ce7878d9 100644 --- a/compendium/equipment/items/sovereign-steel-weapon-lol.md +++ b/compendium/equipment/items/sovereign-steel-weapon-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Sovereign Steel Weapon"] --- # Sovereign Steel Weapon *Item 12+* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/spangled-riders-suit-ec2.md b/compendium/equipment/items/spangled-riders-suit-ec2.md index 82f07366a..94badeb07 100644 --- a/compendium/equipment/items/spangled-riders-suit-ec2.md +++ b/compendium/equipment/items/spangled-riders-suit-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Spangled Rider's Suit"] --- # Spangled Rider's Suit *Item 9* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Usage** worn armor; **Bulk** 1 diff --git a/compendium/equipment/items/spark-dancer-tv.md b/compendium/equipment/items/spark-dancer-tv.md index 239b6166c..f82af7211 100644 --- a/compendium/equipment/items/spark-dancer-tv.md +++ b/compendium/equipment/items/spark-dancer-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spark Dancer"] --- # Spark Dancer *Item 13* -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2900 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/sparkblade-tio.md b/compendium/equipment/items/sparkblade-tio.md index 207e27765..4a54df1a0 100644 --- a/compendium/equipment/items/sparkblade-tio.md +++ b/compendium/equipment/items/sparkblade-tio.md @@ -9,7 +9,7 @@ tags: aliases: ["Sparkblade"] --- # Sparkblade *Item 3* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70 gp - **Category** Weapon diff --git a/compendium/equipment/items/sparking-spellgun-tv.md b/compendium/equipment/items/sparking-spellgun-tv.md index c57ea8198..54af6967b 100644 --- a/compendium/equipment/items/sparking-spellgun-tv.md +++ b/compendium/equipment/items/sparking-spellgun-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Sparking Spellgun"] --- # Sparking Spellgun *Item 5+* -[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [spellgun](rules/traits/spellgun-tv.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/sparkler-tv.md b/compendium/equipment/items/sparkler-tv.md index 4450f6334..ddcae503f 100644 --- a/compendium/equipment/items/sparkler-tv.md +++ b/compendium/equipment/items/sparkler-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Sparkler"] --- # Sparkler *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Sparklers are common in Tian Xia and Vudra and can be Crafted by those who can specifically [Craft](rules/actions/craft.md) fireworks (such as a fireworks technician; Guns & Gears 134). - **Price** 4 sp diff --git a/compendium/equipment/items/spear-frog-poison-tv.md b/compendium/equipment/items/spear-frog-poison-tv.md index 6d1374929..3b4398132 100644 --- a/compendium/equipment/items/spear-frog-poison-tv.md +++ b/compendium/equipment/items/spear-frog-poison-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spear Frog Poison"] --- # Spear Frog Poison *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 3 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md b/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md index 83d172310..7342010b3 100644 --- a/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md +++ b/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md @@ -11,12 +11,12 @@ tags: aliases: ["Spear of the Destroyer's Flame"] --- # Spear of the Destroyer's Flame *Item 20* -[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 2 hands; **Bulk** 3 - **Category** Artifact -The tip of this longspear is edged with several razor-sharp obsidian blades. The spear has the [thrown 30 feet](rules/traits/thrown.md) weapon trait, in addition to the normal weapon traits for a longspear. +The tip of this longspear is edged with several razor-sharp obsidian blades. The spear has the thrown 30 feet weapon trait, in addition to the normal weapon traits for a longspear. While the Spear of the Destroyer's Flame is in your possession, you gain fire resistance 20. When you critically hit a creature with the spear, the creature's blood begins to boil, unleashing blasts of heat from the wound. The creature takes `2d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage), in addition to the persistent fire damage from the greater flaming rune; all creatures adjacent to the creature when it takes the persistent fire damage take an equal amount of fire damage. Like the fire damage from the greater flaming rune, this fire damage ignores a creature's fire resistance, though it doesn't ignore fire immunity. diff --git a/compendium/equipment/items/spear.md b/compendium/equipment/items/spear.md index 92f8ef533..580c539a4 100644 --- a/compendium/equipment/items/spear.md +++ b/compendium/equipment/items/spear.md @@ -8,7 +8,7 @@ tags: aliases: ["Spear"] --- # Spear *Item 0* -[thrown <20 ft.>](rules/traits/thrown.md) +[thrown <20 ft.>](rules/traits/thrown-20-ft.md "Thrown Weapon Trait") - **Price** 1 sp - **Bulk** 1 diff --git a/compendium/equipment/items/spectacles-of-inquiry-tv.md b/compendium/equipment/items/spectacles-of-inquiry-tv.md index f8e68e219..ec1d0b74e 100644 --- a/compendium/equipment/items/spectacles-of-inquiry-tv.md +++ b/compendium/equipment/items/spectacles-of-inquiry-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Spectacles of Inquiry"] --- # Spectacles of Inquiry *Item 12* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1750 gp - **Usage** worn eyepiece; **Bulk** — diff --git a/compendium/equipment/items/spectacles-of-piercing-sight-tv.md b/compendium/equipment/items/spectacles-of-piercing-sight-tv.md index 166cd1ce1..571f4c64a 100644 --- a/compendium/equipment/items/spectacles-of-piercing-sight-tv.md +++ b/compendium/equipment/items/spectacles-of-piercing-sight-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spectacles of Piercing Sight"] --- # Spectacles of Piercing Sight *Item 18* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 24000 gp - **Usage** worn eyepiece; **Bulk** — diff --git a/compendium/equipment/items/spectacles-of-understanding-lopsg.md b/compendium/equipment/items/spectacles-of-understanding-lopsg.md index b096f538d..8a32b1070 100644 --- a/compendium/equipment/items/spectacles-of-understanding-lopsg.md +++ b/compendium/equipment/items/spectacles-of-understanding-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Spectacles Of Understanding"] --- # Spectacles Of Understanding *Item 5+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn - **Category** Worn diff --git a/compendium/equipment/items/spectral-nightshade-aoe4.md b/compendium/equipment/items/spectral-nightshade-aoe4.md index 8f91c081c..a61b11846 100644 --- a/compendium/equipment/items/spectral-nightshade-aoe4.md +++ b/compendium/equipment/items/spectral-nightshade-aoe4.md @@ -12,7 +12,7 @@ tags: aliases: ["Spectral Nightshade"] --- # Spectral Nightshade *Item 13* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/speed.md b/compendium/equipment/items/speed.md index c8a0764f8..0d0784410 100644 --- a/compendium/equipment/items/speed.md +++ b/compendium/equipment/items/speed.md @@ -10,7 +10,7 @@ tags: aliases: ["Speed"] --- # Speed *Item 16* -[magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 10000 gp - **Usage** etched onto a weapon diff --git a/compendium/equipment/items/spell-bastion-lotgb.md b/compendium/equipment/items/spell-bastion-lotgb.md index 73f512169..445c2dc30 100644 --- a/compendium/equipment/items/spell-bastion-lotgb.md +++ b/compendium/equipment/items/spell-bastion-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Spell-bastion"] --- # Spell-bastion *Item 13* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2700 gp - **Usage** applied to shield diff --git a/compendium/equipment/items/spell-duelists-siphon-tv.md b/compendium/equipment/items/spell-duelists-siphon-tv.md index 40d7791ad..6448ae516 100644 --- a/compendium/equipment/items/spell-duelists-siphon-tv.md +++ b/compendium/equipment/items/spell-duelists-siphon-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Spell Duelist's Siphon"] --- # Spell Duelist's Siphon *Item 12* -[abjuration](rules/traits/abjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1750 gp - **Bulk** L diff --git a/compendium/equipment/items/spell-eating-pitch-aoe4.md b/compendium/equipment/items/spell-eating-pitch-aoe4.md index 31fe83ac5..4c1610646 100644 --- a/compendium/equipment/items/spell-eating-pitch-aoe4.md +++ b/compendium/equipment/items/spell-eating-pitch-aoe4.md @@ -12,7 +12,7 @@ tags: aliases: ["Spell-eating Pitch"] --- # Spell-eating Pitch *Item 12* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/spell-echo-shot-tv.md b/compendium/equipment/items/spell-echo-shot-tv.md index 44bb1ffeb..8c340c263 100644 --- a/compendium/equipment/items/spell-echo-shot-tv.md +++ b/compendium/equipment/items/spell-echo-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Spell Echo Shot"] --- # Spell Echo Shot *Item 19* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5500 gp - **Ammunition** any diff --git a/compendium/equipment/items/spell-storing.md b/compendium/equipment/items/spell-storing.md index d7b0111ec..e0cc200e4 100644 --- a/compendium/equipment/items/spell-storing.md +++ b/compendium/equipment/items/spell-storing.md @@ -10,7 +10,7 @@ tags: aliases: ["Spell-storing"] --- # Spell-storing *Item 13* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2700 gp - **Usage** etched onto a melee weapon diff --git a/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md b/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md index 2e53a7673..03f786014 100644 --- a/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md +++ b/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Spellbook Of Redundant Enchantment"] --- # Spellbook Of Redundant Enchantment *Item 8* -[enchantment](rules/traits/enchantment.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 420 gp - **Bulk** L diff --git a/compendium/equipment/items/spellbreaking-tv.md b/compendium/equipment/items/spellbreaking-tv.md index a256102e0..d10df06ba 100644 --- a/compendium/equipment/items/spellbreaking-tv.md +++ b/compendium/equipment/items/spellbreaking-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Spellbreaking"] --- # Spellbreaking *Item 13* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3000 gp - **Usage** etched onto armor diff --git a/compendium/equipment/items/spellcutter-sot5.md b/compendium/equipment/items/spellcutter-sot5.md index c6427d9f6..d182b491d 100644 --- a/compendium/equipment/items/spellcutter-sot5.md +++ b/compendium/equipment/items/spellcutter-sot5.md @@ -11,7 +11,7 @@ tags: aliases: ["Spellcutter"] --- # Spellcutter *Item 17* -[abjuration](rules/traits/abjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 15000 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -30,7 +30,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -Touching Spellcutter to any light source of 12th level or lower (including 6th-level spells with the [light](rules/traits/light.md) trait) instantly extinguishes the effect. If the source of the light is a large flame, such as a forest fire or bonfire, it only extinguishes the light source in a 5-foot radius burst from the point of contact. +Touching Spellcutter to any light source of 12th level or lower (including 6th-level spells with the [light](rules/traits/light.md "Light Effect Trait") trait) instantly extinguishes the effect. If the source of the light is a large flame, such as a forest fire or bonfire, it only extinguishes the light source in a 5-foot radius burst from the point of contact. ``` *Source: Strength of Thousands #5: Doorway to the Red Star p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/spellender-sot2.md b/compendium/equipment/items/spellender-sot2.md index 6b669bda1..44fa77025 100644 --- a/compendium/equipment/items/spellender-sot2.md +++ b/compendium/equipment/items/spellender-sot2.md @@ -10,7 +10,7 @@ tags: aliases: ["Spellender"] --- # Spellender *Item 9* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/spellguard-blade-apg.md b/compendium/equipment/items/spellguard-blade-apg.md index 5d4cda7a1..9a4e066c7 100644 --- a/compendium/equipment/items/spellguard-blade-apg.md +++ b/compendium/equipment/items/spellguard-blade-apg.md @@ -9,12 +9,12 @@ tags: aliases: ["Spellguard Blade"] --- # Spellguard Blade *Item 7* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 320 gp - **Usage** held in 1 hand; **Bulk** L - **Category** Held -The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 circumstance bonus to AC from this weapon's [parry](rules/traits/parry.md) trait, you also apply that circumstance bonus to your saving throws against spells that target you. +The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 circumstance bonus to AC from this weapon's [parry](rules/traits/parry.md "Parry Weapon Trait") trait, you also apply that circumstance bonus to your saving throws against spells that target you. *Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/spellguard-shield.md b/compendium/equipment/items/spellguard-shield.md index 751e57d8d..fa02094d1 100644 --- a/compendium/equipment/items/spellguard-shield.md +++ b/compendium/equipment/items/spellguard-shield.md @@ -9,7 +9,7 @@ tags: aliases: ["Spellguard Shield"] --- # Spellguard Shield *Item 6* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/spellstrike-ammunition.md b/compendium/equipment/items/spellstrike-ammunition.md index 13d9144c6..9545aa133 100644 --- a/compendium/equipment/items/spellstrike-ammunition.md +++ b/compendium/equipment/items/spellstrike-ammunition.md @@ -10,7 +10,7 @@ tags: aliases: ["Spellstrike Ammunition"] --- # Spellstrike Ammunition *Item 3+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Ammunition** any - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) diff --git a/compendium/equipment/items/spellstriker-staff-tv.md b/compendium/equipment/items/spellstriker-staff-tv.md index 61bf368f0..103469813 100644 --- a/compendium/equipment/items/spellstriker-staff-tv.md +++ b/compendium/equipment/items/spellstriker-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Spellstriker Staff"] --- # Spellstriker Staff *Item 7+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/sphere-of-annihilation-gmg.md b/compendium/equipment/items/sphere-of-annihilation-gmg.md index b7d87d1a7..1f505b5af 100644 --- a/compendium/equipment/items/sphere-of-annihilation-gmg.md +++ b/compendium/equipment/items/sphere-of-annihilation-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Sphere Of Annihilation"] --- # Sphere Of Annihilation *Item 27* -[artifact](rules/traits/artifact-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Category** Artifact diff --git a/compendium/equipment/items/spider-root.md b/compendium/equipment/items/spider-root.md index 547c32915..39d5b69b8 100644 --- a/compendium/equipment/items/spider-root.md +++ b/compendium/equipment/items/spider-root.md @@ -11,7 +11,7 @@ tags: aliases: ["Spider Root"] --- # Spider Root *Item 9* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 110 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/spiderfoot-brew-pfum.md b/compendium/equipment/items/spiderfoot-brew-pfum.md index 7a8fb8ac4..18a0792ee 100644 --- a/compendium/equipment/items/spiderfoot-brew-pfum.md +++ b/compendium/equipment/items/spiderfoot-brew-pfum.md @@ -12,7 +12,7 @@ tags: aliases: ["Spiderfoot Brew"] --- # Spiderfoot Brew *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/spiderfoot-brew-tv.md b/compendium/equipment/items/spiderfoot-brew-tv.md index 2b5e5ac79..abf493de1 100644 --- a/compendium/equipment/items/spiderfoot-brew-tv.md +++ b/compendium/equipment/items/spiderfoot-brew-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spiderfoot Brew"] --- # Spiderfoot Brew *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [morph](rules/traits/morph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/spike-snare.md b/compendium/equipment/items/spike-snare.md index bd0da0f7e..6d86b7140 100644 --- a/compendium/equipment/items/spike-snare.md +++ b/compendium/equipment/items/spike-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Spike Snare"] --- # Spike Snare *Item 1* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp - **Category** Snare diff --git a/compendium/equipment/items/spiked-chain.md b/compendium/equipment/items/spiked-chain.md index 235050c70..d9f2a4deb 100644 --- a/compendium/equipment/items/spiked-chain.md +++ b/compendium/equipment/items/spiked-chain.md @@ -11,7 +11,7 @@ tags: aliases: ["Spiked Chain"] --- # Spiked Chain *Item 0* -[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/spiked-gauntlet.md b/compendium/equipment/items/spiked-gauntlet.md index c54022fce..60614ddb8 100644 --- a/compendium/equipment/items/spiked-gauntlet.md +++ b/compendium/equipment/items/spiked-gauntlet.md @@ -9,7 +9,7 @@ tags: aliases: ["Spiked Gauntlet"] --- # Spiked Gauntlet *Item 0* -[agile](rules/traits/agile.md) [free-hand](rules/traits/free-hand.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") - **Price** 3 sp - **Bulk** L diff --git a/compendium/equipment/items/spined-shield.md b/compendium/equipment/items/spined-shield.md index a9a20566f..9ee4ac034 100644 --- a/compendium/equipment/items/spined-shield.md +++ b/compendium/equipment/items/spined-shield.md @@ -9,7 +9,7 @@ tags: aliases: ["Spined Shield"] --- # Spined Shield *Item 7* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 360 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/spiral-rapier-lotgb.md b/compendium/equipment/items/spiral-rapier-lotgb.md index 4a94a9f95..35041c8e2 100644 --- a/compendium/equipment/items/spiral-rapier-lotgb.md +++ b/compendium/equipment/items/spiral-rapier-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Spiral Rapier"] --- # Spiral Rapier *Item 0* -[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [parry](rules/traits/parry.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/spirit-sealing-fulu-som.md b/compendium/equipment/items/spirit-sealing-fulu-som.md index 0adebf55a..c5b9cbbfa 100644 --- a/compendium/equipment/items/spirit-sealing-fulu-som.md +++ b/compendium/equipment/items/spirit-sealing-fulu-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Spirit-sealing Fulu"] --- # Spirit-sealing Fulu *Item 3+* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** affixed to one undead creature - **Duration** 1 round (or 4 rounds) diff --git a/compendium/equipment/items/spiritsight-crossbow-apg.md b/compendium/equipment/items/spiritsight-crossbow-apg.md index 4ebbaca82..09fe64010 100644 --- a/compendium/equipment/items/spiritsight-crossbow-apg.md +++ b/compendium/equipment/items/spiritsight-crossbow-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Spiritsight Crossbow"] --- # Spiritsight Crossbow *Item 8* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/spiritsight-ring-tv.md b/compendium/equipment/items/spiritsight-ring-tv.md index 308d4d1d6..ec14b5f79 100644 --- a/compendium/equipment/items/spiritsight-ring-tv.md +++ b/compendium/equipment/items/spiritsight-ring-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spiritsight Ring"] --- # Spiritsight Ring *Item 6* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 225 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/spiritual-warhorn-tv.md b/compendium/equipment/items/spiritual-warhorn-tv.md index 61d9d5b0f..d0ac5111a 100644 --- a/compendium/equipment/items/spiritual-warhorn-tv.md +++ b/compendium/equipment/items/spiritual-warhorn-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spiritual Warhorn"] --- # Spiritual Warhorn *Item 5+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/spore-sap-ec4.md b/compendium/equipment/items/spore-sap-ec4.md index 64fc084fa..6de546d04 100644 --- a/compendium/equipment/items/spore-sap-ec4.md +++ b/compendium/equipment/items/spore-sap-ec4.md @@ -11,7 +11,7 @@ tags: aliases: ["Spore Sap"] --- # Spore Sap *Item 11* -[evocation](rules/traits/evocation.md) [fungus](rules/traits/fungus-b1.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1250 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/spraysling-tv.md b/compendium/equipment/items/spraysling-tv.md index 53ab3478f..f9007d2ac 100644 --- a/compendium/equipment/items/spraysling-tv.md +++ b/compendium/equipment/items/spraysling-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spraysling"] --- # Spraysling *Item 0* -[halfling](rules/traits/halfling.md) [propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) scatter <5 ft.> +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") scatter <5 ft.> - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/spring-heel-tv.md b/compendium/equipment/items/spring-heel-tv.md index b77b1ee4c..3b71ba5ed 100644 --- a/compendium/equipment/items/spring-heel-tv.md +++ b/compendium/equipment/items/spring-heel-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Spring Heel"] --- # Spring Heel *Item 5* -[mechanical](rules/traits/mechanical.md) [uncommon](rules/traits/uncommon.md) clockwork +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") clockwork - **Price** 150 gp - **Usage** worn; **Bulk** 1 diff --git a/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md b/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md index bac7771b0..08e8a88ff 100644 --- a/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md +++ b/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md @@ -11,13 +11,13 @@ tags: aliases: ["Spring-loaded Net Launcher"] --- # Spring-loaded Net Launcher *Item 2* -[consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) clockwork gadget +[consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") clockwork gadget - **Price** 6 gp - **Usage** held in 1 hand; **Bulk** 1 - **Activate** [Interact](rules/actions/interact.md) - **Category** Consumable -This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a [Medium](rules/traits/medium-b1.md) or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached [net](compendium/equipment/items/net-apg.md). +This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a [Medium](rules/traits/medium-b1.md "Medium Size Trait") or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached [net](compendium/equipment/items/net-apg.md). *Source: Lost Omens: The Grand Bazaar p. 23* \ No newline at end of file diff --git a/compendium/equipment/items/sprite-apple-tv.md b/compendium/equipment/items/sprite-apple-tv.md index 6f5f47b3f..5f791c13c 100644 --- a/compendium/equipment/items/sprite-apple-tv.md +++ b/compendium/equipment/items/sprite-apple-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Sprite Apple"] --- # Sprite Apple *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [light](rules/traits/light.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [light](rules/traits/light.md "Light Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/spurned-lute-tv.md b/compendium/equipment/items/spurned-lute-tv.md index bac0c1932..31499685e 100644 --- a/compendium/equipment/items/spurned-lute-tv.md +++ b/compendium/equipment/items/spurned-lute-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spurned Lute"] --- # Spurned Lute *Item 5* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 2 hands; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/spy-staff-tv.md b/compendium/equipment/items/spy-staff-tv.md index f9574071b..38aa04558 100644 --- a/compendium/equipment/items/spy-staff-tv.md +++ b/compendium/equipment/items/spy-staff-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Spy Staff"] --- # Spy Staff *Item 7+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/spyglass-eye-tv.md b/compendium/equipment/items/spyglass-eye-tv.md index 2940b622d..2de5f8da8 100644 --- a/compendium/equipment/items/spyglass-eye-tv.md +++ b/compendium/equipment/items/spyglass-eye-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Spyglass Eye"] --- # Spyglass Eye *Item 5* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 160 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/staff-of-abjuration.md b/compendium/equipment/items/staff-of-abjuration.md index f68b1412e..6862f0f88 100644 --- a/compendium/equipment/items/staff-of-abjuration.md +++ b/compendium/equipment/items/staff-of-abjuration.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Abjuration"] --- # Staff of Abjuration *Item 6+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-air-tv.md b/compendium/equipment/items/staff-of-air-tv.md index 5b388eb83..bcca0b4cd 100644 --- a/compendium/equipment/items/staff-of-air-tv.md +++ b/compendium/equipment/items/staff-of-air-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Air"] --- # Staff of Air *Item 3+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-conjuration.md b/compendium/equipment/items/staff-of-conjuration.md index 1f353f530..f0b3de20c 100644 --- a/compendium/equipment/items/staff-of-conjuration.md +++ b/compendium/equipment/items/staff-of-conjuration.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Conjuration"] --- # Staff of Conjuration *Item 6+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-divination.md b/compendium/equipment/items/staff-of-divination.md index e2d0db681..cb838f0e5 100644 --- a/compendium/equipment/items/staff-of-divination.md +++ b/compendium/equipment/items/staff-of-divination.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Divination"] --- # Staff of Divination *Item 6+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-earth-tv.md b/compendium/equipment/items/staff-of-earth-tv.md index 65e65416c..b19e7fb8e 100644 --- a/compendium/equipment/items/staff-of-earth-tv.md +++ b/compendium/equipment/items/staff-of-earth-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Earth"] --- # Staff of Earth *Item 3+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-enchantment.md b/compendium/equipment/items/staff-of-enchantment.md index 8a949976f..a0520447b 100644 --- a/compendium/equipment/items/staff-of-enchantment.md +++ b/compendium/equipment/items/staff-of-enchantment.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Enchantment"] --- # Staff of Enchantment *Item 6+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-evocation.md b/compendium/equipment/items/staff-of-evocation.md index 8a5ff359d..9ea0d5d85 100644 --- a/compendium/equipment/items/staff-of-evocation.md +++ b/compendium/equipment/items/staff-of-evocation.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Evocation"] --- # Staff of Evocation *Item 6+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-final-rest-lotgb.md b/compendium/equipment/items/staff-of-final-rest-lotgb.md index 5e1e9f732..6f050383e 100644 --- a/compendium/equipment/items/staff-of-final-rest-lotgb.md +++ b/compendium/equipment/items/staff-of-final-rest-lotgb.md @@ -11,12 +11,12 @@ tags: aliases: ["Staff of Final Rest"] --- # Staff of Final Rest *Item 6+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff -This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the [versatile

](rules/traits/versatile.md) trait and functions as a wooden stake, allowing you to use it to stake vampires, and your [Strikes](rules/actions/strike.md) with the staff gain a +1 circumstance bonus to damage rolls against undead. +This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") trait and functions as a wooden stake, allowing you to use it to stake vampires, and your [Strikes](rules/actions/strike.md) with the staff gain a +1 circumstance bonus to damage rolls against undead. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/staff-of-fire.md b/compendium/equipment/items/staff-of-fire.md index 3845c65fb..379e4fa1d 100644 --- a/compendium/equipment/items/staff-of-fire.md +++ b/compendium/equipment/items/staff-of-fire.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Fire"] --- # Staff of Fire *Item 3+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-healing.md b/compendium/equipment/items/staff-of-healing.md index 0977a8736..982396e28 100644 --- a/compendium/equipment/items/staff-of-healing.md +++ b/compendium/equipment/items/staff-of-healing.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Healing"] --- # Staff of Healing *Item 4+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-illumination.md b/compendium/equipment/items/staff-of-illumination.md index fdc6cb482..5df0cf94c 100644 --- a/compendium/equipment/items/staff-of-illumination.md +++ b/compendium/equipment/items/staff-of-illumination.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Illumination"] --- # Staff of Illumination *Item 8* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 425 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/staff-of-illusion.md b/compendium/equipment/items/staff-of-illusion.md index 851cd4cc8..460b2d9b0 100644 --- a/compendium/equipment/items/staff-of-illusion.md +++ b/compendium/equipment/items/staff-of-illusion.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Illusion"] --- # Staff of Illusion *Item 6+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-impossible-visions-apg.md b/compendium/equipment/items/staff-of-impossible-visions-apg.md index 88f143ebf..9b7694e54 100644 --- a/compendium/equipment/items/staff-of-impossible-visions-apg.md +++ b/compendium/equipment/items/staff-of-impossible-visions-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Staff Of Impossible Visions"] --- # Staff Of Impossible Visions *Item 6+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-natures-cunning-som.md b/compendium/equipment/items/staff-of-natures-cunning-som.md index 21030ea41..fb005fd6e 100644 --- a/compendium/equipment/items/staff-of-natures-cunning-som.md +++ b/compendium/equipment/items/staff-of-natures-cunning-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Staff Of Nature's Cunning"] --- # Staff Of Nature's Cunning *Item 7+* -[magical](rules/traits/magical.md) [plant](rules/traits/plant.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-natures-vengeance-apg.md b/compendium/equipment/items/staff-of-natures-vengeance-apg.md index 2f4f249cd..95d01c110 100644 --- a/compendium/equipment/items/staff-of-natures-vengeance-apg.md +++ b/compendium/equipment/items/staff-of-natures-vengeance-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff Of Nature's Vengeance"] --- # Staff Of Nature's Vengeance *Item 10+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-necromancy.md b/compendium/equipment/items/staff-of-necromancy.md index 78054085e..aaacf2633 100644 --- a/compendium/equipment/items/staff-of-necromancy.md +++ b/compendium/equipment/items/staff-of-necromancy.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Necromancy"] --- # Staff of Necromancy *Item 6+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-power.md b/compendium/equipment/items/staff-of-power.md index 8f7e7cc6d..43ac60a15 100644 --- a/compendium/equipment/items/staff-of-power.md +++ b/compendium/equipment/items/staff-of-power.md @@ -11,7 +11,7 @@ tags: aliases: ["Staff of Power"] --- # Staff of Power *Item 16* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 10000 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -21,7 +21,7 @@ This staff of magically hardened wood is topped with a silver sculpture depictin Voluntarily destroying a staff of power unleashes an incredible blast of energy. When wielding the staff, you can [Interact](rules/actions/interact.md) to break it. This releases a 30-foot-burst magical explosion centered on the staff. This deals `2d8` force damage per charge remaining in the staff (DC 40 basic Reflex save) -You automatically critically fail your save. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](rules/traits/death.md) effect. +You automatically critically fail your save. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](rules/traits/death.md "Death Effect Trait") effect. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/staff-of-providence-apg.md b/compendium/equipment/items/staff-of-providence-apg.md index a8e66fe08..d245cecd6 100644 --- a/compendium/equipment/items/staff-of-providence-apg.md +++ b/compendium/equipment/items/staff-of-providence-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff Of Providence"] --- # Staff Of Providence *Item 6+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-sieges-ec6.md b/compendium/equipment/items/staff-of-sieges-ec6.md index d22326362..f587e85e5 100644 --- a/compendium/equipment/items/staff-of-sieges-ec6.md +++ b/compendium/equipment/items/staff-of-sieges-ec6.md @@ -11,7 +11,7 @@ tags: aliases: ["Staff Of Sieges"] --- # Staff Of Sieges *Item 20* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 65000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/staff-of-the-black-desert-ec5.md b/compendium/equipment/items/staff-of-the-black-desert-ec5.md index 6557898bd..a3b846823 100644 --- a/compendium/equipment/items/staff-of-the-black-desert-ec5.md +++ b/compendium/equipment/items/staff-of-the-black-desert-ec5.md @@ -11,7 +11,7 @@ tags: aliases: ["Staff Of The Black Desert"] --- # Staff Of The Black Desert *Item 12+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-the-desert-winds-som.md b/compendium/equipment/items/staff-of-the-desert-winds-som.md index 0a0a7e00b..dd1fa1928 100644 --- a/compendium/equipment/items/staff-of-the-desert-winds-som.md +++ b/compendium/equipment/items/staff-of-the-desert-winds-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff Of The Desert Winds"] --- # Staff Of The Desert Winds *Item 6+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md b/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md index fd29a8055..ba5ac950e 100644 --- a/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md +++ b/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md @@ -11,12 +11,12 @@ tags: aliases: ["Staff Of The Dreamlands"] --- # Staff Of The Dreamlands *Item 6+* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff -The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) checks while in the Dreamlands and to checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about creatures with the [dream](rules/traits/dream-b2.md) trait. +The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) checks while in the Dreamlands and to checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about creatures with the [dream](rules/traits/dream-b2.md "Dream Creature Type Trait") trait. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/staff-of-the-magi.md b/compendium/equipment/items/staff-of-the-magi.md index 7a6299ff5..98ff4073e 100644 --- a/compendium/equipment/items/staff-of-the-magi.md +++ b/compendium/equipment/items/staff-of-the-magi.md @@ -11,7 +11,7 @@ tags: aliases: ["Staff of the Magi"] --- # Staff of the Magi *Item 20* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 90000 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -19,7 +19,7 @@ aliases: ["Staff of the Magi"] Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff, and when wielding it you gain a +1 circumstance bonus to saving throws against spells. -Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an [Interact](rules/actions/interact.md) action. This releases a 30-foot-burst magical explosion centered on the staff. This deals `2d10` force damage per charge remaining in the staff (DC 40 basic Reflex save), You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](rules/traits/death.md) effect. +Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an [Interact](rules/actions/interact.md) action. This releases a 30-foot-burst magical explosion centered on the staff. This deals `2d10` force damage per charge remaining in the staff (DC 40 basic Reflex save), You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](rules/traits/death.md "Death Effect Trait") effect. ```ad-embed-ability title: Activate diff --git a/compendium/equipment/items/staff-of-transmutation.md b/compendium/equipment/items/staff-of-transmutation.md index 23ce678fb..66e66b5b7 100644 --- a/compendium/equipment/items/staff-of-transmutation.md +++ b/compendium/equipment/items/staff-of-transmutation.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Transmutation"] --- # Staff of Transmutation *Item 6+* -[magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-water-tv.md b/compendium/equipment/items/staff-of-water-tv.md index d7c3c9c72..d185275c3 100644 --- a/compendium/equipment/items/staff-of-water-tv.md +++ b/compendium/equipment/items/staff-of-water-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Water"] --- # Staff of Water *Item 3+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-storing-shield-som.md b/compendium/equipment/items/staff-storing-shield-som.md index 32e530e7e..b1325b1f0 100644 --- a/compendium/equipment/items/staff-storing-shield-som.md +++ b/compendium/equipment/items/staff-storing-shield-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Staff-storing Shield"] --- # Staff-storing Shield *Item 7+* -[extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/staff.md b/compendium/equipment/items/staff.md index 94aaca831..27b4659a5 100644 --- a/compendium/equipment/items/staff.md +++ b/compendium/equipment/items/staff.md @@ -8,7 +8,7 @@ tags: aliases: ["Staff"] --- # Staff *Item 0* -[two-hand ](rules/traits/two-hand.md) +[two-hand ](rules/traits/two-hand-d8.md "Two-Hand Weapon Trait") - **Price** 0 gp - **Bulk** 1 diff --git a/compendium/equipment/items/stage-fright-missive-tv.md b/compendium/equipment/items/stage-fright-missive-tv.md index 1cf78855e..68aa85613 100644 --- a/compendium/equipment/items/stage-fright-missive-tv.md +++ b/compendium/equipment/items/stage-fright-missive-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Stage Fright Missive"] --- # Stage Fright Missive *Item 5* -[consumable](rules/traits/consumable.md) [curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [missive](rules/traits/missive-tv.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Price** 22 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/staining-gmg.md b/compendium/equipment/items/staining-gmg.md index 576aa6b4c..788efa474 100644 --- a/compendium/equipment/items/staining-gmg.md +++ b/compendium/equipment/items/staining-gmg.md @@ -11,11 +11,11 @@ tags: aliases: ["Staining"] --- # Staining *Item 1* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** curses gear or a weapon - **Category** Curse -This property is associated with a specific color, which is defined at the time of the curse's creation. Whenever you use the affected equipment while taking a [manipulate](rules/traits/manipulate.md) action with another object, the second object is permanently stained the associated color. For instance, if you used a set of yellow _staining lockpicks_ to open a door, the lock would permanently become yellow. This color change does not otherwise unnaturally persist and can be changed via any normal mundane or magical means. +This property is associated with a specific color, which is defined at the time of the curse's creation. Whenever you use the affected equipment while taking a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action with another object, the second object is permanently stained the associated color. For instance, if you used a set of yellow _staining lockpicks_ to open a door, the lock would permanently become yellow. This color change does not otherwise unnaturally persist and can be changed via any normal mundane or magical means. *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/stalker-bane-snare.md b/compendium/equipment/items/stalker-bane-snare.md index 3f6cb7010..7e9db9629 100644 --- a/compendium/equipment/items/stalker-bane-snare.md +++ b/compendium/equipment/items/stalker-bane-snare.md @@ -12,7 +12,7 @@ tags: aliases: ["Stalker Bane Snare"] --- # Stalker Bane Snare *Item 4* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp - **Category** Snare diff --git a/compendium/equipment/items/stalwarts-ring-fop.md b/compendium/equipment/items/stalwarts-ring-fop.md index 94798931f..e28ef7e27 100644 --- a/compendium/equipment/items/stalwarts-ring-fop.md +++ b/compendium/equipment/items/stalwarts-ring-fop.md @@ -10,7 +10,7 @@ tags: aliases: ["Stalwart's Ring"] --- # Stalwart's Ring *Item 5* -[invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** worn diff --git a/compendium/equipment/items/stampede-medallion-som.md b/compendium/equipment/items/stampede-medallion-som.md index a45250de0..bb4ca463f 100644 --- a/compendium/equipment/items/stampede-medallion-som.md +++ b/compendium/equipment/items/stampede-medallion-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Stampede Medallion"] --- # Stampede Medallion *Item 12+* -[eidolon](rules/traits/eidolon-som.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/stanching-lotgb.md b/compendium/equipment/items/stanching-lotgb.md index bee060c98..2f8aef956 100644 --- a/compendium/equipment/items/stanching-lotgb.md +++ b/compendium/equipment/items/stanching-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Stanching"] --- # Stanching *Item 5+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/standard-of-the-primeval-howl-tv.md b/compendium/equipment/items/standard-of-the-primeval-howl-tv.md index de54c59a8..d2e5becfa 100644 --- a/compendium/equipment/items/standard-of-the-primeval-howl-tv.md +++ b/compendium/equipment/items/standard-of-the-primeval-howl-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Standard of the Primeval Howl"] --- # Standard of the Primeval Howl *Item 10* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 900 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/star-grenade-ooa3.md b/compendium/equipment/items/star-grenade-ooa3.md index d334f9c96..7b78f4e0f 100644 --- a/compendium/equipment/items/star-grenade-ooa3.md +++ b/compendium/equipment/items/star-grenade-ooa3.md @@ -13,7 +13,7 @@ tags: aliases: ["Star Grenade"] --- # Star Grenade *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** These unusual gunpowder bombs, , typically marked with a @@ -21,6 +21,6 @@ aliases: ["Star Grenade"] symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they [Strike](rules/actions/strike.md) a target. -When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). [Any](rules/traits/any-b1.md) effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. +When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). [Any](rules/traits/any-b1.md "Any Alignment Trait") effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/star-of-cynosure-gw3.md b/compendium/equipment/items/star-of-cynosure-gw3.md new file mode 100644 index 000000000..90f762e4b --- /dev/null +++ b/compendium/equipment/items/star-of-cynosure-gw3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Star of Cynosure"] +--- +# Star of Cynosure *Item 10* +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Price** 175 gp +- **Usage** affix to armor; **Bulk** — +- **Activate** envision; **Trigger** You attempt a Will save against a mental enchantment spell, but you haven't rolled yet; **Requirements** You have master proficiency in Will saves. +- **Category** Talisman + +Found throughout Golarion, these star-shaped talismans of whalebone scrimshaw are carved by Erutaki from the Crown of the World. They are popular with adherents to the cult of [Desna](compendium/setting/deities/desna.md), who believe the talismans protect their dreams. When you activate this talisman, you gain a +2 status bonus to saves against enchantment magic with the [mental](rules/traits/mental.md "Mental Effect Trait") trait for 1 minute. On the triggering save, if the outcome of the roll is a failure, you get a success instead, or if the outcome is a critical failure, you get a failure instead. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/starfall-shield-tv.md b/compendium/equipment/items/starfall-shield-tv.md index cad31d9a1..6d8a2c602 100644 --- a/compendium/equipment/items/starfall-shield-tv.md +++ b/compendium/equipment/items/starfall-shield-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Starfall Shield"] --- # Starfall Shield *Item 19* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 23000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/starfaring-cloak-tv.md b/compendium/equipment/items/starfaring-cloak-tv.md index ee3c395ee..3daf2b2df 100644 --- a/compendium/equipment/items/starfaring-cloak-tv.md +++ b/compendium/equipment/items/starfaring-cloak-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Starfaring Cloak"] --- # Starfaring Cloak *Item 24* -[artifact](rules/traits/artifact-gmg.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) [light](rules/traits/light.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [light](rules/traits/light.md "Light Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn; **Bulk** L - **Category** Artifact @@ -25,7 +25,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R - **Trigger**: You make an attack roll, skill check, or saving throw -**Effect** Reroll the triggering roll and take the higher result. This is a [fortune](rules/traits/fortune.md) effect. +**Effect** Reroll the triggering roll and take the higher result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/stargazer-tv.md b/compendium/equipment/items/stargazer-tv.md index 3601dd4f7..128b537b5 100644 --- a/compendium/equipment/items/stargazer-tv.md +++ b/compendium/equipment/items/stargazer-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Stargazer"] --- # Stargazer *Item 14* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/staring-skull-tv.md b/compendium/equipment/items/staring-skull-tv.md index 4957c11f4..af9bf3963 100644 --- a/compendium/equipment/items/staring-skull-tv.md +++ b/compendium/equipment/items/staring-skull-tv.md @@ -11,12 +11,12 @@ tags: aliases: ["Staring Skull"] --- # Staring Skull *Item 8* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 550 gp - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo -This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your [dying](rules/conditions.md#Dying) condition increases to a value that would kill you, this tattoo reduces your [dying](rules/conditions.md#Dying) value to 1 fewer than would kill you. If a [death](rules/traits/death.md) effect would kill you—provided the effect is from a creature of 8th level or lower or a spell of 4th level or lower—this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from [dying](rules/conditions.md#Dying), one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical. +This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your [dying](rules/conditions.md#Dying) condition increases to a value that would kill you, this tattoo reduces your [dying](rules/conditions.md#Dying) value to 1 fewer than would kill you. If a [death](rules/traits/death.md "Death Effect Trait") effect would kill you—provided the effect is from a creature of 8th level or lower or a spell of 4th level or lower—this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from [dying](rules/conditions.md#Dying), one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical. *Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/starknife.md b/compendium/equipment/items/starknife.md index 3e254cff3..ba2df5fd1 100644 --- a/compendium/equipment/items/starknife.md +++ b/compendium/equipment/items/starknife.md @@ -12,7 +12,7 @@ tags: aliases: ["Starknife"] --- # Starknife *Item 0* -[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [thrown <20 ft.>](rules/traits/thrown.md) [versatile ](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [thrown <20 ft.>](rules/traits/thrown-20-ft.md "Thrown Weapon Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** L diff --git a/compendium/equipment/items/starshot-arrow-lol.md b/compendium/equipment/items/starshot-arrow-lol.md index 935c481f7..2a4e10415 100644 --- a/compendium/equipment/items/starshot-arrow-lol.md +++ b/compendium/equipment/items/starshot-arrow-lol.md @@ -11,7 +11,7 @@ tags: aliases: ["Starshot Arrow"] --- # Starshot Arrow *Item 7+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Ammunition** [arrow](compendium/equipment/items/arrow.md) - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/starsong-nectar-tv.md b/compendium/equipment/items/starsong-nectar-tv.md index ce9f6d71b..c75241137 100644 --- a/compendium/equipment/items/starsong-nectar-tv.md +++ b/compendium/equipment/items/starsong-nectar-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Starsong Nectar"] --- # Starsong Nectar *Item 20* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 14000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/static-snare-lotgb.md b/compendium/equipment/items/static-snare-lotgb.md index 248420a88..c6d2014db 100644 --- a/compendium/equipment/items/static-snare-lotgb.md +++ b/compendium/equipment/items/static-snare-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Static Snare"] --- # Static Snare *Item 2* -[consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp - **Category** Snare @@ -22,7 +22,7 @@ You hide insulating crystals or other material that releases a strong static cha > [!success-degree] > - **Success** The target is unaffected. -> - **Failure** The target takes 1 [persistent electricity damage](rules/conditions.md#Persistent%20Damage) and takes a –1 circumstance penalty to saving throws against [electricity](rules/traits/electricity.md) effects for as long as the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) lasts. +> - **Failure** The target takes 1 [persistent electricity damage](rules/conditions.md#Persistent%20Damage) and takes a –1 circumstance penalty to saving throws against [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effects for as long as the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) lasts. > - **Critical Failure** As failure, and the target attracts nearby dirt and dust. If the target is or becomes [invisible](rules/conditions.md#Invisible), it's merely [hidden](rules/conditions.md#Hidden) to creatures that have sight as a precise sense. This effect lasts as long as the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) does. "I've bit off more than I can chew? Oh no, the bite's not just for me—meals are meant to be shared!" The Mask and Moon is one of the most notable restaurants in Absalom; its proprietor is equally famous. The main dining area is beneath a soaring, open-sided oak timber frame roofed with glazed clay tiles in white, red, blue, and gold. Two spiraling posts evoking the Mordant Spire flank the wide entrance. At the apex of the entryway hangs a full moon shield inlaid with a simplified Spire mask emblem. *Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/stiletto-pen-lopsg.md b/compendium/equipment/items/stiletto-pen-lopsg.md index 305d46c8e..b81a1b609 100644 --- a/compendium/equipment/items/stiletto-pen-lopsg.md +++ b/compendium/equipment/items/stiletto-pen-lopsg.md @@ -12,7 +12,7 @@ tags: aliases: ["Stiletto Pen"] --- # Stiletto Pen *Item 1* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [thrown <10 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) concealable +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [thrown <10 feet>](rules/traits/thrown-10-feet.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") concealable - **Price** 8 gp - **Bulk** L diff --git a/compendium/equipment/items/stole-of-civility-ec2.md b/compendium/equipment/items/stole-of-civility-ec2.md index d9fe8f410..9b07a7bdc 100644 --- a/compendium/equipment/items/stole-of-civility-ec2.md +++ b/compendium/equipment/items/stole-of-civility-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Stole Of Civility"] --- # Stole Of Civility *Item 9* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Usage** worn cloak; **Bulk** L diff --git a/compendium/equipment/items/stone-body-mutagen-fop.md b/compendium/equipment/items/stone-body-mutagen-fop.md index 8dc8ba9a2..dec888181 100644 --- a/compendium/equipment/items/stone-body-mutagen-fop.md +++ b/compendium/equipment/items/stone-body-mutagen-fop.md @@ -13,7 +13,7 @@ tags: aliases: ["Stone Body Mutagen"] --- # Stone Body Mutagen *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/stone-body-mutagen-tv.md b/compendium/equipment/items/stone-body-mutagen-tv.md index e029db2b8..e80ec61b0 100644 --- a/compendium/equipment/items/stone-body-mutagen-tv.md +++ b/compendium/equipment/items/stone-body-mutagen-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Stone Body Mutagen"] --- # Stone Body Mutagen *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/stone-bullet.md b/compendium/equipment/items/stone-bullet.md index 70f40aa22..f0e6433ee 100644 --- a/compendium/equipment/items/stone-bullet.md +++ b/compendium/equipment/items/stone-bullet.md @@ -10,7 +10,7 @@ tags: aliases: ["Stone Bullet"] --- # Stone Bullet *Item 15* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1300 gp - **Ammunition** [sling bullets](compendium/equipment/items/sling-bullets.md) diff --git a/compendium/equipment/items/stone-circle-lotgb.md b/compendium/equipment/items/stone-circle-lotgb.md index e36d915c5..ac56286be 100644 --- a/compendium/equipment/items/stone-circle-lotgb.md +++ b/compendium/equipment/items/stone-circle-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Stone Circle"] --- # Stone Circle *Item 10+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in one hand; **Bulk** — (when not activated) - **Category** Structure diff --git a/compendium/equipment/items/stone-fist-elixir.md b/compendium/equipment/items/stone-fist-elixir.md index 355f1344f..10ae553f6 100644 --- a/compendium/equipment/items/stone-fist-elixir.md +++ b/compendium/equipment/items/stone-fist-elixir.md @@ -11,13 +11,13 @@ tags: aliases: ["Stone Fist Elixir"] --- # Stone Fist Elixir *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [morph](rules/traits/morph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") - **Price** 13 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) - **Category** Elixir -Your fists become hard as stone. For 1 hour, your fists deal `1d6` bludgeoning damage and lose the [nonlethal](rules/traits/nonlethal.md) trait. +Your fists become hard as stone. For 1 hour, your fists deal `1d6` bludgeoning damage and lose the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. *Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/compendium/equipment/items/stone-of-unrivaled-skill-da.md b/compendium/equipment/items/stone-of-unrivaled-skill-da.md index 1d91e2adf..cb81f305f 100644 --- a/compendium/equipment/items/stone-of-unrivaled-skill-da.md +++ b/compendium/equipment/items/stone-of-unrivaled-skill-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Stone of Unrivaled Skill"] --- # Stone of Unrivaled Skill *Item 17* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract diff --git a/compendium/equipment/items/stone-of-weight-gmg.md b/compendium/equipment/items/stone-of-weight-gmg.md index a05c8ae19..9dafd5025 100644 --- a/compendium/equipment/items/stone-of-weight-gmg.md +++ b/compendium/equipment/items/stone-of-weight-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Stone Of Weight"] --- # Stone Of Weight *Item 2* -[conjuration](rules/traits/conjuration.md) [cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/stoneraiser-javelin-ec4.md b/compendium/equipment/items/stoneraiser-javelin-ec4.md index 83811bb37..38736c63b 100644 --- a/compendium/equipment/items/stoneraiser-javelin-ec4.md +++ b/compendium/equipment/items/stoneraiser-javelin-ec4.md @@ -11,7 +11,7 @@ tags: aliases: ["Stoneraiser Javelin"] --- # Stoneraiser Javelin *Item 11* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1200 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/stonethroat-ammunition-lotgb.md b/compendium/equipment/items/stonethroat-ammunition-lotgb.md index 3d4b0e09d..212cc9c80 100644 --- a/compendium/equipment/items/stonethroat-ammunition-lotgb.md +++ b/compendium/equipment/items/stonethroat-ammunition-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Stonethroat Ammunition"] --- # Stonethroat Ammunition *Item 12* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp - **Ammunition** arrow, bolt diff --git a/compendium/equipment/items/storage-tv.md b/compendium/equipment/items/storage-tv.md index 14119b8f3..b657c144f 100644 --- a/compendium/equipment/items/storage-tv.md +++ b/compendium/equipment/items/storage-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Storage"] --- # Storage *Item 0* -[adjustment](rules/traits/adjustment-lotgb.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") - **Price** 1 gp - **Usage** applied to armor or unarmored defense clothing; **Bulk** L @@ -16,6 +16,6 @@ aliases: ["Storage"] The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as [chain mail](compendium/equipment/items/chain-mail.md). -While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the [noisy](rules/traits/noisy.md) trait. If it already has the [noisy](rules/traits/noisy.md) trait, increase its penalty to [Stealth](compendium/skills.md#Stealth) checks by 1. +While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. If it already has the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, increase its penalty to [Stealth](compendium/skills.md#Stealth) checks by 1. *Source: Treasure Vault p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/storm-arrow.md b/compendium/equipment/items/storm-arrow.md index 3978bdcd0..5d4bc3cb7 100644 --- a/compendium/equipment/items/storm-arrow.md +++ b/compendium/equipment/items/storm-arrow.md @@ -12,7 +12,7 @@ tags: aliases: ["Storm Arrow"] --- # Storm Arrow *Item 9* -[air](rules/traits/air.md) [consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 130 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) diff --git a/compendium/equipment/items/storm-flash.md b/compendium/equipment/items/storm-flash.md index 92710a1b9..24757d0cd 100644 --- a/compendium/equipment/items/storm-flash.md +++ b/compendium/equipment/items/storm-flash.md @@ -10,7 +10,7 @@ tags: aliases: ["Storm Flash"] --- # Storm Flash *Item 14+* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Weapon @@ -26,9 +26,9 @@ You cast a 6th-level [lightning bolt](compendium/spells/lightning-bolt.md) (DC 3 ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: An [electricity](rules/traits/electricity.md) effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area +- **Trigger**: An [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area -**Effect** You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the [electricity](rules/traits/electricity.md) effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. +**Effect** You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. ``` *Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/storm-hammer-bb.md b/compendium/equipment/items/storm-hammer-bb.md index 8a40bef40..c574b9d90 100644 --- a/compendium/equipment/items/storm-hammer-bb.md +++ b/compendium/equipment/items/storm-hammer-bb.md @@ -10,7 +10,7 @@ tags: aliases: ["Storm Hammer"] --- # Storm Hammer *Item 3* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Category** Weapon @@ -19,7 +19,7 @@ Sparks of crackling electricity arc from this warhammer, and the head thrums wit ```ad-embed-ability title: Electrify [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") Until the end of your turn, the hammer deals `1d6` extra electricity damage instead of just 1. After you use this action, you can't use it again for 10 minutes. %% #trait/concentrate %% diff --git a/compendium/equipment/items/stormbreaker-fulu-frp2.md b/compendium/equipment/items/stormbreaker-fulu-frp2.md index 0a9bac1ba..60d116064 100644 --- a/compendium/equipment/items/stormbreaker-fulu-frp2.md +++ b/compendium/equipment/items/stormbreaker-fulu-frp2.md @@ -12,7 +12,7 @@ tags: aliases: ["Stormbreaker Fulu"] --- # Stormbreaker Fulu *Item 16* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1900 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/stormbreaker-fulu-som.md b/compendium/equipment/items/stormbreaker-fulu-som.md index 3326ef976..bd63975d8 100644 --- a/compendium/equipment/items/stormbreaker-fulu-som.md +++ b/compendium/equipment/items/stormbreaker-fulu-som.md @@ -13,7 +13,7 @@ tags: aliases: ["Stormbreaker Fulu"] --- # Stormbreaker Fulu *Item 16* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1900 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/stormfeather-som.md b/compendium/equipment/items/stormfeather-som.md index c045428dc..55d259ac8 100644 --- a/compendium/equipment/items/stormfeather-som.md +++ b/compendium/equipment/items/stormfeather-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Stormfeather"] --- # Stormfeather *Item 8* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 100 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/storytellers-opus-som.md b/compendium/equipment/items/storytellers-opus-som.md index 5588f6d1b..aead8f9d4 100644 --- a/compendium/equipment/items/storytellers-opus-som.md +++ b/compendium/equipment/items/storytellers-opus-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Storyteller's Opus"] --- # Storyteller's Opus *Item 6* -[grimoire](rules/traits/grimoire-som.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 230 gp - **Bulk** L diff --git a/compendium/equipment/items/striking-snare.md b/compendium/equipment/items/striking-snare.md index 6b1af567b..dc6c4fda7 100644 --- a/compendium/equipment/items/striking-snare.md +++ b/compendium/equipment/items/striking-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Striking Snare"] --- # Striking Snare *Item 8* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 75 gp - **Category** Snare diff --git a/compendium/equipment/items/striking.md b/compendium/equipment/items/striking.md index ecf37c705..3b67690fe 100644 --- a/compendium/equipment/items/striking.md +++ b/compendium/equipment/items/striking.md @@ -9,7 +9,7 @@ tags: aliases: ["Striking"] --- # Striking *Item 4+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/stumbling-fulu-tv.md b/compendium/equipment/items/stumbling-fulu-tv.md index 59bc91775..a409a471d 100644 --- a/compendium/equipment/items/stumbling-fulu-tv.md +++ b/compendium/equipment/items/stumbling-fulu-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Stumbling Fulu"] --- # Stumbling Fulu *Item 3* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 10 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/stunning-snare.md b/compendium/equipment/items/stunning-snare.md index b1e14c40e..d14d3f559 100644 --- a/compendium/equipment/items/stunning-snare.md +++ b/compendium/equipment/items/stunning-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Stunning Snare"] --- # Stunning Snare *Item 12* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 320 gp - **Category** Snare diff --git a/compendium/equipment/items/stupor-poison-av3.md b/compendium/equipment/items/stupor-poison-av3.md index baf1e67f2..df507b3d7 100644 --- a/compendium/equipment/items/stupor-poison-av3.md +++ b/compendium/equipment/items/stupor-poison-av3.md @@ -14,7 +14,7 @@ tags: aliases: ["Stupor Poison"] --- # Stupor Poison *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 16 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/stupor-poison-tv.md b/compendium/equipment/items/stupor-poison-tv.md index 8ab99cfcf..a8a8a51c7 100644 --- a/compendium/equipment/items/stupor-poison-tv.md +++ b/compendium/equipment/items/stupor-poison-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Stupor Poison"] --- # Stupor Poison *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 16 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/sturdy-satchel-lopsg.md b/compendium/equipment/items/sturdy-satchel-lopsg.md index b3e191aea..18be6e75d 100644 --- a/compendium/equipment/items/sturdy-satchel-lopsg.md +++ b/compendium/equipment/items/sturdy-satchel-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Sturdy Satchel"] --- # Sturdy Satchel *Item 2* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp - **Usage** worn; **Bulk** 1 diff --git a/compendium/equipment/items/sturdy-shield.md b/compendium/equipment/items/sturdy-shield.md index e58a714a9..bb293d219 100644 --- a/compendium/equipment/items/sturdy-shield.md +++ b/compendium/equipment/items/sturdy-shield.md @@ -9,7 +9,7 @@ tags: aliases: ["Sturdy Shield"] --- # Sturdy Shield *Item 4+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/sukgung-tv.md b/compendium/equipment/items/sukgung-tv.md index ea4c4e2e2..37c3b9666 100644 --- a/compendium/equipment/items/sukgung-tv.md +++ b/compendium/equipment/items/sukgung-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Sukgung"] --- # Sukgung *Item 1* -[fatal aim ](rules/traits/fatal.md) +[fatal aim ](rules/traits/fatal-aim-d12.md "Fatal Weapon Trait") - **Price** 7 gp - **Bulk** 1 diff --git a/compendium/equipment/items/sulfur-bomb-lotgb.md b/compendium/equipment/items/sulfur-bomb-lotgb.md index 6785baff7..201bd15ae 100644 --- a/compendium/equipment/items/sulfur-bomb-lotgb.md +++ b/compendium/equipment/items/sulfur-bomb-lotgb.md @@ -14,7 +14,7 @@ tags: aliases: ["Sulfur Bomb"] --- # Sulfur Bomb *Item 1+* -[acid](rules/traits/acid.md) [alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [olfactory](rules/traits/olfactory-b1.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/summoning-handscroll-som.md b/compendium/equipment/items/summoning-handscroll-som.md index c24a6c802..0a387af63 100644 --- a/compendium/equipment/items/summoning-handscroll-som.md +++ b/compendium/equipment/items/summoning-handscroll-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Summoning Handscroll"] --- # Summoning Handscroll *Item 8* -[conjuration](rules/traits/conjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 480 gp - **Bulk** L @@ -20,7 +20,7 @@ Classic summoning circles are engraved into the batons of this massive papyrus s ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute. %% #trait/metamagic %% diff --git a/compendium/equipment/items/sun-dazzler-tv.md b/compendium/equipment/items/sun-dazzler-tv.md index 2103d7dde..da916e565 100644 --- a/compendium/equipment/items/sun-dazzler-tv.md +++ b/compendium/equipment/items/sun-dazzler-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Sun Dazzler"] --- # Sun Dazzler *Item 8* -[alchemical](rules/traits/alchemical.md) [light](rules/traits/light.md) [visual](rules/traits/visual.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [light](rules/traits/light.md "Light Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 450 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/sun-orchid-elixir-lowg.md b/compendium/equipment/items/sun-orchid-elixir-lowg.md index 0ed13125f..cd46b1694 100644 --- a/compendium/equipment/items/sun-orchid-elixir-lowg.md +++ b/compendium/equipment/items/sun-orchid-elixir-lowg.md @@ -12,7 +12,7 @@ tags: aliases: ["Sun Orchid Elixir"] --- # Sun Orchid Elixir *Item 20* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/sun-orchid-poultice-lol.md b/compendium/equipment/items/sun-orchid-poultice-lol.md index 4be9a2073..057fc734e 100644 --- a/compendium/equipment/items/sun-orchid-poultice-lol.md +++ b/compendium/equipment/items/sun-orchid-poultice-lol.md @@ -10,7 +10,7 @@ tags: aliases: ["Sun Orchid Poultice"] --- # Sun Orchid Poultice *Item 18* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5000 gp - **Usage** held in 1 hands; **Bulk** L diff --git a/compendium/equipment/items/sun-sight-tv.md b/compendium/equipment/items/sun-sight-tv.md index 3faa93fcc..0b3e15551 100644 --- a/compendium/equipment/items/sun-sight-tv.md +++ b/compendium/equipment/items/sun-sight-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Sun Sight"] --- # Sun Sight *Item 10* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 850 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/sun-sling-sot4.md b/compendium/equipment/items/sun-sling-sot4.md index 46bb0c5df..640e4bace 100644 --- a/compendium/equipment/items/sun-sling-sot4.md +++ b/compendium/equipment/items/sun-sling-sot4.md @@ -10,7 +10,7 @@ tags: aliases: ["Sun Sling"] --- # Sun Sling *Item 0* -[propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) concussive +[propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") concussive - **Price** 3 gp - **Bulk** L diff --git a/compendium/equipment/items/sun-wheel-tio.md b/compendium/equipment/items/sun-wheel-tio.md index 05eadb6bb..5f0c4b6e0 100644 --- a/compendium/equipment/items/sun-wheel-tio.md +++ b/compendium/equipment/items/sun-wheel-tio.md @@ -11,7 +11,7 @@ tags: aliases: ["Sun Wheel"] --- # Sun Wheel *Item 5* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 150 gp - **Usage** worn; **Bulk** – @@ -25,7 +25,7 @@ You must be good-aligned to use the _sun wheel_'s true power: the following acti ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") The sun wheel casts a [shield](compendium/spells/shield.md) spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal `2d6` fire damage to it, which it gets a DC 21 basic Reflex save to resist. diff --git a/compendium/equipment/items/sunflower-censer-loil.md b/compendium/equipment/items/sunflower-censer-loil.md index aa3526d05..3a6d50810 100644 --- a/compendium/equipment/items/sunflower-censer-loil.md +++ b/compendium/equipment/items/sunflower-censer-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Sunflower Censer"] --- # Sunflower Censer *Item 8* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 480 gp - **Usage** worn or held in one hand; **Bulk** L diff --git a/compendium/equipment/items/sunrod.md b/compendium/equipment/items/sunrod.md index 7541c1019..5f94796bf 100644 --- a/compendium/equipment/items/sunrod.md +++ b/compendium/equipment/items/sunrod.md @@ -10,7 +10,7 @@ tags: aliases: ["Sunrod"] --- # Sunrod *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [light](rules/traits/light.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [light](rules/traits/light.md "Light Effect Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/sure-step-crampons-tv.md b/compendium/equipment/items/sure-step-crampons-tv.md index 45ddcdb2a..86f5156b7 100644 --- a/compendium/equipment/items/sure-step-crampons-tv.md +++ b/compendium/equipment/items/sure-step-crampons-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Sure-Step Crampons"] --- # Sure-Step Crampons *Item 6* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 210 gp - **Usage** worn shoes; **Bulk** 1 diff --git a/compendium/equipment/items/sure-step-potion-tv.md b/compendium/equipment/items/sure-step-potion-tv.md index c467dd6d1..f1c842ae7 100644 --- a/compendium/equipment/items/sure-step-potion-tv.md +++ b/compendium/equipment/items/sure-step-potion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Sure-Step Potion"] --- # Sure-Step Potion *Item 4* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 17 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/survey-map.md b/compendium/equipment/items/survey-map.md index 08130d2ff..1771d5e2f 100644 --- a/compendium/equipment/items/survey-map.md +++ b/compendium/equipment/items/survey-map.md @@ -8,7 +8,7 @@ tags: aliases: ["Survey Map"] --- # Survey Map *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bulk** L - **Hands** 1 diff --git a/compendium/equipment/items/swallow-spike-tv.md b/compendium/equipment/items/swallow-spike-tv.md index 75982c0a5..34e99c31d 100644 --- a/compendium/equipment/items/swallow-spike-tv.md +++ b/compendium/equipment/items/swallow-spike-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Swallow-Spike"] --- # Swallow-Spike *Item 6+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto armor - **Category** Rune @@ -18,7 +18,7 @@ Your armor responds to your desire to break free of a creature grabbing you by g ```ad-embed-ability title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: You become [grabbed](rules/conditions.md#Grabbed), [restrained](rules/conditions.md#Restrained), or otherwise held [immobilized](rules/conditions.md#Immobilized) in a creature's grasp, such as by being engulfed or swallowed @@ -28,7 +28,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Requirements**: You're being held [immobilized](rules/conditions.md#Immobilized) as described in the rune's other activation diff --git a/compendium/equipment/items/swamp-lily-quilt-lol.md b/compendium/equipment/items/swamp-lily-quilt-lol.md index 00a2d310f..94fb191a9 100644 --- a/compendium/equipment/items/swamp-lily-quilt-lol.md +++ b/compendium/equipment/items/swamp-lily-quilt-lol.md @@ -10,7 +10,7 @@ tags: aliases: ["Swamp Lily Quilt"] --- # Swamp Lily Quilt *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 12 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/swarmeaters-clasp-aoe2.md b/compendium/equipment/items/swarmeaters-clasp-aoe2.md index 08c0e6218..f71306474 100644 --- a/compendium/equipment/items/swarmeaters-clasp-aoe2.md +++ b/compendium/equipment/items/swarmeaters-clasp-aoe2.md @@ -11,7 +11,7 @@ tags: aliases: ["Swarmeater's Clasp"] --- # Swarmeater's Clasp *Item 8* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 460 gp - **Usage** worn; **Bulk** – @@ -22,7 +22,7 @@ These small brooches usually feature carved reliefs of verminous, swarming creat ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](rules/traits/healing.md) effect. +You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. ``` *Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/swarmeaters-clasp-tv.md b/compendium/equipment/items/swarmeaters-clasp-tv.md index b12582ae0..f4ead5981 100644 --- a/compendium/equipment/items/swarmeaters-clasp-tv.md +++ b/compendium/equipment/items/swarmeaters-clasp-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Swarmeater's Clasp"] --- # Swarmeater's Clasp *Item 8* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 460 gp - **Usage** worn; **Bulk** — @@ -23,7 +23,7 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " - **Requirements**: a swarm creature is within your reach -**Effect** You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](rules/traits/healing.md) effect. +**Effect** You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. ``` *Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/swarmform-collar-lotgb.md b/compendium/equipment/items/swarmform-collar-lotgb.md index 78baa1dc0..e7739b2f1 100644 --- a/compendium/equipment/items/swarmform-collar-lotgb.md +++ b/compendium/equipment/items/swarmform-collar-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Swarmform Collar"] --- # Swarmform Collar *Item 7* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 350 gp - **Usage** worn collar; **Bulk** 1 @@ -23,7 +23,7 @@ This sturdy leather collar is imprinted with tessellated animal shapes. When inv ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes [Large](rules/traits/large-b1.md), it gains the weaknesses and resistances of a spider swarm (Bestiary 306), and the [swarm](rules/traits/swarm-b1.md) trait, though it doesn't gain swarm mind, as it's [controlled](rules/conditions.md#Controlled) by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals `1d8` damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points. +You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes [Large](rules/traits/large-b1.md "Large Size Trait"), it gains the weaknesses and resistances of a spider swarm (Bestiary 306), and the [swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") trait, though it doesn't gain swarm mind, as it's [controlled](rules/conditions.md#Controlled) by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals `1d8` damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points. ``` *Source: Lost Omens: The Grand Bazaar p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/swarming-tv.md b/compendium/equipment/items/swarming-tv.md index 20d6433e6..5a1adeccc 100644 --- a/compendium/equipment/items/swarming-tv.md +++ b/compendium/equipment/items/swarming-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Swarming"] --- # Swarming *Item 9* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 700 gp - **Usage** etched onto a thrown weapon diff --git a/compendium/equipment/items/swift-block-cabochon.md b/compendium/equipment/items/swift-block-cabochon.md index 4967eae35..e525c04a2 100644 --- a/compendium/equipment/items/swift-block-cabochon.md +++ b/compendium/equipment/items/swift-block-cabochon.md @@ -12,7 +12,7 @@ tags: aliases: ["Swift Block Cabochon"] --- # Swift Block Cabochon *Item 7* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 70 gp - **Usage** affixed to a shield; **Bulk** — diff --git a/compendium/equipment/items/swiftmount-saddle-lokl.md b/compendium/equipment/items/swiftmount-saddle-lokl.md index c000c82e8..45e144981 100644 --- a/compendium/equipment/items/swiftmount-saddle-lokl.md +++ b/compendium/equipment/items/swiftmount-saddle-lokl.md @@ -13,7 +13,7 @@ tags: aliases: ["Swiftmount Saddle"] --- # Swiftmount Saddle *Item 7* -[companion](rules/traits/companion.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [primal](rules/traits/primal.md) [uncommon](rules/traits/uncommon.md) +[companion](rules/traits/companion.md "Companion Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 360 gp diff --git a/compendium/equipment/items/swirling-sand-da.md b/compendium/equipment/items/swirling-sand-da.md index f968bd0a7..2929bec1d 100644 --- a/compendium/equipment/items/swirling-sand-da.md +++ b/compendium/equipment/items/swirling-sand-da.md @@ -11,13 +11,13 @@ tags: aliases: ["Swirling Sand"] --- # Swirling Sand *Item 7* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 52 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) - **Category** Consumable -Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a [suggestion](compendium/spells/suggestion.md) spell implants a strange compulsion in one target of the spell. The target creature must spin counterclockwise at the end of its turn if it didn't take a move action that turn. This spin is a free action that has the [move](rules/traits/move.md) trait. This effect lasts for 3 rounds on a success, failure, or critical failure against suggestion (even if the target completes its suggestion in fewer rounds); a target that critically succeeds against suggestion is unaffected by the swirling sand. +Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a [suggestion](compendium/spells/suggestion.md) spell implants a strange compulsion in one target of the spell. The target creature must spin counterclockwise at the end of its turn if it didn't take a move action that turn. This spin is a free action that has the [move](rules/traits/move.md "Move Combat Trait") trait. This effect lasts for 3 rounds on a success, failure, or critical failure against suggestion (even if the target completes its suggestion in fewer rounds); a target that critically succeeds against suggestion is unaffected by the swirling sand. *Source: Dark Archive p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/switchscythe-lotgb.md b/compendium/equipment/items/switchscythe-lotgb.md index 201ffab2e..9ee8da8c1 100644 --- a/compendium/equipment/items/switchscythe-lotgb.md +++ b/compendium/equipment/items/switchscythe-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Switchscythe"] --- # Switchscythe *Item 1* -[fatal ](rules/traits/fatal.md) [gnome](rules/traits/gnome.md) [modular <(p and grapple, or s and sweep)>](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) +[fatal ](rules/traits/fatal-d10.md "Fatal Weapon Trait") [gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") [modular <(p and grapple, or s and sweep)>](rules/traits/modular-p-and-grapple-or-s-and-sweep-logm.md "Modular Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp - **Bulk** 2 @@ -19,6 +19,6 @@ aliases: ["Switchscythe"] - **Hands** 1 - **Category** Advanced; **Group** Pick -Another complex gnome invention, the switchscythe is designed for versatility. The curved blade is partly hollow, containing a long rod of wood or metal; the rod can be pulled perpendicular to the blade, turning the switchscythe from a [sweeping](rules/traits/sweep.md), axe-like blade into a hooked pick capable of [grappling](rules/traits/grapple.md) a foe. +Another complex gnome invention, the switchscythe is designed for versatility. The curved blade is partly hollow, containing a long rod of wood or metal; the rod can be pulled perpendicular to the blade, turning the switchscythe from a sweeping, axe-like blade into a hooked pick capable of grappling a foe. *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/sword-cane-apg.md b/compendium/equipment/items/sword-cane-apg.md index d0970cbae..889d5d0b2 100644 --- a/compendium/equipment/items/sword-cane-apg.md +++ b/compendium/equipment/items/sword-cane-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Sword Cane"] --- # Sword Cane *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) concealable +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") concealable - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/swordstealer-shield-tv.md b/compendium/equipment/items/swordstealer-shield-tv.md index 08df47542..3a542b688 100644 --- a/compendium/equipment/items/swordstealer-shield-tv.md +++ b/compendium/equipment/items/swordstealer-shield-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Swordstealer Shield"] --- # Swordstealer Shield *Item 0* -[deflecting ](rules/traits/deflecting-tv.md) +[deflecting ](rules/traits/deflecting-slashing-tv.md "Deflecting Item Trait") - **Price** 6 gp - **Bulk** 1 diff --git a/compendium/equipment/items/tablet-of-chained-souls-da.md b/compendium/equipment/items/tablet-of-chained-souls-da.md index 27ef509fb..6fd1656fe 100644 --- a/compendium/equipment/items/tablet-of-chained-souls-da.md +++ b/compendium/equipment/items/tablet-of-chained-souls-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Tablet of Chained Souls"] --- # Tablet of Chained Souls *Item 8* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/tacticians-helm-tv.md b/compendium/equipment/items/tacticians-helm-tv.md index 336685fd6..d70c3f1dd 100644 --- a/compendium/equipment/items/tacticians-helm-tv.md +++ b/compendium/equipment/items/tacticians-helm-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Tactician's Helm"] --- # Tactician's Helm *Item 5* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 160 gp - **Usage** worn headwear; **Bulk** L diff --git a/compendium/equipment/items/talespinners-lyre-tv.md b/compendium/equipment/items/talespinners-lyre-tv.md index 7dbcb3016..998b1e11d 100644 --- a/compendium/equipment/items/talespinners-lyre-tv.md +++ b/compendium/equipment/items/talespinners-lyre-tv.md @@ -14,7 +14,7 @@ tags: aliases: ["Talespinner's Lyre"] --- # Talespinner's Lyre *Item 11* -[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [olfactory](rules/traits/olfactory-b1.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 235 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/taletellers-ring-da.md b/compendium/equipment/items/taletellers-ring-da.md index 17080a593..0e98fdf08 100644 --- a/compendium/equipment/items/taletellers-ring-da.md +++ b/compendium/equipment/items/taletellers-ring-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Taleteller's Ring"] --- # Taleteller's Ring *Item 9* -[cursed](rules/traits/cursed-gmg.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn ring; **Bulk** – - **Category** Worn diff --git a/compendium/equipment/items/talisman-cord-lopsg.md b/compendium/equipment/items/talisman-cord-lopsg.md index c9ec8ab1e..e7d17c3b4 100644 --- a/compendium/equipment/items/talisman-cord-lopsg.md +++ b/compendium/equipment/items/talisman-cord-lopsg.md @@ -11,7 +11,7 @@ tags: aliases: ["Talisman Cord"] --- # Talisman Cord *Item 4+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn - **Category** Worn diff --git a/compendium/equipment/items/talisman-of-the-sphere-gmg.md b/compendium/equipment/items/talisman-of-the-sphere-gmg.md index b42cbd8df..a8cb0adb4 100644 --- a/compendium/equipment/items/talisman-of-the-sphere-gmg.md +++ b/compendium/equipment/items/talisman-of-the-sphere-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Talisman Of The Sphere"] --- # Talisman Of The Sphere *Item 20* -[artifact](rules/traits/artifact-gmg.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand - **Category** Artifact diff --git a/compendium/equipment/items/talwar-loil.md b/compendium/equipment/items/talwar-loil.md index 951a38c57..7cce3d0d5 100644 --- a/compendium/equipment/items/talwar-loil.md +++ b/compendium/equipment/items/talwar-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Talwar"] --- # Talwar *Item 0* -[forceful](rules/traits/forceful.md) [two-hand ](rules/traits/two-hand.md) [versatile

](rules/traits/versatile.md) +[forceful](rules/traits/forceful.md "Forceful Weapon Trait") [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/tamchal-chakram-av2.md b/compendium/equipment/items/tamchal-chakram-av2.md index 0e2573af1..a93aac7be 100644 --- a/compendium/equipment/items/tamchal-chakram-av2.md +++ b/compendium/equipment/items/tamchal-chakram-av2.md @@ -12,7 +12,7 @@ tags: aliases: ["Tamchal Chakram"] --- # Tamchal Chakram *Item 0* -[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** L diff --git a/compendium/equipment/items/tanglefoot-bag.md b/compendium/equipment/items/tanglefoot-bag.md index 761cda3a5..2635e267e 100644 --- a/compendium/equipment/items/tanglefoot-bag.md +++ b/compendium/equipment/items/tanglefoot-bag.md @@ -10,7 +10,7 @@ tags: aliases: ["Tanglefoot Bag"] --- # Tanglefoot Bag *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/tanglefoot-extruder-tv.md b/compendium/equipment/items/tanglefoot-extruder-tv.md index 4ec0f498b..b056fddf9 100644 --- a/compendium/equipment/items/tanglefoot-extruder-tv.md +++ b/compendium/equipment/items/tanglefoot-extruder-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Tanglefoot Extruder"] --- # Tanglefoot Extruder *Item 3* -[alchemical](rules/traits/alchemical.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 50 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/tar-rocket-snare-lotgb.md b/compendium/equipment/items/tar-rocket-snare-lotgb.md index 46ecfcb76..c53e27958 100644 --- a/compendium/equipment/items/tar-rocket-snare-lotgb.md +++ b/compendium/equipment/items/tar-rocket-snare-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Tar Rocket Snare"] --- # Tar Rocket Snare *Item 4* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp - **Category** Snare diff --git a/compendium/equipment/items/tasters-folly-tv.md b/compendium/equipment/items/tasters-folly-tv.md index 6d1da6200..b321d5624 100644 --- a/compendium/equipment/items/tasters-folly-tv.md +++ b/compendium/equipment/items/tasters-folly-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Taster's Folly"] --- # Taster's Folly *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 20 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/tattletale-orb-tv.md b/compendium/equipment/items/tattletale-orb-tv.md index 77d0c992e..98c93fe01 100644 --- a/compendium/equipment/items/tattletale-orb-tv.md +++ b/compendium/equipment/items/tattletale-orb-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Tattletale Orb"] --- # Tattletale Orb *Item 14+* -[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [scrying](rules/traits/scrying.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/taw-launcher-tv.md b/compendium/equipment/items/taw-launcher-tv.md index 1350f7a46..0564f6d78 100644 --- a/compendium/equipment/items/taw-launcher-tv.md +++ b/compendium/equipment/items/taw-launcher-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Taw Launcher"] --- # Taw Launcher *Item 0* -[conrasu](rules/traits/conrasu-loag.md) [deadly <1d10>](rules/traits/deadly.md) [modular ](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") [deadly <1d10>](rules/traits/deadly-1d10.md "Deadly Weapon Trait") [modular ](rules/traits/modular-b-p-or-s-logm.md "Modular Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Bulk** 1 diff --git a/compendium/equipment/items/tears-of-death.md b/compendium/equipment/items/tears-of-death.md index 92f4b1865..d21fad1b9 100644 --- a/compendium/equipment/items/tears-of-death.md +++ b/compendium/equipment/items/tears-of-death.md @@ -12,7 +12,7 @@ tags: aliases: ["Tears of Death"] --- # Tears of Death *Item 20* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 12000 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md b/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md index b98a8aad6..093cba44f 100644 --- a/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md +++ b/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md @@ -12,7 +12,7 @@ tags: aliases: ["Tears Of The Last Azlanti"] --- # Tears Of The Last Azlanti *Item 25* -[arcane](rules/traits/arcane.md) [artifact](rules/traits/artifact-gmg.md) [invested](rules/traits/invested.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** worn necklace; **Bulk** L - **Category** Artifact @@ -30,32 +30,32 @@ Once per day, you can attempt to exchange the aeon stone in a given bail for ano Default Aeon Stone - 1
**Active Power:** Telepathy with a range of 100 feet + 1
**Active Power:** Telepathy with a range of 100 feet Patience Gold nodule - 2
**Active Power:** Cast [hypercognition](compendium/spells/hypercognition.md) at will + 2
**Active Power:** Cast [hypercognition](compendium/spells/hypercognition.md) at will Remembrance Tourmaline sphere - 3
**Active Power:** Worn armor gains the antimagic property rune + 3
**Active Power:** Worn armor gains the antimagic property rune Resilience Clear spindle - 4
**Active Power:** Wielded weapons gain the vorpal property rune + 4
**Active Power:** Wielded weapons gain the vorpal property rune Tenacity Pink rhomboid - 5
**Active Power:** Skill checks for downtime activities or to [Recall Knowledge](rules/actions/recall-knowledge.md) are one degree of success higher + 5
**Active Power:** Skill checks for downtime activities or to [Recall Knowledge](rules/actions/recall-knowledge.md) are one degree of success higher Wisdom Orange prism - 6
**Active Power:** You can craft items up to 5 levels higher than your actual level + 6
**Active Power:** You can craft items up to 5 levels higher than your actual level Invention Lavender and green ellipsoid diff --git a/compendium/equipment/items/tekko-kagi-tv.md b/compendium/equipment/items/tekko-kagi-tv.md index fc103eba6..1dca6fbe0 100644 --- a/compendium/equipment/items/tekko-kagi-tv.md +++ b/compendium/equipment/items/tekko-kagi-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Tekko-Kagi"] --- # Tekko-Kagi *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [parry](rules/traits/parry.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/telekinetic-converters-gw3.md b/compendium/equipment/items/telekinetic-converters-gw3.md new file mode 100644 index 000000000..4b0e692f9 --- /dev/null +++ b/compendium/equipment/items/telekinetic-converters-gw3.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/worn +- trait/invested +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Telekinetic Converters"] +--- +# Telekinetic Converters *Item 12* +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") + +- **Price** 1950 gp +- **Usage** worn gloves; **Bulk** L +- **Category** Worn + +Copper cables run from these thick leather gloves to nodes that attach to the wearer's temples, allowing a spellcaster to convert the magic they normally cast to pure psychic intention. When you [Cast a Spell](rules/actions/cast-a-spell.md) using the telekinetic converters, you substitute any verbal spellcasting components for mental components of simple thought, granting the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to the spell you're casting. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [telekinetic projectile](compendium/spells/telekinetic-projectile.md) as an occult cantrip, heightened to a spell level equal to half your level rounded up. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast your choice of telekinetic haul or [telekinetic maneuver](compendium/spells/telekinetic-maneuver.md) as a 5th-level occult spell, consuming one of your unexpended spell slots of the same level as if you had used it to cast the spell. +``` + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/temple-sword.md b/compendium/equipment/items/temple-sword.md index 8762a1f0a..20f10ff49 100644 --- a/compendium/equipment/items/temple-sword.md +++ b/compendium/equipment/items/temple-sword.md @@ -10,7 +10,7 @@ tags: aliases: ["Temple Sword"] --- # Temple Sword *Item 0* -[monk](rules/traits/monk.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/tengu-gale-blade-apg.md b/compendium/equipment/items/tengu-gale-blade-apg.md index 6dfec9981..d183991e6 100644 --- a/compendium/equipment/items/tengu-gale-blade-apg.md +++ b/compendium/equipment/items/tengu-gale-blade-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Tengu Gale Blade"] --- # Tengu Gale Blade *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [tengu](rules/traits/tengu-b1.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4 gp - **Bulk** L diff --git a/compendium/equipment/items/tentacle-potion-tv.md b/compendium/equipment/items/tentacle-potion-tv.md index 832aebf55..7eee783ce 100644 --- a/compendium/equipment/items/tentacle-potion-tv.md +++ b/compendium/equipment/items/tentacle-potion-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Tentacle Potion"] --- # Tentacle Potion *Item 6+* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/terrifying-ammunition-apg.md b/compendium/equipment/items/terrifying-ammunition-apg.md index fc7d70f94..5d8cefe2d 100644 --- a/compendium/equipment/items/terrifying-ammunition-apg.md +++ b/compendium/equipment/items/terrifying-ammunition-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Terrifying Ammunition"] --- # Terrifying Ammunition *Item 6* -[consumable](rules/traits/consumable.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 50 gp - **Ammunition** any @@ -25,7 +25,7 @@ This black-and-gray ammunition is etched with occult symbols and tiny, grinning > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature is [frightened](rules/conditions.md#Frightened). -> - **Failure** The creature is [frightened](rules/conditions.md#Frightened) and can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 until it spends an action, which has the [concentrate](rules/traits/concentrate.md) trait, to calm itself down. +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened) and can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 until it spends an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to calm itself down. > - **Critical Failure** As failure, but the creature is [frightened](rules/conditions.md#Frightened). *Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/the-whispering-reeds-av1.md b/compendium/equipment/items/the-whispering-reeds-av1.md index 48a4fd9cf..60aa5a3d9 100644 --- a/compendium/equipment/items/the-whispering-reeds-av1.md +++ b/compendium/equipment/items/the-whispering-reeds-av1.md @@ -11,7 +11,7 @@ tags: aliases: ["The Whispering Reeds"] --- # The Whispering Reeds *Item 10* -[artifact](rules/traits/artifact-gmg.md) [divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 2 hands; **Bulk** 2 - **Category** Artifact @@ -41,7 +41,7 @@ You read aloud a phrase from the book and target a single incorporeal undead cre ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take `4d6` mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the [emotion](rules/traits/emotion.md) trait for 1 minute. You are exposed to the Empty Death each time you use this ability. +You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take `4d6` mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the [emotion](rules/traits/emotion.md "Emotion Effect Trait") trait for 1 minute. You are exposed to the Empty Death each time you use this ability. ``` ```ad-embed-ability diff --git a/compendium/equipment/items/theatrical-mutagen-tv.md b/compendium/equipment/items/theatrical-mutagen-tv.md index ba4d20c83..6544fcd8e 100644 --- a/compendium/equipment/items/theatrical-mutagen-tv.md +++ b/compendium/equipment/items/theatrical-mutagen-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Theatrical Mutagen"] --- # Theatrical Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/third-eye.md b/compendium/equipment/items/third-eye.md index ecce009ff..9a30f569f 100644 --- a/compendium/equipment/items/third-eye.md +++ b/compendium/equipment/items/third-eye.md @@ -10,7 +10,7 @@ tags: aliases: ["Third Eye"] --- # Third Eye *Item 19* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 40000 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/thorn-whip-loil.md b/compendium/equipment/items/thorn-whip-loil.md index e41d56cd9..19297f781 100644 --- a/compendium/equipment/items/thorn-whip-loil.md +++ b/compendium/equipment/items/thorn-whip-loil.md @@ -13,7 +13,7 @@ tags: aliases: ["Thorn whip"] --- # Thorn whip *Item 0* -[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [ghoran](rules/traits/ghoran-loil.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 sp - **Bulk** 1 diff --git a/compendium/equipment/items/thoughtwhip-claw-loil.md b/compendium/equipment/items/thoughtwhip-claw-loil.md index 654676e7f..e2783e0ac 100644 --- a/compendium/equipment/items/thoughtwhip-claw-loil.md +++ b/compendium/equipment/items/thoughtwhip-claw-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Thoughtwhip Claw"] --- # Thoughtwhip Claw *Item 11* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [tattoo](rules/traits/tattoo-lowg.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 1350 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/thousand-blade-thesis-som.md b/compendium/equipment/items/thousand-blade-thesis-som.md index bc954113b..70302bc9a 100644 --- a/compendium/equipment/items/thousand-blade-thesis-som.md +++ b/compendium/equipment/items/thousand-blade-thesis-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Thousand-blade Thesis"] --- # Thousand-blade Thesis *Item 9* -[extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/thousand-pains-fulu-tv.md b/compendium/equipment/items/thousand-pains-fulu-tv.md index 51d5fced0..c4345962c 100644 --- a/compendium/equipment/items/thousand-pains-fulu-tv.md +++ b/compendium/equipment/items/thousand-pains-fulu-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Thousand-Pains Fulu"] --- # Thousand-Pains Fulu *Item 5+* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** affixed to a creature; **Bulk** — - **Category** Consumable diff --git a/compendium/equipment/items/thrasher-tail-tv.md b/compendium/equipment/items/thrasher-tail-tv.md index 4a20a5dcb..e26047450 100644 --- a/compendium/equipment/items/thrasher-tail-tv.md +++ b/compendium/equipment/items/thrasher-tail-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Thrasher Tail"] --- # Thrasher Tail *Item 9* -[kobold](rules/traits/kobold-b1.md) [mechanical](rules/traits/mechanical.md) [rare](rules/traits/rare.md) clockwork +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") clockwork - **Price** 620 gp - **Usage** worn; **Bulk** 1 diff --git a/compendium/equipment/items/three-section-naginata-tv.md b/compendium/equipment/items/three-section-naginata-tv.md index 976f1ba92..af29f42cc 100644 --- a/compendium/equipment/items/three-section-naginata-tv.md +++ b/compendium/equipment/items/three-section-naginata-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Three-section Naginata"] --- # Three-section Naginata *Item 0* -[deadly ](rules/traits/deadly.md) [forceful](rules/traits/forceful.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [forceful](rules/traits/forceful.md "Forceful Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile ](rules/traits/versatile-b.md "Versatile Weapon Trait") - **Price** 12 gp - **Bulk** 2 diff --git a/compendium/equipment/items/thrice-fried-mudwings-lotgb.md b/compendium/equipment/items/thrice-fried-mudwings-lotgb.md index d6233088c..19bbe0773 100644 --- a/compendium/equipment/items/thrice-fried-mudwings-lotgb.md +++ b/compendium/equipment/items/thrice-fried-mudwings-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Thrice-fried Mudwings"] --- # Thrice-fried Mudwings *Item 12* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 350 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/throwers-bandolier-tv.md b/compendium/equipment/items/throwers-bandolier-tv.md index af3721a86..577ea11f3 100644 --- a/compendium/equipment/items/throwers-bandolier-tv.md +++ b/compendium/equipment/items/throwers-bandolier-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Thrower's Bandolier"] --- # Thrower's Bandolier *Item 3* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/throwing-knife-ec1.md b/compendium/equipment/items/throwing-knife-ec1.md index 187bda168..71e1244b9 100644 --- a/compendium/equipment/items/throwing-knife-ec1.md +++ b/compendium/equipment/items/throwing-knife-ec1.md @@ -11,7 +11,7 @@ tags: aliases: ["Throwing Knife"] --- # Throwing Knife *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [thrown <20 feet>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 sp - **Bulk** L diff --git a/compendium/equipment/items/throwing-shield-lokl.md b/compendium/equipment/items/throwing-shield-lokl.md index 36c36e359..24b2686f1 100644 --- a/compendium/equipment/items/throwing-shield-lokl.md +++ b/compendium/equipment/items/throwing-shield-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Throwing Shield"] --- # Throwing Shield *Item 1* -[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 5 gp diff --git a/compendium/equipment/items/thunder-helm-ooa2.md b/compendium/equipment/items/thunder-helm-ooa2.md index 79ca385ef..8dc221cbb 100644 --- a/compendium/equipment/items/thunder-helm-ooa2.md +++ b/compendium/equipment/items/thunder-helm-ooa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Thunder Helm"] --- # Thunder Helm *Item 5* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** worn headwear; **Bulk** L @@ -19,7 +19,7 @@ aliases: ["Thunder Helm"] The creator of the original thunder helm tried and failed time and again to craft a reliable, helmet-mounted firearm that enabled hands-free gunplay, but even after resorting to magical enhancements, they were never quite able to realize their vision. The allure of the thunder helm continues to compel certain mindsets in the Mana Wastes, and these items continue to be crafted to this day. -A thunder helm appears as a cylindrical iron helmet adorned with a crown-like display of gun barrels extending out in all directions. A slit in the front allows for limited visibility, while sound is muffled by the inner lining. As long as a creature wears a thunder helm, it takes a –1 circumstance penalty to auditory and visual [Perception](compendium/skills.md#Perception) checks but also gain a +1 circumstance bonus to saving throws against [auditory](rules/traits/auditory.md) and [visual](rules/traits/visual.md) effects. +A thunder helm appears as a cylindrical iron helmet adorned with a crown-like display of gun barrels extending out in all directions. A slit in the front allows for limited visibility, while sound is muffled by the inner lining. As long as a creature wears a thunder helm, it takes a –1 circumstance penalty to auditory and visual [Perception](compendium/skills.md#Perception) checks but also gain a +1 circumstance bonus to saving throws against [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") effects. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/thunder-sling-loag.md b/compendium/equipment/items/thunder-sling-loag.md index 3f0069179..890d4c6e8 100644 --- a/compendium/equipment/items/thunder-sling-loag.md +++ b/compendium/equipment/items/thunder-sling-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Thunder Sling"] --- # Thunder Sling *Item 0* -[agile](rules/traits/agile.md) [propulsive](rules/traits/propulsive.md) [tengu](rules/traits/tengu-b1.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** L diff --git a/compendium/equipment/items/thunder-sling-tv.md b/compendium/equipment/items/thunder-sling-tv.md index 17ac9dc66..a45b5c5a3 100644 --- a/compendium/equipment/items/thunder-sling-tv.md +++ b/compendium/equipment/items/thunder-sling-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Thunder Sling"] --- # Thunder Sling *Item 0* -[agile](rules/traits/agile.md) [propulsive](rules/traits/propulsive.md) [tengu](rules/traits/tengu-b1.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** L diff --git a/compendium/equipment/items/thunder-snare-ec1.md b/compendium/equipment/items/thunder-snare-ec1.md index bbf4fa687..abd73d0ed 100644 --- a/compendium/equipment/items/thunder-snare-ec1.md +++ b/compendium/equipment/items/thunder-snare-ec1.md @@ -12,7 +12,7 @@ tags: aliases: ["Thunder Snare"] --- # Thunder Snare *Item 2* -[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 6 gp - **Category** Snare diff --git a/compendium/equipment/items/thunderbird-tuft-som.md b/compendium/equipment/items/thunderbird-tuft-som.md index ef6b5e454..aa8b7bd34 100644 --- a/compendium/equipment/items/thunderbird-tuft-som.md +++ b/compendium/equipment/items/thunderbird-tuft-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Thunderbird Tuft"] --- # Thunderbird Tuft *Item 1+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Consumable diff --git a/compendium/equipment/items/thunderblast-slippers-tv.md b/compendium/equipment/items/thunderblast-slippers-tv.md index 67c7e8e72..5ce4d203a 100644 --- a/compendium/equipment/items/thunderblast-slippers-tv.md +++ b/compendium/equipment/items/thunderblast-slippers-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Thunderblast Slippers"] --- # Thunderblast Slippers *Item 9+* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Usage** worn footwear; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/thundercrasher-tv.md b/compendium/equipment/items/thundercrasher-tv.md index 56792d99d..9010285bd 100644 --- a/compendium/equipment/items/thundercrasher-tv.md +++ b/compendium/equipment/items/thundercrasher-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Thundercrasher"] --- # Thundercrasher *Item 5* -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 155 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/thundering.md b/compendium/equipment/items/thundering.md index 5723ac989..01c18b1e0 100644 --- a/compendium/equipment/items/thundering.md +++ b/compendium/equipment/items/thundering.md @@ -10,7 +10,7 @@ tags: aliases: ["Thundering"] --- # Thundering *Item 8+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/thundermace-lotgb.md b/compendium/equipment/items/thundermace-lotgb.md index 68809a974..53dbe348c 100644 --- a/compendium/equipment/items/thundermace-lotgb.md +++ b/compendium/equipment/items/thundermace-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Thundermace"] --- # Thundermace *Item 0* -[backswing](rules/traits/backswing.md) [uncommon](rules/traits/uncommon.md) +[backswing](rules/traits/backswing.md "Backswing Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 sp - **Bulk** 2 diff --git a/compendium/equipment/items/thunderstone.md b/compendium/equipment/items/thunderstone.md index f7c5284db..2a42d25a0 100644 --- a/compendium/equipment/items/thunderstone.md +++ b/compendium/equipment/items/thunderstone.md @@ -12,7 +12,7 @@ tags: aliases: ["Thunderstone"] --- # Thunderstone *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [sonic](rules/traits/sonic.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/thurible-of-revelation.md b/compendium/equipment/items/thurible-of-revelation.md index 57c8eea84..06b04309b 100644 --- a/compendium/equipment/items/thurible-of-revelation.md +++ b/compendium/equipment/items/thurible-of-revelation.md @@ -9,7 +9,7 @@ tags: aliases: ["Thurible of Revelation"] --- # Thurible of Revelation *Item 3+* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/tiger-menuki.md b/compendium/equipment/items/tiger-menuki.md index bac78c064..470d7c69f 100644 --- a/compendium/equipment/items/tiger-menuki.md +++ b/compendium/equipment/items/tiger-menuki.md @@ -11,13 +11,13 @@ tags: aliases: ["Tiger Menuki"] --- # Tiger Menuki *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 30 gp - **Usage** affixed to a weapon; **Bulk** — - **Activate** envision; **Trigger** You [Strike](rules/actions/strike.md) with the affixed weapon. - **Category** Talisman -This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the affixed weapon gains the [sweep](rules/traits/sweep.md) trait for the triggering attack and all other attacks for 1 minute. +This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the affixed weapon gains the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait for the triggering attack and all other attacks for 1 minute. *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/time-shield-potion-apg.md b/compendium/equipment/items/time-shield-potion-apg.md index 3805e383d..b64651dda 100644 --- a/compendium/equipment/items/time-shield-potion-apg.md +++ b/compendium/equipment/items/time-shield-potion-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Time Shield Potion"] --- # Time Shield Potion *Item 13* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/timeless-salts-apg.md b/compendium/equipment/items/timeless-salts-apg.md index d37357c23..58755a4a3 100644 --- a/compendium/equipment/items/timeless-salts-apg.md +++ b/compendium/equipment/items/timeless-salts-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Timeless Salts"] --- # Timeless Salts *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 14 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/tindertwig.md b/compendium/equipment/items/tindertwig.md index f9844c3fc..f2bd6406a 100644 --- a/compendium/equipment/items/tindertwig.md +++ b/compendium/equipment/items/tindertwig.md @@ -10,7 +10,7 @@ tags: aliases: ["Tindertwig"] --- # Tindertwig *Item 1* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Price** 2 sp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/titans-grasp-som.md b/compendium/equipment/items/titans-grasp-som.md index 6f0b1859c..c9267d108 100644 --- a/compendium/equipment/items/titans-grasp-som.md +++ b/compendium/equipment/items/titans-grasp-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Titan's Grasp"] --- # Titan's Grasp *Item 18* -[apex](rules/traits/apex.md) [evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 24000 gp - **Usage** worn gloves; **Bulk** L @@ -23,7 +23,7 @@ When you invest the gloves, you either increase your Strength score by 2 or incr ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[sonic](rules/traits/sonic.md) +[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Requirements**: You have two hands free diff --git a/compendium/equipment/items/tlil-mask-sot1.md b/compendium/equipment/items/tlil-mask-sot1.md index f03efec12..5947289a7 100644 --- a/compendium/equipment/items/tlil-mask-sot1.md +++ b/compendium/equipment/items/tlil-mask-sot1.md @@ -11,7 +11,7 @@ tags: aliases: ["Tlil Mask"] --- # Tlil Mask *Item 5+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn mask; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/tlil-mask-tv.md b/compendium/equipment/items/tlil-mask-tv.md index dcc4f38a4..a1e6ffd85 100644 --- a/compendium/equipment/items/tlil-mask-tv.md +++ b/compendium/equipment/items/tlil-mask-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Tlil Mask"] --- # Tlil Mask *Item 5+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn mask; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/toadskin-salve-lotgb.md b/compendium/equipment/items/toadskin-salve-lotgb.md index 0a67c3396..586d7cf33 100644 --- a/compendium/equipment/items/toadskin-salve-lotgb.md +++ b/compendium/equipment/items/toadskin-salve-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Toadskin Salve"] --- # Toadskin Salve *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Poison diff --git a/compendium/equipment/items/tome-of-restorative-cleansing-tv.md b/compendium/equipment/items/tome-of-restorative-cleansing-tv.md index e0f0c57cb..72d2c3557 100644 --- a/compendium/equipment/items/tome-of-restorative-cleansing-tv.md +++ b/compendium/equipment/items/tome-of-restorative-cleansing-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Tome of Restorative Cleansing"] --- # Tome of Restorative Cleansing *Item 5+* -[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Bulk** L - **Category** Grimoire @@ -19,7 +19,7 @@ This book is dark blue on the night of the new moon, gradually shifting to brigh ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Requirements**: Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally diff --git a/compendium/equipment/items/tome-of-scintillating-sleet-tv.md b/compendium/equipment/items/tome-of-scintillating-sleet-tv.md index 4f78a9300..8945adffc 100644 --- a/compendium/equipment/items/tome-of-scintillating-sleet-tv.md +++ b/compendium/equipment/items/tome-of-scintillating-sleet-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Tome of Scintillating Sleet"] --- # Tome of Scintillating Sleet *Item 8* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [grimoire](rules/traits/grimoire-som.md) [primal](rules/traits/primal.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 430 gp - **Bulk** L diff --git a/compendium/equipment/items/tonfa-lotgb.md b/compendium/equipment/items/tonfa-lotgb.md index 5d3e6b989..15ddae533 100644 --- a/compendium/equipment/items/tonfa-lotgb.md +++ b/compendium/equipment/items/tonfa-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Tonfa"] --- # Tonfa *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md b/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md index 84bb832df..a13941602 100644 --- a/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md +++ b/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Toolkit of Bronze Whispers"] --- # Toolkit of Bronze Whispers *Item 5* -[divine](rules/traits/divine.md) [intelligent](rules/traits/intelligent-gmg.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 2 hands; **Bulk** 2 - **Category** Held diff --git a/compendium/equipment/items/tooth-and-claw-tattoo-tv.md b/compendium/equipment/items/tooth-and-claw-tattoo-tv.md index 3cee78eb8..e0fa2eb66 100644 --- a/compendium/equipment/items/tooth-and-claw-tattoo-tv.md +++ b/compendium/equipment/items/tooth-and-claw-tattoo-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Tooth and Claw Tattoo"] --- # Tooth and Claw Tattoo *Item 6+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo @@ -20,7 +20,7 @@ This tattoo resembles an animal's fangs, claws, or similar natural weapons, lett ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[morph](rules/traits/morph.md) +[morph](rules/traits/morph.md "Morph Effect Trait") You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws. %% #trait/morph %% @@ -28,7 +28,7 @@ You gain an unarmed attack matching the tattoo for 1 minute. It has the same dam ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[polymorph](rules/traits/polymorph.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") The tattoo casts 3rd-level [animal form](compendium/spells/animal-form.md) to transform you into the animal that matches your tattoo. %% #trait/polymorph %% diff --git a/compendium/equipment/items/toothwort-extract-lotg.md b/compendium/equipment/items/toothwort-extract-lotg.md index 77dd1df19..311bd454e 100644 --- a/compendium/equipment/items/toothwort-extract-lotg.md +++ b/compendium/equipment/items/toothwort-extract-lotg.md @@ -10,7 +10,7 @@ tags: aliases: ["Toothwort Extract"] --- # Toothwort Extract *Item 3* -[additive <1>](rules/traits/additive.md) [alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[additive <1>](rules/traits/additive-1.md "Additive Feat Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 9 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/topology-protoplasm-som.md b/compendium/equipment/items/topology-protoplasm-som.md index a95650fe3..1e9f5d073 100644 --- a/compendium/equipment/items/topology-protoplasm-som.md +++ b/compendium/equipment/items/topology-protoplasm-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Topology Protoplasm"] --- # Topology Protoplasm *Item 7* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 70 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/torags-silver-anvil-logm.md b/compendium/equipment/items/torags-silver-anvil-logm.md index b8cff6259..7805b22d4 100644 --- a/compendium/equipment/items/torags-silver-anvil-logm.md +++ b/compendium/equipment/items/torags-silver-anvil-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Torag's Silver Anvil"] --- # Torag's Silver Anvil *Item 18* -[divine](rules/traits/divine.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** follower of [Torag](compendium/setting/deities/torag.md) - **Price** 24000 gp diff --git a/compendium/equipment/items/torrent-snare-ec1.md b/compendium/equipment/items/torrent-snare-ec1.md index c00e0c96c..a92b70766 100644 --- a/compendium/equipment/items/torrent-snare-ec1.md +++ b/compendium/equipment/items/torrent-snare-ec1.md @@ -12,7 +12,7 @@ tags: aliases: ["Torrent Snare"] --- # Torrent Snare *Item 3* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 gp - **Category** Snare diff --git a/compendium/equipment/items/torrent-spellgun-tv.md b/compendium/equipment/items/torrent-spellgun-tv.md index 0ffb95b5d..cd143c076 100644 --- a/compendium/equipment/items/torrent-spellgun-tv.md +++ b/compendium/equipment/items/torrent-spellgun-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Torrent Spellgun"] --- # Torrent Spellgun *Item 3+* -[attack](rules/traits/attack.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellgun](rules/traits/spellgun-tv.md) [water](rules/traits/water.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) diff --git a/compendium/equipment/items/toshigami-blossom-tv.md b/compendium/equipment/items/toshigami-blossom-tv.md index 15ca6f4f6..f8c4bcbb0 100644 --- a/compendium/equipment/items/toshigami-blossom-tv.md +++ b/compendium/equipment/items/toshigami-blossom-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Toshigami Blossom"] --- # Toshigami Blossom *Item 15* -[abjuration](rules/traits/abjuration.md) [intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/trackers-goggles.md b/compendium/equipment/items/trackers-goggles.md index 939b3661a..1ee47bac7 100644 --- a/compendium/equipment/items/trackers-goggles.md +++ b/compendium/equipment/items/trackers-goggles.md @@ -10,7 +10,7 @@ tags: aliases: ["Tracker's Goggles"] --- # Tracker's Goggles *Item 3+* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn eyepiece - **Category** Worn diff --git a/compendium/equipment/items/trackers-stew-tv.md b/compendium/equipment/items/trackers-stew-tv.md index 2b97d1197..4946ac0de 100644 --- a/compendium/equipment/items/trackers-stew-tv.md +++ b/compendium/equipment/items/trackers-stew-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Tracker's Stew"] --- # Tracker's Stew *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [processed](rules/traits/processed-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Price** 10 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/tracking-fulu-som.md b/compendium/equipment/items/tracking-fulu-som.md index 7a826d98d..0da97d274 100644 --- a/compendium/equipment/items/tracking-fulu-som.md +++ b/compendium/equipment/items/tracking-fulu-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Tracking Fulu"] --- # Tracking Fulu *Item 5* -[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp - **Usage** affixed to creature or object diff --git a/compendium/equipment/items/trackless-tv.md b/compendium/equipment/items/trackless-tv.md index f7b32fa61..de0862d50 100644 --- a/compendium/equipment/items/trackless-tv.md +++ b/compendium/equipment/items/trackless-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Trackless"] --- # Trackless *Item 6+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** applied to footwear - **Category** Rune diff --git a/compendium/equipment/items/tradecraft-tattoo-tv.md b/compendium/equipment/items/tradecraft-tattoo-tv.md index bd76803c7..9c031f06f 100644 --- a/compendium/equipment/items/tradecraft-tattoo-tv.md +++ b/compendium/equipment/items/tradecraft-tattoo-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Tradecraft Tattoo"] --- # Tradecraft Tattoo *Item 9+* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo diff --git a/compendium/equipment/items/traitors-ring-da.md b/compendium/equipment/items/traitors-ring-da.md index f8bc164d4..ecab171d1 100644 --- a/compendium/equipment/items/traitors-ring-da.md +++ b/compendium/equipment/items/traitors-ring-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Traitor's Ring"] --- # Traitor's Ring *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Member of a secret society - **Price** 15 sp diff --git a/compendium/equipment/items/transposition-ammunition-lotgb.md b/compendium/equipment/items/transposition-ammunition-lotgb.md index 1dc1c20b1..82e1f5a58 100644 --- a/compendium/equipment/items/transposition-ammunition-lotgb.md +++ b/compendium/equipment/items/transposition-ammunition-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Transposition Ammunition"] --- # Transposition Ammunition *Item 9+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/travelers-any-tool.md b/compendium/equipment/items/travelers-any-tool.md index c70137bc1..4a01ffaf5 100644 --- a/compendium/equipment/items/travelers-any-tool.md +++ b/compendium/equipment/items/travelers-any-tool.md @@ -9,7 +9,7 @@ tags: aliases: ["Traveler's Any-tool"] --- # Traveler's Any-tool *Item 6* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 200 gp - **Usage** held in 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/travelers-cloak-lokl.md b/compendium/equipment/items/travelers-cloak-lokl.md index 388dd3e48..011be3851 100644 --- a/compendium/equipment/items/travelers-cloak-lokl.md +++ b/compendium/equipment/items/travelers-cloak-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Traveler's Cloak"] --- # Traveler's Cloak *Item 1* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 7 gp diff --git a/compendium/equipment/items/traveling-companions-chair-tv.md b/compendium/equipment/items/traveling-companions-chair-tv.md index bbb1ecfa0..44f2e96a4 100644 --- a/compendium/equipment/items/traveling-companions-chair-tv.md +++ b/compendium/equipment/items/traveling-companions-chair-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Traveling Companion's Chair"] --- # Traveling Companion's Chair *Item 1* -[barding](rules/traits/barding-tv.md) [companion](rules/traits/companion.md) +[barding](rules/traits/barding-tv.md "Barding Item Trait") [companion](rules/traits/companion.md "Companion Item Trait") - **Price** 4 gp - **Bulk** 1 diff --git a/compendium/equipment/items/tremorsensors-tv.md b/compendium/equipment/items/tremorsensors-tv.md index f001e7677..c7f37ac42 100644 --- a/compendium/equipment/items/tremorsensors-tv.md +++ b/compendium/equipment/items/tremorsensors-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Tremorsensors"] --- # Tremorsensors *Item 4* -[adjustment](rules/traits/adjustment-lotgb.md) [mechanical](rules/traits/mechanical.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** affixed to armor; **Bulk** L diff --git a/compendium/equipment/items/tri-bladed-katar-lotgb.md b/compendium/equipment/items/tri-bladed-katar-lotgb.md index 06634bee3..57a385445 100644 --- a/compendium/equipment/items/tri-bladed-katar-lotgb.md +++ b/compendium/equipment/items/tri-bladed-katar-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Tri-bladed Katar"] --- # Tri-bladed Katar *Item 0* -[disarm](rules/traits/disarm.md) [fatal ](rules/traits/fatal.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [fatal ](rules/traits/fatal-d8.md "Fatal Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 sp - **Bulk** L diff --git a/compendium/equipment/items/triangular-teeth-tv.md b/compendium/equipment/items/triangular-teeth-tv.md index 9a719a71c..a022cdb43 100644 --- a/compendium/equipment/items/triangular-teeth-tv.md +++ b/compendium/equipment/items/triangular-teeth-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Triangular Teeth"] --- # Triangular Teeth *Item 2* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 33 gp - **Usage** tattooed on the body; **Bulk** — @@ -24,7 +24,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R - **Trigger**: You would be hit by an attack against your AC -**Effect** You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, [aquatic](rules/traits/aquatic-b1.md), or [water](rules/traits/water.md) trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next [Strike](rules/actions/strike.md) you make against the attacker before the end of your next turn. +**Effect** You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, [aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next [Strike](rules/actions/strike.md) you make against the attacker before the end of your next turn. ``` *Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/tricksters-mandolin-tv.md b/compendium/equipment/items/tricksters-mandolin-tv.md index 8e10df54c..f29d3d76e 100644 --- a/compendium/equipment/items/tricksters-mandolin-tv.md +++ b/compendium/equipment/items/tricksters-mandolin-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Trickster's Mandolin"] --- # Trickster's Mandolin *Item 4+* -[coda](rules/traits/coda-tv.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [staff](rules/traits/staff.md) +[coda](rules/traits/coda-tv.md "Coda Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 2 hands; **Bulk** L - **Category** Coda diff --git a/compendium/equipment/items/tricky-pick-loag.md b/compendium/equipment/items/tricky-pick-loag.md index d6751c4fc..2fc50f253 100644 --- a/compendium/equipment/items/tricky-pick-loag.md +++ b/compendium/equipment/items/tricky-pick-loag.md @@ -12,7 +12,7 @@ tags: aliases: ["Tricky Pick"] --- # Tricky Pick *Item 0* -[backstabber](rules/traits/backstabber.md) [fatal ](rules/traits/fatal.md) [kobold](rules/traits/kobold-b1.md) [modular ](rules/traits/modular-logm.md) [uncommon](rules/traits/uncommon.md) +[backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") [fatal ](rules/traits/fatal-d10.md "Fatal Weapon Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [modular ](rules/traits/modular-b-p-or-s-logm.md "Modular Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp - **Bulk** 1 diff --git a/compendium/equipment/items/trident.md b/compendium/equipment/items/trident.md index 06cfc2368..a82cdd044 100644 --- a/compendium/equipment/items/trident.md +++ b/compendium/equipment/items/trident.md @@ -8,7 +8,7 @@ tags: aliases: ["Trident"] --- # Trident *Item 0* -[thrown <20 ft.>](rules/traits/thrown.md) +[thrown <20 ft.>](rules/traits/thrown-20-ft.md "Thrown Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/triggerbrand-loil.md b/compendium/equipment/items/triggerbrand-loil.md index 7643b017d..ea12087ff 100644 --- a/compendium/equipment/items/triggerbrand-loil.md +++ b/compendium/equipment/items/triggerbrand-loil.md @@ -14,7 +14,7 @@ tags: aliases: ["Triggerbrand"] --- # Triggerbrand *Item 1* -[uncommon](rules/traits/uncommon.md) combination +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") combination - **Price** 10 gp - **Bulk** 1 diff --git a/compendium/equipment/items/trinity-geode-som.md b/compendium/equipment/items/trinity-geode-som.md index 35acdeaee..8e6b604fc 100644 --- a/compendium/equipment/items/trinity-geode-som.md +++ b/compendium/equipment/items/trinity-geode-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Trinity Geode"] --- # Trinity Geode *Item 3+* -[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon - **Category** Spellheart diff --git a/compendium/equipment/items/trip-snare.md b/compendium/equipment/items/trip-snare.md index 2e4712ee4..2b55af62a 100644 --- a/compendium/equipment/items/trip-snare.md +++ b/compendium/equipment/items/trip-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Trip Snare"] --- # Trip Snare *Item 4* -[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 15 gp - **Category** Snare diff --git a/compendium/equipment/items/tritons-conch.md b/compendium/equipment/items/tritons-conch.md index 73ab627b3..165242ae4 100644 --- a/compendium/equipment/items/tritons-conch.md +++ b/compendium/equipment/items/tritons-conch.md @@ -9,7 +9,7 @@ tags: aliases: ["Triton's Conch"] --- # Triton's Conch *Item 9* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 640 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/troll-hide-tv.md b/compendium/equipment/items/troll-hide-tv.md index 94314d39a..12ab161ce 100644 --- a/compendium/equipment/items/troll-hide-tv.md +++ b/compendium/equipment/items/troll-hide-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Troll Hide"] --- # Troll Hide *Item 15* -[alchemical](rules/traits/alchemical.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Price** 6000 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/trollhound-vest-tv.md b/compendium/equipment/items/trollhound-vest-tv.md index 9babcc405..0d32e55bd 100644 --- a/compendium/equipment/items/trollhound-vest-tv.md +++ b/compendium/equipment/items/trollhound-vest-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Trollhound Vest"] --- # Trollhound Vest *Item 6* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 230 gp - **Usage** worn armor; **Bulk** 2 diff --git a/compendium/equipment/items/troubadours-cap-tv.md b/compendium/equipment/items/troubadours-cap-tv.md index 41b66a1e6..05a4f9a72 100644 --- a/compendium/equipment/items/troubadours-cap-tv.md +++ b/compendium/equipment/items/troubadours-cap-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Troubadour's Cap"] --- # Troubadour's Cap *Item 17* -[apex](rules/traits/apex.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[apex](rules/traits/apex.md "Apex Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp - **Usage** worn cap; **Bulk** — diff --git a/compendium/equipment/items/true-name-amulet-som.md b/compendium/equipment/items/true-name-amulet-som.md index d750aac2d..2e0bbcb3a 100644 --- a/compendium/equipment/items/true-name-amulet-som.md +++ b/compendium/equipment/items/true-name-amulet-som.md @@ -10,14 +10,14 @@ tags: aliases: ["True Name Amulet"] --- # True Name Amulet *Item 5+* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn amulet - **Category** Worn This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. -If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any [magical](rules/traits/magical.md) effect against you, you can immediately attempt to counteract it using [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), Occult, or [Religion](compendium/skills.md#Religion) for the counteract check and the true name amulet's level to determine the counteract level. +If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any [magical](rules/traits/magical.md "Magical Item Trait") effect against you, you can immediately attempt to counteract it using [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), Occult, or [Religion](compendium/skills.md#Religion) for the counteract check and the true name amulet's level to determine the counteract level. Legendary amulets bearing the true names of creatures of level 21+ may exist. diff --git a/compendium/equipment/items/trueshape-bomb-tv.md b/compendium/equipment/items/trueshape-bomb-tv.md index 5f9d9ac0e..11a231646 100644 --- a/compendium/equipment/items/trueshape-bomb-tv.md +++ b/compendium/equipment/items/trueshape-bomb-tv.md @@ -12,13 +12,13 @@ tags: aliases: ["Trueshape Bomb"] --- # Trueshape Bomb *Item 12+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) - **Category** Bomb -Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and poison splash damage, according to their type. If the primary target is under the effects of a [morph](rules/traits/morph.md) or [polymorph](rules/traits/polymorph.md) effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking [persistent poison damage](rules/conditions.md#Persistent%20Damage) from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a [morph](rules/traits/morph.md) or [polymorph](rules/traits/polymorph.md) effect. +Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and poison splash damage, according to their type. If the primary target is under the effects of a [morph](rules/traits/morph.md "Morph Effect Trait") or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking [persistent poison damage](rules/conditions.md#Persistent%20Damage) from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a [morph](rules/traits/morph.md "Morph Effect Trait") or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect. The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. diff --git a/compendium/equipment/items/truesight-potion.md b/compendium/equipment/items/truesight-potion.md index 8d680e958..79cc38aca 100644 --- a/compendium/equipment/items/truesight-potion.md +++ b/compendium/equipment/items/truesight-potion.md @@ -11,7 +11,7 @@ tags: aliases: ["Truesight Potion"] --- # Truesight Potion *Item 16* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 1500 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/truth-potion.md b/compendium/equipment/items/truth-potion.md index dc88fa183..74902547f 100644 --- a/compendium/equipment/items/truth-potion.md +++ b/compendium/equipment/items/truth-potion.md @@ -13,7 +13,7 @@ tags: aliases: ["Truth Potion"] --- # Truth Potion *Item 6* -[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 46 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/turnabout-shield-tv.md b/compendium/equipment/items/turnabout-shield-tv.md index aa352b1fc..b4c5a5838 100644 --- a/compendium/equipment/items/turnabout-shield-tv.md +++ b/compendium/equipment/items/turnabout-shield-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Turnabout Shield"] --- # Turnabout Shield *Item 9* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/tusk-and-fang-chain-frp2.md b/compendium/equipment/items/tusk-and-fang-chain-frp2.md index 71f8d6b54..2cd2740eb 100644 --- a/compendium/equipment/items/tusk-and-fang-chain-frp2.md +++ b/compendium/equipment/items/tusk-and-fang-chain-frp2.md @@ -12,7 +12,7 @@ tags: aliases: ["Tusk And Fang Chain"] --- # Tusk And Fang Chain *Item 16* -[consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1800 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/twilight-lantern-sot4.md b/compendium/equipment/items/twilight-lantern-sot4.md index 96e6e2bf8..4da7acba0 100644 --- a/compendium/equipment/items/twilight-lantern-sot4.md +++ b/compendium/equipment/items/twilight-lantern-sot4.md @@ -11,7 +11,7 @@ tags: aliases: ["Twilight Lantern"] --- # Twilight Lantern *Item 6+* -[light](rules/traits/light.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held @@ -29,7 +29,7 @@ The light can have a minimum radius of 5 feet and a maximum radius equal to doub ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You raise the lantern and unleash a beam of powerful moonlight, targeting a [darkness](rules/traits/darkness.md) effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. +You raise the lantern and unleash a beam of powerful moonlight, targeting a [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. ``` *Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/twining-chains-lotgb.md b/compendium/equipment/items/twining-chains-lotgb.md index 2f8e73a26..0a9b7d79c 100644 --- a/compendium/equipment/items/twining-chains-lotgb.md +++ b/compendium/equipment/items/twining-chains-lotgb.md @@ -9,7 +9,7 @@ tags: aliases: ["Twining Chains"] --- # Twining Chains *Item 1* -[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Usage** applied to armor; **Bulk** 1 diff --git a/compendium/equipment/items/twining-staff.md b/compendium/equipment/items/twining-staff.md index 5cfd6d80e..28396bd6c 100644 --- a/compendium/equipment/items/twining-staff.md +++ b/compendium/equipment/items/twining-staff.md @@ -9,7 +9,7 @@ tags: aliases: ["Twining Staff"] --- # Twining Staff *Item 6* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 250 gp - **Usage** held in 1 or 2 hands; **Bulk** — to 2 diff --git a/compendium/equipment/items/tyrant-ampoule-tv.md b/compendium/equipment/items/tyrant-ampoule-tv.md index 8d4f4def3..ca2f30eb9 100644 --- a/compendium/equipment/items/tyrant-ampoule-tv.md +++ b/compendium/equipment/items/tyrant-ampoule-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Tyrant Ampoule"] --- # Tyrant Ampoule *Item 10* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 175 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/tyrants-writs-loil.md b/compendium/equipment/items/tyrants-writs-loil.md index 93e6822f8..973e9f133 100644 --- a/compendium/equipment/items/tyrants-writs-loil.md +++ b/compendium/equipment/items/tyrants-writs-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Tyrant's Writs"] --- # Tyrant's Writs *Item 8* -[grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp - **Bulk** L @@ -21,7 +21,7 @@ A spirited debate persists among scholars on whether the eponymous tyrant of thi ```ad-embed-ability title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) to cast an [animate dead](compendium/spells/animate-dead-apg.md) spell prepared with tyrant's writs, you can choose one of the following additional benefits to grant the summoned undead. diff --git a/compendium/equipment/items/unbreakable-heart-tv.md b/compendium/equipment/items/unbreakable-heart-tv.md index e5ac3357b..92aca6103 100644 --- a/compendium/equipment/items/unbreakable-heart-tv.md +++ b/compendium/equipment/items/unbreakable-heart-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Unbreakable Heart"] --- # Unbreakable Heart *Item 3* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 60 gp - **Usage** tattooed on the body; **Bulk** — diff --git a/compendium/equipment/items/undead-compendium-lokl.md b/compendium/equipment/items/undead-compendium-lokl.md index d21d2eed3..3978891d5 100644 --- a/compendium/equipment/items/undead-compendium-lokl.md +++ b/compendium/equipment/items/undead-compendium-lokl.md @@ -10,7 +10,7 @@ tags: aliases: ["Undead Compendium"] --- # Undead Compendium *Item 14* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 6300 gp @@ -21,7 +21,7 @@ The best minds among the Magaambyan, Iomedaean, and Pharasmin Knights of Lastwal ```ad-embed-ability title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time. %% #trait/auditory #trait/linguistic %% diff --git a/compendium/equipment/items/undead-detection-dye-botd.md b/compendium/equipment/items/undead-detection-dye-botd.md index d49e22302..3eb6a0401 100644 --- a/compendium/equipment/items/undead-detection-dye-botd.md +++ b/compendium/equipment/items/undead-detection-dye-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Undead Detection Dye"] --- # Undead Detection Dye *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/undead-scourge-lokl.md b/compendium/equipment/items/undead-scourge-lokl.md index c70388d83..00be2cc96 100644 --- a/compendium/equipment/items/undead-scourge-lokl.md +++ b/compendium/equipment/items/undead-scourge-lokl.md @@ -10,7 +10,7 @@ tags: aliases: ["Undead Scourge"] --- # Undead Scourge *Item 7* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 350 gp diff --git a/compendium/equipment/items/undertakers-manifest-tv.md b/compendium/equipment/items/undertakers-manifest-tv.md index 661135006..2b6e7130f 100644 --- a/compendium/equipment/items/undertakers-manifest-tv.md +++ b/compendium/equipment/items/undertakers-manifest-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Undertaker's Manifest"] --- # Undertaker's Manifest *Item 6* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) [shadow](rules/traits/shadow.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Price** 220 gp - **Bulk** L diff --git a/compendium/equipment/items/unending-itch-tv.md b/compendium/equipment/items/unending-itch-tv.md index 8312a97af..509ef48e8 100644 --- a/compendium/equipment/items/unending-itch-tv.md +++ b/compendium/equipment/items/unending-itch-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Unending Itch"] --- # Unending Itch *Item 14* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 700 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/unending-youth-lol.md b/compendium/equipment/items/unending-youth-lol.md index 499125a6a..2eeae3d1c 100644 --- a/compendium/equipment/items/unending-youth-lol.md +++ b/compendium/equipment/items/unending-youth-lol.md @@ -12,11 +12,11 @@ tags: aliases: ["Unending Youth"] --- # Unending Youth *Item 20* -[conjuration](rules/traits/conjuration.md) [contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract -You cease aging, and if you were older than young adult in age, you become a young adult again. You gain a +4 status bonus to saves against [death](rules/traits/death.md) effects and resistance to negative damage equal to half your level. Once per day, from any distance, Abrogail Thrune II can recite a mandatory appearance clause in your Thrune contract as a 3-action activity to summon you to her side, where you are [controlled](rules/conditions.md#Controlled) by Abrogail for 1 minute before you return. +You cease aging, and if you were older than young adult in age, you become a young adult again. You gain a +4 status bonus to saves against [death](rules/traits/death.md "Death Effect Trait") effects and resistance to negative damage equal to half your level. Once per day, from any distance, Abrogail Thrune II can recite a mandatory appearance clause in your Thrune contract as a 3-action activity to summon you to her side, where you are [controlled](rules/conditions.md#Controlled) by Abrogail for 1 minute before you return. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/unfathomable-stargazer-tv.md b/compendium/equipment/items/unfathomable-stargazer-tv.md index d68e5f8f3..4a09c5627 100644 --- a/compendium/equipment/items/unfathomable-stargazer-tv.md +++ b/compendium/equipment/items/unfathomable-stargazer-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Unfathomable Stargazer"] --- # Unfathomable Stargazer *Item 15* -[cursed](rules/traits/cursed-gmg.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/unholy-water.md b/compendium/equipment/items/unholy-water.md index af2aeb5a1..b4b5bef54 100644 --- a/compendium/equipment/items/unholy-water.md +++ b/compendium/equipment/items/unholy-water.md @@ -12,14 +12,14 @@ tags: aliases: ["Unholy Water"] --- # Unholy Water *Item 1* -[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [splash](rules/traits/splash.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) - **Category** Consumable -An evil deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. +An evil deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. Unholy water deals `1d6` evil damage and 1 evil splash damage. diff --git a/compendium/equipment/items/unholy.md b/compendium/equipment/items/unholy.md index 98af2b560..2a57093d9 100644 --- a/compendium/equipment/items/unholy.md +++ b/compendium/equipment/items/unholy.md @@ -10,7 +10,7 @@ tags: aliases: ["Unholy"] --- # Unholy *Item 11* -[evil](rules/traits/evil.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp - **Usage** etched onto a weapon without a holy rune diff --git a/compendium/equipment/items/universal-solvent-apg.md b/compendium/equipment/items/universal-solvent-apg.md index 7702ec24d..08636926e 100644 --- a/compendium/equipment/items/universal-solvent-apg.md +++ b/compendium/equipment/items/universal-solvent-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Universal Solvent"] --- # Universal Solvent *Item 5+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/unmemorable-mantle-locg.md b/compendium/equipment/items/unmemorable-mantle-locg.md index bda9adbbe..efae0bed4 100644 --- a/compendium/equipment/items/unmemorable-mantle-locg.md +++ b/compendium/equipment/items/unmemorable-mantle-locg.md @@ -11,7 +11,7 @@ tags: aliases: ["Unmemorable Mantle"] --- # Unmemorable Mantle *Item 7+* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) worn +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") worn - **Usage** worn cloak; **Bulk** 1 - **Category** Worn diff --git a/compendium/equipment/items/unsullied-blood-loil.md b/compendium/equipment/items/unsullied-blood-loil.md index eef8a9095..88f542f33 100644 --- a/compendium/equipment/items/unsullied-blood-loil.md +++ b/compendium/equipment/items/unsullied-blood-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Unsullied Blood"] --- # Unsullied Blood *Item 5+* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in one hand; **Bulk** L - **Activate** envision diff --git a/compendium/equipment/items/urn-of-ashes-apg.md b/compendium/equipment/items/urn-of-ashes-apg.md index a3bb6e824..37a58a200 100644 --- a/compendium/equipment/items/urn-of-ashes-apg.md +++ b/compendium/equipment/items/urn-of-ashes-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Urn Of Ashes"] --- # Urn Of Ashes *Item 9* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Price** 700 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/ursine-avenger-hood-tv.md b/compendium/equipment/items/ursine-avenger-hood-tv.md index 830842bdd..d2057c117 100644 --- a/compendium/equipment/items/ursine-avenger-hood-tv.md +++ b/compendium/equipment/items/ursine-avenger-hood-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Ursine Avenger Hood"] --- # Ursine Avenger Hood *Item 2* -[artifact](rules/traits/artifact-gmg.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** worn; **Bulk** L - **Category** Artifact diff --git a/compendium/equipment/items/urumi-tv.md b/compendium/equipment/items/urumi-tv.md index 4feafb9e3..25984f4e6 100644 --- a/compendium/equipment/items/urumi-tv.md +++ b/compendium/equipment/items/urumi-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Urumi"] --- # Urumi *Item 0* -[deadly ](rules/traits/deadly.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) +[deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/vaccine-lol.md b/compendium/equipment/items/vaccine-lol.md index 83b88802d..0b7f42e79 100644 --- a/compendium/equipment/items/vaccine-lol.md +++ b/compendium/equipment/items/vaccine-lol.md @@ -10,7 +10,7 @@ tags: aliases: ["Vaccine"] --- # Vaccine *Item 1+* -[consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/vaccine-tv.md b/compendium/equipment/items/vaccine-tv.md index e352a9224..55eced59e 100644 --- a/compendium/equipment/items/vaccine-tv.md +++ b/compendium/equipment/items/vaccine-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Vaccine"] --- # Vaccine *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/vampire-fang-morningstar-tv.md b/compendium/equipment/items/vampire-fang-morningstar-tv.md index 5cb34a570..333a45336 100644 --- a/compendium/equipment/items/vampire-fang-morningstar-tv.md +++ b/compendium/equipment/items/vampire-fang-morningstar-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Vampire-Fang Morningstar"] --- # Vampire-Fang Morningstar *Item 8* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 500 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/vampiric-scythe-lotgb.md b/compendium/equipment/items/vampiric-scythe-lotgb.md index e205e00d0..cf3e8b411 100644 --- a/compendium/equipment/items/vampiric-scythe-lotgb.md +++ b/compendium/equipment/items/vampiric-scythe-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Vampiric Scythe"] --- # Vampiric Scythe *Item 13* -[evil](rules/traits/evil.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp - **Usage** held in 2 hands; **Bulk** 2 diff --git a/compendium/equipment/items/vanishing-coin.md b/compendium/equipment/items/vanishing-coin.md index 334413a13..c486be72a 100644 --- a/compendium/equipment/items/vanishing-coin.md +++ b/compendium/equipment/items/vanishing-coin.md @@ -11,7 +11,7 @@ tags: aliases: ["Vanishing Coin"] --- # Vanishing Coin *Item 10* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 160 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/vanishing-wayfinder-locg.md b/compendium/equipment/items/vanishing-wayfinder-locg.md index 58fac1d32..96202c918 100644 --- a/compendium/equipment/items/vanishing-wayfinder-locg.md +++ b/compendium/equipment/items/vanishing-wayfinder-locg.md @@ -12,7 +12,7 @@ tags: aliases: ["Vanishing Wayfinder"] --- # Vanishing Wayfinder *Item 5* -[evocation](rules/traits/evocation.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp - **Usage** worn diff --git a/compendium/equipment/items/vapor-sphere-som.md b/compendium/equipment/items/vapor-sphere-som.md index 8a8f979e5..dc872ec65 100644 --- a/compendium/equipment/items/vapor-sphere-som.md +++ b/compendium/equipment/items/vapor-sphere-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Vapor Sphere"] --- # Vapor Sphere *Item 14* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 900 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/vaporous-pipe-tv.md b/compendium/equipment/items/vaporous-pipe-tv.md index 38bb3039f..c002cb84a 100644 --- a/compendium/equipment/items/vaporous-pipe-tv.md +++ b/compendium/equipment/items/vaporous-pipe-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Vaporous Pipe"] --- # Vaporous Pipe *Item 7* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 340 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/varisian-emblem-tv.md b/compendium/equipment/items/varisian-emblem-tv.md index c2e6dacca..b0dcf8f37 100644 --- a/compendium/equipment/items/varisian-emblem-tv.md +++ b/compendium/equipment/items/varisian-emblem-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Varisian Emblem"] --- # Varisian Emblem *Item 3* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo diff --git a/compendium/equipment/items/vat-grown-brain-gw3.md b/compendium/equipment/items/vat-grown-brain-gw3.md new file mode 100644 index 000000000..f4e59ea59 --- /dev/null +++ b/compendium/equipment/items/vat-grown-brain-gw3.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw3 +- item/category/consumable +- trait/alchemical +- trait/consumable +- trait/rare +aliases: ["Vat-Grown Brain"] +--- +# Vat-Grown Brain *Item 10* +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") + +- **Price** 190 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +A malformed, artificial brain pulses with alchemical life inside a nutrient-rich vat. When the vat-grown brain is activated, it attempts to counteract one condition of your choice that was gained from an ability with the [mental](rules/traits/mental.md "Mental Effect Trait") trait, which it does by drawing the negative mental impressions into itself. However, the artificial brain is not robust, and the strain of the transfer quickly destroys it. + +The vat-grown brain has a counteract level of 5 and a +17 modifier on the roll. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/vaultbreakers-harness-aoe2.md b/compendium/equipment/items/vaultbreakers-harness-aoe2.md index a4f923246..803ed1a2b 100644 --- a/compendium/equipment/items/vaultbreakers-harness-aoe2.md +++ b/compendium/equipment/items/vaultbreakers-harness-aoe2.md @@ -11,7 +11,7 @@ tags: aliases: ["Vaultbreaker's Harness"] --- # Vaultbreaker's Harness *Item 6* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 230 gp - **Usage** worn backpack; **Bulk** 1 diff --git a/compendium/equipment/items/vaultbreakers-harness-tv.md b/compendium/equipment/items/vaultbreakers-harness-tv.md index e3641ed2f..007ea8bdb 100644 --- a/compendium/equipment/items/vaultbreakers-harness-tv.md +++ b/compendium/equipment/items/vaultbreakers-harness-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Vaultbreaker's Harness"] --- # Vaultbreaker's Harness *Item 6* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 230 gp - **Usage** worn backpack; **Bulk** 1 diff --git a/compendium/equipment/items/vengeful-arm-loil.md b/compendium/equipment/items/vengeful-arm-loil.md index 250118da6..c139f6f9d 100644 --- a/compendium/equipment/items/vengeful-arm-loil.md +++ b/compendium/equipment/items/vengeful-arm-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Vengeful Arm"] --- # Vengeful Arm *Item 4* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/venomed-tongue-loil.md b/compendium/equipment/items/venomed-tongue-loil.md index af5e8c702..8931212ad 100644 --- a/compendium/equipment/items/venomed-tongue-loil.md +++ b/compendium/equipment/items/venomed-tongue-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Venomed Tongue"] --- # Venomed Tongue *Item 7* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) [uncommon](rules/traits/uncommon.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 333 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/venomous-cure-fulu-som.md b/compendium/equipment/items/venomous-cure-fulu-som.md index 490b5d585..1497a5132 100644 --- a/compendium/equipment/items/venomous-cure-fulu-som.md +++ b/compendium/equipment/items/venomous-cure-fulu-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Venomous Cure Fulu"] --- # Venomous Cure Fulu *Item 3* -[consumable](rules/traits/consumable.md) [fulu](rules/traits/fulu-som.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 10 gp - **Usage** affixed to armor diff --git a/compendium/equipment/items/ventriloquists-ring-bb.md b/compendium/equipment/items/ventriloquists-ring-bb.md index 5a6d627a1..81790d471 100644 --- a/compendium/equipment/items/ventriloquists-ring-bb.md +++ b/compendium/equipment/items/ventriloquists-ring-bb.md @@ -9,7 +9,7 @@ tags: aliases: ["Ventriloquist's Ring"] --- # Ventriloquist's Ring *Item 3* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 30 gp - **Usage** worn headwear @@ -19,7 +19,7 @@ This elegant copper ring has miniature images of songbirds engraved around its c ```ad-embed-ability title: Ventriloquism [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") You can throw your voice for 10 minutes. Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt a DC 19 Perception check to overcome the illusion and determine the truth. %% #trait/concentrate %% diff --git a/compendium/equipment/items/ventriloquists-ring.md b/compendium/equipment/items/ventriloquists-ring.md index bf8932304..a17633ccb 100644 --- a/compendium/equipment/items/ventriloquists-ring.md +++ b/compendium/equipment/items/ventriloquists-ring.md @@ -10,7 +10,7 @@ tags: aliases: ["Ventriloquist's Ring"] --- # Ventriloquist's Ring *Item 3+* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn; **Bulk** — - **Category** Worn diff --git a/compendium/equipment/items/verdant-branch-tv.md b/compendium/equipment/items/verdant-branch-tv.md index cbedcca61..28aa201c1 100644 --- a/compendium/equipment/items/verdant-branch-tv.md +++ b/compendium/equipment/items/verdant-branch-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Verdant Branch"] --- # Verdant Branch *Item 7* -[necromancy](rules/traits/necromancy.md) [plant](rules/traits/plant.md) [primal](rules/traits/primal.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 360 gp - **Usage** worn; **Bulk** L diff --git a/compendium/equipment/items/verdant-staff.md b/compendium/equipment/items/verdant-staff.md index cb8662cff..a334bca25 100644 --- a/compendium/equipment/items/verdant-staff.md +++ b/compendium/equipment/items/verdant-staff.md @@ -10,7 +10,7 @@ tags: aliases: ["Verdant Staff"] --- # Verdant Staff *Item 6+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/vermin-repellent-agent-lopsg.md b/compendium/equipment/items/vermin-repellent-agent-lopsg.md index bec5a8768..f5bd55a09 100644 --- a/compendium/equipment/items/vermin-repellent-agent-lopsg.md +++ b/compendium/equipment/items/vermin-repellent-agent-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Vermin Repellent Agent"] --- # Vermin Repellent Agent *Item 3+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 2 hands; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/vestige-lenses-lol.md b/compendium/equipment/items/vestige-lenses-lol.md index a64f9fa06..fb0cd63f9 100644 --- a/compendium/equipment/items/vestige-lenses-lol.md +++ b/compendium/equipment/items/vestige-lenses-lol.md @@ -9,7 +9,7 @@ tags: aliases: ["Vestige Lenses"] --- # Vestige Lenses *Item 3* -[alchemical](rules/traits/alchemical.md) [rare](rules/traits/rare.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 40 gp - **Usage** worn eyepiece; **Bulk** L diff --git a/compendium/equipment/items/vexing-vapor-lotgb.md b/compendium/equipment/items/vexing-vapor-lotgb.md index bf9365899..df1b87084 100644 --- a/compendium/equipment/items/vexing-vapor-lotgb.md +++ b/compendium/equipment/items/vexing-vapor-lotgb.md @@ -15,12 +15,12 @@ tags: aliases: ["Vexing Vapor"] --- # Vexing Vapor *Item 1+* -[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) [splash](rules/traits/splash.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Strike](rules/actions/strike.md) - **Category** Bomb -This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the [concentrate](rules/traits/concentrate.md) trait. This lasts until the end of its next turn (1 minute on a critical hit). +This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This lasts until the end of its next turn (1 minute on a critical hit). *Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md b/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md index 40c9b033e..5b1010f4a 100644 --- a/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md +++ b/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md @@ -11,11 +11,11 @@ tags: aliases: ["Vial of the Immortal Wellspring"] --- # Vial of the Immortal Wellspring *Item 20* -[contract](rules/traits/contract-lol.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Contract -At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your [dying](rules/conditions.md#Dying) value would increase above 3, you instead become [unconscious](rules/conditions.md#Unconscious) and are no longer [dying](rules/conditions.md#Dying); this doesn't prevent you from being killed by [death](rules/traits/death.md) effects or the [doomed](rules/conditions.md#Doomed) condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets. +At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your [dying](rules/conditions.md#Dying) value would increase above 3, you instead become [unconscious](rules/conditions.md#Unconscious) and are no longer [dying](rules/conditions.md#Dying); this doesn't prevent you from being killed by [death](rules/traits/death.md "Death Effect Trait") effects or the [doomed](rules/conditions.md#Doomed) condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/equipment/items/victory-plate-apg.md b/compendium/equipment/items/victory-plate-apg.md index b5f186da8..99fa62961 100644 --- a/compendium/equipment/items/victory-plate-apg.md +++ b/compendium/equipment/items/victory-plate-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Victory Plate"] --- # Victory Plate *Item 9+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn armor; **Bulk** 4 - **Category** Armor diff --git a/compendium/equipment/items/vigilant-eye-tv.md b/compendium/equipment/items/vigilant-eye-tv.md index 9bc550f18..c1416c7b7 100644 --- a/compendium/equipment/items/vigilant-eye-tv.md +++ b/compendium/equipment/items/vigilant-eye-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Vigilant Eye"] --- # Vigilant Eye *Item 9+* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/vine-arrow.md b/compendium/equipment/items/vine-arrow.md index db0df7bfa..95bce350e 100644 --- a/compendium/equipment/items/vine-arrow.md +++ b/compendium/equipment/items/vine-arrow.md @@ -10,7 +10,7 @@ tags: aliases: ["Vine Arrow"] --- # Vine Arrow *Item 3* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) diff --git a/compendium/equipment/items/vine-of-roses-lotgb.md b/compendium/equipment/items/vine-of-roses-lotgb.md index 9df4973ab..f0ab78cfd 100644 --- a/compendium/equipment/items/vine-of-roses-lotgb.md +++ b/compendium/equipment/items/vine-of-roses-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Vine Of Roses"] --- # Vine Of Roses *Item 9* -[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp - **Usage** held in 2 hands; **Bulk** 1 diff --git a/compendium/equipment/items/vine-whip-tv.md b/compendium/equipment/items/vine-whip-tv.md index 0c348a6c5..e029928b6 100644 --- a/compendium/equipment/items/vine-whip-tv.md +++ b/compendium/equipment/items/vine-whip-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Vine Whip"] --- # Vine Whip *Item 8* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 500 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/violet-venom-tv.md b/compendium/equipment/items/violet-venom-tv.md index 5cf049001..fc8eae636 100644 --- a/compendium/equipment/items/violet-venom-tv.md +++ b/compendium/equipment/items/violet-venom-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Violet Venom"] --- # Violet Venom *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/violin-of-the-waves-tv.md b/compendium/equipment/items/violin-of-the-waves-tv.md index fa802d9c3..4bfa1b30b 100644 --- a/compendium/equipment/items/violin-of-the-waves-tv.md +++ b/compendium/equipment/items/violin-of-the-waves-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Violin of the Waves"] --- # Violin of the Waves *Item 9* -[auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp - **Usage** held in 2 hands; **Bulk** 1 @@ -26,7 +26,7 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions - **Requirements**: You must be aboard a ship -**Effect** You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other [magical](rules/traits/magical.md) effects. +**Effect** You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other [magical](rules/traits/magical.md "Magical Item Trait") effects. Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry. ``` diff --git a/compendium/equipment/items/viper-arrow.md b/compendium/equipment/items/viper-arrow.md index 4110ff298..56483f047 100644 --- a/compendium/equipment/items/viper-arrow.md +++ b/compendium/equipment/items/viper-arrow.md @@ -10,7 +10,7 @@ tags: aliases: ["Viper Arrow"] --- # Viper Arrow *Item 4* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 17 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) diff --git a/compendium/equipment/items/viper-rapier-tv.md b/compendium/equipment/items/viper-rapier-tv.md index f16a4eb95..8a6576f5b 100644 --- a/compendium/equipment/items/viper-rapier-tv.md +++ b/compendium/equipment/items/viper-rapier-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Viper Rapier"] --- # Viper Rapier *Item 20* -[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 70000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/vipers-fang.md b/compendium/equipment/items/vipers-fang.md index fa43b0827..7d7e92ad1 100644 --- a/compendium/equipment/items/vipers-fang.md +++ b/compendium/equipment/items/vipers-fang.md @@ -11,11 +11,11 @@ tags: aliases: ["Viper's Fang"] --- # Viper's Fang *Item 14* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 850 gp - **Usage** affixed to a weapon; **Bulk** — -- **Activate** envision; **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md) or [move](rules/traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using +- **Activate** envision; **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") or [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a move action it's using - **Category** Talisman You are a master with the affixed weapon. diff --git a/compendium/equipment/items/visap-loil.md b/compendium/equipment/items/visap-loil.md index 016f75df0..b050cf778 100644 --- a/compendium/equipment/items/visap-loil.md +++ b/compendium/equipment/items/visap-loil.md @@ -13,7 +13,7 @@ tags: aliases: ["Visap"] --- # Visap *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) [vishkanya](rules/traits/vishkanya-loil.md) injection +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") [vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") injection - **Price** 2 gp - **Bulk** L diff --git a/compendium/equipment/items/voice-from-the-grave-tv.md b/compendium/equipment/items/voice-from-the-grave-tv.md index e23e5898d..951440f4f 100644 --- a/compendium/equipment/items/voice-from-the-grave-tv.md +++ b/compendium/equipment/items/voice-from-the-grave-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Voice from the Grave"] --- # Voice from the Grave *Item 10* -[magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1700 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/voicebox-tv.md b/compendium/equipment/items/voicebox-tv.md index 4f1891cdb..1959b62c0 100644 --- a/compendium/equipment/items/voicebox-tv.md +++ b/compendium/equipment/items/voicebox-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Voicebox"] --- # Voicebox *Item 0* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 sp - **Usage** worn necklace; **Bulk** — diff --git a/compendium/equipment/items/vorpal.md b/compendium/equipment/items/vorpal.md index 20d9bf853..578335656 100644 --- a/compendium/equipment/items/vorpal.md +++ b/compendium/equipment/items/vorpal.md @@ -10,7 +10,7 @@ tags: aliases: ["Vorpal"] --- # Vorpal *Item 17* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 15000 gp - **Usage** etched onto a slashing melee weapon diff --git a/compendium/equipment/items/voyagers-pack.md b/compendium/equipment/items/voyagers-pack.md index 5a76c6ed8..1a7531fb5 100644 --- a/compendium/equipment/items/voyagers-pack.md +++ b/compendium/equipment/items/voyagers-pack.md @@ -11,7 +11,7 @@ tags: aliases: ["Voyager's Pack"] --- # Voyager's Pack *Item 17* -[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 14800 gp - **Usage** worn backpack; **Bulk** — diff --git a/compendium/equipment/items/vultures-wing-loil.md b/compendium/equipment/items/vultures-wing-loil.md index 00c8a786e..0267739c7 100644 --- a/compendium/equipment/items/vultures-wing-loil.md +++ b/compendium/equipment/items/vultures-wing-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Vulture's Wing"] --- # Vulture's Wing *Item 10* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp - **Usage** held in one hand; **Bulk** L diff --git a/compendium/equipment/items/wakizashi-apg.md b/compendium/equipment/items/wakizashi-apg.md index d5b741a03..b85dcd4fc 100644 --- a/compendium/equipment/items/wakizashi-apg.md +++ b/compendium/equipment/items/wakizashi-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Wakizashi"] --- # Wakizashi *Item 0* -[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 1 gp - **Bulk** L diff --git a/compendium/equipment/items/walking-cauldron-apg.md b/compendium/equipment/items/walking-cauldron-apg.md index 175e9aa58..0e9beca3d 100644 --- a/compendium/equipment/items/walking-cauldron-apg.md +++ b/compendium/equipment/items/walking-cauldron-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Walking Cauldron"] --- # Walking Cauldron *Item 1* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 12 gp - **Bulk** 4 @@ -18,7 +18,7 @@ aliases: ["Walking Cauldron"] This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to [Craft](rules/actions/craft.md) potions, oils, or other liquids. -As a single action, which has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. +As a single action, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess. diff --git a/compendium/equipment/items/wand-cane-tv.md b/compendium/equipment/items/wand-cane-tv.md index eda5e71e8..ea5f0d398 100644 --- a/compendium/equipment/items/wand-cane-tv.md +++ b/compendium/equipment/items/wand-cane-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Wand Cane"] --- # Wand Cane *Item 4* -[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 100 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-caustic-effluence-pfum.md b/compendium/equipment/items/wand-of-caustic-effluence-pfum.md index de8b91dd3..fef1c6267 100644 --- a/compendium/equipment/items/wand-of-caustic-effluence-pfum.md +++ b/compendium/equipment/items/wand-of-caustic-effluence-pfum.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand of Caustic Effluence"] --- # Wand of Caustic Effluence *Item 5* -[acid](rules/traits/acid.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [wand](rules/traits/wand.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 160 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-choking-mist-tv.md b/compendium/equipment/items/wand-of-choking-mist-tv.md index 088963eff..8e5dee1a9 100644 --- a/compendium/equipment/items/wand-of-choking-mist-tv.md +++ b/compendium/equipment/items/wand-of-choking-mist-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Choking Mist"] --- # Wand of Choking Mist *Item 6+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-chromatic-burst-tv.md b/compendium/equipment/items/wand-of-chromatic-burst-tv.md index f5b68ab13..16f8afc30 100644 --- a/compendium/equipment/items/wand-of-chromatic-burst-tv.md +++ b/compendium/equipment/items/wand-of-chromatic-burst-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Chromatic Burst"] --- # Wand of Chromatic Burst *Item 10+* -[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand @@ -26,7 +26,7 @@ You cast [chromatic armor](compendium/spells/chromatic-armor-som.md) (Secrets of ```ad-embed-ability title: Chromatic Armor Burst [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Requirements**: You're affected by chromatic armor created by the wand of chromatic burst diff --git a/compendium/equipment/items/wand-of-clinging-rime-tv.md b/compendium/equipment/items/wand-of-clinging-rime-tv.md index 5881bd1f5..277e2c2d7 100644 --- a/compendium/equipment/items/wand-of-clinging-rime-tv.md +++ b/compendium/equipment/items/wand-of-clinging-rime-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand of Clinging Rime"] --- # Wand of Clinging Rime *Item 16+* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) [water](rules/traits/water.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-contagious-frailty-tv.md b/compendium/equipment/items/wand-of-contagious-frailty-tv.md index fdba46b27..bd627e510 100644 --- a/compendium/equipment/items/wand-of-contagious-frailty-tv.md +++ b/compendium/equipment/items/wand-of-contagious-frailty-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Wand of Contagious Frailty"] --- # Wand of Contagious Frailty *Item 5* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 160 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-continuation.md b/compendium/equipment/items/wand-of-continuation.md index 975fcc808..92c48edc5 100644 --- a/compendium/equipment/items/wand-of-continuation.md +++ b/compendium/equipment/items/wand-of-continuation.md @@ -9,7 +9,7 @@ tags: aliases: ["Wand of Continuation"] --- # Wand of Continuation *Item 5+* -[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-crackling-lightning-apg.md b/compendium/equipment/items/wand-of-crackling-lightning-apg.md index b9fc062ef..09b6e35bf 100644 --- a/compendium/equipment/items/wand-of-crackling-lightning-apg.md +++ b/compendium/equipment/items/wand-of-crackling-lightning-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand Of Crackling Lightning"] --- # Wand Of Crackling Lightning *Item 8+* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-crushing-leaps-tv.md b/compendium/equipment/items/wand-of-crushing-leaps-tv.md index 2fec3ee07..c44192400 100644 --- a/compendium/equipment/items/wand-of-crushing-leaps-tv.md +++ b/compendium/equipment/items/wand-of-crushing-leaps-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Wand of Crushing Leaps"] --- # Wand of Crushing Leaps *Item 4* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 80 gp - **Usage** held in 1 hand; **Bulk** — diff --git a/compendium/equipment/items/wand-of-dazzling-rays-tv.md b/compendium/equipment/items/wand-of-dazzling-rays-tv.md index c14b04d8d..e1b855f27 100644 --- a/compendium/equipment/items/wand-of-dazzling-rays-tv.md +++ b/compendium/equipment/items/wand-of-dazzling-rays-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Wand of Dazzling Rays"] --- # Wand of Dazzling Rays *Item 8+* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md b/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md index 326723522..4abaee930 100644 --- a/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md +++ b/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md @@ -15,7 +15,7 @@ tags: aliases: ["Wand of Dumbfounding Doom"] --- # Wand of Dumbfounding Doom *Item 8+* -[divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [prediction](rules/traits/prediction.md) [wand](rules/traits/wand.md) +[divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-fey-flames-lotgb.md b/compendium/equipment/items/wand-of-fey-flames-lotgb.md index 22152535c..a9c74955c 100644 --- a/compendium/equipment/items/wand-of-fey-flames-lotgb.md +++ b/compendium/equipment/items/wand-of-fey-flames-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand Of Fey Flames"] --- # Wand Of Fey Flames *Item 7* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 360 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-hawthorn-tv.md b/compendium/equipment/items/wand-of-hawthorn-tv.md index f8edc82ce..7cefefd5f 100644 --- a/compendium/equipment/items/wand-of-hawthorn-tv.md +++ b/compendium/equipment/items/wand-of-hawthorn-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Hawthorn"] --- # Wand of Hawthorn *Item 6+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [plant](rules/traits/plant.md) [wand](rules/traits/wand.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-hopeless-night-apg.md b/compendium/equipment/items/wand-of-hopeless-night-apg.md index a8fcd6944..a5fd65f21 100644 --- a/compendium/equipment/items/wand-of-hopeless-night-apg.md +++ b/compendium/equipment/items/wand-of-hopeless-night-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand Of Hopeless Night"] --- # Wand Of Hopeless Night *Item 6+* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-hybrid-form-tv.md b/compendium/equipment/items/wand-of-hybrid-form-tv.md index e5c8066f6..2a27a6bf0 100644 --- a/compendium/equipment/items/wand-of-hybrid-form-tv.md +++ b/compendium/equipment/items/wand-of-hybrid-form-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand of Hybrid Form"] --- # Wand of Hybrid Form *Item 6+* -[magical](rules/traits/magical.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-legerdemain-tv.md b/compendium/equipment/items/wand-of-legerdemain-tv.md index e1021ffb2..9a52191bf 100644 --- a/compendium/equipment/items/wand-of-legerdemain-tv.md +++ b/compendium/equipment/items/wand-of-legerdemain-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Wand of Legerdemain"] --- # Wand of Legerdemain *Item 4+* -[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand @@ -24,7 +24,7 @@ You Cast the Spell. ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[emotion](rules/traits/emotion.md) [illusion](rules/traits/illusion.md) [light](rules/traits/light.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [light](rules/traits/light.md "Light Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Requirements**: The last action you took this turn was to [Cast a Spell](rules/actions/cast-a-spell.md) from the wand @@ -32,7 +32,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S The spotlight follows you wherever you move. You can't be [concealed](rules/conditions.md#Concealed) while in the spotlight. The effect ends if you become [invisible](rules/conditions.md#Invisible), attempt a [Stealth](compendium/skills.md#Stealth) check, or [Dismiss](rules/actions/dismiss.md) the activation. -You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, [Sustain an Activation](rules/actions/sustain-an-activation.md) has the [manipulate](rules/traits/manipulate.md) trait. Sustaining extends the spotlight, and keeps [fascinated](rules/conditions.md#Fascinated) creatures [fascinated](rules/conditions.md#Fascinated), but doesn't cause creatures not already [fascinated](rules/conditions.md#Fascinated) to become [fascinated](rules/conditions.md#Fascinated). +You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, [Sustain an Activation](rules/actions/sustain-an-activation.md) has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. Sustaining extends the spotlight, and keeps [fascinated](rules/conditions.md#Fascinated) creatures [fascinated](rules/conditions.md#Fascinated), but doesn't cause creatures not already [fascinated](rules/conditions.md#Fascinated) to become [fascinated](rules/conditions.md#Fascinated). %% #trait/emotion #trait/illusion #trait/light #trait/mental #trait/visual %% ``` diff --git a/compendium/equipment/items/wand-of-manifold-missiles.md b/compendium/equipment/items/wand-of-manifold-missiles.md index 1dd51d942..4fbfeb346 100644 --- a/compendium/equipment/items/wand-of-manifold-missiles.md +++ b/compendium/equipment/items/wand-of-manifold-missiles.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Manifold Missiles"] --- # Wand of Manifold Missiles *Item 5+* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-mental-purification-tv.md b/compendium/equipment/items/wand-of-mental-purification-tv.md index 622a26d1e..6635ab8df 100644 --- a/compendium/equipment/items/wand-of-mental-purification-tv.md +++ b/compendium/equipment/items/wand-of-mental-purification-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Wand of Mental Purification"] --- # Wand of Mental Purification *Item 4+* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [wand](rules/traits/wand.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand @@ -23,7 +23,7 @@ Red feathers hang from the handle of this ivory wand. Holding it brings a sense ```ad-embed-ability title: Activate -You cast [soothe](compendium/spells/soothe.md) of the indicated level, and can attempt to counteract one [mental](rules/traits/mental.md) effect on the same target. Treat the [soothe](compendium/spells/soothe.md) spell's level as 1 higher for this counteract check. +You cast [soothe](compendium/spells/soothe.md) of the indicated level, and can attempt to counteract one [mental](rules/traits/mental.md "Mental Effect Trait") effect on the same target. Treat the [soothe](compendium/spells/soothe.md) spell's level as 1 higher for this counteract check. ``` *Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-mercy-tv.md b/compendium/equipment/items/wand-of-mercy-tv.md index d599bdbb1..856dd8a9d 100644 --- a/compendium/equipment/items/wand-of-mercy-tv.md +++ b/compendium/equipment/items/wand-of-mercy-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Wand of Mercy"] --- # Wand of Mercy *Item 4+* -[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand @@ -19,7 +19,7 @@ The pommel of this rose quartz wand resembles the stylized wings of an angel. Wh ```ad-embed-ability title: Activate -You Cast the Spell, and can choose to give it the [nonlethal](rules/traits/nonlethal.md) trait. +You Cast the Spell, and can choose to give it the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. ``` *Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-noisome-acid-sli.md b/compendium/equipment/items/wand-of-noisome-acid-sli.md index 27cfc814b..0a2e05458 100644 --- a/compendium/equipment/items/wand-of-noisome-acid-sli.md +++ b/compendium/equipment/items/wand-of-noisome-acid-sli.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand Of Noisome Acid"] --- # Wand Of Noisome Acid *Item 6+* -[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-noisome-acid-tv.md b/compendium/equipment/items/wand-of-noisome-acid-tv.md index 6f4d1cd10..71201e433 100644 --- a/compendium/equipment/items/wand-of-noisome-acid-tv.md +++ b/compendium/equipment/items/wand-of-noisome-acid-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Noisome Acid"] --- # Wand of Noisome Acid *Item 6+* -[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand @@ -21,7 +21,7 @@ This greasy stick emits a stomach-churning scent when held in hand. ```ad-embed-ability title: Activate -You cast [acid arrow](compendium/spells/acid-arrow.md) of the indicated level. A creature that takes initial acid damage from this spell become [sickened](rules/conditions.md#Sickened). Use your spell DC if the creature attempts to recover from this sickness. This is an [olfactory](rules/traits/olfactory-b1.md) effect. +You cast [acid arrow](compendium/spells/acid-arrow.md) of the indicated level. A creature that takes initial acid damage from this spell become [sickened](rules/conditions.md#Sickened). Use your spell DC if the creature attempts to recover from this sickness. This is an [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") effect. ``` *Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-overflowing-life-apg.md b/compendium/equipment/items/wand-of-overflowing-life-apg.md index 0981ad358..83b17701c 100644 --- a/compendium/equipment/items/wand-of-overflowing-life-apg.md +++ b/compendium/equipment/items/wand-of-overflowing-life-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand Of Overflowing Life"] --- # Wand Of Overflowing Life *Item 9+* -[healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [wand](rules/traits/wand.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-paralytic-shock-tv.md b/compendium/equipment/items/wand-of-paralytic-shock-tv.md index 68dac962e..d433ff245 100644 --- a/compendium/equipment/items/wand-of-paralytic-shock-tv.md +++ b/compendium/equipment/items/wand-of-paralytic-shock-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand of Paralytic Shock"] --- # Wand of Paralytic Shock *Item 8+* -[electricity](rules/traits/electricity.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [wand](rules/traits/wand.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-pernicious-poison-tv.md b/compendium/equipment/items/wand-of-pernicious-poison-tv.md index 09590ba6c..30a78dee5 100644 --- a/compendium/equipment/items/wand-of-pernicious-poison-tv.md +++ b/compendium/equipment/items/wand-of-pernicious-poison-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Pernicious Poison"] --- # Wand of Pernicious Poison *Item 4+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Poison @@ -21,7 +21,7 @@ This wand is made of chitin, topped with a hooked barb that weeps droplets of fo ```ad-embed-ability title: Activate -You [Cast a Spell](rules/actions/cast-a-spell.md) determined by the wand's type. The poison the spell delivers gains the [virulent](rules/traits/virulent.md) trait. +You [Cast a Spell](rules/actions/cast-a-spell.md) determined by the wand's type. The poison the spell delivers gains the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait. ``` *Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-reaching-tv.md b/compendium/equipment/items/wand-of-reaching-tv.md index 6ffab3a52..264641e26 100644 --- a/compendium/equipment/items/wand-of-reaching-tv.md +++ b/compendium/equipment/items/wand-of-reaching-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Wand of Reaching"] --- # Wand of Reaching *Item 4+* -[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-refracting-rays-tv.md b/compendium/equipment/items/wand-of-refracting-rays-tv.md index 0cea265bc..fc4129007 100644 --- a/compendium/equipment/items/wand-of-refracting-rays-tv.md +++ b/compendium/equipment/items/wand-of-refracting-rays-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand of Refracting Rays"] --- # Wand of Refracting Rays *Item 11+* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-rolling-flames-tv.md b/compendium/equipment/items/wand-of-rolling-flames-tv.md index 7c39bc243..1bc12195a 100644 --- a/compendium/equipment/items/wand-of-rolling-flames-tv.md +++ b/compendium/equipment/items/wand-of-rolling-flames-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Rolling Flames"] --- # Wand of Rolling Flames *Item 6+* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-shattering-images-tv.md b/compendium/equipment/items/wand-of-shattering-images-tv.md index 3f9aced39..a01417f37 100644 --- a/compendium/equipment/items/wand-of-shattering-images-tv.md +++ b/compendium/equipment/items/wand-of-shattering-images-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Shattering Images"] --- # Wand of Shattering Images *Item 6* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [visual](rules/traits/visual.md) [wand](rules/traits/wand.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-shrouded-step-tv.md b/compendium/equipment/items/wand-of-shrouded-step-tv.md index 8f0294672..f5448617d 100644 --- a/compendium/equipment/items/wand-of-shrouded-step-tv.md +++ b/compendium/equipment/items/wand-of-shrouded-step-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Wand of Shrouded Step"] --- # Wand of Shrouded Step *Item 4* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 80 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-slaying.md b/compendium/equipment/items/wand-of-slaying.md index f989267d3..d4263a35c 100644 --- a/compendium/equipment/items/wand-of-slaying.md +++ b/compendium/equipment/items/wand-of-slaying.md @@ -10,7 +10,7 @@ tags: aliases: ["Wand of Slaying"] --- # Wand of Slaying *Item 16+* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-smoldering-fireballs.md b/compendium/equipment/items/wand-of-smoldering-fireballs.md index ad9b0ed40..4b9d363a7 100644 --- a/compendium/equipment/items/wand-of-smoldering-fireballs.md +++ b/compendium/equipment/items/wand-of-smoldering-fireballs.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Smoldering Fireballs"] --- # Wand of Smoldering Fireballs *Item 8+* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md b/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md index 808292a84..9107ba9fd 100644 --- a/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md +++ b/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand Of Spiritual Warfare"] --- # Wand Of Spiritual Warfare *Item 7+* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-teeming-ghosts-sli.md b/compendium/equipment/items/wand-of-teeming-ghosts-sli.md index 62cbe130a..c99e53b7b 100644 --- a/compendium/equipment/items/wand-of-teeming-ghosts-sli.md +++ b/compendium/equipment/items/wand-of-teeming-ghosts-sli.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand Of Teeming Ghosts"] --- # Wand Of Teeming Ghosts *Item 6+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-teeming-ghosts-tv.md b/compendium/equipment/items/wand-of-teeming-ghosts-tv.md index 0295b0d8a..3303c951b 100644 --- a/compendium/equipment/items/wand-of-teeming-ghosts-tv.md +++ b/compendium/equipment/items/wand-of-teeming-ghosts-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Teeming Ghosts"] --- # Wand of Teeming Ghosts *Item 6+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-the-ash-puppet-tv.md b/compendium/equipment/items/wand-of-the-ash-puppet-tv.md index 1cba66f54..d8ec2ef93 100644 --- a/compendium/equipment/items/wand-of-the-ash-puppet-tv.md +++ b/compendium/equipment/items/wand-of-the-ash-puppet-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Wand of the Ash Puppet"] --- # Wand of the Ash Puppet *Item 14* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 4500 gp - **Usage** held in 1 hand; **Bulk** L @@ -23,7 +23,7 @@ title: Activate You cast [disintegrate](compendium/spells/disintegrate.md). If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie (Pathfinder Bestiary 3 303) with the same general appearance as the disintegrated creature. -You control this sulfur zombie, which gains the [minion](rules/traits/minion.md) and [summoned](rules/traits/summoned.md) traits. You can issue a verbal command to the sulfur zombie as a single action with the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first. +You control this sulfur zombie, which gains the [minion](rules/traits/minion.md "Minion Creature Trait") and [summoned](rules/traits/summoned.md "Summoned Creature Trait") traits. You can issue a verbal command to the sulfur zombie as a single action with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first. ``` *Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-pampered-pet-tv.md b/compendium/equipment/items/wand-of-the-pampered-pet-tv.md index 51505de43..0857a71aa 100644 --- a/compendium/equipment/items/wand-of-the-pampered-pet-tv.md +++ b/compendium/equipment/items/wand-of-the-pampered-pet-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of the Pampered Pet"] --- # Wand of the Pampered Pet *Item 4* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 75 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-the-snowfields-apg.md b/compendium/equipment/items/wand-of-the-snowfields-apg.md index 134a80faa..07d2eb0a8 100644 --- a/compendium/equipment/items/wand-of-the-snowfields-apg.md +++ b/compendium/equipment/items/wand-of-the-snowfields-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand Of The Snowfields"] --- # Wand Of The Snowfields *Item 14+* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-the-spider-apg.md b/compendium/equipment/items/wand-of-the-spider-apg.md index b43b9c8cb..24baeccde 100644 --- a/compendium/equipment/items/wand-of-the-spider-apg.md +++ b/compendium/equipment/items/wand-of-the-spider-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand Of The Spider"] --- # Wand Of The Spider *Item 7+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [wand](rules/traits/wand.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Poison diff --git a/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md b/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md index c4ed184b5..03f7bde76 100644 --- a/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md +++ b/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand Of Thundering Echoes"] --- # Wand Of Thundering Echoes *Item 9+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/wand-of-tormented-slumber-tv.md b/compendium/equipment/items/wand-of-tormented-slumber-tv.md index 8939bbdd9..9e959cbe2 100644 --- a/compendium/equipment/items/wand-of-tormented-slumber-tv.md +++ b/compendium/equipment/items/wand-of-tormented-slumber-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand of Tormented Slumber"] --- # Wand of Tormented Slumber *Item 10* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) [wand](rules/traits/wand.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 1000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-toxic-blades-tv.md b/compendium/equipment/items/wand-of-toxic-blades-tv.md index 3fd488863..097d16285 100644 --- a/compendium/equipment/items/wand-of-toxic-blades-tv.md +++ b/compendium/equipment/items/wand-of-toxic-blades-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand of Toxic Blades"] --- # Wand of Toxic Blades *Item 15+* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [poison](rules/traits/poison.md) [wand](rules/traits/wand.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Poison diff --git a/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md b/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md index 4285f869d..471e154f7 100644 --- a/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md +++ b/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wand of Traitorous Thoughts"] --- # Wand of Traitorous Thoughts *Item 12* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [wand](rules/traits/wand.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 2000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-wearying-dance-tv.md b/compendium/equipment/items/wand-of-wearying-dance-tv.md index 7ae9d5299..d08f14363 100644 --- a/compendium/equipment/items/wand-of-wearying-dance-tv.md +++ b/compendium/equipment/items/wand-of-wearying-dance-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wand of Wearying Dance"] --- # Wand of Wearying Dance *Item 18* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [wand](rules/traits/wand.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 24000 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wand-of-widening.md b/compendium/equipment/items/wand-of-widening.md index 905dbc58a..cd0c912f5 100644 --- a/compendium/equipment/items/wand-of-widening.md +++ b/compendium/equipment/items/wand-of-widening.md @@ -9,7 +9,7 @@ tags: aliases: ["Wand of Widening"] --- # Wand of Widening *Item 4+* -[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) +[magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Wand diff --git a/compendium/equipment/items/war-blood-mutagen-ooa1.md b/compendium/equipment/items/war-blood-mutagen-ooa1.md index 263f14732..98c87221b 100644 --- a/compendium/equipment/items/war-blood-mutagen-ooa1.md +++ b/compendium/equipment/items/war-blood-mutagen-ooa1.md @@ -13,7 +13,7 @@ tags: aliases: ["War Blood Mutagen"] --- # War Blood Mutagen *Item 1+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) @@ -21,8 +21,8 @@ aliases: ["War Blood Mutagen"] Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. -Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against [fear](rules/traits/fear.md) effects. Any attempt to [Disarm](rules/actions/disarm.md) or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. +Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects. Any attempt to [Disarm](rules/actions/disarm.md) or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. -Drawback You can't voluntarily remove the weapon unless you succeed at an [Athletics](compendium/skills.md#Athletics) check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the [concentrate](rules/traits/concentrate.md) trait, you must succeed at a DC 5 flat check or the action is lost. +Drawback You can't voluntarily remove the weapon unless you succeed at an [Athletics](compendium/skills.md#Athletics) check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you must succeed at a DC 5 flat check or the action is lost. *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/war-flail.md b/compendium/equipment/items/war-flail.md index 33558b61f..3ce35f875 100644 --- a/compendium/equipment/items/war-flail.md +++ b/compendium/equipment/items/war-flail.md @@ -10,7 +10,7 @@ tags: aliases: ["War Flail"] --- # War Flail *Item 0* -[disarm](rules/traits/disarm.md) [sweep](rules/traits/sweep.md) [trip](rules/traits/trip.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/war-lance-lokl.md b/compendium/equipment/items/war-lance-lokl.md index 5e26f2664..dc524087b 100644 --- a/compendium/equipment/items/war-lance-lokl.md +++ b/compendium/equipment/items/war-lance-lokl.md @@ -12,7 +12,7 @@ tags: aliases: ["War Lance"] --- # War Lance *Item 0* -[deadly ](rules/traits/deadly.md) [jousting ](rules/traits/jousting.md) [parry](rules/traits/parry.md) [shove](rules/traits/shove.md) [uncommon](rules/traits/uncommon.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [jousting ](rules/traits/jousting-d6.md "Jousting Weapon Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [shove](rules/traits/shove.md "Shove Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4 gp - **Bulk** 2 diff --git a/compendium/equipment/items/war-razor-tv.md b/compendium/equipment/items/war-razor-tv.md index 25fdb6ca1..4842822bf 100644 --- a/compendium/equipment/items/war-razor-tv.md +++ b/compendium/equipment/items/war-razor-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["War Razor"] --- # War Razor *Item 0* -[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") - **Price** 3 sp - **Bulk** L diff --git a/compendium/equipment/items/war-saddle-lokl.md b/compendium/equipment/items/war-saddle-lokl.md index f32c28330..9678acd50 100644 --- a/compendium/equipment/items/war-saddle-lokl.md +++ b/compendium/equipment/items/war-saddle-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["War Saddle"] --- # War Saddle *Item 5* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 50 gp diff --git a/compendium/equipment/items/warcallers-chime-sot2.md b/compendium/equipment/items/warcallers-chime-sot2.md index 365d0c1ce..40d2496aa 100644 --- a/compendium/equipment/items/warcallers-chime-sot2.md +++ b/compendium/equipment/items/warcallers-chime-sot2.md @@ -10,7 +10,7 @@ tags: aliases: ["Warcaller's Chime"] --- # Warcaller's Chime *Item 4+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/wardens-signet-tv.md b/compendium/equipment/items/wardens-signet-tv.md index 8c2213429..cd138ffbb 100644 --- a/compendium/equipment/items/wardens-signet-tv.md +++ b/compendium/equipment/items/wardens-signet-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Warden's Signet"] --- # Warden's Signet *Item 11* -[abjuration](rules/traits/abjuration.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1250 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/warding-escutcheon-tv.md b/compendium/equipment/items/warding-escutcheon-tv.md index 7bfea2b43..b6e187301 100644 --- a/compendium/equipment/items/warding-escutcheon-tv.md +++ b/compendium/equipment/items/warding-escutcheon-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Warding Escutcheon"] --- # Warding Escutcheon *Item 9+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** 4 - **Category** Held diff --git a/compendium/equipment/items/warding-punch-tv.md b/compendium/equipment/items/warding-punch-tv.md index 21855d6ba..1dc6df906 100644 --- a/compendium/equipment/items/warding-punch-tv.md +++ b/compendium/equipment/items/warding-punch-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Warding Punch"] --- # Warding Punch *Item 7* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/warding-statuette-tv.md b/compendium/equipment/items/warding-statuette-tv.md index 5d06e6b7c..3bffaaf36 100644 --- a/compendium/equipment/items/warding-statuette-tv.md +++ b/compendium/equipment/items/warding-statuette-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Warding Statuette"] --- # Warding Statuette *Item 7+* -[abjuration](rules/traits/abjuration.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/warding-tablets-som.md b/compendium/equipment/items/warding-tablets-som.md index a8eaf9430..082d6a173 100644 --- a/compendium/equipment/items/warding-tablets-som.md +++ b/compendium/equipment/items/warding-tablets-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Warding Tablets"] --- # Warding Tablets *Item 8* -[abjuration](rules/traits/abjuration.md) [grimoire](rules/traits/grimoire-som.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 450 gp - **Bulk** L @@ -20,7 +20,7 @@ This grimoire takes the form of a series of baked clay tablets. Any text inked u ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. diff --git a/compendium/equipment/items/warding-tattoo-som.md b/compendium/equipment/items/warding-tattoo-som.md index 46e1ff33c..87b5c1214 100644 --- a/compendium/equipment/items/warding-tattoo-som.md +++ b/compendium/equipment/items/warding-tattoo-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Warding Tattoo"] --- # Warding Tattoo *Item 5+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Usage** tattooed on the body - **Category** Tattoo diff --git a/compendium/equipment/items/wardrobe-stone-lotgb.md b/compendium/equipment/items/wardrobe-stone-lotgb.md index d2b23e6e0..2dffb7917 100644 --- a/compendium/equipment/items/wardrobe-stone-lotgb.md +++ b/compendium/equipment/items/wardrobe-stone-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Wardrobe Stone"] --- # Wardrobe Stone *Item 3+* -[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/warhammer.md b/compendium/equipment/items/warhammer.md index 34ed469ac..08eaf0831 100644 --- a/compendium/equipment/items/warhammer.md +++ b/compendium/equipment/items/warhammer.md @@ -8,7 +8,7 @@ tags: aliases: ["Warhammer"] --- # Warhammer *Item 0* -[shove](rules/traits/shove.md) +[shove](rules/traits/shove.md "Shove Weapon Trait") - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/warning-snare.md b/compendium/equipment/items/warning-snare.md index 367753de1..55ab52ba1 100644 --- a/compendium/equipment/items/warning-snare.md +++ b/compendium/equipment/items/warning-snare.md @@ -12,7 +12,7 @@ tags: aliases: ["Warning Snare"] --- # Warning Snare *Item 4* -[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 15 gp - **Category** Snare diff --git a/compendium/equipment/items/warpglass-aoe6.md b/compendium/equipment/items/warpglass-aoe6.md index 0f00754f4..75946b477 100644 --- a/compendium/equipment/items/warpglass-aoe6.md +++ b/compendium/equipment/items/warpglass-aoe6.md @@ -9,7 +9,7 @@ tags: aliases: ["Warpglass"] --- # Warpglass *Item 17+* -[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) +[precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Category** Material diff --git a/compendium/equipment/items/warpglass-weapon-aoe6.md b/compendium/equipment/items/warpglass-weapon-aoe6.md index ae8cf5fbe..94fa84c0e 100644 --- a/compendium/equipment/items/warpglass-weapon-aoe6.md +++ b/compendium/equipment/items/warpglass-weapon-aoe6.md @@ -8,7 +8,7 @@ tags: aliases: ["Warpglass Weapon"] --- # Warpglass Weapon *Item 17* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon; **Bulk** varies - **Category** Material diff --git a/compendium/equipment/items/warpwobble-poison-tv.md b/compendium/equipment/items/warpwobble-poison-tv.md index a4557adeb..625458d67 100644 --- a/compendium/equipment/items/warpwobble-poison-tv.md +++ b/compendium/equipment/items/warpwobble-poison-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Warpwobble Poison"] --- # Warpwobble Poison *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 90 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/warriors-training-ring-fop.md b/compendium/equipment/items/warriors-training-ring-fop.md index e0e1fc14d..07655b955 100644 --- a/compendium/equipment/items/warriors-training-ring-fop.md +++ b/compendium/equipment/items/warriors-training-ring-fop.md @@ -10,7 +10,7 @@ tags: aliases: ["Warrior's Training Ring"] --- # Warrior's Training Ring *Item 5* -[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp - **Usage** worn diff --git a/compendium/equipment/items/wasp-guard-tv.md b/compendium/equipment/items/wasp-guard-tv.md index d17e09da1..fc3fb258f 100644 --- a/compendium/equipment/items/wasp-guard-tv.md +++ b/compendium/equipment/items/wasp-guard-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Wasp Guard"] --- # Wasp Guard *Item 8* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 487 gp - **Usage** worn armor; **Bulk** 1 @@ -23,7 +23,7 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R - **Trigger**: An enemy within 30 feet Strikes you with an attack -**Effect** You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy's space and swarms about them, dealing `1d8` [persistent poison damage](rules/conditions.md#Persistent%20Damage). If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the [manipulate](rules/traits/manipulate.md) trait, to shoo the swarm away. This ends the [persistent damage](rules/conditions.md#Persistent%20Damage) on that enemy automatically, but the swarm instead moves to affect the enemy's ally. +**Effect** You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy's space and swarms about them, dealing `1d8` [persistent poison damage](rules/conditions.md#Persistent%20Damage). If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to shoo the swarm away. This ends the [persistent damage](rules/conditions.md#Persistent%20Damage) on that enemy automatically, but the swarm instead moves to affect the enemy's ally. ``` *Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/watch-of-lost-ages-tv.md b/compendium/equipment/items/watch-of-lost-ages-tv.md index da4adaa9a..d05704d4d 100644 --- a/compendium/equipment/items/watch-of-lost-ages-tv.md +++ b/compendium/equipment/items/watch-of-lost-ages-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Watch of Lost Ages"] --- # Watch of Lost Ages *Item 3* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [relic](rules/traits/relic-tv.md) [unique](rules/traits/unique.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Adventuring Gear diff --git a/compendium/equipment/items/watchful-portrait-tv.md b/compendium/equipment/items/watchful-portrait-tv.md index 77a4dfa41..6c969034a 100644 --- a/compendium/equipment/items/watchful-portrait-tv.md +++ b/compendium/equipment/items/watchful-portrait-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Watchful Portrait"] --- # Watchful Portrait *Item 9* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") - **Price** 125 gp - **Usage** held in 2 hands; **Bulk** 1 @@ -20,7 +20,7 @@ aliases: ["Watchful Portrait"] A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity. -You Activate the portrait by hanging it. While it's activated, you can use a single action with the [concentrate](rules/traits/concentrate.md) trait to see through the eyes of the portrait instead of your own. You can do so while you're within 500 feet of the portrait, even if it's outside your line of sight or line of effect. You visually observe the area around the portrait from its perspective, using your own visual senses. While you're scrying through it, the portrait's eyes follow others more than usual. A creature that succeeds at a DC 30 [Perception](compendium/skills.md#Perception) check notices this phenomenon. The scrying ends after 10 minutes or when you decide to stop watching through the portrait. +You Activate the portrait by hanging it. While it's activated, you can use a single action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to see through the eyes of the portrait instead of your own. You can do so while you're within 500 feet of the portrait, even if it's outside your line of sight or line of effect. You visually observe the area around the portrait from its perspective, using your own visual senses. While you're scrying through it, the portrait's eyes follow others more than usual. A creature that succeeds at a DC 30 [Perception](compendium/skills.md#Perception) check notices this phenomenon. The scrying ends after 10 minutes or when you decide to stop watching through the portrait. The painting loses its magic when the scrying ends, if 4 hours pass after you Activate it without you looking through it, or if you Activate a different watchful portrait. The portrait then remains a normal, non-magical work of art, but due to its rather bland subject matter, it is worth no more than 5 gp. diff --git a/compendium/equipment/items/water-purifier-lopsg.md b/compendium/equipment/items/water-purifier-lopsg.md index 6e0554aad..9371a650a 100644 --- a/compendium/equipment/items/water-purifier-lopsg.md +++ b/compendium/equipment/items/water-purifier-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Water Purifier"] --- # Water Purifier *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** L diff --git a/compendium/equipment/items/waterproof-journal-lopsg.md b/compendium/equipment/items/waterproof-journal-lopsg.md index 0460fe9e8..496799837 100644 --- a/compendium/equipment/items/waterproof-journal-lopsg.md +++ b/compendium/equipment/items/waterproof-journal-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Waterproof Journal"] --- # Waterproof Journal *Item 1* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/waterproofing-wax-som.md b/compendium/equipment/items/waterproofing-wax-som.md index bfc46ba7a..62199f275 100644 --- a/compendium/equipment/items/waterproofing-wax-som.md +++ b/compendium/equipment/items/waterproofing-wax-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Waterproofing Wax"] --- # Waterproofing Wax *Item 3* -[catalyst](rules/traits/catalyst-som.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/waverider-barding-lotgb.md b/compendium/equipment/items/waverider-barding-lotgb.md index eee60ff57..05f1765dd 100644 --- a/compendium/equipment/items/waverider-barding-lotgb.md +++ b/compendium/equipment/items/waverider-barding-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Waverider Barding"] --- # Waverider Barding *Item 5* -[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 130 gp - **Usage** worn barding; **Bulk** L diff --git a/compendium/equipment/items/wax-key-blank-lopsg.md b/compendium/equipment/items/wax-key-blank-lopsg.md index 6c0ec3220..bce8e42f2 100644 --- a/compendium/equipment/items/wax-key-blank-lopsg.md +++ b/compendium/equipment/items/wax-key-blank-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Wax Key Blank"] --- # Wax Key Blank *Item 0* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp - **Hands** 2 diff --git a/compendium/equipment/items/wayfinder.md b/compendium/equipment/items/wayfinder.md index 83cb7f72d..7466fd0cf 100644 --- a/compendium/equipment/items/wayfinder.md +++ b/compendium/equipment/items/wayfinder.md @@ -11,7 +11,7 @@ tags: aliases: ["Wayfinder"] --- # Wayfinder *Item 2* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 28 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/weapon-harness-tv.md b/compendium/equipment/items/weapon-harness-tv.md index 2cb01c7ca..3ebc1478a 100644 --- a/compendium/equipment/items/weapon-harness-tv.md +++ b/compendium/equipment/items/weapon-harness-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Weapon Harness"] --- # Weapon Harness *Item 1* -[adjustment](rules/traits/adjustment-lotgb.md) [uncommon](rules/traits/uncommon.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp - **Usage** applied to armor; **Bulk** L diff --git a/compendium/equipment/items/weapon-potency.md b/compendium/equipment/items/weapon-potency.md index 5be7e0755..f07eb517d 100644 --- a/compendium/equipment/items/weapon-potency.md +++ b/compendium/equipment/items/weapon-potency.md @@ -9,7 +9,7 @@ tags: aliases: ["Weapon Potency"] --- # Weapon Potency *Item 2+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/weapon-shot-tv.md b/compendium/equipment/items/weapon-shot-tv.md index 0da1adc4c..212343eba 100644 --- a/compendium/equipment/items/weapon-shot-tv.md +++ b/compendium/equipment/items/weapon-shot-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Weapon Shot"] --- # Weapon Shot *Item 5+* -[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Ammunition** any - **Category** Consumable diff --git a/compendium/equipment/items/weapon-siphon-tv.md b/compendium/equipment/items/weapon-siphon-tv.md index 5e4b84aa2..74b8714cb 100644 --- a/compendium/equipment/items/weapon-siphon-tv.md +++ b/compendium/equipment/items/weapon-siphon-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Weapon Siphon"] --- # Weapon Siphon *Item 1* -[adjustment](rules/traits/adjustment-lotgb.md) [alchemical](rules/traits/alchemical.md) +[adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 10 gp - **Usage** attached to a melee weapon; **Bulk** L diff --git a/compendium/equipment/items/weapon-weird-oil-tv.md b/compendium/equipment/items/weapon-weird-oil-tv.md index 5795f6760..87f711109 100644 --- a/compendium/equipment/items/weapon-weird-oil-tv.md +++ b/compendium/equipment/items/weapon-weird-oil-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Weapon-Weird Oil"] --- # Weapon-Weird Oil *Item 7* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 55 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/weeping-midnight-aoa5.md b/compendium/equipment/items/weeping-midnight-aoa5.md index b89e87cdb..531a07dd2 100644 --- a/compendium/equipment/items/weeping-midnight-aoa5.md +++ b/compendium/equipment/items/weeping-midnight-aoa5.md @@ -12,7 +12,7 @@ tags: aliases: ["Weeping Midnight"] --- # Weeping Midnight *Item 16* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1400 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/wet-shock-snare-lotgb.md b/compendium/equipment/items/wet-shock-snare-lotgb.md index 327b247d1..3bbcad7fd 100644 --- a/compendium/equipment/items/wet-shock-snare-lotgb.md +++ b/compendium/equipment/items/wet-shock-snare-lotgb.md @@ -13,7 +13,7 @@ tags: aliases: ["Wet Shock Snare"] --- # Wet Shock Snare *Item 5* -[consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp - **Category** Snare diff --git a/compendium/equipment/items/wheel-blades-lotgb.md b/compendium/equipment/items/wheel-blades-lotgb.md index 3add64597..9ff30e5a8 100644 --- a/compendium/equipment/items/wheel-blades-lotgb.md +++ b/compendium/equipment/items/wheel-blades-lotgb.md @@ -13,6 +13,6 @@ aliases: ["Wheel Blades"] A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade [Strike](rules/actions/strike.md). -Your wheel blade deals `1d4` slashing damage and has the agile, [attached](rules/traits/attached.md), and [free-hand](rules/traits/free-hand.md) traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon. +Your wheel blade deals `1d4` slashing damage and has the agile, [attached](rules/traits/attached.md "Attached Weapon Trait"), and [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon. *Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/wheel-spikes-lotgb.md b/compendium/equipment/items/wheel-spikes-lotgb.md index fdd3965d9..2af5f508e 100644 --- a/compendium/equipment/items/wheel-spikes-lotgb.md +++ b/compendium/equipment/items/wheel-spikes-lotgb.md @@ -11,7 +11,7 @@ aliases: ["Wheel Spikes"] - **Price** 5 sp - **Category** Wheelchair Upgrade -A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike [Strike](rules/actions/strike.md). Your wheel spike deals `1d4` piercing damage and has the agile, [attached](rules/traits/attached.md), and [free-hand](rules/traits/free-hand.md) traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes. +A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike [Strike](rules/actions/strike.md). Your wheel spike deals `1d4` piercing damage and has the agile, [attached](rules/traits/attached.md "Attached Weapon Trait"), and [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes. A wheelchair can only have one attached weapon. diff --git a/compendium/equipment/items/whelming-scrimshaw-tv.md b/compendium/equipment/items/whelming-scrimshaw-tv.md index 5518b0c3b..509bfedd3 100644 --- a/compendium/equipment/items/whelming-scrimshaw-tv.md +++ b/compendium/equipment/items/whelming-scrimshaw-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Whelming Scrimshaw"] --- # Whelming Scrimshaw *Item 13* -[consumable](rules/traits/consumable.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 500 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/whip-claw-loag.md b/compendium/equipment/items/whip-claw-loag.md index c396b0780..b8962480d 100644 --- a/compendium/equipment/items/whip-claw-loag.md +++ b/compendium/equipment/items/whip-claw-loag.md @@ -12,7 +12,7 @@ tags: aliases: ["Whip Claw"] --- # Whip Claw *Item 0* -[catfolk](rules/traits/catfolk-b1.md) [finesse](rules/traits/finesse.md) [hampering](rules/traits/hampering-loag.md) [reach](rules/traits/reach.md) [uncommon](rules/traits/uncommon.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [hampering](rules/traits/hampering-loag.md "Hampering Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/whip-of-compliance-ec2.md b/compendium/equipment/items/whip-of-compliance-ec2.md index dedc86ac0..e3926afe8 100644 --- a/compendium/equipment/items/whip-of-compliance-ec2.md +++ b/compendium/equipment/items/whip-of-compliance-ec2.md @@ -10,7 +10,7 @@ tags: aliases: ["Whip Of Compliance"] --- # Whip Of Compliance *Item 9* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp - **Usage** held, 1 hand; **Bulk** 1 @@ -23,7 +23,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S Until the end of your current turn, any animals you [Strike](rules/actions/strike.md) with the whip must attempt a DC 25 Will save. -On a failed or critically failed saving throw, the whip casts a 4th-level [suggestion](compendium/spells/suggestion.md) spell on the animal with a base duration of 1 round, and the spell loses the [linguistic](rules/traits/linguistic.md) trait. The course of action must still fulfill suggestion's requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration. +On a failed or critically failed saving throw, the whip casts a 4th-level [suggestion](compendium/spells/suggestion.md) spell on the animal with a base duration of 1 round, and the spell loses the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait. The course of action must still fulfill suggestion's requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration. ``` *Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/whip.md b/compendium/equipment/items/whip.md index c2d8f2623..124870768 100644 --- a/compendium/equipment/items/whip.md +++ b/compendium/equipment/items/whip.md @@ -12,7 +12,7 @@ tags: aliases: ["Whip"] --- # Whip *Item 0* -[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [nonlethal](rules/traits/nonlethal.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [reach](rules/traits/reach.md "Reach Weapon Trait") [trip](rules/traits/trip.md "Trip Weapon Trait") - **Price** 1 sp - **Bulk** 1 diff --git a/compendium/equipment/items/whipstaff-tv.md b/compendium/equipment/items/whipstaff-tv.md index 179ddfc13..069554784 100644 --- a/compendium/equipment/items/whipstaff-tv.md +++ b/compendium/equipment/items/whipstaff-tv.md @@ -13,7 +13,7 @@ tags: aliases: ["Whipstaff"] --- # Whipstaff *Item 0* -[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp - **Bulk** L diff --git a/compendium/equipment/items/whirlwind-vial-tv.md b/compendium/equipment/items/whirlwind-vial-tv.md index 225fad887..d30884a7c 100644 --- a/compendium/equipment/items/whirlwind-vial-tv.md +++ b/compendium/equipment/items/whirlwind-vial-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Whirlwind Vial"] --- # Whirlwind Vial *Item 11* -[air](rules/traits/air.md) [alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/whisper-briolette-aoe4.md b/compendium/equipment/items/whisper-briolette-aoe4.md index 9f86d7558..40ed50ba9 100644 --- a/compendium/equipment/items/whisper-briolette-aoe4.md +++ b/compendium/equipment/items/whisper-briolette-aoe4.md @@ -13,7 +13,7 @@ tags: aliases: ["Whisper Briolette"] --- # Whisper Briolette *Item 7* -[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp - **Usage** affixed to armor or to an outfit if a character has no diff --git a/compendium/equipment/items/whisper-of-the-first-lie.md b/compendium/equipment/items/whisper-of-the-first-lie.md index c133eb4c7..be7d0f13a 100644 --- a/compendium/equipment/items/whisper-of-the-first-lie.md +++ b/compendium/equipment/items/whisper-of-the-first-lie.md @@ -11,7 +11,7 @@ tags: aliases: ["Whisper of the First Lie"] --- # Whisper of the First Lie *Item 20* -[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 60000 gp - **Usage** worn; **Bulk** — diff --git a/compendium/equipment/items/whisperer-of-souls-tv.md b/compendium/equipment/items/whisperer-of-souls-tv.md index 319e0e2ce..41db27c82 100644 --- a/compendium/equipment/items/whisperer-of-souls-tv.md +++ b/compendium/equipment/items/whisperer-of-souls-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Whisperer of Souls"] --- # Whisperer of Souls *Item 28* -[artifact](rules/traits/artifact-gmg.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 2 hands; **Bulk** 2 - **Category** Artifact diff --git a/compendium/equipment/items/whispering-staff-tv.md b/compendium/equipment/items/whispering-staff-tv.md index 062d197f7..dbad05a27 100644 --- a/compendium/equipment/items/whispering-staff-tv.md +++ b/compendium/equipment/items/whispering-staff-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Whispering Staff"] --- # Whispering Staff *Item 20* -[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 70000 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -22,7 +22,7 @@ This gnarled wooden staff is carved with humanoid faces in various emotional sta ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md) +[mental](rules/traits/mental.md "Mental Effect Trait") Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is [flat-footed](rules/conditions.md#Flat-footed) to you and takes a –2 circumstance penalty to saving throws against your spells. %% #trait/mental %% @@ -30,7 +30,7 @@ Through the staff's strange whispering, you gain a glimpse into the mind and des ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn. %% #trait/mental #trait/misfortune %% @@ -38,11 +38,11 @@ You point the staff at one creature you can see within 30 feet of you, causing t ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection. -Whenever you and your affected allies attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) or attempt a saving throw against a [mental](rules/traits/mental.md) effect, you roll twice and take the better result. This is a [fortune](rules/traits/fortune.md) effect. +Whenever you and your affected allies attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) or attempt a saving throw against a [mental](rules/traits/mental.md "Mental Effect Trait") effect, you roll twice and take the better result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. %% #trait/fortune #trait/mental %% ``` diff --git a/compendium/equipment/items/whistle-of-calling-lokl.md b/compendium/equipment/items/whistle-of-calling-lokl.md index c7c8b7a37..1b6934df8 100644 --- a/compendium/equipment/items/whistle-of-calling-lokl.md +++ b/compendium/equipment/items/whistle-of-calling-lokl.md @@ -10,7 +10,7 @@ tags: aliases: ["Whistle of Calling"] --- # Whistle of Calling *Item 15* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. - **Price** 6300 gp diff --git a/compendium/equipment/items/wig-of-holding-lotgb.md b/compendium/equipment/items/wig-of-holding-lotgb.md index 88148c988..6099ab23e 100644 --- a/compendium/equipment/items/wig-of-holding-lotgb.md +++ b/compendium/equipment/items/wig-of-holding-lotgb.md @@ -12,7 +12,7 @@ tags: aliases: ["Wig Of Holding"] --- # Wig Of Holding *Item 3* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 45 gp - **Usage** worn headwear; **Bulk** L diff --git a/compendium/equipment/items/wildwood-ink-tv.md b/compendium/equipment/items/wildwood-ink-tv.md index 1009c70e1..3038f9681 100644 --- a/compendium/equipment/items/wildwood-ink-tv.md +++ b/compendium/equipment/items/wildwood-ink-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wildwood Ink"] --- # Wildwood Ink *Item 4+* -[invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [tattoo](rules/traits/tattoo-lowg.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo diff --git a/compendium/equipment/items/wind-and-fire-wheel-frp2.md b/compendium/equipment/items/wind-and-fire-wheel-frp2.md index 09c223677..ce6e4ffe7 100644 --- a/compendium/equipment/items/wind-and-fire-wheel-frp2.md +++ b/compendium/equipment/items/wind-and-fire-wheel-frp2.md @@ -15,7 +15,7 @@ tags: aliases: ["Wind and Fire Wheel"] --- # Wind and Fire Wheel *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [parry](rules/traits/parry.md "Parry Weapon Trait") [twin](rules/traits/twin.md "Twin Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp diff --git a/compendium/equipment/items/wind-at-your-back-tv.md b/compendium/equipment/items/wind-at-your-back-tv.md index ef3e367ee..7ab317585 100644 --- a/compendium/equipment/items/wind-at-your-back-tv.md +++ b/compendium/equipment/items/wind-at-your-back-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Wind at Your Back"] --- # Wind at Your Back *Item 5* -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 130 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/wind-catcher-lotgb.md b/compendium/equipment/items/wind-catcher-lotgb.md index 71aa9ceae..a1a768668 100644 --- a/compendium/equipment/items/wind-catcher-lotgb.md +++ b/compendium/equipment/items/wind-catcher-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Wind-catcher"] --- # Wind-catcher *Item 7+* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** applied to a wind-powered vehicle - **Category** Rune diff --git a/compendium/equipment/items/wind-ocarina-tv.md b/compendium/equipment/items/wind-ocarina-tv.md index d47fe2c1b..6d84de197 100644 --- a/compendium/equipment/items/wind-ocarina-tv.md +++ b/compendium/equipment/items/wind-ocarina-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wind Ocarina"] --- # Wind Ocarina *Item 6* -[air](rules/traits/air.md) [aura](rules/traits/aura.md) [consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 50 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/winders-ring-ooa2.md b/compendium/equipment/items/winders-ring-ooa2.md index 317621b55..dc94b8497 100644 --- a/compendium/equipment/items/winders-ring-ooa2.md +++ b/compendium/equipment/items/winders-ring-ooa2.md @@ -10,7 +10,7 @@ tags: aliases: ["Winder's Ring"] --- # Winder's Ring *Item 7* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp - **Usage** worn; **Bulk** — @@ -29,7 +29,7 @@ On a failure, the winder's ring exhausts itself, and you can't activate it again ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -The winder's ring transforms into a clockwork spy (Pathfinder Bestiary 3 48) that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the [minion](rules/traits/minion.md) trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed. +The winder's ring transforms into a clockwork spy (Pathfinder Bestiary 3 48) that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed. ``` *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/windlass-bolas-tv.md b/compendium/equipment/items/windlass-bolas-tv.md index 29a5e822e..dc959d753 100644 --- a/compendium/equipment/items/windlass-bolas-tv.md +++ b/compendium/equipment/items/windlass-bolas-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Windlass Bolas"] --- # Windlass Bolas *Item 6* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) clockwork +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") clockwork - **Price** 200 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wine-of-the-blood-da.md b/compendium/equipment/items/wine-of-the-blood-da.md index a80cecd3f..151c3a566 100644 --- a/compendium/equipment/items/wine-of-the-blood-da.md +++ b/compendium/equipment/items/wine-of-the-blood-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Wine of the Blood"] --- # Wine of the Blood *Item 5* -[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) [rare](rules/traits/rare.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 30 gp - **Usage** held in 1 hand; **Bulk** L @@ -22,6 +22,6 @@ aliases: ["Wine of the Blood"] This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria and rest. When you drink wine of the blood, you recover `2d10` Hit Points. -Additionally, the wine attempts to counteract every negative [emotion](rules/traits/emotion.md) effect affecting you, with a counteract level of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves, or a +2 status bonus against [emotion](rules/traits/emotion.md) effects, for 1 minute. +Additionally, the wine attempts to counteract every negative [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect affecting you, with a counteract level of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves, or a +2 status bonus against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects, for 1 minute. *Source: Dark Archive p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/winged-apg.md b/compendium/equipment/items/winged-apg.md index 373f53de8..2ebac8834 100644 --- a/compendium/equipment/items/winged-apg.md +++ b/compendium/equipment/items/winged-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Winged"] --- # Winged *Item 13+* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/winged-boots.md b/compendium/equipment/items/winged-boots.md index 6d4ebe1ed..7d61cc139 100644 --- a/compendium/equipment/items/winged-boots.md +++ b/compendium/equipment/items/winged-boots.md @@ -10,7 +10,7 @@ tags: aliases: ["Winged Boots"] --- # Winged Boots *Item 10* -[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 850 gp - **Usage** worn shoes; **Bulk** L diff --git a/compendium/equipment/items/winter-wolf-elixir.md b/compendium/equipment/items/winter-wolf-elixir.md index e53096b66..c0b9920da 100644 --- a/compendium/equipment/items/winter-wolf-elixir.md +++ b/compendium/equipment/items/winter-wolf-elixir.md @@ -10,7 +10,7 @@ tags: aliases: ["Winter Wolf Elixir"] --- # Winter Wolf Elixir *Item 4+* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Activate** [Interact](rules/actions/interact.md) diff --git a/compendium/equipment/items/wish-blade-loag.md b/compendium/equipment/items/wish-blade-loag.md index dd34bba8d..b2105ce71 100644 --- a/compendium/equipment/items/wish-blade-loag.md +++ b/compendium/equipment/items/wish-blade-loag.md @@ -12,7 +12,7 @@ tags: aliases: ["Wish Blade"] --- # Wish Blade *Item 0* -[disarm](rules/traits/disarm.md) [geniekin](rules/traits/geniekin-loag.md) [resonant](rules/traits/resonant-loag.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) +[disarm](rules/traits/disarm.md "Disarm Weapon Trait") [geniekin](rules/traits/geniekin-loag.md "Geniekin Ancestry & Heritage Trait") [resonant](rules/traits/resonant-loag.md "Resonant Weapon Trait") [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Bulk** 1 diff --git a/compendium/equipment/items/wish-knife-loag.md b/compendium/equipment/items/wish-knife-loag.md index 915ac2af3..27ff97270 100644 --- a/compendium/equipment/items/wish-knife-loag.md +++ b/compendium/equipment/items/wish-knife-loag.md @@ -14,7 +14,7 @@ tags: aliases: ["Wish Knife"] --- # Wish Knife *Item 0* -[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [geniekin](rules/traits/geniekin-loag.md) [resonant](rules/traits/resonant-loag.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) +[agile](rules/traits/agile.md "Agile Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [geniekin](rules/traits/geniekin-loag.md "Geniekin Ancestry & Heritage Trait") [resonant](rules/traits/resonant-loag.md "Resonant Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") - **Price** 2 gp - **Bulk** L diff --git a/compendium/equipment/items/witchs-finger-tv.md b/compendium/equipment/items/witchs-finger-tv.md index f5265b28c..04191e135 100644 --- a/compendium/equipment/items/witchs-finger-tv.md +++ b/compendium/equipment/items/witchs-finger-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Witch's Finger"] --- # Witch's Finger *Item 3* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 11 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/withering-gmg.md b/compendium/equipment/items/withering-gmg.md index de9e3e78a..8f429735d 100644 --- a/compendium/equipment/items/withering-gmg.md +++ b/compendium/equipment/items/withering-gmg.md @@ -11,11 +11,11 @@ tags: aliases: ["Withering"] --- # Withering *Item 13* -[cursed](rules/traits/cursed-gmg.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a ring, staff, or wand - **Category** Curse -A _withering_ curse shrivels vulnerable flesh. Whenever you [activate](rules/actions/activate-an-item.md) the item, one of your fingers turns black and falls off. You take a –1 status penalty to [Thievery](compendium/skills.md#Thievery) checks and Dexterity-based attack rolls with a hand missing two or three fingers; if you lose more than four fingers on one hand, you can't use that hand to hold objects or use [manipulate](rules/traits/manipulate.md) actions. These fingers can be replaced by magic but are otherwise gone forever. The GM has the final say on how creatures with unusual appendages or numbers of fingers are affected by this curse. +A _withering_ curse shrivels vulnerable flesh. Whenever you [activate](rules/actions/activate-an-item.md) the item, one of your fingers turns black and falls off. You take a –1 status penalty to [Thievery](compendium/skills.md#Thievery) checks and Dexterity-based attack rolls with a hand missing two or three fingers; if you lose more than four fingers on one hand, you can't use that hand to hold objects or use [manipulate](rules/traits/manipulate.md "Manipulate General Trait") actions. These fingers can be replaced by magic but are otherwise gone forever. The GM has the final say on how creatures with unusual appendages or numbers of fingers are affected by this curse. *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/wizards-tower-lotgb.md b/compendium/equipment/items/wizards-tower-lotgb.md index 164466df1..ec0b95495 100644 --- a/compendium/equipment/items/wizards-tower-lotgb.md +++ b/compendium/equipment/items/wizards-tower-lotgb.md @@ -11,7 +11,7 @@ tags: aliases: ["Wizard's Tower"] --- # Wizard's Tower *Item 13* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2500 gp - **Bulk** — (when not activated) diff --git a/compendium/equipment/items/wolf-fang.md b/compendium/equipment/items/wolf-fang.md index 9b24cf0fe..0664eaa6c 100644 --- a/compendium/equipment/items/wolf-fang.md +++ b/compendium/equipment/items/wolf-fang.md @@ -11,7 +11,7 @@ tags: aliases: ["Wolf Fang"] --- # Wolf Fang *Item 1* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 4 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/wolfjaw-armor-tv.md b/compendium/equipment/items/wolfjaw-armor-tv.md index 5b868f994..f62622a36 100644 --- a/compendium/equipment/items/wolfjaw-armor-tv.md +++ b/compendium/equipment/items/wolfjaw-armor-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Wolfjaw Armor"] --- # Wolfjaw Armor *Item 7* -[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 355 gp - **Usage** worn armor; **Bulk** 2 @@ -20,7 +20,7 @@ Barbarians, druids and other outlanders are often forced to spend the harsh wint ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[cold](rules/traits/cold.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") You breathe a cloud of frost in a 15-foot cone that deals `5d8` cold damage (DC 23 basic Reflex save). %% #trait/cold %% @@ -29,7 +29,7 @@ You breathe a cloud of frost in a 15-foot cone that deals `5d8` cold damage (DC ```ad-embed-ability title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You gain a jaws unarmed attack that you make using your hands. This attack deals `1d8` piercing damage plus 1 cold damage, is in the brawling group, and has the [trip](rules/traits/trip.md) and [unarmed](rules/traits/unarmed.md) traits. +You gain a jaws unarmed attack that you make using your hands. This attack deals `1d8` piercing damage plus 1 cold damage, is in the brawling group, and has the [trip](rules/traits/trip.md "Trip Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. ``` *Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/wolfsbane.md b/compendium/equipment/items/wolfsbane.md index 80a203e0d..e1f3bb33f 100644 --- a/compendium/equipment/items/wolfsbane.md +++ b/compendium/equipment/items/wolfsbane.md @@ -11,7 +11,7 @@ tags: aliases: ["Wolfsbane"] --- # Wolfsbane *Item 10* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 155 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wondrous-figurine.md b/compendium/equipment/items/wondrous-figurine.md index 0eadea1b4..725af623d 100644 --- a/compendium/equipment/items/wondrous-figurine.md +++ b/compendium/equipment/items/wondrous-figurine.md @@ -9,7 +9,7 @@ tags: aliases: ["Wondrous Figurine"] --- # Wondrous Figurine *Item 2+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/wondrous-figurines-ec2.md b/compendium/equipment/items/wondrous-figurines-ec2.md index bdc7667c6..dd00c4429 100644 --- a/compendium/equipment/items/wondrous-figurines-ec2.md +++ b/compendium/equipment/items/wondrous-figurines-ec2.md @@ -10,7 +10,7 @@ tags: aliases: ["Wondrous Figurines"] --- # Wondrous Figurines *Item 5+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/wondrous-figurines-sot2.md b/compendium/equipment/items/wondrous-figurines-sot2.md index 14b9377fc..f2fec3465 100644 --- a/compendium/equipment/items/wondrous-figurines-sot2.md +++ b/compendium/equipment/items/wondrous-figurines-sot2.md @@ -10,7 +10,7 @@ tags: aliases: ["Wondrous Figurines"] --- # Wondrous Figurines *Item 8+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand; **Bulk** L - **Category** Held diff --git a/compendium/equipment/items/wooden-nickel-tv.md b/compendium/equipment/items/wooden-nickel-tv.md index 64e3833de..77a092cb5 100644 --- a/compendium/equipment/items/wooden-nickel-tv.md +++ b/compendium/equipment/items/wooden-nickel-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wooden Nickel"] --- # Wooden Nickel *Item 9* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [visual](rules/traits/visual.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 130 gp - **Usage** affixed to armor; **Bulk** — diff --git a/compendium/equipment/items/wordreaper-tok.md b/compendium/equipment/items/wordreaper-tok.md index 45c13720d..2e69c2cc1 100644 --- a/compendium/equipment/items/wordreaper-tok.md +++ b/compendium/equipment/items/wordreaper-tok.md @@ -10,7 +10,7 @@ tags: aliases: ["Wordreaper"] --- # Wordreaper *Item 3* -[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/worm-vial-tv.md b/compendium/equipment/items/worm-vial-tv.md index aac6a2f2d..4285d46b9 100644 --- a/compendium/equipment/items/worm-vial-tv.md +++ b/compendium/equipment/items/worm-vial-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Worm Vial"] --- # Worm Vial *Item 13* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [expandable](rules/traits/expandable-tv.md) [uncommon](rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wounding-oil-tv.md b/compendium/equipment/items/wounding-oil-tv.md index 1d5ff436f..5b14b1ba6 100644 --- a/compendium/equipment/items/wounding-oil-tv.md +++ b/compendium/equipment/items/wounding-oil-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wounding Oil"] --- # Wounding Oil *Item 5* -[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) [uncommon](rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 45 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/wounding.md b/compendium/equipment/items/wounding.md index 5da3af48f..97af2190e 100644 --- a/compendium/equipment/items/wounding.md +++ b/compendium/equipment/items/wounding.md @@ -9,7 +9,7 @@ tags: aliases: ["Wounding"] --- # Wounding *Item 7* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 340 gp - **Usage** etched onto a piercing or slashing melee weapon diff --git a/compendium/equipment/items/wovenwood-shield-lotgb.md b/compendium/equipment/items/wovenwood-shield-lotgb.md index d5720a9fe..2d9d80060 100644 --- a/compendium/equipment/items/wovenwood-shield-lotgb.md +++ b/compendium/equipment/items/wovenwood-shield-lotgb.md @@ -10,7 +10,7 @@ tags: aliases: ["Wovenwood Shield"] --- # Wovenwood Shield *Item 4+* -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in one hand; **Bulk** 1 - **Category** Held diff --git a/compendium/equipment/items/wrenchgear-loil.md b/compendium/equipment/items/wrenchgear-loil.md index 989a17087..901ef47c8 100644 --- a/compendium/equipment/items/wrenchgear-loil.md +++ b/compendium/equipment/items/wrenchgear-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Wrenchgear"] --- # Wrenchgear *Item 3* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/wrestlers-armbands-tv.md b/compendium/equipment/items/wrestlers-armbands-tv.md index d07024015..17713fb28 100644 --- a/compendium/equipment/items/wrestlers-armbands-tv.md +++ b/compendium/equipment/items/wrestlers-armbands-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Wrestler's Armbands"] --- # Wrestler's Armbands *Item 9* -[intelligent](rules/traits/intelligent-gmg.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** worn armbands; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/writ-of-authenticity-lopsg.md b/compendium/equipment/items/writ-of-authenticity-lopsg.md index c58a0c1af..5ac31aa97 100644 --- a/compendium/equipment/items/writ-of-authenticity-lopsg.md +++ b/compendium/equipment/items/writ-of-authenticity-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Writ Of Authenticity"] --- # Writ Of Authenticity *Item 2* -[uncommon](rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp - **Usage** held in 1 hand diff --git a/compendium/equipment/items/wyrm-claw-tv.md b/compendium/equipment/items/wyrm-claw-tv.md index 3e0c41af8..f51019017 100644 --- a/compendium/equipment/items/wyrm-claw-tv.md +++ b/compendium/equipment/items/wyrm-claw-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Wyrm Claw"] --- # Wyrm Claw *Item 12+* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [spellheart](rules/traits/spellheart-som.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon; **Bulk** — - **Category** Spellheart diff --git a/compendium/equipment/items/wyrm-drinker-sot5.md b/compendium/equipment/items/wyrm-drinker-sot5.md index e8a563a08..bae449845 100644 --- a/compendium/equipment/items/wyrm-drinker-sot5.md +++ b/compendium/equipment/items/wyrm-drinker-sot5.md @@ -11,7 +11,7 @@ tags: aliases: ["Wyrm Drinker"] --- # Wyrm Drinker *Item 17* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [unique](rules/traits/unique.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 13000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/wyrm-on-the-wing-tv.md b/compendium/equipment/items/wyrm-on-the-wing-tv.md index af935323e..db5c0e932 100644 --- a/compendium/equipment/items/wyrm-on-the-wing-tv.md +++ b/compendium/equipment/items/wyrm-on-the-wing-tv.md @@ -11,7 +11,7 @@ tags: aliases: ["Wyrm on the Wing"] --- # Wyrm on the Wing *Item 9+* -[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [tattoo](rules/traits/tattoo-lowg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Usage** tattooed on the body; **Bulk** — - **Category** Tattoo diff --git a/compendium/equipment/items/wyvern-poison.md b/compendium/equipment/items/wyvern-poison.md index 87e626bcd..5f2ef6ab2 100644 --- a/compendium/equipment/items/wyvern-poison.md +++ b/compendium/equipment/items/wyvern-poison.md @@ -11,7 +11,7 @@ tags: aliases: ["Wyvern Poison"] --- # Wyvern Poison *Item 8* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 80 gp - **Usage** held in 2 hands; **Bulk** L diff --git a/compendium/equipment/items/yarrow-root-bandage-lotg.md b/compendium/equipment/items/yarrow-root-bandage-lotg.md index 830fe5c89..5835d1eea 100644 --- a/compendium/equipment/items/yarrow-root-bandage-lotg.md +++ b/compendium/equipment/items/yarrow-root-bandage-lotg.md @@ -9,7 +9,7 @@ tags: aliases: ["Yarrow-Root Bandage"] --- # Yarrow-Root Bandage *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 12 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/zealot-staff-tv.md b/compendium/equipment/items/zealot-staff-tv.md index 7f8ea0659..637c1fd01 100644 --- a/compendium/equipment/items/zealot-staff-tv.md +++ b/compendium/equipment/items/zealot-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Zealot Staff"] --- # Zealot Staff *Item 17* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 13000 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/zerk-gmg.md b/compendium/equipment/items/zerk-gmg.md index 57ef37bd1..847cb6893 100644 --- a/compendium/equipment/items/zerk-gmg.md +++ b/compendium/equipment/items/zerk-gmg.md @@ -12,7 +12,7 @@ tags: aliases: ["Zerk"] --- # Zerk *Item 4* -[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [drug](rules/traits/drug-gmg.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 20 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/compendium/equipment/items/zombie-staff-tv.md b/compendium/equipment/items/zombie-staff-tv.md index 32ffc9948..76774b5b3 100644 --- a/compendium/equipment/items/zombie-staff-tv.md +++ b/compendium/equipment/items/zombie-staff-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Zombie Staff"] --- # Zombie Staff *Item 7+* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/zulfikar-loil.md b/compendium/equipment/items/zulfikar-loil.md index a45b921a8..89916a7d7 100644 --- a/compendium/equipment/items/zulfikar-loil.md +++ b/compendium/equipment/items/zulfikar-loil.md @@ -12,7 +12,7 @@ tags: aliases: ["Zulfikar"] --- # Zulfikar *Item 0* -[deadly ](rules/traits/deadly.md) [disarm](rules/traits/disarm.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) +[deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [disarm](rules/traits/disarm.md "Disarm Weapon Trait") [sweep](rules/traits/sweep.md "Sweep Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") - **Price** 4 gp - **Bulk** 1 diff --git a/compendium/feats/a-home-in-every-port-apg.md b/compendium/feats/a-home-in-every-port-apg.md index 15a98273b..eda1beda2 100644 --- a/compendium/feats/a-home-in-every-port-apg.md +++ b/compendium/feats/a-home-in-every-port-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["A Home In Every Port"] --- # A Home In Every Port *Feat 11* -[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: Charisma 16 diff --git a/compendium/feats/aasimars-mercy-apg.md b/compendium/feats/aasimars-mercy-apg.md index eac7d59ed..5e161f451 100644 --- a/compendium/feats/aasimars-mercy-apg.md +++ b/compendium/feats/aasimars-mercy-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Aasimar's Mercy"] --- # Aasimar's Mercy *Feat 13* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") Your celestial powers allow you to remove lesser afflictions with ease. Each day, you can cast two 4th-level divine innate spells. You can choose from the following spells each time you cast: [remove curse](compendium/spells/remove-curse.md), [remove disease](compendium/spells/remove-disease.md), and [neutralize poison](compendium/spells/neutralize-poison.md). diff --git a/compendium/feats/aberration-kinship-loag.md b/compendium/feats/aberration-kinship-loag.md index 3bf617afa..d2a318cb5 100644 --- a/compendium/feats/aberration-kinship-loag.md +++ b/compendium/feats/aberration-kinship-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Aberration Kinship"] --- # Aberration Kinship *Feat 1* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") Your mind resonates with the inscrutable thought processes that inhuman aberrations use to communicate. You can cast [mindlink](compendium/spells/mindlink.md) as an innate occult spell once per day, but you can target only aberrations. diff --git a/compendium/feats/able-ritualist-av2.md b/compendium/feats/able-ritualist-av2.md index a7bf86e8f..8c15f9fe4 100644 --- a/compendium/feats/able-ritualist-av2.md +++ b/compendium/feats/able-ritualist-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Able Ritualist"] --- # Able Ritualist *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) diff --git a/compendium/feats/aboleth-transmutation-aaws.md b/compendium/feats/aboleth-transmutation-aaws.md index 5f962fd16..d7dbe4ab6 100644 --- a/compendium/feats/aboleth-transmutation-aaws.md +++ b/compendium/feats/aboleth-transmutation-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Aboleth Transmutation"] --- # Aboleth Transmutation *Feat 9* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You have tapped into the ancient magic used by alghollthu masters (also known as aboleths) to mold the flesh of your ancestors. You can use this magic to transfigure other beings. You gain 3rd-level [feet to fins](compendium/spells/feet-to-fins.md) and 2nd-level [water breathing](compendium/spells/water-breathing.md) as arcane innate spells. You can cast each of these arcane innate spells once per day. diff --git a/compendium/feats/absorb-spell-locg.md b/compendium/feats/absorb-spell-locg.md index ff12ebfbc..62df6a022 100644 --- a/compendium/feats/absorb-spell-locg.md +++ b/compendium/feats/absorb-spell-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Absorb Spell"] --- # Absorb Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), spell repertoire or ability to prepare spells - **Frequency**: once per 10 minutes diff --git a/compendium/feats/absorb-toxin-lome.md b/compendium/feats/absorb-toxin-lome.md index 90b4508ae..ab2294ac1 100644 --- a/compendium/feats/absorb-toxin-lome.md +++ b/compendium/feats/absorb-toxin-lome.md @@ -7,10 +7,10 @@ tags: aliases: ["Absorb Toxin"] --- # Absorb Toxin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") - **Prerequisites**: You are not immune to diseases or poisons -- **Trigger** You attempt a saving throw against a [disease](rules/traits/disease.md) or [poison](rules/traits/poison.md) effect that affects an area. +- **Trigger** You attempt a saving throw against a [disease](rules/traits/disease.md "Disease Effect Trait") or [poison](rules/traits/poison.md "Poison Effect Trait") effect that affects an area. - **Activity** Reaction Your skin readily absorbs poison and can consciously draw toxins into your body to spare others. Attempt a counteract check against the triggering effect; your counteract level equals half your level (rounded up), and for the roll use either your class DC –10 or your spellcasting ability modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area; however, you must still save against the effect with a –2 penalty to the initial save. diff --git a/compendium/feats/abundant-step.md b/compendium/feats/abundant-step.md index 2bf643f7a..d8effc6ee 100644 --- a/compendium/feats/abundant-step.md +++ b/compendium/feats/abundant-step.md @@ -7,7 +7,7 @@ tags: aliases: ["Abundant Step"] --- # Abundant Step *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: incredible movement, ki spells diff --git a/compendium/feats/accelerating-touch-apg.md b/compendium/feats/accelerating-touch-apg.md index 6d46fa011..a2d68ff26 100644 --- a/compendium/feats/accelerating-touch-apg.md +++ b/compendium/feats/accelerating-touch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Accelerating Touch"] --- # Accelerating Touch *Feat 4* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) diff --git a/compendium/feats/acclimatization-apg.md b/compendium/feats/acclimatization-apg.md index aa1d9e83d..c56f587d4 100644 --- a/compendium/feats/acclimatization-apg.md +++ b/compendium/feats/acclimatization-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Acclimatization"] --- # Acclimatization *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) diff --git a/compendium/feats/accompany-apg.md b/compendium/feats/accompany-apg.md index 207fe2f99..63d72ef61 100644 --- a/compendium/feats/accompany-apg.md +++ b/compendium/feats/accompany-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Accompany"] --- # Accompany [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) +[bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Trigger** An ally within 30 feet [Casts a Spell](rules/actions/cast-a-spell.md). - **Activity** Reaction diff --git a/compendium/feats/accurate-flurry-apg.md b/compendium/feats/accurate-flurry-apg.md index fabd37754..cb096a257 100644 --- a/compendium/feats/accurate-flurry-apg.md +++ b/compendium/feats/accurate-flurry-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Accurate Flurry"] --- # Accurate Flurry *Feat 20* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Impossible Flurry](compendium/feats/impossible-flurry.md) - **Requirements**: You are wielding two melee weapons, each in a different hand. diff --git a/compendium/feats/accurate-swing-ngd.md b/compendium/feats/accurate-swing-ngd.md index fc1be7305..9e4a1d65a 100644 --- a/compendium/feats/accurate-swing-ngd.md +++ b/compendium/feats/accurate-swing-ngd.md @@ -8,7 +8,7 @@ tags: aliases: ["Accurate Swing"] --- # Accurate Swing *Feat 8* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners diff --git a/compendium/feats/accursed-claws-apg.md b/compendium/feats/accursed-claws-apg.md index ef3470d3c..df5dc65fb 100644 --- a/compendium/feats/accursed-claws-apg.md +++ b/compendium/feats/accursed-claws-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Accursed Claws"] --- # Accursed Claws *Feat 9* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") - **Prerequisites**: claw unarmed attack diff --git a/compendium/feats/accursed-clay-fist-ec3.md b/compendium/feats/accursed-clay-fist-ec3.md index 143b08342..db1418ac4 100644 --- a/compendium/feats/accursed-clay-fist-ec3.md +++ b/compendium/feats/accursed-clay-fist-ec3.md @@ -8,13 +8,13 @@ tags: aliases: ["Accursed Clay Fist"] --- # Accursed Clay Fist *Feat 10* -[archetype](rules/traits/archetype.md) [curse](rules/traits/curse.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") - **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md), expert in unarmed attacks -You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed [Strike](rules/actions/strike.md) with your clay fist and hit, your target takes a –2 status penalty to saving throws against [curse](rules/traits/curse.md) effects for 1 hour. +You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed [Strike](rules/actions/strike.md) with your clay fist and hit, your target takes a –2 status penalty to saving throws against [curse](rules/traits/curse.md "Curse Effect Trait") effects for 1 hour. -**Special.** The damage die for your clay fist is `1d8`, and it loses the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits of a typical fist. +**Special.** The damage die for your clay fist is `1d8`, and it loses the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits of a typical fist. *Source: Extinction Curse #3: Life's Long Shadows p. 74* %% #compendium/src/pf2e/ec3 #trait/archetype #trait/curse %% \ No newline at end of file diff --git a/compendium/feats/accursed-magic-da.md b/compendium/feats/accursed-magic-da.md index 8734c018f..6ffd956c6 100644 --- a/compendium/feats/accursed-magic-da.md +++ b/compendium/feats/accursed-magic-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Accursed Magic"] --- # Accursed Magic *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) diff --git a/compendium/feats/accursed-touch-botd.md b/compendium/feats/accursed-touch-botd.md index 9482c3de3..52c066089 100644 --- a/compendium/feats/accursed-touch-botd.md +++ b/compendium/feats/accursed-touch-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Accursed Touch"] --- # Accursed Touch *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) -You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist [Strike](rules/actions/strike.md), negative energy binds to it; this is a [curse](rules/traits/curse.md) and a [disease](rules/traits/disease.md). The creature takes `2d6` [persistent negative damage](rules/conditions.md#Persistent%20Damage). While the creature has this [persistent damage](rules/conditions.md#Persistent%20Damage), it's also [stupefied](rules/conditions.md#Stupefied). The [persistent damage](rules/conditions.md#Persistent%20Damage) increases to `3d6` at 14th level and `4d6` at 20th level. This is a critical specialization effect. +You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist [Strike](rules/actions/strike.md), negative energy binds to it; this is a [curse](rules/traits/curse.md "Curse Effect Trait") and a [disease](rules/traits/disease.md "Disease Effect Trait"). The creature takes `2d6` [persistent negative damage](rules/conditions.md#Persistent%20Damage). While the creature has this [persistent damage](rules/conditions.md#Persistent%20Damage), it's also [stupefied](rules/conditions.md#Stupefied). The [persistent damage](rules/conditions.md#Persistent%20Damage) increases to `3d6` at 14th level and `4d6` at 20th level. This is a critical specialization effect. ## Accursed Touch leads to... diff --git a/compendium/feats/achaekeks-grip-lol.md b/compendium/feats/achaekeks-grip-lol.md index 7546389c9..0efbe8154 100644 --- a/compendium/feats/achaekeks-grip-lol.md +++ b/compendium/feats/achaekeks-grip-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Achaekek's Grip"] --- # Achaekek's Grip *Feat 8* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md) diff --git a/compendium/feats/acquired-tolerance-apg.md b/compendium/feats/acquired-tolerance-apg.md index 6e576308f..0e4cb9878 100644 --- a/compendium/feats/acquired-tolerance-apg.md +++ b/compendium/feats/acquired-tolerance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Acquired Tolerance"] --- # Acquired Tolerance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) - **Trigger** You fail a save against a poison. diff --git a/compendium/feats/acrobat-dedication-apg.md b/compendium/feats/acrobat-dedication-apg.md index 802c39730..cc3581db6 100644 --- a/compendium/feats/acrobat-dedication-apg.md +++ b/compendium/feats/acrobat-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Acrobat Dedication"] --- # Acrobat Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/acrobatic-performer-apg.md b/compendium/feats/acrobatic-performer-apg.md index e041e4fdf..24d691aba 100644 --- a/compendium/feats/acrobatic-performer-apg.md +++ b/compendium/feats/acrobatic-performer-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Acrobatic Performer"] --- # Acrobatic Performer *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/acute-scent.md b/compendium/feats/acute-scent.md index da6072446..aaba56cfc 100644 --- a/compendium/feats/acute-scent.md +++ b/compendium/feats/acute-scent.md @@ -7,7 +7,7 @@ tags: aliases: ["Acute Scent"] --- # Acute Scent *Feat 2* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Prerequisites**: [Acute Vision](compendium/feats/acute-vision.md) or [darkvision](rules/abilities/darkvision.md) diff --git a/compendium/feats/acute-vision.md b/compendium/feats/acute-vision.md index 0b8aef760..d17dd458e 100644 --- a/compendium/feats/acute-vision.md +++ b/compendium/feats/acute-vision.md @@ -7,7 +7,7 @@ tags: aliases: ["Acute Vision"] --- # Acute Vision *Feat 1* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") When you are raging, your visual senses improve, granting you [darkvision](rules/abilities/darkvision.md). diff --git a/compendium/feats/adapted-cantrip.md b/compendium/feats/adapted-cantrip.md index c3be76004..5c64f132b 100644 --- a/compendium/feats/adapted-cantrip.md +++ b/compendium/feats/adapted-cantrip.md @@ -7,7 +7,7 @@ tags: aliases: ["Adapted Cantrip"] --- # Adapted Cantrip *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: spellcasting class feature diff --git a/compendium/feats/adaptive-adept.md b/compendium/feats/adaptive-adept.md index 5a4bf2589..9231da08e 100644 --- a/compendium/feats/adaptive-adept.md +++ b/compendium/feats/adaptive-adept.md @@ -7,7 +7,7 @@ tags: aliases: ["Adaptive Adept"] --- # Adaptive Adept *Feat 5* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Adapted Cantrip](compendium/feats/adapted-cantrip.md), can cast 3rd-level spells diff --git a/compendium/feats/adaptive-mask-familiar-locg.md b/compendium/feats/adaptive-mask-familiar-locg.md index 6a2572a17..d222c0fee 100644 --- a/compendium/feats/adaptive-mask-familiar-locg.md +++ b/compendium/feats/adaptive-mask-familiar-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Adaptive Mask Familiar"] --- # Adaptive Mask Familiar *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mask Familiar](compendium/feats/mask-familiar-locg.md) diff --git a/compendium/feats/additional-companion-apg.md b/compendium/feats/additional-companion-apg.md index 78eb9611f..5a4c89a7e 100644 --- a/compendium/feats/additional-companion-apg.md +++ b/compendium/feats/additional-companion-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Additional Companion"] --- # Additional Companion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) -Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. +Another animal joins you in your travels. It is a young animal companion that has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. **Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). diff --git a/compendium/feats/additional-lore.md b/compendium/feats/additional-lore.md index 981a7e566..102c6f470 100644 --- a/compendium/feats/additional-lore.md +++ b/compendium/feats/additional-lore.md @@ -8,7 +8,7 @@ tags: aliases: ["Additional Lore"] --- # Additional Lore *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Lore](compendium/skills.md#Lore) diff --git a/compendium/feats/additional-recollection-apg.md b/compendium/feats/additional-recollection-apg.md index d4e9b0ba2..80a759e56 100644 --- a/compendium/feats/additional-recollection-apg.md +++ b/compendium/feats/additional-recollection-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Additional Recollection"] --- # Additional Recollection [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Trigger** You succeed or critically succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md) on your hunted prey. - **Activity** Free Action diff --git a/compendium/feats/additional-shadow-magic-apg.md b/compendium/feats/additional-shadow-magic-apg.md index 7e7b92991..1650f9234 100644 --- a/compendium/feats/additional-shadow-magic-apg.md +++ b/compendium/feats/additional-shadow-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Additional Shadow Magic"] --- # Additional Shadow Magic *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) diff --git a/compendium/feats/adhyabhau-loag.md b/compendium/feats/adhyabhau-loag.md index de0b1ea7e..c41f35456 100644 --- a/compendium/feats/adhyabhau-loag.md +++ b/compendium/feats/adhyabhau-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Adhyabhau"] --- # Adhyabhau *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -You descend from the rare psychic vampires known as vetalaranas. Your forebear gained sustenance from the mental and emotional energy of living creatures, which manifests in you as powerful resistance to such effects. You gain a +1 circumstance bonus to Will saves against effects with the [emotion](rules/traits/emotion.md) trait, and when you roll a success on a saving throw against such an effect, you get a critical success instead. +You descend from the rare psychic vampires known as vetalaranas. Your forebear gained sustenance from the mental and emotional energy of living creatures, which manifests in you as powerful resistance to such effects. You gain a +1 circumstance bonus to Will saves against effects with the [emotion](rules/traits/emotion.md "Emotion Effect Trait") trait, and when you roll a success on a saving throw against such an effect, you get a critical success instead. ## Adhyabhau leads to... diff --git a/compendium/feats/adopted-ancestry.md b/compendium/feats/adopted-ancestry.md index 179027722..74ff180b2 100644 --- a/compendium/feats/adopted-ancestry.md +++ b/compendium/feats/adopted-ancestry.md @@ -7,7 +7,7 @@ tags: aliases: ["Adopted Ancestry"] --- # Adopted Ancestry *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") You're fully immersed in another ancestry's culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character's own ancestry, as long as the ancestry feats don't require any physiological feature that you lack, as determined by the GM. diff --git a/compendium/feats/adrenaline-rush-apg.md b/compendium/feats/adrenaline-rush-apg.md index 81544aea1..02c6eda5f 100644 --- a/compendium/feats/adrenaline-rush-apg.md +++ b/compendium/feats/adrenaline-rush-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Adrenaline Rush"] --- # Adrenaline Rush *Feat 1* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") In the heat of battle, you are capable of amazing feats of strength. While you are [raging](rules/actions/rage.md), increase your [encumbered](rules/conditions.md#Encumbered) and maximum Bulk limits by 2; you also gain a +1 status bonus to [Athletics](compendium/skills.md#Athletics) checks to lift heavy objects, [Escape](rules/actions/escape.md), and [Force Open](rules/actions/force-open.md). diff --git a/compendium/feats/adroit-manipulation-locg.md b/compendium/feats/adroit-manipulation-locg.md index d90ee79cb..648a06ad9 100644 --- a/compendium/feats/adroit-manipulation-locg.md +++ b/compendium/feats/adroit-manipulation-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Adroit Manipulation"] --- # Adroit Manipulation *Feat 1* -[halfling](rules/traits/halfling.md) [uncommon](rules/traits/uncommon.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Mihrini ethnicity diff --git a/compendium/feats/advanced-arcana.md b/compendium/feats/advanced-arcana.md index e68184029..5b27966b6 100644 --- a/compendium/feats/advanced-arcana.md +++ b/compendium/feats/advanced-arcana.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Arcana"] --- # Advanced Arcana *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Arcana](compendium/feats/basic-arcana.md) diff --git a/compendium/feats/advanced-blood-potency.md b/compendium/feats/advanced-blood-potency.md index 1fb242024..dd4e55f54 100644 --- a/compendium/feats/advanced-blood-potency.md +++ b/compendium/feats/advanced-blood-potency.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Blood Potency"] --- # Advanced Blood Potency *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Blood Potency](compendium/feats/basic-blood-potency.md) diff --git a/compendium/feats/advanced-bloodline.md b/compendium/feats/advanced-bloodline.md index 6bb39144e..4362633b2 100644 --- a/compendium/feats/advanced-bloodline.md +++ b/compendium/feats/advanced-bloodline.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Bloodline"] --- # Advanced Bloodline *Feat 6* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline spell diff --git a/compendium/feats/advanced-bow-training-apg.md b/compendium/feats/advanced-bow-training-apg.md index 21d7ff850..c34f987f7 100644 --- a/compendium/feats/advanced-bow-training-apg.md +++ b/compendium/feats/advanced-bow-training-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Bow Training"] --- # Advanced Bow Training *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) diff --git a/compendium/feats/advanced-concoction.md b/compendium/feats/advanced-concoction.md index cb86c85af..14f5caf28 100644 --- a/compendium/feats/advanced-concoction.md +++ b/compendium/feats/advanced-concoction.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Concoction"] --- # Advanced Concoction *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Concoction](compendium/feats/basic-concoction.md) diff --git a/compendium/feats/advanced-deduction-apg.md b/compendium/feats/advanced-deduction-apg.md index 4fd5df003..81eae901e 100644 --- a/compendium/feats/advanced-deduction-apg.md +++ b/compendium/feats/advanced-deduction-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Deduction"] --- # Advanced Deduction *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Deduction](compendium/feats/basic-deduction-apg.md) diff --git a/compendium/feats/advanced-deitys-domain.md b/compendium/feats/advanced-deitys-domain.md index 7cfbf85dd..b1e96f914 100644 --- a/compendium/feats/advanced-deitys-domain.md +++ b/compendium/feats/advanced-deitys-domain.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Deity's Domain"] --- # Advanced Deity's Domain *Feat 8* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Deity's Domain](compendium/feats/deitys-domain.md) diff --git a/compendium/feats/advanced-devotion.md b/compendium/feats/advanced-devotion.md index 8560c18d6..3b213936d 100644 --- a/compendium/feats/advanced-devotion.md +++ b/compendium/feats/advanced-devotion.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Devotion"] --- # Advanced Devotion *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Devotion](compendium/feats/basic-devotion.md) diff --git a/compendium/feats/advanced-dogma.md b/compendium/feats/advanced-dogma.md index 5a367340f..7368f8a37 100644 --- a/compendium/feats/advanced-dogma.md +++ b/compendium/feats/advanced-dogma.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Dogma"] --- # Advanced Dogma *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Dogma](compendium/feats/basic-dogma.md) diff --git a/compendium/feats/advanced-domain.md b/compendium/feats/advanced-domain.md index 5f5004845..bc57be6dc 100644 --- a/compendium/feats/advanced-domain.md +++ b/compendium/feats/advanced-domain.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Domain"] --- # Advanced Domain *Feat 8* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Domain Initiate](compendium/feats/domain-initiate.md) diff --git a/compendium/feats/advanced-elemental-spell-som.md b/compendium/feats/advanced-elemental-spell-som.md index 8d7583f45..99589d235 100644 --- a/compendium/feats/advanced-elemental-spell-som.md +++ b/compendium/feats/advanced-elemental-spell-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Elemental Spell"] --- # Advanced Elemental Spell *Feat 6* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: flame order, stone order, storm order, or wave order diff --git a/compendium/feats/advanced-first-aid-apg.md b/compendium/feats/advanced-first-aid-apg.md index 0fb3bd669..fc357676e 100644 --- a/compendium/feats/advanced-first-aid-apg.md +++ b/compendium/feats/advanced-first-aid-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Advanced First Aid"] --- # Advanced First Aid *Feat 7* -[general](rules/traits/general.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/advanced-flair-apg.md b/compendium/feats/advanced-flair-apg.md index c19f0d124..ea81436b0 100644 --- a/compendium/feats/advanced-flair-apg.md +++ b/compendium/feats/advanced-flair-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Flair"] --- # Advanced Flair *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Flair](compendium/feats/basic-flair-apg.md) diff --git a/compendium/feats/advanced-fury.md b/compendium/feats/advanced-fury.md index 4367baa9c..5fe533b7c 100644 --- a/compendium/feats/advanced-fury.md +++ b/compendium/feats/advanced-fury.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Fury"] --- # Advanced Fury *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Fury](compendium/feats/basic-fury.md) diff --git a/compendium/feats/advanced-general-training-apg.md b/compendium/feats/advanced-general-training-apg.md index c194e50cf..e2582e461 100644 --- a/compendium/feats/advanced-general-training-apg.md +++ b/compendium/feats/advanced-general-training-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced General Training"] --- # Advanced General Training *Feat 13* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites. diff --git a/compendium/feats/advanced-hallowed-spell-botd.md b/compendium/feats/advanced-hallowed-spell-botd.md index f11280f86..7dd9caf56 100644 --- a/compendium/feats/advanced-hallowed-spell-botd.md +++ b/compendium/feats/advanced-hallowed-spell-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Hallowed Spell"] --- # Advanced Hallowed Spell *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md), necromancer initial school spell or death initial domain spell diff --git a/compendium/feats/advanced-hunters-trick.md b/compendium/feats/advanced-hunters-trick.md index 5273828db..0fe0a5198 100644 --- a/compendium/feats/advanced-hunters-trick.md +++ b/compendium/feats/advanced-hunters-trick.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Hunter's Trick"] --- # Advanced Hunter's Trick *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Hunter's Trick](compendium/feats/basic-hunters-trick.md) diff --git a/compendium/feats/advanced-kata.md b/compendium/feats/advanced-kata.md index abd13b14b..814a34d5c 100644 --- a/compendium/feats/advanced-kata.md +++ b/compendium/feats/advanced-kata.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Kata"] --- # Advanced Kata *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Kata](compendium/feats/basic-kata.md) diff --git a/compendium/feats/advanced-maneuver.md b/compendium/feats/advanced-maneuver.md index dfbdb0c7e..9b0546f9b 100644 --- a/compendium/feats/advanced-maneuver.md +++ b/compendium/feats/advanced-maneuver.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Maneuver"] --- # Advanced Maneuver *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Maneuver](compendium/feats/basic-maneuver.md) diff --git a/compendium/feats/advanced-martial-magic-som.md b/compendium/feats/advanced-martial-magic-som.md index fabcd12b6..e2c1f95bb 100644 --- a/compendium/feats/advanced-martial-magic-som.md +++ b/compendium/feats/advanced-martial-magic-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Martial Magic"] --- # Advanced Martial Magic *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Martial Magic](compendium/feats/basic-martial-magic-som.md) diff --git a/compendium/feats/advanced-muses-whispers.md b/compendium/feats/advanced-muses-whispers.md index 54dbffd32..247372e64 100644 --- a/compendium/feats/advanced-muses-whispers.md +++ b/compendium/feats/advanced-muses-whispers.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Muse's Whispers"] --- # Advanced Muse's Whispers *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Muse's Whispers](compendium/feats/basic-muses-whispers.md) diff --git a/compendium/feats/advanced-mysteries-apg.md b/compendium/feats/advanced-mysteries-apg.md index c4d0e578a..3530898ec 100644 --- a/compendium/feats/advanced-mysteries-apg.md +++ b/compendium/feats/advanced-mysteries-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Mysteries"] --- # Advanced Mysteries *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Mysteries](compendium/feats/basic-mysteries-apg.md) diff --git a/compendium/feats/advanced-order-training-locg.md b/compendium/feats/advanced-order-training-locg.md index 222e58b88..d3b0830a9 100644 --- a/compendium/feats/advanced-order-training-locg.md +++ b/compendium/feats/advanced-order-training-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Advanced Order Training"] --- # Advanced Order Training *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) diff --git a/compendium/feats/advanced-reanimated-companion-ooa3.md b/compendium/feats/advanced-reanimated-companion-ooa3.md index 5c06525d9..66e7c6a2f 100644 --- a/compendium/feats/advanced-reanimated-companion-ooa3.md +++ b/compendium/feats/advanced-reanimated-companion-ooa3.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Reanimated Companion"] --- # Advanced Reanimated Companion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) diff --git a/compendium/feats/advanced-red-mantis-magic-lowg.md b/compendium/feats/advanced-red-mantis-magic-lowg.md index 0470a5bf6..2e60b26d8 100644 --- a/compendium/feats/advanced-red-mantis-magic-lowg.md +++ b/compendium/feats/advanced-red-mantis-magic-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Red Mantis Magic"] --- # Advanced Red Mantis Magic *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md) diff --git a/compendium/feats/advanced-revelation-apg.md b/compendium/feats/advanced-revelation-apg.md index 51ebe6aed..d374cacde 100644 --- a/compendium/feats/advanced-revelation-apg.md +++ b/compendium/feats/advanced-revelation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Revelation"] --- # Advanced Revelation *Feat 6* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Prerequisites**: initial revelation spell diff --git a/compendium/feats/advanced-runic-mind-smithing-da.md b/compendium/feats/advanced-runic-mind-smithing-da.md index 892413394..3bde4316b 100644 --- a/compendium/feats/advanced-runic-mind-smithing-da.md +++ b/compendium/feats/advanced-runic-mind-smithing-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Runic Mind-Smithing"] --- # Advanced Runic Mind-Smithing *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runic Mind Smithing](compendium/feats/runic-mind-smithing-da.md) diff --git a/compendium/feats/advanced-school-spell.md b/compendium/feats/advanced-school-spell.md index ef481ff5c..1b6623678 100644 --- a/compendium/feats/advanced-school-spell.md +++ b/compendium/feats/advanced-school-spell.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced School Spell"] --- # Advanced School Spell *Feat 8* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: arcane school diff --git a/compendium/feats/advanced-seeker-of-truths-av2.md b/compendium/feats/advanced-seeker-of-truths-av2.md index 2fc47a6e7..fe3ef74c2 100644 --- a/compendium/feats/advanced-seeker-of-truths-av2.md +++ b/compendium/feats/advanced-seeker-of-truths-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Seeker Of Truths"] --- # Advanced Seeker Of Truths *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md), [Seeker of Truths](compendium/feats/seeker-of-truths-av2.md) diff --git a/compendium/feats/advanced-synergy-som.md b/compendium/feats/advanced-synergy-som.md index b050f4fa4..7dbb547db 100644 --- a/compendium/feats/advanced-synergy-som.md +++ b/compendium/feats/advanced-synergy-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Synergy"] --- # Advanced Synergy *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Synergy](compendium/feats/basic-synergy-som.md) diff --git a/compendium/feats/advanced-targeting-system-loag.md b/compendium/feats/advanced-targeting-system-loag.md index 92d3872a5..4d21358a8 100644 --- a/compendium/feats/advanced-targeting-system-loag.md +++ b/compendium/feats/advanced-targeting-system-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Targeting System"] --- # Advanced Targeting System *Feat 5* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") Your ocular processors are augmented with advanced targeting systems, which allow you to more easily pinpoint your enemy and read their movements. You can cast [true strike](compendium/spells/true-strike.md) once per day as a 1st-level arcane innate spell. diff --git a/compendium/feats/advanced-thaumaturgy-da.md b/compendium/feats/advanced-thaumaturgy-da.md index 8718eee29..4d207ce60 100644 --- a/compendium/feats/advanced-thaumaturgy-da.md +++ b/compendium/feats/advanced-thaumaturgy-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Thaumaturgy"] --- # Advanced Thaumaturgy *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Thaumaturgy](compendium/feats/basic-thaumaturgy-da.md) diff --git a/compendium/feats/advanced-thoughtform-da.md b/compendium/feats/advanced-thoughtform-da.md index 151a8c068..0106a8e2e 100644 --- a/compendium/feats/advanced-thoughtform-da.md +++ b/compendium/feats/advanced-thoughtform-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Thoughtform"] --- # Advanced Thoughtform *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Thoughtform](compendium/feats/basic-thoughtform-da.md) diff --git a/compendium/feats/advanced-trickery.md b/compendium/feats/advanced-trickery.md index c9efedbcd..9ca014c24 100644 --- a/compendium/feats/advanced-trickery.md +++ b/compendium/feats/advanced-trickery.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Trickery"] --- # Advanced Trickery *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Trickery](compendium/feats/basic-trickery.md) diff --git a/compendium/feats/advanced-weapon-training.md b/compendium/feats/advanced-weapon-training.md index efdac328d..4d62adc44 100644 --- a/compendium/feats/advanced-weapon-training.md +++ b/compendium/feats/advanced-weapon-training.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Weapon Training"] --- # Advanced Weapon Training *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") You've studied the art of wielding an advanced weapon. diff --git a/compendium/feats/advanced-weaponry-som.md b/compendium/feats/advanced-weaponry-som.md index 7c099b5b9..d57653ed2 100644 --- a/compendium/feats/advanced-weaponry-som.md +++ b/compendium/feats/advanced-weaponry-som.md @@ -8,10 +8,10 @@ tags: aliases: ["Advanced Weaponry"] --- # Advanced Weaponry *Feat 1* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") -Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: [disarm](rules/traits/disarm.md), [grapple](rules/traits/grapple.md), [nonlethal](rules/traits/nonlethal.md), [shove](rules/traits/shove.md), [trip](rules/traits/trip.md), or [versatile](rules/traits/versatile.md) bludgeoning, piercing, or slashing. +Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), or [versatile](rules/traits/versatile.md "Versatile Weapon Trait") bludgeoning, piercing, or slashing. *Source: Secrets of Magic p. 67* %% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/advanced-wilding.md b/compendium/feats/advanced-wilding.md index d99e94a9f..94e968561 100644 --- a/compendium/feats/advanced-wilding.md +++ b/compendium/feats/advanced-wilding.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Wilding"] --- # Advanced Wilding *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Wilding](compendium/feats/basic-wilding.md) diff --git a/compendium/feats/advanced-witchcraft-apg.md b/compendium/feats/advanced-witchcraft-apg.md index 659905926..4ddd33dbf 100644 --- a/compendium/feats/advanced-witchcraft-apg.md +++ b/compendium/feats/advanced-witchcraft-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Witchcraft"] --- # Advanced Witchcraft *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Witchcraft](compendium/feats/basic-witchcraft-apg.md) diff --git a/compendium/feats/advantageous-assault.md b/compendium/feats/advantageous-assault.md index 8fbc718af..72e732557 100644 --- a/compendium/feats/advantageous-assault.md +++ b/compendium/feats/advantageous-assault.md @@ -8,7 +8,7 @@ tags: aliases: ["Advantageous Assault"] --- # Advantageous Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/aegis-of-arnisant-locg.md b/compendium/feats/aegis-of-arnisant-locg.md index 772ac35ea..c629ee13a 100644 --- a/compendium/feats/aegis-of-arnisant-locg.md +++ b/compendium/feats/aegis-of-arnisant-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Aegis Of Arnisant"] --- # Aegis Of Arnisant [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), [Shield Block](compendium/feats/shield-block.md), master in [Religion](compendium/skills.md#Religion) - **Requirements**: You are wielding a shield. @@ -17,7 +17,7 @@ Inspired by the tale of Arnisant, you transform your shield into a magic ward. U ```ad-embed-ability title: Absorb into the Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Trigger**: An enemy casts a spell that targets you or an ally within 15 feet of you. diff --git a/compendium/feats/aeon-resonance-som.md b/compendium/feats/aeon-resonance-som.md index a63e3f819..7e44c4a3c 100644 --- a/compendium/feats/aeon-resonance-som.md +++ b/compendium/feats/aeon-resonance-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Aeon Resonance"] --- # Aeon Resonance *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Embed Aeon Stone](compendium/feats/embed-aeon-stone-som.md) diff --git a/compendium/feats/aerial-piledriver-lotgb.md b/compendium/feats/aerial-piledriver-lotgb.md index 7d025d284..ea927f1ea 100644 --- a/compendium/feats/aerial-piledriver-lotgb.md +++ b/compendium/feats/aerial-piledriver-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Aerial Piledriver"] --- # Aerial Piledriver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/aerobatics-mastery-apg.md b/compendium/feats/aerobatics-mastery-apg.md index 2971ad2f9..0ac6d24e7 100644 --- a/compendium/feats/aerobatics-mastery-apg.md +++ b/compendium/feats/aerobatics-mastery-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Aerobatics Mastery"] --- # Aerobatics Mastery *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/affliction-mercy.md b/compendium/feats/affliction-mercy.md index 296e7b101..b4a739a53 100644 --- a/compendium/feats/affliction-mercy.md +++ b/compendium/feats/affliction-mercy.md @@ -7,11 +7,11 @@ tags: aliases: ["Affliction Mercy"] --- # Affliction Mercy *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Mercy](compendium/feats/mercy.md) -The divine grace that flows through you grants reprieve from an affliction. When you use [Mercy](compendium/feats/mercy.md), you can instead attempt to counteract a [curse](rules/traits/curse.md), [disease](rules/traits/disease.md), or [poison](rules/traits/poison.md). +The divine grace that flows through you grants reprieve from an affliction. When you use [Mercy](compendium/feats/mercy.md), you can instead attempt to counteract a [curse](rules/traits/curse.md "Curse Effect Trait"), [disease](rules/traits/disease.md "Disease Effect Trait"), or [poison](rules/traits/poison.md "Poison Effect Trait"). *Source: Core Rulebook p. 113* %% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/after-you-apg.md b/compendium/feats/after-you-apg.md index 6124b7945..3e8a7c22b 100644 --- a/compendium/feats/after-you-apg.md +++ b/compendium/feats/after-you-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["After You"] --- # After You [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Trigger** You're about to roll initiative. - **Activity** Free Action diff --git a/compendium/feats/agathion-magic-loag.md b/compendium/feats/agathion-magic-loag.md index 6e87c240f..47bcd5a5e 100644 --- a/compendium/feats/agathion-magic-loag.md +++ b/compendium/feats/agathion-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Agathion Magic"] --- # Agathion Magic *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Idyllkin](compendium/feats/idyllkin-loag.md) diff --git a/compendium/feats/ageless-patience.md b/compendium/feats/ageless-patience.md index 3374f3bec..83087dd1d 100644 --- a/compendium/feats/ageless-patience.md +++ b/compendium/feats/ageless-patience.md @@ -7,7 +7,7 @@ tags: aliases: ["Ageless Patience"] --- # Ageless Patience *Feat 5* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a [Perception](compendium/skills.md#Perception) check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to [Seek](rules/actions/seek.md), which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. diff --git a/compendium/feats/ageless-spirit-loag.md b/compendium/feats/ageless-spirit-loag.md index d4150b441..45b0a4fcb 100644 --- a/compendium/feats/ageless-spirit-loag.md +++ b/compendium/feats/ageless-spirit-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Ageless Spirit"] --- # Ageless Spirit *Feat 1* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") You remember more about your previous incarnations than most leshys. During your daily preparations, you can meditate upon fragmentary memories of your past lives to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. diff --git a/compendium/feats/aggravating-scratch-apg.md b/compendium/feats/aggravating-scratch-apg.md index 5af6e6bf8..1700ccf95 100644 --- a/compendium/feats/aggravating-scratch-apg.md +++ b/compendium/feats/aggravating-scratch-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Aggravating Scratch"] --- # Aggravating Scratch *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) [disease](rules/traits/disease.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [disease](rules/traits/disease.md "Disease Effect Trait") - **Prerequisites**: claw unarmed attack diff --git a/compendium/feats/aggressive-block.md b/compendium/feats/aggressive-block.md index 430acad5d..54ef464bb 100644 --- a/compendium/feats/aggressive-block.md +++ b/compendium/feats/aggressive-block.md @@ -7,7 +7,7 @@ tags: aliases: ["Aggressive Block"] --- # Aggressive Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Trigger** You use the [Shield Block](compendium/feats/shield-block.md) reaction, and the opponent that triggered [Shield Block](compendium/feats/shield-block.md) is adjacent to you and is your size or smaller. - **Activity** Free Action diff --git a/compendium/feats/agile-grace.md b/compendium/feats/agile-grace.md index 4de610ff8..c75a20661 100644 --- a/compendium/feats/agile-grace.md +++ b/compendium/feats/agile-grace.md @@ -7,10 +7,10 @@ tags: aliases: ["Agile Grace"] --- # Agile Grace *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") -Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with [agile](rules/traits/agile.md) weapons and [agile](rules/traits/agile.md) unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8). +Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with [agile](rules/traits/agile.md "Agile Weapon Trait") weapons and [agile](rules/traits/agile.md "Agile Weapon Trait") unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8). *Source: Core Rulebook p. 150* %% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/agile-hand-lotgb.md b/compendium/feats/agile-hand-lotgb.md index c2c576bb3..3eb292425 100644 --- a/compendium/feats/agile-hand-lotgb.md +++ b/compendium/feats/agile-hand-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Agile Hand"] --- # Agile Hand *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) diff --git a/compendium/feats/agile-maneuvers-apg.md b/compendium/feats/agile-maneuvers-apg.md index f297bccf4..792568658 100644 --- a/compendium/feats/agile-maneuvers-apg.md +++ b/compendium/feats/agile-maneuvers-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Agile Maneuvers"] --- # Agile Maneuvers *Feat 6* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/agile-shield-grip-lokl.md b/compendium/feats/agile-shield-grip-lokl.md index 167585e6e..4bbc8f61b 100644 --- a/compendium/feats/agile-shield-grip-lokl.md +++ b/compendium/feats/agile-shield-grip-lokl.md @@ -9,13 +9,13 @@ tags: aliases: ["Agile Shield Grip"] --- # Agile Shield Grip [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Requirements**: You are wielding a shield with a [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md) in one hand. - **Activity** Single Action -You change your grip on the shield, allowing you to combine rapid attacks with your [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md) and your main weapon's [Strikes](rules/actions/strike.md) in a series of swift motions. You reduce your [shield boss](compendium/equipment/items/shield-boss.md) and [shield spikes](compendium/equipment/items/shield-spikes.md) weapon damage die to `1d4`. As long as the weapon damage die is `1d4`, your [shield boss](compendium/equipment/items/shield-boss.md) and shield spike [Strikes](rules/actions/strike.md) gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the [agile](rules/traits/agile.md) trait. +You change your grip on the shield, allowing you to combine rapid attacks with your [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md) and your main weapon's [Strikes](rules/actions/strike.md) in a series of swift motions. You reduce your [shield boss](compendium/equipment/items/shield-boss.md) and [shield spikes](compendium/equipment/items/shield-spikes.md) weapon damage die to `1d4`. As long as the weapon damage die is `1d4`, your [shield boss](compendium/equipment/items/shield-boss.md) and shield spike [Strikes](rules/actions/strike.md) gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the [agile](rules/traits/agile.md "Agile Weapon Trait") trait. *Source: Lost Omens: Knights of Lastwall p. 82* %% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/agonizing-rebuke-locg.md b/compendium/feats/agonizing-rebuke-locg.md index c35c35e9e..5dc0674ba 100644 --- a/compendium/feats/agonizing-rebuke-locg.md +++ b/compendium/feats/agonizing-rebuke-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Agonizing Rebuke"] --- # Agonizing Rebuke *Feat 5* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") When you terrorize your enemies, you also cause them painful mental distress. diff --git a/compendium/feats/airborne-form-som.md b/compendium/feats/airborne-form-som.md index 6e9f18bc9..e42ecb021 100644 --- a/compendium/feats/airborne-form-som.md +++ b/compendium/feats/airborne-form-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Airborne Form"] --- # Airborne Form *Feat 14* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Glider Form](compendium/feats/glider-form-som.md) diff --git a/compendium/feats/airy-step-loag.md b/compendium/feats/airy-step-loag.md index 11a236883..b7069a567 100644 --- a/compendium/feats/airy-step-loag.md +++ b/compendium/feats/airy-step-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Airy Step"] --- # Airy Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** A creature targets you with an attack or other targeted effect, and you can see the attacker. diff --git a/compendium/feats/alabaster-eyes-loil.md b/compendium/feats/alabaster-eyes-loil.md index 8d60478b7..2d9292fc6 100644 --- a/compendium/feats/alabaster-eyes-loil.md +++ b/compendium/feats/alabaster-eyes-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Alabaster Eyes"] --- # Alabaster Eyes *Feat 1* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") In place of the normal vishkanyan golden eyes, you were born with especially perceptive snow-white eyes. You gain darkvision. diff --git a/compendium/feats/alacritous-action-som.md b/compendium/feats/alacritous-action-som.md index 9e889a967..b37257efd 100644 --- a/compendium/feats/alacritous-action-som.md +++ b/compendium/feats/alacritous-action-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Alacritous Action"] --- # Alacritous Action *Feat 2* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed. diff --git a/compendium/feats/alchemical-crafting.md b/compendium/feats/alchemical-crafting.md index c3a221dca..f875590c7 100644 --- a/compendium/feats/alchemical-crafting.md +++ b/compendium/feats/alchemical-crafting.md @@ -8,7 +8,7 @@ tags: aliases: ["Alchemical Crafting"] --- # Alchemical Crafting *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/alchemical-discoveries-apg.md b/compendium/feats/alchemical-discoveries-apg.md index a0144aeb9..0c26e18ae 100644 --- a/compendium/feats/alchemical-discoveries-apg.md +++ b/compendium/feats/alchemical-discoveries-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Alchemical Discoveries"] --- # Alchemical Discoveries *Feat 4* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: alchemical sciences methodology diff --git a/compendium/feats/alchemical-familiar.md b/compendium/feats/alchemical-familiar.md index 30b2282fe..008a70c44 100644 --- a/compendium/feats/alchemical-familiar.md +++ b/compendium/feats/alchemical-familiar.md @@ -7,7 +7,7 @@ tags: aliases: ["Alchemical Familiar"] --- # Alchemical Familiar *Feat 1* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its [Perception](compendium/skills.md#Perception), [Acrobatics](compendium/skills.md#Acrobatics), and [Stealth](compendium/skills.md#Stealth) modifiers (see Familiars for more information). diff --git a/compendium/feats/alchemical-savant.md b/compendium/feats/alchemical-savant.md index c6f83e068..10d1e9669 100644 --- a/compendium/feats/alchemical-savant.md +++ b/compendium/feats/alchemical-savant.md @@ -7,11 +7,11 @@ tags: aliases: ["Alchemical Savant"] --- # Alchemical Savant *Feat 1* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) -You can identify alchemical items quickly. When using the [Crafting](compendium/skills.md#Crafting) skill to [Identify Alchemy](rules/actions/identify-alchemy.md) on an alchemical item you hold, you can do so as a single action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead. +You can identify alchemical items quickly. When using the [Crafting](compendium/skills.md#Crafting) skill to [Identify Alchemy](rules/actions/identify-alchemy.md) on an alchemical item you hold, you can do so as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead. *Source: Core Rulebook p. 76* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/alchemical-scholar-locg.md b/compendium/feats/alchemical-scholar-locg.md index be51f6e1c..83779becd 100644 --- a/compendium/feats/alchemical-scholar-locg.md +++ b/compendium/feats/alchemical-scholar-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Alchemical Scholar"] --- # Alchemical Scholar *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need [Alchemical Crafting](compendium/feats/alchemical-crafting.md) to [Craft](rules/actions/craft.md) alchemical items. diff --git a/compendium/feats/alchemist-dedication.md b/compendium/feats/alchemist-dedication.md index 751ed3238..034aa3e3c 100644 --- a/compendium/feats/alchemist-dedication.md +++ b/compendium/feats/alchemist-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Alchemist Dedication"] --- # Alchemist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 diff --git a/compendium/feats/aldori-duelist-dedication-lowg.md b/compendium/feats/aldori-duelist-dedication-lowg.md index 8841f0e5b..43a96834d 100644 --- a/compendium/feats/aldori-duelist-dedication-lowg.md +++ b/compendium/feats/aldori-duelist-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Aldori Duelist Dedication"] --- # Aldori Duelist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the [Broken](rules/conditions.md#Broken) Lands region. - **Prerequisites**: trained in [Aldori dueling swords](compendium/equipment/items/aldori-dueling-sword-lowg.md) diff --git a/compendium/feats/aldori-parry-lowg.md b/compendium/feats/aldori-parry-lowg.md index 8f031bc26..18d6e17e2 100644 --- a/compendium/feats/aldori-parry-lowg.md +++ b/compendium/feats/aldori-parry-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Aldori Parry"] --- # Aldori Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) - **Requirements**: You are wielding only an Aldori dueling sword and have your other hand or hands free. diff --git a/compendium/feats/aldori-riposte-lowg.md b/compendium/feats/aldori-riposte-lowg.md index acecb17f9..20cbb0ec8 100644 --- a/compendium/feats/aldori-riposte-lowg.md +++ b/compendium/feats/aldori-riposte-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Aldori Riposte"] --- # Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Parry](compendium/feats/aldori-parry-lowg.md) - **Trigger** An opponent within your reach critically fails a [Strike](rules/actions/strike.md) against you. diff --git a/compendium/feats/alghollthu-bound-aaws.md b/compendium/feats/alghollthu-bound-aaws.md index 02c1a5d08..a64d646b5 100644 --- a/compendium/feats/alghollthu-bound-aaws.md +++ b/compendium/feats/alghollthu-bound-aaws.md @@ -7,10 +7,10 @@ tags: aliases: ["Alghollthu Bound"] --- # Alghollthu Bound *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") -Although you may not even be aware, the alghollthus your ancestors once served maintain a stranglehold on the deepest, tethered parts of your mind. You receive a +2 circumstance bonus to Will saves against [mental](rules/traits/mental.md) effects that would make you [controlled](rules/conditions.md#Controlled), and if you roll a success against such an effect, you get a critical success instead. However, you gain none of these benefits against effects originating from alghollthus and instead take a –2 circumstance penalty against [mental](rules/traits/mental.md) effects from alghollthus. +Although you may not even be aware, the alghollthus your ancestors once served maintain a stranglehold on the deepest, tethered parts of your mind. You receive a +2 circumstance bonus to Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects that would make you [controlled](rules/conditions.md#Controlled), and if you roll a success against such an effect, you get a critical success instead. However, you gain none of these benefits against effects originating from alghollthus and instead take a –2 circumstance penalty against [mental](rules/traits/mental.md "Mental Effect Trait") effects from alghollthus. *Source: Azarketi Ancestry Web Supplement p. 4* %% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/align-armament.md b/compendium/feats/align-armament.md index 5ae15ae3b..052d3d672 100644 --- a/compendium/feats/align-armament.md +++ b/compendium/feats/align-armament.md @@ -9,7 +9,7 @@ tags: aliases: ["Align Armament"] --- # Align Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[cleric](rules/traits/cleric.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Prerequisites**: chaotic, evil, good, or lawful deity - **Frequency**: once per round diff --git a/compendium/feats/align-ki-apg.md b/compendium/feats/align-ki-apg.md index cdba28280..fe87e9cb2 100644 --- a/compendium/feats/align-ki-apg.md +++ b/compendium/feats/align-ki-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Align Ki"] --- # Align Ki [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells - **Frequency**: once per hour -- **Trigger** You [Cast a Spell](rules/actions/cast-a-spell.md) that has the [monk](rules/traits/monk.md) trait. +- **Trigger** You [Cast a Spell](rules/actions/cast-a-spell.md) that has the [monk](rules/traits/monk.md "Monk Class Trait") trait. - **Activity** Reaction The power of your ki soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier. diff --git a/compendium/feats/alkenstar-agent-dedication-ooa1.md b/compendium/feats/alkenstar-agent-dedication-ooa1.md index a8871f2d8..6533d6ecf 100644 --- a/compendium/feats/alkenstar-agent-dedication-ooa1.md +++ b/compendium/feats/alkenstar-agent-dedication-ooa1.md @@ -9,7 +9,7 @@ tags: aliases: ["Alkenstar Agent Dedication"] --- # Alkenstar Agent Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You have been initiated by the grand duchess of Alkenstar or one of her agents. - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and at least one firearm diff --git a/compendium/feats/all-in-my-head-apg.md b/compendium/feats/all-in-my-head-apg.md index 3556efda5..0f74f5cce 100644 --- a/compendium/feats/all-in-my-head-apg.md +++ b/compendium/feats/all-in-my-head-apg.md @@ -9,12 +9,12 @@ tags: aliases: ["All In My Head"] --- # All In My Head [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[bard](rules/traits/bard.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[bard](rules/traits/bard.md "Bard Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Trigger** You would take damage from a [Strike](rules/actions/strike.md) or spell that doesn't have the [death](rules/traits/death.md) trait or otherwise cause instant death (such as [disintegrate](compendium/spells/disintegrate.md)). +- **Trigger** You would take damage from a [Strike](rules/actions/strike.md) or spell that doesn't have the [death](rules/traits/death.md "Death Effect Trait") trait or otherwise cause instant death (such as [disintegrate](compendium/spells/disintegrate.md)). - **Activity** Reaction -Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the [nonlethal](rules/traits/nonlethal.md) trait. You can't use this reaction if you are immune to [mental](rules/traits/mental.md) effects or mental damage. +Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. You can't use this reaction if you are immune to [mental](rules/traits/mental.md "Mental Effect Trait") effects or mental damage. *Source: Advanced Player's Guide p. 115* %% #compendium/src/pf2e/apg #trait/bard #trait/illusion #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/all-in-your-head-da.md b/compendium/feats/all-in-your-head-da.md index 40376062c..b650c894d 100644 --- a/compendium/feats/all-in-your-head-da.md +++ b/compendium/feats/all-in-your-head-da.md @@ -8,7 +8,7 @@ tags: aliases: ["All in Your Head"] --- # All in Your Head [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Trigger** You're about to attempt a Fortitude save or a Reflex save. - **Activity** Reaction diff --git a/compendium/feats/all-the-time-in-the-world-frp3.md b/compendium/feats/all-the-time-in-the-world-frp3.md index 08a25f553..b91a223dd 100644 --- a/compendium/feats/all-the-time-in-the-world-frp3.md +++ b/compendium/feats/all-the-time-in-the-world-frp3.md @@ -8,7 +8,7 @@ tags: aliases: ["All The Time In The World"] --- # All The Time In The World [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[investigator](rules/traits/investigator-apg.md) [uncommon](rules/traits/uncommon.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: once per hour - **Activity** Three-Action diff --git a/compendium/feats/allegro.md b/compendium/feats/allegro.md index 1d4579c90..59489a6b1 100644 --- a/compendium/feats/allegro.md +++ b/compendium/feats/allegro.md @@ -7,7 +7,7 @@ tags: aliases: ["Allegro"] --- # Allegro *Feat 14* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You can quicken your allies with a fast-paced performance. You learn the [allegro](compendium/spells/allegro.md) composition cantrip. diff --git a/compendium/feats/alluring-performance-loil.md b/compendium/feats/alluring-performance-loil.md index a309f3e4c..ee92a119c 100644 --- a/compendium/feats/alluring-performance-loil.md +++ b/compendium/feats/alluring-performance-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Alluring Performance"] --- # Alluring Performance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [vishkanya](rules/traits/vishkanya-loil.md) [visual](rules/traits/visual.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Frequency**: once per day - **Requirements**: trained in [Performance](compendium/skills.md#Performance) diff --git a/compendium/feats/allys-shelter-apg.md b/compendium/feats/allys-shelter-apg.md index 34d3414fc..3ca426baa 100644 --- a/compendium/feats/allys-shelter-apg.md +++ b/compendium/feats/allys-shelter-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Ally's Shelter"] --- # Ally's Shelter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[fortune](rules/traits/fortune.md) [kobold](rules/traits/kobold-b1.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet. diff --git a/compendium/feats/alter-ego-dedication-da.md b/compendium/feats/alter-ego-dedication-da.md index 9261d0e56..91a1cf8da 100644 --- a/compendium/feats/alter-ego-dedication-da.md +++ b/compendium/feats/alter-ego-dedication-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Alter Ego Dedication"] --- # Alter Ego Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth) @@ -17,7 +17,7 @@ You make yourself into a living mirror, becoming a double of someone unremarkabl ```ad-embed-ability title: Assume a Role -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Requirements**: You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information diff --git a/compendium/feats/alter-resistance-loag.md b/compendium/feats/alter-resistance-loag.md index 382fddfc0..e8834300b 100644 --- a/compendium/feats/alter-resistance-loag.md +++ b/compendium/feats/alter-resistance-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Alter Resistance"] --- # Alter Resistance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") - **Frequency**: once per hour - **Trigger** You take acid, electricity, or sonic damage. diff --git a/compendium/feats/always-ready-lokl.md b/compendium/feats/always-ready-lokl.md index 03a39abe1..c33338d33 100644 --- a/compendium/feats/always-ready-lokl.md +++ b/compendium/feats/always-ready-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Always Ready"] --- # Always Ready *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/feats/ambush-awareness-lome.md b/compendium/feats/ambush-awareness-lome.md index 9c62c03da..74df7fa94 100644 --- a/compendium/feats/ambush-awareness-lome.md +++ b/compendium/feats/ambush-awareness-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ambush Awareness"] --- # Ambush Awareness *Feat 5* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks attempted as initiative rolls. diff --git a/compendium/feats/ambushing-knockdown-aoe3.md b/compendium/feats/ambushing-knockdown-aoe3.md index 66e48e77e..7f451e5ab 100644 --- a/compendium/feats/ambushing-knockdown-aoe3.md +++ b/compendium/feats/ambushing-knockdown-aoe3.md @@ -8,7 +8,7 @@ tags: aliases: ["Ambushing Knockdown"] --- # Ambushing Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Side with the Washboard Dogs in the gang conflict. - **Prerequisites**: ruffian racket diff --git a/compendium/feats/ammunition-thaumaturgy-da.md b/compendium/feats/ammunition-thaumaturgy-da.md index af47d6116..f034a2d58 100644 --- a/compendium/feats/ammunition-thaumaturgy-da.md +++ b/compendium/feats/ammunition-thaumaturgy-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Ammunition Thaumaturgy"] --- # Ammunition Thaumaturgy *Feat 1* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. You can [Interact](rules/actions/interact.md) to reload a weapon using the hand holding your implement. diff --git a/compendium/feats/amorphous-aspect-loag.md b/compendium/feats/amorphous-aspect-loag.md index d25475a1a..cc9d05aaa 100644 --- a/compendium/feats/amorphous-aspect-loag.md +++ b/compendium/feats/amorphous-aspect-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Amorphous Aspect"] --- # Amorphous Aspect *Feat 5* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") Your body is supremely flexible. You gain a +1 circumstance bonus on checks to [Escape](rules/actions/escape.md) or [Squeeze](rules/actions/squeeze.md), and when you critically fail when [Squeezing](rules/actions/squeeze.md), you get a failure instead. diff --git a/compendium/feats/amphibious-form-som.md b/compendium/feats/amphibious-form-som.md index 4b691a8a6..9851b02f4 100644 --- a/compendium/feats/amphibious-form-som.md +++ b/compendium/feats/amphibious-form-som.md @@ -8,10 +8,10 @@ tags: aliases: ["Amphibious Form"] --- # Amphibious Form *Feat 2* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") -Your eidolon adapts to life on land and underwater. It gains the [amphibious](rules/traits/amphibious-b1.md) trait, allowing it to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less. +Your eidolon adapts to life on land and underwater. It gains the [amphibious](rules/traits/amphibious-b1.md "Amphibious Creature Trait") trait, allowing it to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less. *Source: Secrets of Magic p. 68* %% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/amplifying-touch-apg.md b/compendium/feats/amplifying-touch-apg.md index 647227b22..8b91f1761 100644 --- a/compendium/feats/amplifying-touch-apg.md +++ b/compendium/feats/amplifying-touch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Amplifying Touch"] --- # Amplifying Touch *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: devotion spell (lay on hands) diff --git a/compendium/feats/anadi-lore-lome.md b/compendium/feats/anadi-lore-lome.md index e1ad8ba55..a79491afc 100644 --- a/compendium/feats/anadi-lore-lome.md +++ b/compendium/feats/anadi-lore-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Anadi Lore"] --- # Anadi Lore *Feat 1* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") You've learned how to provide for your community, be it through hard-earned sustenance or useful crafts. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in [Anadi Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/analyze-idiolect-apg.md b/compendium/feats/analyze-idiolect-apg.md index 15899205b..8865fd6cd 100644 --- a/compendium/feats/analyze-idiolect-apg.md +++ b/compendium/feats/analyze-idiolect-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Analyze Idiolect"] --- # Analyze Idiolect *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) and [Society](compendium/skills.md#Society) diff --git a/compendium/feats/analyze-information-loag.md b/compendium/feats/analyze-information-loag.md index a24a9d556..a1134c127 100644 --- a/compendium/feats/analyze-information-loag.md +++ b/compendium/feats/analyze-information-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Analyze Information"] --- # Analyze Information *Feat 9* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") You can stoke your mind into a burst of analytical prowess. You can cast 3rd-level [hypercognition](compendium/spells/hypercognition.md) once per day as a divine innate spell. diff --git a/compendium/feats/analyze-weakness-apg.md b/compendium/feats/analyze-weakness-apg.md index 0ea199de7..9b315e107 100644 --- a/compendium/feats/analyze-weakness-apg.md +++ b/compendium/feats/analyze-weakness-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Analyze Weakness"] --- # Analyze Weakness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: sneak attack `2d6` - **Requirements**: You must have identified a creature with [Recall Knowledge](rules/actions/recall-knowledge.md). diff --git a/compendium/feats/anarchic-arcana-loag.md b/compendium/feats/anarchic-arcana-loag.md index af0e93698..8fdbc6fd6 100644 --- a/compendium/feats/anarchic-arcana-loag.md +++ b/compendium/feats/anarchic-arcana-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Anarchic Arcana"] --- # Anarchic Arcana *Feat 9* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") The magic in your blood is unpredictable. When you make your daily preparations, roll `1d12` twice and consult the following list. 1: [acid arrow](compendium/spells/acid-arrow.md); 2: [blur](compendium/spells/blur.md); 3: [hideous laughter](compendium/spells/hideous-laughter.md); 4: [humanoid form](compendium/spells/humanoid-form.md); 5: [illusory object](compendium/spells/illusory-object.md); 6: [mirror image](compendium/spells/mirror-image.md); 7: [resist energy](compendium/spells/resist-energy.md); 8: [see invisibility](compendium/spells/see-invisibility.md); 9: [shatter](compendium/spells/shatter.md); 10: [sound burst](compendium/spells/sound-burst.md); 11: [spider climb](compendium/spells/spider-climb.md); 12: [telekinetic maneuver](compendium/spells/telekinetic-maneuver.md). You can cast each of those two spells once during the following day (or one spell twice if you rolled doubles) as 2nd-level divine innate spells. diff --git a/compendium/feats/ancestors-rage-lome.md b/compendium/feats/ancestors-rage-lome.md index 051049a9a..0ae2f3348 100644 --- a/compendium/feats/ancestors-rage-lome.md +++ b/compendium/feats/ancestors-rage-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestor's Rage"] --- # Ancestor's Rage *Feat 13* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") You transform into an enormous otherworldly hyena. You can cast [animal form](compendium/spells/animal-form.md) (canine form only) once per day as a 5th-level occult innate spell. diff --git a/compendium/feats/ancestors-transformation-loag.md b/compendium/feats/ancestors-transformation-loag.md index 10c356f1d..c7c0133b5 100644 --- a/compendium/feats/ancestors-transformation-loag.md +++ b/compendium/feats/ancestors-transformation-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestor's Transformation"] --- # Ancestor's Transformation *Feat 13* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") You can commune with ancestor spirits to assume the form of an enormous primeval strix. You can cast 5th-level [aerial form](compendium/spells/aerial-form.md) as a primal innate spell once per day, but you take the form of a primeval strix, using the statistics for a bird form. diff --git a/compendium/feats/ancestral-blood-magic-apg.md b/compendium/feats/ancestral-blood-magic-apg.md index 52c7fc126..9d0929fe5 100644 --- a/compendium/feats/ancestral-blood-magic-apg.md +++ b/compendium/feats/ancestral-blood-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Blood Magic"] --- # Ancestral Blood Magic *Feat 1* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic. diff --git a/compendium/feats/ancestral-insight-loag.md b/compendium/feats/ancestral-insight-loag.md index 889b2b290..4b20191c8 100644 --- a/compendium/feats/ancestral-insight-loag.md +++ b/compendium/feats/ancestral-insight-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Insight"] --- # Ancestral Insight *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You have extensive knowledge of your ancestors' ancient origins. You gain the trained proficiency rank in [Alghollthu Lore](compendium/skills.md#Lore) and [Azlanti Lore](compendium/skills.md#Lore). If you roll a critical failure on an [Alghollthu Lore](compendium/skills.md#Lore) or [Azlanti Lore](compendium/skills.md#Lore) check to [Recall Knowledge](rules/actions/recall-knowledge.md), you get a failure instead. diff --git a/compendium/feats/ancestral-linguistics-apg.md b/compendium/feats/ancestral-linguistics-apg.md index 4a669f492..706365b37 100644 --- a/compendium/feats/ancestral-linguistics-apg.md +++ b/compendium/feats/ancestral-linguistics-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Linguistics"] --- # Ancestral Linguistics *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: at least 100 years old diff --git a/compendium/feats/ancestral-longevity.md b/compendium/feats/ancestral-longevity.md index 187287ee3..4a8bc3fe0 100644 --- a/compendium/feats/ancestral-longevity.md +++ b/compendium/feats/ancestral-longevity.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Longevity"] --- # Ancestral Longevity *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: at least 100 years old diff --git a/compendium/feats/ancestral-mage-apg.md b/compendium/feats/ancestral-mage-apg.md index ff815597c..ae4dddb31 100644 --- a/compendium/feats/ancestral-mage-apg.md +++ b/compendium/feats/ancestral-mage-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Mage"] --- # Ancestral Mage *Feat 10* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [Ancestral Blood Magic](compendium/feats/ancestral-blood-magic-apg.md) diff --git a/compendium/feats/ancestral-mind-da.md b/compendium/feats/ancestral-mind-da.md index 86aca2345..137ed700e 100644 --- a/compendium/feats/ancestral-mind-da.md +++ b/compendium/feats/ancestral-mind-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Mind"] --- # Ancestral Mind *Feat 1* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") By unraveling memories and connections passed down from your progenitors and buried within your unconscious mind, you learn to convert your inherent magic into psychic power. You can cast any innate spells you know from an ancestry feat or heritage using your psychic spellcasting components. When you do so, the spell's tradition becomes occult, if it wasn't already, and you can use your psychic spellcasting ability modifier instead of Charisma to determine your spell attack roll and spell DC. diff --git a/compendium/feats/ancestral-paragon.md b/compendium/feats/ancestral-paragon.md index edc2195c7..43b10e005 100644 --- a/compendium/feats/ancestral-paragon.md +++ b/compendium/feats/ancestral-paragon.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Paragon"] --- # Ancestral Paragon *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. diff --git a/compendium/feats/ancestral-suspicion-apg.md b/compendium/feats/ancestral-suspicion-apg.md index 6f3f0d552..8fbcfe31d 100644 --- a/compendium/feats/ancestral-suspicion-apg.md +++ b/compendium/feats/ancestral-suspicion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Suspicion"] --- # Ancestral Suspicion *Feat 5* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you [controlled](rules/conditions.md#Controlled), such as [dominate](compendium/spells/dominate.md), and to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. diff --git a/compendium/feats/ancestral-weaponry-apg.md b/compendium/feats/ancestral-weaponry-apg.md index 73df0ff19..a3a3eab32 100644 --- a/compendium/feats/ancestral-weaponry-apg.md +++ b/compendium/feats/ancestral-weaponry-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Ancestral Weaponry"] --- # Ancestral Weaponry *Feat 2* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Monastic Weaponry](compendium/feats/monastic-weaponry.md), a feat granting access to all weapons with an ancestry trait (such as [elf](compendium/feats/elven-weapon-familiarity.md) or orc) -You blend monastic techniques with the ancestral fighting styles of your people. Choose an ancestry for which you have access to all weapons with that trait. For you, melee weapons with that ancestry trait and either the [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) trait gain the [monk](rules/traits/monk.md) trait. +You blend monastic techniques with the ancestral fighting styles of your people. Choose an ancestry for which you have access to all weapons with that trait. For you, melee weapons with that ancestry trait and either the [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait gain the [monk](rules/traits/monk.md "Monk Class Trait") trait. *Source: Advanced Player's Guide p. 128* %% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/anchoring-aura.md b/compendium/feats/anchoring-aura.md index 5210dffb5..36cd7164a 100644 --- a/compendium/feats/anchoring-aura.md +++ b/compendium/feats/anchoring-aura.md @@ -7,11 +7,11 @@ tags: aliases: ["Anchoring Aura"] --- # Anchoring Aura *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Fiendsbane Oath](compendium/feats/fiendsbane-oath.md) -Your aura hampers fiends' teleportation. Your aura attempts to counteract [teleportation](rules/traits/teleportation.md) spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells. +Your aura hampers fiends' teleportation. Your aura attempts to counteract [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells. *Source: Core Rulebook p. 114* %% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/anchoring-roots-loag.md b/compendium/feats/anchoring-roots-loag.md index c6b3c52ba..ab55ec2e9 100644 --- a/compendium/feats/anchoring-roots-loag.md +++ b/compendium/feats/anchoring-roots-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Anchoring Roots"] --- # Anchoring Roots *Feat 5* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") Small roots sprout from your feet, steadying you as you move. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat, even if you aren't trained in [Acrobatics](compendium/skills.md#Acrobatics), and you can use the Anchor action. diff --git a/compendium/feats/ancient-memories-loil.md b/compendium/feats/ancient-memories-loil.md index 90bd93777..8d788043c 100644 --- a/compendium/feats/ancient-memories-loil.md +++ b/compendium/feats/ancient-memories-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancient Memories"] --- # Ancient Memories *Feat 1* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") In the long years since Ghorus's day, you've done pretty much everything at one time or another. During your daily preparations, you can explore your memories of your past lives to become trained in one skill of your choice. diff --git a/compendium/feats/ancillary-motes-loag.md b/compendium/feats/ancillary-motes-loag.md index b5fa9ab25..2e8c760f9 100644 --- a/compendium/feats/ancillary-motes-loag.md +++ b/compendium/feats/ancillary-motes-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancillary Motes"] --- # Ancillary Motes *Feat 9* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") - **Prerequisites**: [Crystalline Dust](compendium/feats/crystalline-dust-loag.md) diff --git a/compendium/feats/android-lore-loag.md b/compendium/feats/android-lore-loag.md index 4b13e80c1..4173020f4 100644 --- a/compendium/feats/android-lore-loag.md +++ b/compendium/feats/android-lore-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Android Lore"] --- # Android Lore *Feat 1* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") You have a keen interest in the origins of your people. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Thievery](compendium/skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Android Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/angel-of-death-apg.md b/compendium/feats/angel-of-death-apg.md index e909bb44a..27590c06d 100644 --- a/compendium/feats/angel-of-death-apg.md +++ b/compendium/feats/angel-of-death-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Angel Of Death"] --- # Angel Of Death *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) -All your [Strikes](rules/actions/strike.md) against a creature you have [Marked For Death](compendium/feats/assassin-dedication-apg.md) have the [death](rules/traits/death.md) trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. +All your [Strikes](rules/actions/strike.md) against a creature you have [Marked For Death](compendium/feats/assassin-dedication-apg.md) have the [death](rules/traits/death.md "Death Effect Trait") trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. *Source: Advanced Player's Guide p. 158* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/angel-of-vindication-lokl.md b/compendium/feats/angel-of-vindication-lokl.md index 84179effa..092fd5d69 100644 --- a/compendium/feats/angel-of-vindication-lokl.md +++ b/compendium/feats/angel-of-vindication-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Angel of Vindication"] --- # Angel of Vindication *Feat 4* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) - **Requirements**: Your mark is an undead creature. diff --git a/compendium/feats/angelic-magic-apg.md b/compendium/feats/angelic-magic-apg.md index af4316f35..bf8a51908 100644 --- a/compendium/feats/angelic-magic-apg.md +++ b/compendium/feats/angelic-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Angelic Magic"] --- # Angelic Magic *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Angelkin](compendium/feats/angelkin-apg.md) diff --git a/compendium/feats/angelkin-apg.md b/compendium/feats/angelkin-apg.md index e85c29cb7..32aac1ec4 100644 --- a/compendium/feats/angelkin-apg.md +++ b/compendium/feats/angelkin-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Angelkin"] --- # Angelkin *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in [Society](compendium/skills.md#Society). If you would automatically become trained in [Society](compendium/skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the [Multilingual](compendium/feats/multilingual.md) skill feat. diff --git a/compendium/feats/animal-accomplice.md b/compendium/feats/animal-accomplice.md index efd2e85f2..5da1382da 100644 --- a/compendium/feats/animal-accomplice.md +++ b/compendium/feats/animal-accomplice.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Accomplice"] --- # Animal Accomplice *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed. diff --git a/compendium/feats/animal-companion-druid.md b/compendium/feats/animal-companion-druid.md index 6d4562a9b..c89591e37 100644 --- a/compendium/feats/animal-companion-druid.md +++ b/compendium/feats/animal-companion-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Companion (Druid)"] --- # Animal Companion (Druid) *Feat 1* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Animal order diff --git a/compendium/feats/animal-companion-ranger.md b/compendium/feats/animal-companion-ranger.md index 08644a248..09d4b5217 100644 --- a/compendium/feats/animal-companion-ranger.md +++ b/compendium/feats/animal-companion-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Companion (Ranger)"] --- # Animal Companion (Ranger) *Feat 1* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See Animal Companions. When you [Hunt Prey](rules/actions/hunt-prey.md), your animal companion gains the action's benefits and your hunter's edge benefit if you have one. diff --git a/compendium/feats/animal-elocutionist.md b/compendium/feats/animal-elocutionist.md index c3e764deb..f22df17da 100644 --- a/compendium/feats/animal-elocutionist.md +++ b/compendium/feats/animal-elocutionist.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Elocutionist"] --- # Animal Elocutionist *Feat 5* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: [Burrow Elocutionist](compendium/feats/burrow-elocutionist.md) diff --git a/compendium/feats/animal-feature-apg.md b/compendium/feats/animal-feature-apg.md index 6bbf22069..84ae2a6d8 100644 --- a/compendium/feats/animal-feature-apg.md +++ b/compendium/feats/animal-feature-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Feature"] --- # Animal Feature *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: warden spells diff --git a/compendium/feats/animal-magic-loag.md b/compendium/feats/animal-magic-loag.md index 4e7f363fa..3273e073d 100644 --- a/compendium/feats/animal-magic-loag.md +++ b/compendium/feats/animal-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Magic"] --- # Animal Magic *Feat 9* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") Your shapeshifting grants you a magical connection to the animal world. You can cast [animal messenger](compendium/spells/animal-messenger.md), [calm emotions](compendium/spells/calm-emotions.md) (animals only), and [speak with animals](compendium/spells/speak-with-animals.md) as 2nd-level primal innate spells once per day each. These spells use your class DC or spell DC, whichever is higher. diff --git a/compendium/feats/animal-rage.md b/compendium/feats/animal-rage.md index f2dc54442..30ca428b3 100644 --- a/compendium/feats/animal-rage.md +++ b/compendium/feats/animal-rage.md @@ -13,12 +13,12 @@ tags: aliases: ["Animal Rage"] --- # Animal Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [instinct](rules/traits/instinct.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [rage](rules/traits/rage.md) [transmutation](rules/traits/transmutation.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rage](rules/traits/rage.md "Rage Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: Animal instinct - **Activity** Single Action -You transform into your animal. You gain the effects of the 3rd-level [animal form](compendium/spells/animal-form.md) spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue's reach increases to 15 feet. Dismissing the transformation gains the [rage](rules/traits/rage.md) trait. +You transform into your animal. You gain the effects of the 3rd-level [animal form](compendium/spells/animal-form.md) spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue's reach increases to 15 feet. Dismissing the transformation gains the [rage](rules/traits/rage.md "Rage Combat Trait") trait. *Source: Core Rulebook p. 91* %% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/instinct #trait/polymorph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/animal-senses-loag.md b/compendium/feats/animal-senses-loag.md index 95d0bf98f..a3bbc284a 100644 --- a/compendium/feats/animal-senses-loag.md +++ b/compendium/feats/animal-senses-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Senses"] --- # Animal Senses *Feat 1* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") You gain one of the following senses available to your inherent animal: [darkvision](rules/abilities/darkvision.md), [low-light vision](rules/abilities/low-light-vision.md), or [scent](rules/abilities/scent.md) (imprecise) 30 feet. You must have [low-light vision](rules/abilities/low-light-vision.md) before you can gain [darkvision](rules/abilities/darkvision.md) with this feat. If your inherent animal doesn't typically have a specific type of sense, you can't gain that sense with this feat. diff --git a/compendium/feats/animal-shape-loag.md b/compendium/feats/animal-shape-loag.md index 7eb13e288..7c9be23d6 100644 --- a/compendium/feats/animal-shape-loag.md +++ b/compendium/feats/animal-shape-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Shape"] --- # Animal Shape *Feat 17* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") You have full control over your shape and can transform into your inherent animal. diff --git a/compendium/feats/animal-skin.md b/compendium/feats/animal-skin.md index adf5d5ea4..a32388ef9 100644 --- a/compendium/feats/animal-skin.md +++ b/compendium/feats/animal-skin.md @@ -11,7 +11,7 @@ tags: aliases: ["Animal Skin"] --- # Animal Skin *Feat 6* -[barbarian](rules/traits/barbarian.md) [instinct](rules/traits/instinct.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: Animal instinct diff --git a/compendium/feats/animal-speaker-loag.md b/compendium/feats/animal-speaker-loag.md index 49e815d15..e8426b3e1 100644 --- a/compendium/feats/animal-speaker-loag.md +++ b/compendium/feats/animal-speaker-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Speaker"] --- # Animal Speaker *Feat 5* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") - **Prerequisites**: ability to communicate with some type of animals (such as bats or arthropods) diff --git a/compendium/feats/animal-swiftness-loag.md b/compendium/feats/animal-swiftness-loag.md index a49a15b85..1a6aec47d 100644 --- a/compendium/feats/animal-swiftness-loag.md +++ b/compendium/feats/animal-swiftness-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Swiftness"] --- # Animal Swiftness *Feat 17* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") You move like an animal. Your Speed increases by 5 feet. In addition, you gain one of the following Speeds available to your inherent animal: climb, fly, or swim. You gain this Speed only while in your hybrid shape. diff --git a/compendium/feats/animal-trainer-dedication-ec2.md b/compendium/feats/animal-trainer-dedication-ec2.md index 3397e3231..49ff5565d 100644 --- a/compendium/feats/animal-trainer-dedication-ec2.md +++ b/compendium/feats/animal-trainer-dedication-ec2.md @@ -9,7 +9,7 @@ tags: aliases: ["Animal Trainer Dedication"] --- # Animal Trainer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/animalistic-resistance-loag.md b/compendium/feats/animalistic-resistance-loag.md index 7400080f1..bc5057e1d 100644 --- a/compendium/feats/animalistic-resistance-loag.md +++ b/compendium/feats/animalistic-resistance-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Animalistic Resistance"] --- # Animalistic Resistance *Feat 5* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") Your animalistic connections help you resist natural afflictions. diff --git a/compendium/feats/animate-net-lotgb.md b/compendium/feats/animate-net-lotgb.md index f67331ae6..5153f5749 100644 --- a/compendium/feats/animate-net-lotgb.md +++ b/compendium/feats/animate-net-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Animate Net"] --- # Animate Net *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [animate rope](compendium/spells/animate-rope-apg.md) APG diff --git a/compendium/feats/ankle-bite-locg.md b/compendium/feats/ankle-bite-locg.md index ffe865d0b..841467fa8 100644 --- a/compendium/feats/ankle-bite-locg.md +++ b/compendium/feats/ankle-bite-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ankle Bite"] --- # Ankle Bite [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: [Fang Sharpener](compendium/feats/fang-sharpener-locg.md) or razortooth goblin heritage - **Trigger** A foe gives you the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition using a part of its body. diff --git a/compendium/feats/ankle-biter-botd.md b/compendium/feats/ankle-biter-botd.md index 737cfa21d..b98d30976 100644 --- a/compendium/feats/ankle-biter-botd.md +++ b/compendium/feats/ankle-biter-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Ankle Biter"] --- # Ankle Biter *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) diff --git a/compendium/feats/annihilating-swing-ec6.md b/compendium/feats/annihilating-swing-ec6.md index 258fba270..c496a4d25 100644 --- a/compendium/feats/annihilating-swing-ec6.md +++ b/compendium/feats/annihilating-swing-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Annihilating Swing"] --- # Annihilating Swing [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[barbarian](rules/traits/barbarian.md) [uncommon](rules/traits/uncommon.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Activity** Two-Action diff --git a/compendium/feats/annotate-composition-apg.md b/compendium/feats/annotate-composition-apg.md index c97b899e6..1d3cb02fc 100644 --- a/compendium/feats/annotate-composition-apg.md +++ b/compendium/feats/annotate-composition-apg.md @@ -9,18 +9,18 @@ tags: aliases: ["Annotate Composition"] --- # Annotate Composition *Feat 10* -[bard](rules/traits/bard.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) +[bard](rules/traits/bard.md "Bard Class Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") By putting composition to paper, you can create a source of stirring words or song that others can read and understand. You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a [Performance](compendium/skills.md#Performance) check as part of the casting, the GM rolls this check as a secret check when you annotate your score. If you have inspire heroics or lingering performance and the chosen composition spell allows, you can also use one of those spells to modify the annotated composition, with the GM rolling the secret [Performance](compendium/skills.md#Performance) check. If you do, you spend an additional Focus Point, even if the secret check fails. -Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This produces the effects of the composition as though the activating creature had [Cast the Spell](rules/actions/cast-a-spell.md). -A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the [concentrate](rules/traits/concentrate.md) trait. You can't regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic. +A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You can't regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic. *Source: Advanced Player's Guide p. 113* %% #compendium/src/pf2e/apg #trait/bard #trait/exploration #trait/linguistic %% \ No newline at end of file diff --git a/compendium/feats/anoint-ally-apg.md b/compendium/feats/anoint-ally-apg.md index 01f226cd3..cc0f60709 100644 --- a/compendium/feats/anoint-ally-apg.md +++ b/compendium/feats/anoint-ally-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Anoint Ally"] --- # Anoint Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[manipulate](rules/traits/manipulate.md) [sorcerer](rules/traits/sorcerer.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/antagonize-apg.md b/compendium/feats/antagonize-apg.md index cc1bc3389..a0247fa3a 100644 --- a/compendium/feats/antagonize-apg.md +++ b/compendium/feats/antagonize-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Antagonize"] --- # Antagonize *Feat 2* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") Your taunts and threats earn your foes ire. When you successfully [Demoralize](rules/actions/demoralize.md) a creature, its [frightened](rules/conditions.md#Frightened) condition can't decrease to less than 1 at the end of its turn until it either uses a [hostile](rules/conditions.md#Hostile) action against you or can no longer observe or sense you for at least 1 round. diff --git a/compendium/feats/anticipate-ambush-apg.md b/compendium/feats/anticipate-ambush-apg.md index 080e40b18..c1d94b5e9 100644 --- a/compendium/feats/anticipate-ambush-apg.md +++ b/compendium/feats/anticipate-ambush-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Anticipate Ambush"] --- # Anticipate Ambush *Feat 6* -[exploration](rules/traits/exploration.md) [rogue](rules/traits/rogue.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/apex-companion-aoa6.md b/compendium/feats/apex-companion-aoa6.md index 9ce26e6cd..26196466c 100644 --- a/compendium/feats/apex-companion-aoa6.md +++ b/compendium/feats/apex-companion-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Apex Companion"] --- # Apex Companion *Feat 20* -[druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Animal Companion diff --git a/compendium/feats/aquatic-adaptation-loag.md b/compendium/feats/aquatic-adaptation-loag.md index 3af7c41ed..b0e901eae 100644 --- a/compendium/feats/aquatic-adaptation-loag.md +++ b/compendium/feats/aquatic-adaptation-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Aquatic Adaptation"] --- # Aquatic Adaptation *Feat 13* -[azarketi](rules/traits/azarketi-loag.md) [concentrate](rules/traits/concentrate.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [water](rules/traits/water.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Frequency**: once per day diff --git a/compendium/feats/aquatic-camouflage-loag.md b/compendium/feats/aquatic-camouflage-loag.md index e1a512046..2c760b118 100644 --- a/compendium/feats/aquatic-camouflage-loag.md +++ b/compendium/feats/aquatic-camouflage-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Aquatic Camouflage"] --- # Aquatic Camouflage *Feat 13* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You blend into the waves. While fully submerged in water, as long as an observer is at least 20 feet away from you, you don't need cover from that observer to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). diff --git a/compendium/feats/aquatic-conversationalist-loag.md b/compendium/feats/aquatic-conversationalist-loag.md index 5fff64d2d..d902fd585 100644 --- a/compendium/feats/aquatic-conversationalist-loag.md +++ b/compendium/feats/aquatic-conversationalist-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Aquatic Conversationalist"] --- # Aquatic Conversationalist *Feat 5* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") -You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals with the [amphibious](rules/traits/amphibious-b1.md) or [aquatic](rules/traits/aquatic-b1.md) traits. You gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on such animals. +You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals with the [amphibious](rules/traits/amphibious-b1.md "Amphibious Creature Trait") or [aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait") traits. You gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on such animals. *Source: Lost Omens: Ancestry Guide p. 15* %% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/aquatic-eyes-loag.md b/compendium/feats/aquatic-eyes-loag.md index 9093e8122..1c1271533 100644 --- a/compendium/feats/aquatic-eyes-loag.md +++ b/compendium/feats/aquatic-eyes-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Aquatic Eyes"] --- # Aquatic Eyes *Feat 1* -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain [low-light vision](rules/abilities/low-light-vision.md), or you gain [darkvision](rules/abilities/darkvision.md) if your ancestry already has [low-light vision](rules/abilities/low-light-vision.md). diff --git a/compendium/feats/arcane-breadth.md b/compendium/feats/arcane-breadth.md index c259094ae..807dfa895 100644 --- a/compendium/feats/arcane-breadth.md +++ b/compendium/feats/arcane-breadth.md @@ -7,7 +7,7 @@ tags: aliases: ["Arcane Breadth"] --- # Arcane Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md) diff --git a/compendium/feats/arcane-evolution.md b/compendium/feats/arcane-evolution.md index 82ede810d..d5bc7c322 100644 --- a/compendium/feats/arcane-evolution.md +++ b/compendium/feats/arcane-evolution.md @@ -8,7 +8,7 @@ tags: aliases: ["Arcane Evolution"] --- # Arcane Evolution *Feat 4* -[arcane](rules/traits/arcane.md) [sorcerer](rules/traits/sorcerer.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline that grants arcane spells diff --git a/compendium/feats/arcane-fists-som.md b/compendium/feats/arcane-fists-som.md index 9f6dd6b4b..2a39fe5f8 100644 --- a/compendium/feats/arcane-fists-som.md +++ b/compendium/feats/arcane-fists-som.md @@ -7,10 +7,10 @@ tags: aliases: ["Arcane Fists"] --- # Arcane Fists *Feat 1* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") -Your physical training encompasses unarmed combat forms. The damage die for your fist changes to `1d6` instead of `1d4`. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks gain the [arcane](rules/traits/arcane.md) trait, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group. +Your physical training encompasses unarmed combat forms. The damage die for your fist changes to `1d6` instead of `1d4`. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks gain the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group. *Source: Secrets of Magic p. 42* %% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/arcane-school-spell.md b/compendium/feats/arcane-school-spell.md index 7aefb2e7b..ac01a6da1 100644 --- a/compendium/feats/arcane-school-spell.md +++ b/compendium/feats/arcane-school-spell.md @@ -7,7 +7,7 @@ tags: aliases: ["Arcane School Spell"] --- # Arcane School Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) diff --git a/compendium/feats/arcane-sense.md b/compendium/feats/arcane-sense.md index ab66af97b..d9ace4777 100644 --- a/compendium/feats/arcane-sense.md +++ b/compendium/feats/arcane-sense.md @@ -8,7 +8,7 @@ tags: aliases: ["Arcane Sense"] --- # Arcane Sense *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) diff --git a/compendium/feats/arcane-sensitivity-aoe1.md b/compendium/feats/arcane-sensitivity-aoe1.md index eefdd0fd6..927142708 100644 --- a/compendium/feats/arcane-sensitivity-aoe1.md +++ b/compendium/feats/arcane-sensitivity-aoe1.md @@ -7,11 +7,11 @@ tags: aliases: ["Arcane Sensitivity"] --- # Arcane Sensitivity *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) -You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the [concentrate](rules/traits/concentrate.md) trait) to determine if any magical auras are present in the area. +You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait) to determine if any magical auras are present in the area. This has the effects of a 1st-level [detect magic](compendium/spells/detect-magic.md) spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level [detect magic](compendium/spells/detect-magic.md) spell), but doing so prevents you from using this ability again until you've rested for 8 hours. diff --git a/compendium/feats/arcane-shroud-som.md b/compendium/feats/arcane-shroud-som.md index 4b82d3dac..133d0dc8a 100644 --- a/compendium/feats/arcane-shroud-som.md +++ b/compendium/feats/arcane-shroud-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Arcane Shroud"] --- # Arcane Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), [Spellstrike](rules/actions/spellstrike-som.md) - **Frequency**: once per turn diff --git a/compendium/feats/arcane-sight-lome.md b/compendium/feats/arcane-sight-lome.md index 9a217c79b..684cf46d2 100644 --- a/compendium/feats/arcane-sight-lome.md +++ b/compendium/feats/arcane-sight-lome.md @@ -7,11 +7,11 @@ tags: aliases: ["Arcane Sight"] --- # Arcane Sight *Feat 13* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") - **Prerequisites**: ability to cast the [detect magic](compendium/spells/detect-magic.md) cantrip -You've trained yourself to constantly be on the lookout for [magical](rules/traits/magical.md) effects, even when focusing on looking out for other things. When you are [Searching](rules/actions/search.md), you also gain the benefits of Detect Magic unless you choose not to. See page 479 of the Core Rulebook for more information about exploration activities. +You've trained yourself to constantly be on the lookout for [magical](rules/traits/magical.md "Magical Item Trait") effects, even when focusing on looking out for other things. When you are [Searching](rules/actions/search.md), you also gain the benefits of Detect Magic unless you choose not to. See page 479 of the Core Rulebook for more information about exploration activities. *Source: Lost Omens: The Mwangi Expanse p. 118* %% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/arcane-tattoos-locg.md b/compendium/feats/arcane-tattoos-locg.md index 0ce2b4268..34deb07ca 100644 --- a/compendium/feats/arcane-tattoos-locg.md +++ b/compendium/feats/arcane-tattoos-locg.md @@ -8,11 +8,11 @@ tags: aliases: ["Arcane Tattoos"] --- # Arcane Tattoos *Feat 1* -[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Varisian ethnicity or New Thassilon nationality -You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: [abjuration](rules/traits/abjuration.md) ([shield](compendium/spells/shield.md)), [conjuration](rules/traits/conjuration.md) ([tanglefoot](compendium/spells/tanglefoot.md)), [enchantment](rules/traits/enchantment.md) ([daze](compendium/spells/daze.md)), [evocation](rules/traits/evocation.md) ([electric arc](compendium/spells/electric-arc.md)), [illusion](rules/traits/illusion.md) ([ghost sound](compendium/spells/ghost-sound.md)), [necromancy](rules/traits/necromancy.md) ([chill touch](compendium/spells/chill-touch.md)), or [transmutation](rules/traits/transmutation.md) ([sigil](compendium/spells/sigil.md)). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. +You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: [abjuration](rules/traits/abjuration.md "Abjuration School Trait") ([shield](compendium/spells/shield.md)), [conjuration](rules/traits/conjuration.md "Conjuration School Trait") ([tanglefoot](compendium/spells/tanglefoot.md)), [enchantment](rules/traits/enchantment.md "Enchantment School Trait") ([daze](compendium/spells/daze.md)), [evocation](rules/traits/evocation.md "Evocation School Trait") ([electric arc](compendium/spells/electric-arc.md)), [illusion](rules/traits/illusion.md "Illusion School Trait") ([ghost sound](compendium/spells/ghost-sound.md)), [necromancy](rules/traits/necromancy.md "Necromancy School Trait") ([chill touch](compendium/spells/chill-touch.md)), or [transmutation](rules/traits/transmutation.md "Transmutation School Trait") ([sigil](compendium/spells/sigil.md)). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. ## Arcane Tattoos leads to... diff --git a/compendium/feats/archaeologist-dedication-apg.md b/compendium/feats/archaeologist-dedication-apg.md index cef42ee13..ea4f50062 100644 --- a/compendium/feats/archaeologist-dedication-apg.md +++ b/compendium/feats/archaeologist-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Archaeologist Dedication"] --- # Archaeologist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), and [Thievery](compendium/skills.md#Thievery) diff --git a/compendium/feats/archaeologists-luck-apg.md b/compendium/feats/archaeologists-luck-apg.md index e896fe41c..5430e88ee 100644 --- a/compendium/feats/archaeologists-luck-apg.md +++ b/compendium/feats/archaeologists-luck-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Archaeologist's Luck"] --- # Archaeologist's Luck *Feat 8* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) - **Frequency**: once per hour diff --git a/compendium/feats/archaeologists-warning-lopsg.md b/compendium/feats/archaeologists-warning-lopsg.md index 50645394a..86cb8447d 100644 --- a/compendium/feats/archaeologists-warning-lopsg.md +++ b/compendium/feats/archaeologists-warning-lopsg.md @@ -7,13 +7,13 @@ tags: aliases: ["Archaeologist's Warning"] --- # Archaeologist's Warning [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Trigger** You are about to roll a [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), or [Thievery](compendium/skills.md#Thievery) check for initiative. - **Activity** Free Action -You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the [visual](rules/traits/visual.md) or [auditory](rules/traits/auditory.md) trait. +You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the [visual](rules/traits/visual.md "Visual Effect Trait") or [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. *Source: Lost Omens: Pathfinder Society Guide p. 41* %% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/archer-dedication-apg.md b/compendium/feats/archer-dedication-apg.md index 778f61c33..b7971a1f1 100644 --- a/compendium/feats/archer-dedication-apg.md +++ b/compendium/feats/archer-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Archer Dedication"] --- # Archer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow. diff --git a/compendium/feats/archers-aim-apg.md b/compendium/feats/archers-aim-apg.md index eb2760269..e624952ba 100644 --- a/compendium/feats/archers-aim-apg.md +++ b/compendium/feats/archers-aim-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Archer's Aim"] --- # Archer's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/archon-magic-apg.md b/compendium/feats/archon-magic-apg.md index 9052cd083..7eb3879fd 100644 --- a/compendium/feats/archon-magic-apg.md +++ b/compendium/feats/archon-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Archon Magic"] --- # Archon Magic *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Lawbringer](compendium/feats/lawbringer-apg.md) diff --git a/compendium/feats/archwizards-might.md b/compendium/feats/archwizards-might.md index 001b2e471..8f5a2c1c0 100644 --- a/compendium/feats/archwizards-might.md +++ b/compendium/feats/archwizards-might.md @@ -7,7 +7,7 @@ tags: aliases: ["Archwizard's Might"] --- # Archwizard's Might *Feat 20* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: archwizard's spellcraft diff --git a/compendium/feats/ardent-armiger-lowg.md b/compendium/feats/ardent-armiger-lowg.md index b6cfc55c2..150b99b06 100644 --- a/compendium/feats/ardent-armiger-lowg.md +++ b/compendium/feats/ardent-armiger-lowg.md @@ -7,13 +7,13 @@ tags: aliases: ["Ardent Armiger"] --- # Ardent Armiger *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) -You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md) effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, [Making an Impression](rules/actions/make-an-impression.md) on you, or Making a [Request](rules/actions/request.md) of you. +You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, [Making an Impression](rules/actions/make-an-impression.md) on you, or Making a [Request](rules/actions/request.md) of you. -If a [mental](rules/traits/mental.md) effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. +If a [mental](rules/traits/mental.md "Mental Effect Trait") effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. *Source: Lost Omens: World Guide p. 107* %% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/arise-ye-worthy-loag.md b/compendium/feats/arise-ye-worthy-loag.md index 6e1b4061a..5c2b628e6 100644 --- a/compendium/feats/arise-ye-worthy-loag.md +++ b/compendium/feats/arise-ye-worthy-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Arise, Ye Worthy!"] --- # Arise, Ye Worthy! *Feat 13* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") You are descended from the valkyries who protect worthy souls, and can hold back death's grasp. You can cast [breath of life](compendium/spells/breath-of-life.md) as a divine innate spell once per day. diff --git a/compendium/feats/armigers-mobility-lowg.md b/compendium/feats/armigers-mobility-lowg.md index 6f462f7c7..79c1c591c 100644 --- a/compendium/feats/armigers-mobility-lowg.md +++ b/compendium/feats/armigers-mobility-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Armiger's Mobility"] --- # Armiger's Mobility *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: expert in heavy armor, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) diff --git a/compendium/feats/armor-assist-apg.md b/compendium/feats/armor-assist-apg.md index 5e8b2d57a..ef06ef5e0 100644 --- a/compendium/feats/armor-assist-apg.md +++ b/compendium/feats/armor-assist-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Armor Assist"] --- # Armor Assist *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) or [Warfare Lore](compendium/skills.md#Lore) diff --git a/compendium/feats/armor-proficiency.md b/compendium/feats/armor-proficiency.md index 4dd8ec339..c153808eb 100644 --- a/compendium/feats/armor-proficiency.md +++ b/compendium/feats/armor-proficiency.md @@ -7,7 +7,7 @@ tags: aliases: ["Armor Proficiency"] --- # Armor Proficiency *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. diff --git a/compendium/feats/armor-rune-shifter-aoa4.md b/compendium/feats/armor-rune-shifter-aoa4.md index 99267e898..10e4d333e 100644 --- a/compendium/feats/armor-rune-shifter-aoa4.md +++ b/compendium/feats/armor-rune-shifter-aoa4.md @@ -7,7 +7,7 @@ tags: aliases: ["Armor Rune Shifter"] --- # Armor Rune Shifter *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) diff --git a/compendium/feats/armor-specialist-apg.md b/compendium/feats/armor-specialist-apg.md index 6b6277831..f5b3e2e17 100644 --- a/compendium/feats/armor-specialist-apg.md +++ b/compendium/feats/armor-specialist-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Armor Specialist"] --- # Armor Specialist *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) diff --git a/compendium/feats/armored-exercise-lopsg.md b/compendium/feats/armored-exercise-lopsg.md index 0caf14090..983dde8f4 100644 --- a/compendium/feats/armored-exercise-lopsg.md +++ b/compendium/feats/armored-exercise-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Armored Exercise"] --- # Armored Exercise *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md); trained in light, medium, or heavy armor diff --git a/compendium/feats/armored-rebuff-apg.md b/compendium/feats/armored-rebuff-apg.md index 776a9d480..31f200647 100644 --- a/compendium/feats/armored-rebuff-apg.md +++ b/compendium/feats/armored-rebuff-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Armored Rebuff"] --- # Armored Rebuff [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) - **Trigger** An adjacent foe critically fails an attack roll to [Strike](rules/actions/strike.md) you with a melee weapon or unarmed attack. diff --git a/compendium/feats/armored-rest-lopsg.md b/compendium/feats/armored-rest-lopsg.md index e8e752a62..cde889347 100644 --- a/compendium/feats/armored-rest-lopsg.md +++ b/compendium/feats/armored-rest-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Armored Rest"] --- # Armored Rest *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md); trained in light, medium, or heavy armor diff --git a/compendium/feats/armored-stealth-apg.md b/compendium/feats/armored-stealth-apg.md index 21a606caa..dd324ff7a 100644 --- a/compendium/feats/armored-stealth-apg.md +++ b/compendium/feats/armored-stealth-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Armored Stealth"] --- # Armored Stealth *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) -You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to [Stealth](compendium/skills.md#Stealth) checks is reduced by 1 (to a minimum penalty of 0). If you're a master in [Stealth](compendium/skills.md#Stealth), reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the [noisy](rules/traits/noisy.md) trait, instead of reducing the penalty to [Stealth](compendium/skills.md#Stealth) checks, you ignore the effects of the [noisy](rules/traits/noisy.md) trait, enabling you to remove the penalty with a sufficient Strength score as normal. +You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to [Stealth](compendium/skills.md#Stealth) checks is reduced by 1 (to a minimum penalty of 0). If you're a master in [Stealth](compendium/skills.md#Stealth), reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, instead of reducing the penalty to [Stealth](compendium/skills.md#Stealth) checks, you ignore the effects of the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, enabling you to remove the penalty with a sufficient Strength score as normal. *Source: Advanced Player's Guide p. 203* %% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/arrow-of-death-apg.md b/compendium/feats/arrow-of-death-apg.md index d39398728..6096ccff7 100644 --- a/compendium/feats/arrow-of-death-apg.md +++ b/compendium/feats/arrow-of-death-apg.md @@ -9,13 +9,13 @@ tags: aliases: ["Arrow Of Death"] --- # Arrow Of Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Frequency**: once per day - **Activity** Three-Action -You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow [Strike](rules/actions/strike.md). On a hit, you deal an additional `10d10` precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the [death](rules/traits/death.md) and [incapacitation](rules/traits/incapacitation.md) traits. +You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow [Strike](rules/actions/strike.md). On a hit, you deal an additional `10d10` precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the [death](rules/traits/death.md "Death Effect Trait") and [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") traits. *Source: Advanced Player's Guide p. 173* %% #compendium/src/pf2e/apg #trait/archetype #trait/magical #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/arrow-snatching.md b/compendium/feats/arrow-snatching.md index 2ed3ecf5d..b3bbdffe3 100644 --- a/compendium/feats/arrow-snatching.md +++ b/compendium/feats/arrow-snatching.md @@ -7,7 +7,7 @@ tags: aliases: ["Arrow Snatching"] --- # Arrow Snatching *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Deflect Arrow](compendium/feats/deflect-arrow.md) diff --git a/compendium/feats/artokuss-fire-lol.md b/compendium/feats/artokuss-fire-lol.md index e2c1e1e8f..50bfeecca 100644 --- a/compendium/feats/artokuss-fire-lol.md +++ b/compendium/feats/artokuss-fire-lol.md @@ -9,7 +9,7 @@ tags: aliases: ["Artokus's Fire"] --- # Artokus's Fire [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) [rare](rules/traits/rare.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Frequency**: once per round - **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemist's fire, and that bomb's level is at least 2 levels lower than your advanced alchemy level. diff --git a/compendium/feats/as-in-life-so-in-death-botd.md b/compendium/feats/as-in-life-so-in-death-botd.md index 3886f5695..fd8a0f353 100644 --- a/compendium/feats/as-in-life-so-in-death-botd.md +++ b/compendium/feats/as-in-life-so-in-death-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["As in Life, So in Death"] --- # As in Life, So in Death *Feat 1* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") Specific memories of your old life are hard to hold onto, but you know things without remembering why. You gain the [Adopted Ancestry](compendium/feats/adopted-ancestry.md) feat. You can choose any ancestry, but it is likely to be one that matches both your skeleton heritage and who you were in life. As long as your body is completely covered by armor or clothing, you do not have to attempt [Deception](compendium/skills.md#Deception) checks against a creature's [Perception](compendium/skills.md#Perception) DC to successfully [Impersonate](rules/actions/impersonate.md) yourself as a member of that ancestry. This is a non-magical disguise that doesn't protect against divination. diff --git a/compendium/feats/ashen-veil-lokl.md b/compendium/feats/ashen-veil-lokl.md index d47b028a7..24d185333 100644 --- a/compendium/feats/ashen-veil-lokl.md +++ b/compendium/feats/ashen-veil-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Ashen Veil"] --- # Ashen Veil [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 7* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), expert in [Religion](compendium/skills.md#Religion), master in [Stealth](compendium/skills.md#Stealth) - **Activity** Three-Action diff --git a/compendium/feats/assassin-dedication-apg.md b/compendium/feats/assassin-dedication-apg.md index 6bc9c5a23..71055cecf 100644 --- a/compendium/feats/assassin-dedication-apg.md +++ b/compendium/feats/assassin-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Assassin Dedication"] --- # Assassin Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Alchemical Crafting](compendium/feats/alchemical-crafting.md); trained in [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), and [Stealth](compendium/skills.md#Stealth) @@ -19,9 +19,9 @@ title: Mark for Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Ac - **Requirements**: You can see and hear the creature you intend to mark -**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) weapons and unarmed attacks gain the [backstabber](rules/traits/backstabber.md) and [deadly ](rules/traits/deadly.md) weapon traits when you're attacking your mark. +**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapons and unarmed attacks gain the [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") and [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") weapon traits when you're attacking your mark. -If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it [deadly ](rules/traits/deadly.md). +If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait, increase the size of the deadly damage die by one step instead of giving it [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait"). ``` **Special.** You can't select another dedication feat until you've gained two other feats from the assassin archetype. diff --git a/compendium/feats/assassinate-apg.md b/compendium/feats/assassinate-apg.md index 938ac04d8..4a0663f07 100644 --- a/compendium/feats/assassinate-apg.md +++ b/compendium/feats/assassinate-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Assassinate"] --- # Assassinate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) - **Requirements**: You have designated a mark using Mark for Death and are completely [unnoticed](rules/conditions.md#Unnoticed) by your mark. @@ -15,7 +15,7 @@ aliases: ["Assassinate"] You strike with one swift movement, trying to instantly slay your mark. Make a [Strike](rules/actions/strike.md) against your mark. If you hit, your mark takes `6d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. -If the mark critically fails, they die. This is an [incapacitation](rules/traits/incapacitation.md) effect. The creature then becomes temporarily immune to your Assassinate for 1 day. +If the mark critically fails, they die. This is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. The creature then becomes temporarily immune to your Assassinate for 1 day. *Source: Advanced Player's Guide p. 158* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/assisting-shot.md b/compendium/feats/assisting-shot.md index 035ca663f..11b4aff4e 100644 --- a/compendium/feats/assisting-shot.md +++ b/compendium/feats/assisting-shot.md @@ -8,7 +8,7 @@ tags: aliases: ["Assisting Shot"] --- # Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You are wielding a ranged weapon - **Activity** Single Action diff --git a/compendium/feats/assurance.md b/compendium/feats/assurance.md index 70cc4929c..1170d1b1d 100644 --- a/compendium/feats/assurance.md +++ b/compendium/feats/assurance.md @@ -9,7 +9,7 @@ tags: aliases: ["Assurance"] --- # Assurance *Feat 1* -[fortune](rules/traits/fortune.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in at least one skill diff --git a/compendium/feats/assured-identification-apg.md b/compendium/feats/assured-identification-apg.md index 90c60583b..125afb9b5 100644 --- a/compendium/feats/assured-identification-apg.md +++ b/compendium/feats/assured-identification-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Assured Identification"] --- # Assured Identification *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/assured-knowledge-apg.md b/compendium/feats/assured-knowledge-apg.md index 64a2c439a..76d14805c 100644 --- a/compendium/feats/assured-knowledge-apg.md +++ b/compendium/feats/assured-knowledge-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Assured Knowledge"] --- # Assured Knowledge *Feat 6* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: enigma muse diff --git a/compendium/feats/assured-ritualist-apg.md b/compendium/feats/assured-ritualist-apg.md index a6c7a772b..c85b56707 100644 --- a/compendium/feats/assured-ritualist-apg.md +++ b/compendium/feats/assured-ritualist-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Assured Ritualist"] --- # Assured Ritualist *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Flexible Ritualist](compendium/feats/flexible-ritualist-apg.md) diff --git a/compendium/feats/astonishing-explosion-ec6.md b/compendium/feats/astonishing-explosion-ec6.md index 7286ba07e..2b827d24c 100644 --- a/compendium/feats/astonishing-explosion-ec6.md +++ b/compendium/feats/astonishing-explosion-ec6.md @@ -9,7 +9,7 @@ tags: aliases: ["Astonishing Explosion"] --- # Astonishing Explosion [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: once per minute - **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical bomb that deals splash damage and is at least 2 levels lower than your advanced alchemy level. diff --git a/compendium/feats/astral-tether-da.md b/compendium/feats/astral-tether-da.md index b503f7041..171d24623 100644 --- a/compendium/feats/astral-tether-da.md +++ b/compendium/feats/astral-tether-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Astral Tether"] --- # Astral Tether [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[abjuration](rules/traits/abjuration.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Activity** Single Action diff --git a/compendium/feats/asura-magic-loil.md b/compendium/feats/asura-magic-loil.md index cc4e85ec4..6b1d9fcb5 100644 --- a/compendium/feats/asura-magic-loil.md +++ b/compendium/feats/asura-magic-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Asura Magic"] --- # Asura Magic *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Faultspawn](compendium/feats/faultspawn-loil.md) diff --git a/compendium/feats/athletic-might-apg.md b/compendium/feats/athletic-might-apg.md index ff4fbc01b..11108ad5a 100644 --- a/compendium/feats/athletic-might-apg.md +++ b/compendium/feats/athletic-might-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Athletic Might"] --- # Athletic Might *Feat 5* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") Surviving in [hostile](rules/conditions.md#Hostile) terrain has given you a great talent for mobility. Whenever you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md), you get a critical success instead. diff --git a/compendium/feats/athletic-strategist-apg.md b/compendium/feats/athletic-strategist-apg.md index bf9538b21..84f3250eb 100644 --- a/compendium/feats/athletic-strategist-apg.md +++ b/compendium/feats/athletic-strategist-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Athletic Strategist"] --- # Athletic Strategist *Feat 2* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/attack-of-opportunity-barbarian.md b/compendium/feats/attack-of-opportunity-barbarian.md index 723f3dff7..bc4a1eba0 100644 --- a/compendium/feats/attack-of-opportunity-barbarian.md +++ b/compendium/feats/attack-of-opportunity-barbarian.md @@ -7,7 +7,7 @@ tags: aliases: ["Attack Of Opportunity (Barbarian)"] --- # Attack Of Opportunity (Barbarian) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - **Activity** Reaction diff --git a/compendium/feats/attack-of-opportunity-champion.md b/compendium/feats/attack-of-opportunity-champion.md index 3d8183a85..85c2bebbe 100644 --- a/compendium/feats/attack-of-opportunity-champion.md +++ b/compendium/feats/attack-of-opportunity-champion.md @@ -7,7 +7,7 @@ tags: aliases: ["Attack Of Opportunity (Champion)"] --- # Attack Of Opportunity (Champion) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - **Activity** Reaction diff --git a/compendium/feats/attack-of-opportunity-magus-som.md b/compendium/feats/attack-of-opportunity-magus-som.md index 04f43451e..c8fe3a214 100644 --- a/compendium/feats/attack-of-opportunity-magus-som.md +++ b/compendium/feats/attack-of-opportunity-magus-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Attack Of Opportunity (Magus)"] --- # Attack Of Opportunity (Magus) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - **Activity** Reaction diff --git a/compendium/feats/attack-of-opportunity-swashbuckler-apg.md b/compendium/feats/attack-of-opportunity-swashbuckler-apg.md index 3aab2090a..5bdae79ab 100644 --- a/compendium/feats/attack-of-opportunity-swashbuckler-apg.md +++ b/compendium/feats/attack-of-opportunity-swashbuckler-apg.md @@ -7,9 +7,9 @@ tags: aliases: ["Attack Of Opportunity (Swashbuckler)"] --- # Attack Of Opportunity (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") -- **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md) action or a [move](rules/traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using. +- **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action or a [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a move action it's using. - **Activity** Reaction You swat a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. diff --git a/compendium/feats/attuned-stride-som.md b/compendium/feats/attuned-stride-som.md index c9790fb60..96ff38ad9 100644 --- a/compendium/feats/attuned-stride-som.md +++ b/compendium/feats/attuned-stride-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Attuned Stride"] --- # Attuned Stride *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/attunement-shift-som.md b/compendium/feats/attunement-shift-som.md index 9cf8aba66..90d00f07e 100644 --- a/compendium/feats/attunement-shift-som.md +++ b/compendium/feats/attunement-shift-som.md @@ -7,11 +7,11 @@ tags: aliases: ["Attunement Shift"] --- # Attunement Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) - **Frequency**: once per 10 minutes -- **Requirements**: Your previous action was to cast a spell with the [air](rules/traits/air.md), [cold](rules/traits/cold.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), [plant](rules/traits/plant.md), or [water](rules/traits/water.md) trait +- **Requirements**: Your previous action was to cast a spell with the [air](rules/traits/air.md "Air Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait - **Activity** Free Action The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast [tanglefoot](compendium/spells/tanglefoot.md), your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. diff --git a/compendium/feats/attunement-to-stone-lowg.md b/compendium/feats/attunement-to-stone-lowg.md index 050ed043e..f04ed3601 100644 --- a/compendium/feats/attunement-to-stone-lowg.md +++ b/compendium/feats/attunement-to-stone-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Attunement To Stone"] --- # Attunement To Stone *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) diff --git a/compendium/feats/augment-senses-loag.md b/compendium/feats/augment-senses-loag.md index 54b14418e..2d14ab872 100644 --- a/compendium/feats/augment-senses-loag.md +++ b/compendium/feats/augment-senses-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Augment Senses"] --- # Augment Senses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/aura-of-courage.md b/compendium/feats/aura-of-courage.md index 5bf917ea8..63822867e 100644 --- a/compendium/feats/aura-of-courage.md +++ b/compendium/feats/aura-of-courage.md @@ -7,7 +7,7 @@ tags: aliases: ["Aura Of Courage"] --- # Aura Of Courage *Feat 4* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/aura-of-despair-apg.md b/compendium/feats/aura-of-despair-apg.md index 4d6c526f7..395f78559 100644 --- a/compendium/feats/aura-of-despair-apg.md +++ b/compendium/feats/aura-of-despair-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Aura Of Despair"] --- # Aura Of Despair *Feat 4* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tenets of evil -Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies within 15 feet of you take a –1 circumstance penalty to saving throws against [fear](rules/traits/fear.md). In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its [frightened](rules/conditions.md#Frightened) condition below 1. +Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies within 15 feet of you take a –1 circumstance penalty to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait"). In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its [frightened](rules/conditions.md#Frightened) condition below 1. *Source: Advanced Player's Guide p. 119* %% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/aura-of-faith.md b/compendium/feats/aura-of-faith.md index 9a8aed526..d3bde4ad5 100644 --- a/compendium/feats/aura-of-faith.md +++ b/compendium/feats/aura-of-faith.md @@ -7,7 +7,7 @@ tags: aliases: ["Aura Of Faith"] --- # Aura Of Faith *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/aura-of-life.md b/compendium/feats/aura-of-life.md index f106c2b51..e87b6a190 100644 --- a/compendium/feats/aura-of-life.md +++ b/compendium/feats/aura-of-life.md @@ -7,11 +7,11 @@ tags: aliases: ["Aura Of Life"] --- # Aura Of Life *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Shining Oath](compendium/feats/shining-oath.md) -Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against [necromancy](rules/traits/necromancy.md) effects. +Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against [necromancy](rules/traits/necromancy.md "Necromancy School Trait") effects. *Source: Core Rulebook p. 114* %% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/aura-of-preservation-apg.md b/compendium/feats/aura-of-preservation-apg.md index 675fa05e2..a6f0f6626 100644 --- a/compendium/feats/aura-of-preservation-apg.md +++ b/compendium/feats/aura-of-preservation-apg.md @@ -7,13 +7,13 @@ tags: aliases: ["Aura Of Preservation"] --- # Aura Of Preservation *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Esoteric Oath](compendium/feats/esoteric-oath-apg.md) Your aura protects against the twisting powers of aberrations. -You and all allies within 15 feet gain a +1 status bonus to Fortitude and Will saves against effects from aberrations. You also gain a +1 status bonus to Fortitude saves against [morph](rules/traits/morph.md) or [polymorph](rules/traits/polymorph.md) effects and Will saves against [mental](rules/traits/mental.md) effects; this bonus increases to +2 against aberrations' morph, [polymorph](rules/traits/polymorph.md), or [mental](rules/traits/mental.md) effects. +You and all allies within 15 feet gain a +1 status bonus to Fortitude and Will saves against effects from aberrations. You also gain a +1 status bonus to Fortitude saves against [morph](rules/traits/morph.md "Morph Effect Trait") or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects and Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects; this bonus increases to +2 against aberrations' morph, [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait"), or [mental](rules/traits/mental.md "Mental Effect Trait") effects. *Source: Advanced Player's Guide p. 121* %% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/aura-of-righteousness.md b/compendium/feats/aura-of-righteousness.md index 2a83347ba..21a285106 100644 --- a/compendium/feats/aura-of-righteousness.md +++ b/compendium/feats/aura-of-righteousness.md @@ -7,7 +7,7 @@ tags: aliases: ["Aura Of Righteousness"] --- # Aura Of Righteousness *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/aura-of-unbreakable-virtue-aoa6.md b/compendium/feats/aura-of-unbreakable-virtue-aoa6.md index 78c403e8a..2846ca71f 100644 --- a/compendium/feats/aura-of-unbreakable-virtue-aoa6.md +++ b/compendium/feats/aura-of-unbreakable-virtue-aoa6.md @@ -8,11 +8,11 @@ tags: aliases: ["Aura Of Unbreakable Virtue"] --- # Aura Of Unbreakable Virtue *Feat 20* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tenets of good -You are a paragon of all that is good, your overwhelming aura causing evildoers to cower. All evil creatures within 15 feet of you take a –1 status penalty to checks and DCs that target you or your allies. This penalty is –2 against creatures you have taken an oath against (such as dragons if you have the [Dragonslayer Oath](compendium/feats/dragonslayer-oath.md) feat). You can choose to suppress or resume this aura as an action, which has the [concentrate](rules/traits/concentrate.md) trait. +You are a paragon of all that is good, your overwhelming aura causing evildoers to cower. All evil creatures within 15 feet of you take a –1 status penalty to checks and DCs that target you or your allies. This penalty is –2 against creatures you have taken an oath against (such as dragons if you have the [Dragonslayer Oath](compendium/feats/dragonslayer-oath.md) feat). You can choose to suppress or resume this aura as an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. *Source: Age of Ashes #6: Broken Promises p. 76* %% #compendium/src/pf2e/aoa6 #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/aura-of-vengeance.md b/compendium/feats/aura-of-vengeance.md index db0cb5726..3a6009d0f 100644 --- a/compendium/feats/aura-of-vengeance.md +++ b/compendium/feats/aura-of-vengeance.md @@ -7,7 +7,7 @@ tags: aliases: ["Aura Of Vengeance"] --- # Aura Of Vengeance *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: exalt, [Vengeful Oath](compendium/feats/vengeful-oath.md) diff --git a/compendium/feats/aura-sight-da.md b/compendium/feats/aura-sight-da.md index 934cfbfe9..3bd8f9036 100644 --- a/compendium/feats/aura-sight-da.md +++ b/compendium/feats/aura-sight-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Aura Sight"] --- # Aura Sight *Feat 2* -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) - **Frequency**: once per hour diff --git a/compendium/feats/auspicious-mount.md b/compendium/feats/auspicious-mount.md index efb2c8944..4f536555d 100644 --- a/compendium/feats/auspicious-mount.md +++ b/compendium/feats/auspicious-mount.md @@ -7,7 +7,7 @@ tags: aliases: ["Auspicious Mount"] --- # Auspicious Mount *Feat 16* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (steed), [Imposing Destrier](compendium/feats/imposing-destrier.md) diff --git a/compendium/feats/automatic-knowledge.md b/compendium/feats/automatic-knowledge.md index de0e67351..c25044b87 100644 --- a/compendium/feats/automatic-knowledge.md +++ b/compendium/feats/automatic-knowledge.md @@ -8,7 +8,7 @@ tags: aliases: ["Automatic Knowledge"] --- # Automatic Knowledge *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in a skill with the [Recall Knowledge](rules/actions/recall-knowledge.md) action, [Assurance](compendium/feats/assurance.md) in that skill diff --git a/compendium/feats/automatic-writing-da.md b/compendium/feats/automatic-writing-da.md index 743915c4f..d9d164d75 100644 --- a/compendium/feats/automatic-writing-da.md +++ b/compendium/feats/automatic-writing-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Automatic Writing"] --- # Automatic Writing *Feat 2* -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) - **Frequency**: once per day diff --git a/compendium/feats/avalanche-strike-apg.md b/compendium/feats/avalanche-strike-apg.md index 4b025ee91..fa9d62bcc 100644 --- a/compendium/feats/avalanche-strike-apg.md +++ b/compendium/feats/avalanche-strike-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Avalanche Strike"] --- # Avalanche Strike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) - **Requirements**: You are wielding a melee weapon in two hands. diff --git a/compendium/feats/avatars-audience.md b/compendium/feats/avatars-audience.md index c0812ea08..67cecf0ae 100644 --- a/compendium/feats/avatars-audience.md +++ b/compendium/feats/avatars-audience.md @@ -7,10 +7,10 @@ tags: aliases: ["Avatar's Audience"] --- # Avatar's Audience *Feat 20* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") -Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the [commune](compendium/spells/rituals/commune.md) ritual to contact your deity, you don't have to pay any cost and you automatically get a critical success. Third, once per day, you can cast [plane shift](compendium/spells/plane-shift.md) as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you're in your deity's realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the [concentrate](rules/traits/concentrate.md) and [divine](rules/traits/divine.md) traits. +Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the [commune](compendium/spells/rituals/commune.md) ritual to contact your deity, you don't have to pay any cost and you automatically get a critical success. Third, once per day, you can cast [plane shift](compendium/spells/plane-shift.md) as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you're in your deity's realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [divine](rules/traits/divine.md "Divine Tradition Trait") traits. *Source: Core Rulebook p. 127* %% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/avenge-ally-apg.md b/compendium/feats/avenge-ally-apg.md index ae1efc970..cbaa85739 100644 --- a/compendium/feats/avenge-ally-apg.md +++ b/compendium/feats/avenge-ally-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Avenge Ally"] --- # Avenge Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[elf](rules/traits/elf.md) [fortune](rules/traits/fortune.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Frequency**: once every 10 minutes - **Requirements**: You are adjacent to an ally with the [dying](rules/conditions.md#Dying) condition. diff --git a/compendium/feats/avenge-in-glory-locg.md b/compendium/feats/avenge-in-glory-locg.md index 3cb356223..4e813ddf2 100644 --- a/compendium/feats/avenge-in-glory-locg.md +++ b/compendium/feats/avenge-in-glory-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Avenge In Glory"] --- # Avenge In Glory [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[dwarf](rules/traits/dwarf.md) [uncommon](rules/traits/uncommon.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: mountain dwarf ethnicity - **Frequency**: once per day diff --git a/compendium/feats/awakened-power-da.md b/compendium/feats/awakened-power-da.md index 0858bcee4..b79813246 100644 --- a/compendium/feats/awakened-power-da.md +++ b/compendium/feats/awakened-power-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Awakened Power"] --- # Awakened Power *Feat 4* -[deviant](rules/traits/deviant-da.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Your power spontaneously evolves or reconfigures itself. You gain one awakening benefit for a deviant feat of 4th level or lower. diff --git a/compendium/feats/awesome-blow.md b/compendium/feats/awesome-blow.md index 077866f3d..7bc2dd424 100644 --- a/compendium/feats/awesome-blow.md +++ b/compendium/feats/awesome-blow.md @@ -9,7 +9,7 @@ tags: aliases: ["Awesome Blow"] --- # Awesome Blow *Feat 14* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: [Knockback](compendium/feats/knockback.md) diff --git a/compendium/feats/axe-climber-ec3.md b/compendium/feats/axe-climber-ec3.md index 2f5b8fc06..6552c649a 100644 --- a/compendium/feats/axe-climber-ec3.md +++ b/compendium/feats/axe-climber-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Axe Climber"] --- # Axe Climber *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) diff --git a/compendium/feats/axe-thrower-ec3.md b/compendium/feats/axe-thrower-ec3.md index a8b8d28f5..ff6a853a9 100644 --- a/compendium/feats/axe-thrower-ec3.md +++ b/compendium/feats/axe-thrower-ec3.md @@ -7,11 +7,11 @@ tags: aliases: ["Axe Thrower"] --- # Axe Thrower *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) -You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the [thrown](rules/traits/thrown.md) trait with a range of 10 feet. For axes that already have the [thrown](rules/traits/thrown.md) trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. +You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait with a range of 10 feet. For axes that already have the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. *Source: Extinction Curse #3: Life's Long Shadows p. 75* %% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/axiomatic-lore-loag.md b/compendium/feats/axiomatic-lore-loag.md index 2be4f8e6e..afc3bca58 100644 --- a/compendium/feats/axiomatic-lore-loag.md +++ b/compendium/feats/axiomatic-lore-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Axiomatic Lore"] --- # Axiomatic Lore *Feat 1* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") You possess a strong understanding of process among mortals and lawful outsiders alike. The source of this knowledge might be intuition, study, or a childhood spent among other aphorites. You gain the trained proficiency rank in [Diplomacy](compendium/skills.md#Diplomacy) and [Society](compendium/skills.md#Society). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Axis Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/azaersis-roads-lol.md b/compendium/feats/azaersis-roads-lol.md index 3a5ffe54e..3a49c1a92 100644 --- a/compendium/feats/azaersis-roads-lol.md +++ b/compendium/feats/azaersis-roads-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Azaersi's Roads"] --- # Azaersi's Roads *Feat 17* -[hobgoblin](rules/traits/hobgoblin-locg.md) [rare](rules/traits/rare.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Azaersi has granted you limited access to the Stone Roads, attuning you to the tiniest sliver of the Onyx Key. You gain [plane shift](compendium/spells/plane-shift.md) as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the Plane of Earth and the Material Plane. Due to your attunement to the Onyx Key, you can act as the spell focus, and you do not require a tuning fork. diff --git a/compendium/feats/azarketi-lore-aaws.md b/compendium/feats/azarketi-lore-aaws.md index 984a19a1b..472cfd03e 100644 --- a/compendium/feats/azarketi-lore-aaws.md +++ b/compendium/feats/azarketi-lore-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Azarketi Lore"] --- # Azarketi Lore *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You have learned the history and origins of your people and how to connect to both your land and sea heritage. You become trained in [Athletics](compendium/skills.md#Athletics) and [Nature](compendium/skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Azarketi Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/azarketi-purification-loag.md b/compendium/feats/azarketi-purification-loag.md index ad7f5655e..cc131006d 100644 --- a/compendium/feats/azarketi-purification-loag.md +++ b/compendium/feats/azarketi-purification-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Azarketi Purification"] --- # Azarketi Purification *Feat 9* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You can cast [purify food and drink](compendium/spells/purify-food-and-drink.md) as a primal innate spell, but only on liquids. diff --git a/compendium/feats/azarketi-weapon-aptitude-aaws.md b/compendium/feats/azarketi-weapon-aptitude-aaws.md index a21a191de..a144147f4 100644 --- a/compendium/feats/azarketi-weapon-aptitude-aaws.md +++ b/compendium/feats/azarketi-weapon-aptitude-aaws.md @@ -7,11 +7,11 @@ tags: aliases: ["Azarketi Weapon Aptitude"] --- # Azarketi Weapon Aptitude *Feat 5* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") - **Prerequisites**: [Azarketi Weapon Familiarity](compendium/feats/azarketi-weapon-familiarity-aaws.md) -You become familiar with using your weapons both in and out of water. Whenever you critically hit using an [azarketi](rules/traits/azarketi-loag.md) weapon or one of the weapons listed in [Azarketi Weapon Familiarity](compendium/feats/azarketi-weapon-familiarity-aaws.md), you apply the weapon's critical specialization effect. +You become familiar with using your weapons both in and out of water. Whenever you critically hit using an [azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") weapon or one of the weapons listed in [Azarketi Weapon Familiarity](compendium/feats/azarketi-weapon-familiarity-aaws.md), you apply the weapon's critical specialization effect. *Source: Azarketi Ancestry Web Supplement p. 5* %% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/compendium/feats/azarketi-weapon-expertise-aaws.md b/compendium/feats/azarketi-weapon-expertise-aaws.md index 94dc5bd6a..14b18ad14 100644 --- a/compendium/feats/azarketi-weapon-expertise-aaws.md +++ b/compendium/feats/azarketi-weapon-expertise-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Azarketi Weapon Expertise"] --- # Azarketi Weapon Expertise *Feat 13* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") - **Prerequisites**: [Azarketi Weapon Familiarity](compendium/feats/azarketi-weapon-familiarity-aaws.md) diff --git a/compendium/feats/azarketi-weapon-familiarity-aaws.md b/compendium/feats/azarketi-weapon-familiarity-aaws.md index 56e0cd135..bace612a9 100644 --- a/compendium/feats/azarketi-weapon-familiarity-aaws.md +++ b/compendium/feats/azarketi-weapon-familiarity-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Azarketi Weapon Familiarity"] --- # Azarketi Weapon Familiarity *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You are familiar with weapons that excel underwater. You are trained with crossbows, hand crossbows, longspears, spears, and tridents. diff --git a/compendium/feats/azata-magic-apg.md b/compendium/feats/azata-magic-apg.md index 71ee45081..704f8473b 100644 --- a/compendium/feats/azata-magic-apg.md +++ b/compendium/feats/azata-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Azata Magic"] --- # Azata Magic *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Musetouched](compendium/feats/musetouched-apg.md) diff --git a/compendium/feats/back-to-back-apg.md b/compendium/feats/back-to-back-apg.md index 1b1536ebb..99d2a2e61 100644 --- a/compendium/feats/back-to-back-apg.md +++ b/compendium/feats/back-to-back-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Back To Back"] --- # Back To Back *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) diff --git a/compendium/feats/backup-disguise-locg.md b/compendium/feats/backup-disguise-locg.md index fd3d8cf31..7973610c1 100644 --- a/compendium/feats/backup-disguise-locg.md +++ b/compendium/feats/backup-disguise-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Backup Disguise"] --- # Backup Disguise *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/banishing-blow-ec6.md b/compendium/feats/banishing-blow-ec6.md index 0d08862dd..261e3ac38 100644 --- a/compendium/feats/banishing-blow-ec6.md +++ b/compendium/feats/banishing-blow-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Banishing Blow"] --- # Banishing Blow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Fiendsbane Oath](compendium/feats/fiendsbane-oath.md) - **Trigger** You use your champion's reaction, triggered by a fiend within your reach. diff --git a/compendium/feats/barbarian-dedication.md b/compendium/feats/barbarian-dedication.md index 4bda3d40e..d4dee63de 100644 --- a/compendium/feats/barbarian-dedication.md +++ b/compendium/feats/barbarian-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Barbarian Dedication"] --- # Barbarian Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Constitution 14 diff --git a/compendium/feats/barbarian-resiliency.md b/compendium/feats/barbarian-resiliency.md index 085d20fc5..30340bac9 100644 --- a/compendium/feats/barbarian-resiliency.md +++ b/compendium/feats/barbarian-resiliency.md @@ -7,7 +7,7 @@ tags: aliases: ["Barbarian Resiliency"] --- # Barbarian Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md), class granting no more Hit Points per level than 10 + your Constitution modifier diff --git a/compendium/feats/bard-dedication.md b/compendium/feats/bard-dedication.md index 797f9bd70..1584d148a 100644 --- a/compendium/feats/bard-dedication.md +++ b/compendium/feats/bard-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Bard Dedication"] --- # Bard Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 diff --git a/compendium/feats/bardic-lore.md b/compendium/feats/bardic-lore.md index 6d96c5a07..169e0f117 100644 --- a/compendium/feats/bardic-lore.md +++ b/compendium/feats/bardic-lore.md @@ -7,7 +7,7 @@ tags: aliases: ["Bardic Lore"] --- # Bardic Lore *Feat 1* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Enigma muse diff --git a/compendium/feats/bargain-hunter.md b/compendium/feats/bargain-hunter.md index 211da99fb..ebc443bb4 100644 --- a/compendium/feats/bargain-hunter.md +++ b/compendium/feats/bargain-hunter.md @@ -8,7 +8,7 @@ tags: aliases: ["Bargain Hunter"] --- # Bargain Hunter *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/bark-and-tendril-locg.md b/compendium/feats/bark-and-tendril-locg.md index e74207be8..9bf67649c 100644 --- a/compendium/feats/bark-and-tendril-locg.md +++ b/compendium/feats/bark-and-tendril-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bark And Tendril"] --- # Bark And Tendril *Feat 9* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") You wield primal magic. You can cast [barkskin](compendium/spells/barkskin.md) and entangle as 2nd-level primal innate spells once per day each. diff --git a/compendium/feats/barreling-charge-barbarian-apg.md b/compendium/feats/barreling-charge-barbarian-apg.md index b2d543559..ee76e3b95 100644 --- a/compendium/feats/barreling-charge-barbarian-apg.md +++ b/compendium/feats/barreling-charge-barbarian-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Barreling Charge (Barbarian)"] --- # Barreling Charge (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) - **Activity** Two-Action diff --git a/compendium/feats/barreling-charge-fighter-apg.md b/compendium/feats/barreling-charge-fighter-apg.md index 09ffb41cd..0c7a00d56 100644 --- a/compendium/feats/barreling-charge-fighter-apg.md +++ b/compendium/feats/barreling-charge-fighter-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Barreling Charge (Fighter)"] --- # Barreling Charge (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) - **Activity** Two-Action diff --git a/compendium/feats/barrier-shield-lotgb.md b/compendium/feats/barrier-shield-lotgb.md index f478e5a90..69678162c 100644 --- a/compendium/feats/barrier-shield-lotgb.md +++ b/compendium/feats/barrier-shield-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Barrier Shield"] --- # Barrier Shield *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [shield](compendium/spells/shield.md) diff --git a/compendium/feats/bashing-charge-apg.md b/compendium/feats/bashing-charge-apg.md index 903899b1b..4a0c5e9d8 100644 --- a/compendium/feats/bashing-charge-apg.md +++ b/compendium/feats/bashing-charge-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Bashing Charge"] --- # Bashing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) - **Activity** Two-Action diff --git a/compendium/feats/basic-arcana.md b/compendium/feats/basic-arcana.md index 8e893eb31..2a3415adc 100644 --- a/compendium/feats/basic-arcana.md +++ b/compendium/feats/basic-arcana.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Arcana"] --- # Basic Arcana *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) diff --git a/compendium/feats/basic-bard-spellcasting.md b/compendium/feats/basic-bard-spellcasting.md index 2d93cc532..6e900c437 100644 --- a/compendium/feats/basic-bard-spellcasting.md +++ b/compendium/feats/basic-bard-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Bard Spellcasting"] --- # Basic Bard Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) diff --git a/compendium/feats/basic-blood-potency.md b/compendium/feats/basic-blood-potency.md index 216be4e53..1352d6955 100644 --- a/compendium/feats/basic-blood-potency.md +++ b/compendium/feats/basic-blood-potency.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Blood Potency"] --- # Basic Blood Potency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) diff --git a/compendium/feats/basic-bloodline-spell.md b/compendium/feats/basic-bloodline-spell.md index 0cb1e6160..9833e44e8 100644 --- a/compendium/feats/basic-bloodline-spell.md +++ b/compendium/feats/basic-bloodline-spell.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Bloodline Spell"] --- # Basic Bloodline Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) diff --git a/compendium/feats/basic-captivator-spellcasting-lotgb.md b/compendium/feats/basic-captivator-spellcasting-lotgb.md index 47ab5122d..ba24926ea 100644 --- a/compendium/feats/basic-captivator-spellcasting-lotgb.md +++ b/compendium/feats/basic-captivator-spellcasting-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Captivator Spellcasting"] --- # Basic Captivator Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) diff --git a/compendium/feats/basic-cathartic-spellcasting-som.md b/compendium/feats/basic-cathartic-spellcasting-som.md index 24f6f1e4c..28c657a46 100644 --- a/compendium/feats/basic-cathartic-spellcasting-som.md +++ b/compendium/feats/basic-cathartic-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Cathartic Spellcasting"] --- # Basic Cathartic Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) diff --git a/compendium/feats/basic-cleric-spellcasting.md b/compendium/feats/basic-cleric-spellcasting.md index 6a7ab279b..11ac632e7 100644 --- a/compendium/feats/basic-cleric-spellcasting.md +++ b/compendium/feats/basic-cleric-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Cleric Spellcasting"] --- # Basic Cleric Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) diff --git a/compendium/feats/basic-concoction.md b/compendium/feats/basic-concoction.md index 89f3ee19d..42b2d3145 100644 --- a/compendium/feats/basic-concoction.md +++ b/compendium/feats/basic-concoction.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Concoction"] --- # Basic Concoction *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) diff --git a/compendium/feats/basic-deduction-apg.md b/compendium/feats/basic-deduction-apg.md index 11d6a326f..a1204c38d 100644 --- a/compendium/feats/basic-deduction-apg.md +++ b/compendium/feats/basic-deduction-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Deduction"] --- # Basic Deduction *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) diff --git a/compendium/feats/basic-devotion.md b/compendium/feats/basic-devotion.md index f42e9567e..437681a36 100644 --- a/compendium/feats/basic-devotion.md +++ b/compendium/feats/basic-devotion.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Devotion"] --- # Basic Devotion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) diff --git a/compendium/feats/basic-dogma.md b/compendium/feats/basic-dogma.md index b0ea65eb7..d472bba38 100644 --- a/compendium/feats/basic-dogma.md +++ b/compendium/feats/basic-dogma.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Dogma"] --- # Basic Dogma *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) diff --git a/compendium/feats/basic-druid-spellcasting.md b/compendium/feats/basic-druid-spellcasting.md index f1f93ebf3..55768a2b0 100644 --- a/compendium/feats/basic-druid-spellcasting.md +++ b/compendium/feats/basic-druid-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Druid Spellcasting"] --- # Basic Druid Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) diff --git a/compendium/feats/basic-eldritch-archer-spellcasting-apg.md b/compendium/feats/basic-eldritch-archer-spellcasting-apg.md index fb097a9b6..ea7853da5 100644 --- a/compendium/feats/basic-eldritch-archer-spellcasting-apg.md +++ b/compendium/feats/basic-eldritch-archer-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Eldritch Archer Spellcasting"] --- # Basic Eldritch Archer Spellcasting *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) diff --git a/compendium/feats/basic-flair-apg.md b/compendium/feats/basic-flair-apg.md index bc75e8ad0..67eab100e 100644 --- a/compendium/feats/basic-flair-apg.md +++ b/compendium/feats/basic-flair-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Flair"] --- # Basic Flair *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) diff --git a/compendium/feats/basic-fury.md b/compendium/feats/basic-fury.md index 9f8695fac..8978b9eef 100644 --- a/compendium/feats/basic-fury.md +++ b/compendium/feats/basic-fury.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Fury"] --- # Basic Fury *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) diff --git a/compendium/feats/basic-hunters-trick.md b/compendium/feats/basic-hunters-trick.md index daec51209..f06728479 100644 --- a/compendium/feats/basic-hunters-trick.md +++ b/compendium/feats/basic-hunters-trick.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Hunter's Trick"] --- # Basic Hunter's Trick *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md) diff --git a/compendium/feats/basic-kata.md b/compendium/feats/basic-kata.md index 9047c285f..3a0f0dd56 100644 --- a/compendium/feats/basic-kata.md +++ b/compendium/feats/basic-kata.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Kata"] --- # Basic Kata *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) diff --git a/compendium/feats/basic-lesson-apg.md b/compendium/feats/basic-lesson-apg.md index 3b8f588f4..031d49049 100644 --- a/compendium/feats/basic-lesson-apg.md +++ b/compendium/feats/basic-lesson-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Lesson"] --- # Basic Lesson *Feat 2* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/basic-magus-spellcasting-som.md b/compendium/feats/basic-magus-spellcasting-som.md index fa067b955..2c5f0e50e 100644 --- a/compendium/feats/basic-magus-spellcasting-som.md +++ b/compendium/feats/basic-magus-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Magus Spellcasting"] --- # Basic Magus Spellcasting *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) diff --git a/compendium/feats/basic-maneuver.md b/compendium/feats/basic-maneuver.md index cc95d00e3..ac7d48f0e 100644 --- a/compendium/feats/basic-maneuver.md +++ b/compendium/feats/basic-maneuver.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Maneuver"] --- # Basic Maneuver *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) diff --git a/compendium/feats/basic-martial-magic-som.md b/compendium/feats/basic-martial-magic-som.md index b7cd35228..027b886aa 100644 --- a/compendium/feats/basic-martial-magic-som.md +++ b/compendium/feats/basic-martial-magic-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Martial Magic"] --- # Basic Martial Magic *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) diff --git a/compendium/feats/basic-muses-whispers.md b/compendium/feats/basic-muses-whispers.md index 1044d70bf..6a4658ddb 100644 --- a/compendium/feats/basic-muses-whispers.md +++ b/compendium/feats/basic-muses-whispers.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Muse's Whispers"] --- # Basic Muse's Whispers *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) diff --git a/compendium/feats/basic-mysteries-apg.md b/compendium/feats/basic-mysteries-apg.md index ac78cb337..47a667a0a 100644 --- a/compendium/feats/basic-mysteries-apg.md +++ b/compendium/feats/basic-mysteries-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Mysteries"] --- # Basic Mysteries *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) diff --git a/compendium/feats/basic-oracle-spellcasting-apg.md b/compendium/feats/basic-oracle-spellcasting-apg.md index 62270d4df..618349517 100644 --- a/compendium/feats/basic-oracle-spellcasting-apg.md +++ b/compendium/feats/basic-oracle-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Oracle Spellcasting"] --- # Basic Oracle Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) diff --git a/compendium/feats/basic-psychic-spellcasting-da.md b/compendium/feats/basic-psychic-spellcasting-da.md index 5125eef83..3b06441ce 100644 --- a/compendium/feats/basic-psychic-spellcasting-da.md +++ b/compendium/feats/basic-psychic-spellcasting-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Psychic Spellcasting"] --- # Basic Psychic Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) diff --git a/compendium/feats/basic-red-mantis-magic-lowg.md b/compendium/feats/basic-red-mantis-magic-lowg.md index 9e2e785e9..a42f3d1fb 100644 --- a/compendium/feats/basic-red-mantis-magic-lowg.md +++ b/compendium/feats/basic-red-mantis-magic-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Red Mantis Magic"] --- # Basic Red Mantis Magic *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion), [Red Mantis Assassin Dedication](compendium/feats/red-mantis-assassin-dedication-lowg.md) diff --git a/compendium/feats/basic-scroll-cache-apg.md b/compendium/feats/basic-scroll-cache-apg.md index 9a52e880c..9e0f78cc0 100644 --- a/compendium/feats/basic-scroll-cache-apg.md +++ b/compendium/feats/basic-scroll-cache-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Scroll Cache"] --- # Basic Scroll Cache *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) diff --git a/compendium/feats/basic-sorcerer-spellcasting.md b/compendium/feats/basic-sorcerer-spellcasting.md index 91a6e0a89..173a27e16 100644 --- a/compendium/feats/basic-sorcerer-spellcasting.md +++ b/compendium/feats/basic-sorcerer-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Sorcerer Spellcasting"] --- # Basic Sorcerer Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) diff --git a/compendium/feats/basic-spellcasting-som.md b/compendium/feats/basic-spellcasting-som.md index 7bea9b92d..fece28efb 100644 --- a/compendium/feats/basic-spellcasting-som.md +++ b/compendium/feats/basic-spellcasting-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Basic Spellcasting"] --- # Basic Spellcasting *Feat 4* -[[class]](rules/traits/any-class-som.md) [pervasive magic](rules/traits/pervasive-magic-som.md) [rare](rules/traits/rare.md) +[[class]](rules/traits/class-som.md "Any Class Class Trait") [pervasive magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Cantrip Casting](compendium/feats/cantrip-casting-som.md) diff --git a/compendium/feats/basic-summoner-spellcasting-som.md b/compendium/feats/basic-summoner-spellcasting-som.md index efb615bec..8c0589ee6 100644 --- a/compendium/feats/basic-summoner-spellcasting-som.md +++ b/compendium/feats/basic-summoner-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Summoner Spellcasting"] --- # Basic Summoner Spellcasting *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) diff --git a/compendium/feats/basic-synergy-som.md b/compendium/feats/basic-synergy-som.md index 76baccbc8..f4bbbe777 100644 --- a/compendium/feats/basic-synergy-som.md +++ b/compendium/feats/basic-synergy-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Synergy"] --- # Basic Synergy *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) diff --git a/compendium/feats/basic-thaumaturgy-da.md b/compendium/feats/basic-thaumaturgy-da.md index c9b2e23b0..85778ff3e 100644 --- a/compendium/feats/basic-thaumaturgy-da.md +++ b/compendium/feats/basic-thaumaturgy-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Thaumaturgy"] --- # Basic Thaumaturgy *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) diff --git a/compendium/feats/basic-thoughtform-da.md b/compendium/feats/basic-thoughtform-da.md index be62f0523..cb7751f67 100644 --- a/compendium/feats/basic-thoughtform-da.md +++ b/compendium/feats/basic-thoughtform-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Thoughtform"] --- # Basic Thoughtform *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) diff --git a/compendium/feats/basic-trickery.md b/compendium/feats/basic-trickery.md index 06b9a62b4..ddf1b78a0 100644 --- a/compendium/feats/basic-trickery.md +++ b/compendium/feats/basic-trickery.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Trickery"] --- # Basic Trickery *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) diff --git a/compendium/feats/basic-wilding.md b/compendium/feats/basic-wilding.md index 80689df2c..2e4606d57 100644 --- a/compendium/feats/basic-wilding.md +++ b/compendium/feats/basic-wilding.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Wilding"] --- # Basic Wilding *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) diff --git a/compendium/feats/basic-witch-spellcasting-apg.md b/compendium/feats/basic-witch-spellcasting-apg.md index a46b79568..200cbb36a 100644 --- a/compendium/feats/basic-witch-spellcasting-apg.md +++ b/compendium/feats/basic-witch-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Witch Spellcasting"] --- # Basic Witch Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) diff --git a/compendium/feats/basic-witchcraft-apg.md b/compendium/feats/basic-witchcraft-apg.md index 9978f0040..bc31b878e 100644 --- a/compendium/feats/basic-witchcraft-apg.md +++ b/compendium/feats/basic-witchcraft-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Witchcraft"] --- # Basic Witchcraft *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) diff --git a/compendium/feats/basic-wizard-spellcasting.md b/compendium/feats/basic-wizard-spellcasting.md index 708e86412..305932e7e 100644 --- a/compendium/feats/basic-wizard-spellcasting.md +++ b/compendium/feats/basic-wizard-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Basic Wizard Spellcasting"] --- # Basic Wizard Spellcasting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) diff --git a/compendium/feats/bastion-dedication-apg.md b/compendium/feats/bastion-dedication-apg.md index aaaedd8f7..ce16ec0bd 100644 --- a/compendium/feats/bastion-dedication-apg.md +++ b/compendium/feats/bastion-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Bastion Dedication"] --- # Bastion Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) diff --git a/compendium/feats/bat-form-botd.md b/compendium/feats/bat-form-botd.md index 65f47a545..e0db9d857 100644 --- a/compendium/feats/bat-form-botd.md +++ b/compendium/feats/bat-form-botd.md @@ -11,7 +11,7 @@ tags: aliases: ["Bat Form"] --- # Bat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) - **Frequency**: once per hour diff --git a/compendium/feats/battle-assessment.md b/compendium/feats/battle-assessment.md index 17a8946a8..9ab4892ea 100644 --- a/compendium/feats/battle-assessment.md +++ b/compendium/feats/battle-assessment.md @@ -8,7 +8,7 @@ tags: aliases: ["Battle Assessment"] --- # Battle Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](rules/traits/rogue.md) [secret](rules/traits/secret.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [secret](rules/traits/secret.md "Secret General Trait") - **Activity** Single Action diff --git a/compendium/feats/battle-cry.md b/compendium/feats/battle-cry.md index cf736772e..63e79668c 100644 --- a/compendium/feats/battle-cry.md +++ b/compendium/feats/battle-cry.md @@ -8,7 +8,7 @@ tags: aliases: ["Battle Cry"] --- # Battle Cry *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/battle-medicine.md b/compendium/feats/battle-medicine.md index 08495cfe4..a2bf10f95 100644 --- a/compendium/feats/battle-medicine.md +++ b/compendium/feats/battle-medicine.md @@ -10,7 +10,7 @@ tags: aliases: ["Battle Medicine"] --- # Battle Medicine [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[general](rules/traits/general.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) - **Requirements**: You are holding or wearing [healer's tools](compendium/equipment/items/healers-tools.md) and have a hand free. diff --git a/compendium/feats/battle-planner-apg.md b/compendium/feats/battle-planner-apg.md index 7d047e28b..68b195d91 100644 --- a/compendium/feats/battle-planner-apg.md +++ b/compendium/feats/battle-planner-apg.md @@ -8,13 +8,13 @@ tags: aliases: ["Battle Planner"] --- # Battle Planner *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Warfare Lore](compendium/skills.md#Lore) You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. -When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a [Warfare Lore](compendium/skills.md#Lore) check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the [Warfare Lore](compendium/skills.md#Lore) result you previously rolled for your initiative roll; if you do, this is a [fortune](rules/traits/fortune.md) effect. +When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a [Warfare Lore](compendium/skills.md#Lore) check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the [Warfare Lore](compendium/skills.md#Lore) result you previously rolled for your initiative roll; if you do, this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. *Source: Advanced Player's Guide p. 203* %% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/battle-prayer-logm.md b/compendium/feats/battle-prayer-logm.md index 8b1367a3e..4ce3a2224 100644 --- a/compendium/feats/battle-prayer-logm.md +++ b/compendium/feats/battle-prayer-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Battle Prayer"] --- # Battle Prayer [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[divine](rules/traits/divine.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Religion](compendium/skills.md#Religion), you follow a deity - **Activity** Single Action diff --git a/compendium/feats/battleforger-locg.md b/compendium/feats/battleforger-locg.md index 0697b8fc7..a5de520f9 100644 --- a/compendium/feats/battleforger-locg.md +++ b/compendium/feats/battleforger-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Battleforger"] --- # Battleforger *Feat 9* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/beacon-mark-lotgb.md b/compendium/feats/beacon-mark-lotgb.md index 4fd8ba634..7e1c14e01 100644 --- a/compendium/feats/beacon-mark-lotgb.md +++ b/compendium/feats/beacon-mark-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Beacon Mark"] --- # Beacon Mark *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Tracing Sigil](compendium/feats/tracing-sigil-lotgb.md) @@ -15,7 +15,7 @@ When you cast [sigil](compendium/spells/sigil.md), you can modify the spell to a **Heightened (4th)** You attune yourself to the marked target. -While the spell lasts, you can spend a single action, which has the concentrate, [detection](rules/traits/detection.md), and [divination](rules/traits/divination.md) traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you [Cast this Spell](rules/actions/cast-a-spell.md) again on a second target, the [sigil](compendium/spells/sigil.md) spell on the first target ends, and your mark fades. +While the spell lasts, you can spend a single action, which has the concentrate, [detection](rules/traits/detection.md "Detection Effect Trait"), and [divination](rules/traits/divination.md "Divination School Trait") traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you [Cast this Spell](rules/actions/cast-a-spell.md) again on a second target, the [sigil](compendium/spells/sigil.md) spell on the first target ends, and your mark fades. *Source: Lost Omens: The Grand Bazaar p. 124* %% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bear-empathy-tv.md b/compendium/feats/bear-empathy-tv.md index 6a9ec168a..dcaf956a2 100644 --- a/compendium/feats/bear-empathy-tv.md +++ b/compendium/feats/bear-empathy-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Bear Empathy"] --- # Bear Empathy *Feat 10* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") You have a magical affinity for bears and can speak to them through sounds and body language. You can communicate with all bears, as well as other ursine creatures at the GM's discretion. diff --git a/compendium/feats/bear-hug-tv.md b/compendium/feats/bear-hug-tv.md index e65c8df16..cc00d8a2b 100644 --- a/compendium/feats/bear-hug-tv.md +++ b/compendium/feats/bear-hug-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Bear Hug"] --- # Bear Hug [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Requirements**: Your last action was a successful claw [Strike](rules/actions/strike.md). - **Activity** Single Action diff --git a/compendium/feats/beast-speaker-ec2.md b/compendium/feats/beast-speaker-ec2.md index 96125b64c..dc23c322a 100644 --- a/compendium/feats/beast-speaker-ec2.md +++ b/compendium/feats/beast-speaker-ec2.md @@ -8,7 +8,7 @@ tags: aliases: ["Beast Speaker"] --- # Beast Speaker *Feat 4* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) diff --git a/compendium/feats/beast-trainer-apg.md b/compendium/feats/beast-trainer-apg.md index 3118d2873..cee2421c4 100644 --- a/compendium/feats/beast-trainer-apg.md +++ b/compendium/feats/beast-trainer-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Beast Trainer"] --- # Beast Trainer *Feat 1* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") You have an impressive innate ability to tame and command ferocious beasts. You become trained in the [Nature](compendium/skills.md#Nature) skill and gain the [Train Animal](compendium/feats/train-animal.md) skill feat. diff --git a/compendium/feats/beastbrood-loag.md b/compendium/feats/beastbrood-loag.md index e6cf642f2..853d7fb9c 100644 --- a/compendium/feats/beastbrood-loag.md +++ b/compendium/feats/beastbrood-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Beastbrood"] --- # Beastbrood *Feat 1* -[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -One of your ancestors was a [rakshasa](rules/traits/rakshasa-b1.md), the corrupt and aristocratic reincarnated souls that call Golarion home. You have some dim echo of your ancestor's memories— enough to play the role of noble as needed, no matter your origins. You're trained in [Society](compendium/skills.md#Society). If you're already trained in [Society](compendium/skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. +One of your ancestors was a [rakshasa](rules/traits/rakshasa-b1.md "Rakshasa Creature Trait"), the corrupt and aristocratic reincarnated souls that call Golarion home. You have some dim echo of your ancestor's memories— enough to play the role of noble as needed, no matter your origins. You're trained in [Society](compendium/skills.md#Society). If you're already trained in [Society](compendium/skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. ## Beastbrood leads to... diff --git a/compendium/feats/beastmaster-bond-apg.md b/compendium/feats/beastmaster-bond-apg.md index 085f0b752..bc6268071 100644 --- a/compendium/feats/beastmaster-bond-apg.md +++ b/compendium/feats/beastmaster-bond-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Beastmaster Bond"] --- # Beastmaster Bond *Feat 10* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) diff --git a/compendium/feats/beastmaster-dedication-apg.md b/compendium/feats/beastmaster-dedication-apg.md index cfaef2e82..e746b2f6e 100644 --- a/compendium/feats/beastmaster-dedication-apg.md +++ b/compendium/feats/beastmaster-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Beastmaster Dedication"] --- # Beastmaster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/beastmasters-call-apg.md b/compendium/feats/beastmasters-call-apg.md index 7dc575576..1bdee8984 100644 --- a/compendium/feats/beastmasters-call-apg.md +++ b/compendium/feats/beastmasters-call-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Beastmaster's Call"] --- # Beastmaster's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md), Call Companion - **Frequency**: once per turn diff --git a/compendium/feats/beastmasters-trance-apg.md b/compendium/feats/beastmasters-trance-apg.md index f8d432b74..f21189851 100644 --- a/compendium/feats/beastmasters-trance-apg.md +++ b/compendium/feats/beastmasters-trance-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Beastmaster's Trance"] --- # Beastmaster's Trance *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) diff --git a/compendium/feats/become-thought-da.md b/compendium/feats/become-thought-da.md index 564cbddd0..042e81f73 100644 --- a/compendium/feats/become-thought-da.md +++ b/compendium/feats/become-thought-da.md @@ -8,13 +8,13 @@ tags: aliases: ["Become Thought"] --- # Become Thought *Feat 20* -[psychic](rules/traits/psychic-da.md) [transmutation](rules/traits/transmutation.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") You shed some of your material form, becoming a being of pure thought. This has the following effects. -- You gain resistance 10 to physical damage but weakness 5 to mental damage and weakness 10 to [any](rules/traits/any-b1.md) effect that deals damage by targeting the spirit, such as spirit blast. -- You can change your appearance on a whim. This takes a single action, which has the [concentrate](rules/traits/concentrate.md) trait, has the effects of illusory disguise, and lasts until you change your appearance again. +- You gain resistance 10 to physical damage but weakness 5 to mental damage and weakness 10 to [any](rules/traits/any-b1.md "Any Alignment Trait") effect that deals damage by targeting the spirit, such as spirit blast. +- You can change your appearance on a whim. This takes a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, has the effects of illusory disguise, and lasts until you change your appearance again. - Once per year, when you die, you automatically return to life the next day as long as one living sentient creature on your plane remembers you; the memories enable you to reconstruct yourself from their thoughts. You appear in the vicinity of the creature that remembers you most strongly. *Source: Dark Archive p. 29* diff --git a/compendium/feats/bellflower-dedication-aoa3.md b/compendium/feats/bellflower-dedication-aoa3.md index 073bdd0d2..dcc1fcd34 100644 --- a/compendium/feats/bellflower-dedication-aoa3.md +++ b/compendium/feats/bellflower-dedication-aoa3.md @@ -9,7 +9,7 @@ tags: aliases: ["Bellflower Dedication"] --- # Bellflower Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Charisma 14, expert in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival), member of the Bellflower Network diff --git a/compendium/feats/bend-space-loil.md b/compendium/feats/bend-space-loil.md index f54a48723..86670a65c 100644 --- a/compendium/feats/bend-space-loil.md +++ b/compendium/feats/bend-space-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Bend Space"] --- # Bend Space *Feat 17* -[kashrishi](rules/traits/kashrishi-loil.md) [uncommon](rules/traits/uncommon.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Transcendent Realization diff --git a/compendium/feats/beneath-notice-frp2.md b/compendium/feats/beneath-notice-frp2.md index 877fe8a73..e4b3e3609 100644 --- a/compendium/feats/beneath-notice-frp2.md +++ b/compendium/feats/beneath-notice-frp2.md @@ -7,7 +7,7 @@ tags: aliases: ["Beneath Notice"] --- # Beneath Notice *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/bespell-weapon-apg.md b/compendium/feats/bespell-weapon-apg.md index 63918bbdc..39a1d2247 100644 --- a/compendium/feats/bespell-weapon-apg.md +++ b/compendium/feats/bespell-weapon-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bespell Weapon"] --- # Bespell Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Frequency**: once per turn - **Requirements**: Your most recent action was to cast a noncantrip spell. diff --git a/compendium/feats/bespell-weapon-sorcerer.md b/compendium/feats/bespell-weapon-sorcerer.md index 3ce753624..bd5d5f209 100644 --- a/compendium/feats/bespell-weapon-sorcerer.md +++ b/compendium/feats/bespell-weapon-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Bespell Weapon (Sorcerer)"] --- # Bespell Weapon (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Frequency**: once per turn - **Requirements**: Your most recent action was to cast a non-cantrip spell. diff --git a/compendium/feats/bespell-weapon-wizard.md b/compendium/feats/bespell-weapon-wizard.md index 7c772ff16..0a29902df 100644 --- a/compendium/feats/bespell-weapon-wizard.md +++ b/compendium/feats/bespell-weapon-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Bespell Weapon (Wizard)"] --- # Bespell Weapon (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Frequency**: once per turn - **Requirements**: Your most recent action was to cast a non-cantrip spell. diff --git a/compendium/feats/bestiary-scholar-lopsg.md b/compendium/feats/bestiary-scholar-lopsg.md index 09d0d8bbc..637a16b8f 100644 --- a/compendium/feats/bestiary-scholar-lopsg.md +++ b/compendium/feats/bestiary-scholar-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bestiary Scholar"] --- # Bestiary Scholar *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/feats/betraying-shank-gw3.md b/compendium/feats/betraying-shank-gw3.md new file mode 100644 index 000000000..b19b6b3e5 --- /dev/null +++ b/compendium/feats/betraying-shank-gw3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw3 +- trait/archetype +aliases: ["Betraying Shank"] +--- +# Betraying Shank [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: Twilight Speaker Dedication +- **Requirements**: You are within melee reach of a target, but it is not in combat with you. +- **Activity** Single Action + +While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception. In a flash, you draw a sheathed or [concealed](rules/conditions.md#Concealed) agile or finesse weapon and make a melee [Strike](rules/actions/strike.md). The target is [flat-footed](rules/conditions.md#Flat-footed) against your [Strike](rules/actions/strike.md). You then roll [Deception](compendium/skills.md#Deception) for initiative. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 79* +%% #compendium/src/pf2e/gw3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/between-the-scales-apg.md b/compendium/feats/between-the-scales-apg.md index bbed70681..71123f852 100644 --- a/compendium/feats/between-the-scales-apg.md +++ b/compendium/feats/between-the-scales-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Between The Scales"] --- # Between The Scales *Feat 9* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") -Underestimating you is a grave mistake, but it's one others keep making. You've learned to take advantage of slips in your foes' defenses. When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) creature using a melee weapon or unarmed attack that has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits, it gains the [backstabber](rules/traits/backstabber.md) trait. +Underestimating you is a grave mistake, but it's one others keep making. You've learned to take advantage of slips in your foes' defenses. When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) creature using a melee weapon or unarmed attack that has the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits, it gains the [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") trait. *Source: Advanced Player's Guide p. 15* %% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/big-mouth-apg.md b/compendium/feats/big-mouth-apg.md index 6edfb136f..26496e58e 100644 --- a/compendium/feats/big-mouth-apg.md +++ b/compendium/feats/big-mouth-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Big Mouth"] --- # Big Mouth *Feat 9* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") - **Prerequisites**: [Cheek Pouches](compendium/feats/cheek-pouches-apg.md) diff --git a/compendium/feats/biographical-eye-apg.md b/compendium/feats/biographical-eye-apg.md index 4819bc471..72271b380 100644 --- a/compendium/feats/biographical-eye-apg.md +++ b/compendium/feats/biographical-eye-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Biographical Eye"] --- # Biographical Eye *Feat 7* -[general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/bizarre-magic.md b/compendium/feats/bizarre-magic.md index 9a1df4220..651c06b0e 100644 --- a/compendium/feats/bizarre-magic.md +++ b/compendium/feats/bizarre-magic.md @@ -8,7 +8,7 @@ tags: aliases: ["Bizarre Magic"] --- # Bizarre Magic *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/bizarre-transformation-da.md b/compendium/feats/bizarre-transformation-da.md index 8767bc938..d3096bf54 100644 --- a/compendium/feats/bizarre-transformation-da.md +++ b/compendium/feats/bizarre-transformation-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Bizarre Transformation"] --- # Bizarre Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[druid](rules/traits/druid.md "Druid Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: Wild Shape - **Activity** Single Action diff --git a/compendium/feats/black-cat-curse-apg.md b/compendium/feats/black-cat-curse-apg.md index 1f5a20a67..879fa2421 100644 --- a/compendium/feats/black-cat-curse-apg.md +++ b/compendium/feats/black-cat-curse-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Black Cat Curse"] --- # Black Cat Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[catfolk](rules/traits/catfolk-b1.md) [divination](rules/traits/divination.md) [misfortune](rules/traits/misfortune.md) [occult](rules/traits/occult.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [divination](rules/traits/divination.md "Divination School Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Frequency**: once per day - **Trigger** A creature within 30 feet you can see would succeed at a save. diff --git a/compendium/feats/black-powder-flash-ooa1.md b/compendium/feats/black-powder-flash-ooa1.md index b825ea052..866980719 100644 --- a/compendium/feats/black-powder-flash-ooa1.md +++ b/compendium/feats/black-powder-flash-ooa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Black Powder Flash"] --- # Black Powder Flash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md) - **Requirements**: You're in [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md). diff --git a/compendium/feats/blade-of-justice.md b/compendium/feats/blade-of-justice.md index 806979da7..421f33641 100644 --- a/compendium/feats/blade-of-justice.md +++ b/compendium/feats/blade-of-justice.md @@ -7,12 +7,12 @@ tags: aliases: ["Blade Of Justice"] --- # Blade Of Justice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good - **Activity** Two-Action -You call upon divine power and make a weapon or unarmed [Strike](rules/actions/strike.md) against a foe you have witnessed harming an ally or innocent. The [Strike](rules/actions/strike.md) deals two extra weapon damage dice if the target of your [Strike](rules/actions/strike.md) is evil. Whether or not the target is [evil](rules/traits/evil.md), you can convert all the physical damage from the attack into good damage, and if you are a paladin, the [Strike](rules/actions/strike.md) applies all effects that normally apply on a [Retributive Strike](rules/actions/retributive-strike.md) (such as divine smite|Champion||Paladin||9). +You call upon divine power and make a weapon or unarmed [Strike](rules/actions/strike.md) against a foe you have witnessed harming an ally or innocent. The [Strike](rules/actions/strike.md) deals two extra weapon damage dice if the target of your [Strike](rules/actions/strike.md) is evil. Whether or not the target is [evil](rules/traits/evil.md "Evil Alignment Trait"), you can convert all the physical damage from the attack into good damage, and if you are a paladin, the [Strike](rules/actions/strike.md) applies all effects that normally apply on a [Retributive Strike](rules/actions/retributive-strike.md) (such as divine smite|Champion||Paladin||9). *Source: Core Rulebook p. 113* %% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/blade-of-law-locg.md b/compendium/feats/blade-of-law-locg.md index 61e2e9f08..9965f296d 100644 --- a/compendium/feats/blade-of-law-locg.md +++ b/compendium/feats/blade-of-law-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Blade Of Law"] --- # Blade Of Law [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) - **Activity** Two-Action diff --git a/compendium/feats/blade-of-the-crimson-oath-locg.md b/compendium/feats/blade-of-the-crimson-oath-locg.md index 6b35056e7..cab62ce34 100644 --- a/compendium/feats/blade-of-the-crimson-oath-locg.md +++ b/compendium/feats/blade-of-the-crimson-oath-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Blade Of The Crimson Oath"] --- # Blade Of The Crimson Oath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) - **Activity** Two-Action diff --git a/compendium/feats/blank-slate.md b/compendium/feats/blank-slate.md index ceee3dee7..9cfffeb41 100644 --- a/compendium/feats/blank-slate.md +++ b/compendium/feats/blank-slate.md @@ -7,11 +7,11 @@ tags: aliases: ["Blank Slate"] --- # Blank Slate *Feat 16* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: legendary in [Deception](compendium/skills.md#Deception) -Your deceptions confound even the most powerful mortal divinations. [Detection](rules/traits/detection.md), [revelation](rules/traits/revelation.md), and [scrying](rules/traits/scrying.md) effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher. For example, [detect magic](compendium/spells/detect-magic.md) would still detect other magic in the area but not any magic on you, [true seeing](compendium/spells/true-seeing.md) wouldn't reveal you, [locate](compendium/spells/locate.md) or [scrying](compendium/spells/scrying.md) wouldn't find you, and so on. +Your deceptions confound even the most powerful mortal divinations. [Detection](rules/traits/detection.md "Detection Effect Trait"), [revelation](rules/traits/revelation.md "Revelation Effect Trait"), and [scrying](rules/traits/scrying.md "Scrying Effect Trait") effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher. For example, [detect magic](compendium/spells/detect-magic.md) would still detect other magic in the area but not any magic on you, [true seeing](compendium/spells/true-seeing.md) wouldn't reveal you, [locate](compendium/spells/locate.md) or [scrying](compendium/spells/scrying.md) wouldn't find you, and so on. *Source: Core Rulebook p. 188* %% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/blasting-beams-da.md b/compendium/feats/blasting-beams-da.md index 331c3d95d..5c8156b1c 100644 --- a/compendium/feats/blasting-beams-da.md +++ b/compendium/feats/blasting-beams-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Blasting Beams"] --- # Blasting Beams [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[attack](rules/traits/attack.md) [deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Requirements**: You have a free hand. - **Activity** Single Action @@ -22,7 +22,7 @@ If you succeed, the beam deals `1d6` damage for every 2 levels you have to the t **Awakening** Your beams blast through targets. Instead of making an attack roll to damage a single creature within 30 feet, you can use Blasting Beams as a 2-action activity to damage all creatures in a 60-foot line, with a basic Reflex save. -**Awakening** You can choose to launch smaller, quicker beams from your eyes instead. These deal d4s instead of d6s, but the attack has the [agile](rules/traits/agile.md) trait, and you don't need a hand free to make it, though your eyes must be uncovered. +**Awakening** You can choose to launch smaller, quicker beams from your eyes instead. These deal d4s instead of d6s, but the attack has the [agile](rules/traits/agile.md "Agile Weapon Trait") trait, and you don't need a hand free to make it, though your eyes must be uncovered. *Source: Dark Archive p. 78* %% #compendium/src/pf2e/da #trait/attack #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/blaze-of-revelation-apg.md b/compendium/feats/blaze-of-revelation-apg.md index 1787b68e0..1245cb6cf 100644 --- a/compendium/feats/blaze-of-revelation-apg.md +++ b/compendium/feats/blaze-of-revelation-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Blaze Of Revelation"] --- # Blaze Of Revelation *Feat 18* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") -Your mind and body can, for a short time, withstand the devastation of overdrawing your curse. When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from [Diverse Mystery](compendium/feats/diverse-mystery-apg.md), or other revelation spells you gained from other abilities) without spending Focus Points or taking any further [negative](rules/traits/negative.md) effects. +Your mind and body can, for a short time, withstand the devastation of overdrawing your curse. When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from [Diverse Mystery](compendium/feats/diverse-mystery-apg.md), or other revelation spells you gained from other abilities) without spending Focus Points or taking any further [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. At the end of the minute, the durations of any revelation spells you cast during that time end, you take the normal effects from being overwhelmed by your curse, and you must attempt a DC 40 Fortitude save. diff --git a/compendium/feats/blazing-aura-loag.md b/compendium/feats/blazing-aura-loag.md index 06ba36bb0..9e271152d 100644 --- a/compendium/feats/blazing-aura-loag.md +++ b/compendium/feats/blazing-aura-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Blazing Aura"] --- # Blazing Aura [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [ifrit](rules/traits/ifrit-b2.md) [primal](rules/traits/primal.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Frequency**: once per day - **Trigger** Your turn begins. diff --git a/compendium/feats/blazing-streak-som.md b/compendium/feats/blazing-streak-som.md index 7eefc7e72..a0e675629 100644 --- a/compendium/feats/blazing-streak-som.md +++ b/compendium/feats/blazing-streak-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Blazing Streak"] --- # Blazing Streak [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Stoked Flame Stance](compendium/feats/stoked-flame-stance-som.md) - **Requirements**: You're in Stoked Flame Stance. diff --git a/compendium/feats/blazing-talon-surge-lopsg.md b/compendium/feats/blazing-talon-surge-lopsg.md index 6f2ae5817..685ee77a0 100644 --- a/compendium/feats/blazing-talon-surge-lopsg.md +++ b/compendium/feats/blazing-talon-surge-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Blazing Talon Surge"] --- # Blazing Talon Surge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[fire](rules/traits/fire.md) [flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Rain of Embers Stance](compendium/feats/rain-of-embers-stance-lopsg.md) - **Requirements**: You are in Rain of Embers Stance. diff --git a/compendium/feats/bleeding-finisher-apg.md b/compendium/feats/bleeding-finisher-apg.md index 78b964d92..3c6c07a6f 100644 --- a/compendium/feats/bleeding-finisher-apg.md +++ b/compendium/feats/bleeding-finisher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Bleeding Finisher"] --- # Bleeding Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Activity** Single Action diff --git a/compendium/feats/bless-shield-lokl.md b/compendium/feats/bless-shield-lokl.md index f3c75ff45..65eed7667 100644 --- a/compendium/feats/bless-shield-lokl.md +++ b/compendium/feats/bless-shield-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Bless Shield"] --- # Bless Shield [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), you worship a good-aligned deity - **Activity** Single Action diff --git a/compendium/feats/bless-tonic-logm.md b/compendium/feats/bless-tonic-logm.md index e26d3ae5c..b4f5d7a75 100644 --- a/compendium/feats/bless-tonic-logm.md +++ b/compendium/feats/bless-tonic-logm.md @@ -9,11 +9,11 @@ tags: aliases: ["Bless Tonic"] --- # Bless Tonic *Feat 7* -[general](rules/traits/general.md) [positive](rules/traits/positive.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), deity who grants heal divine font -You channel positive energy into restoratives that ward against harm. When you [Craft](rules/actions/craft.md) an alchemical item that restores Hit Points (rather than create it with advanced alchemy, [Quick Alchemy](rules/actions/quick-alchemy.md), or another means), it becomes a blessed alchemical item and gains the [positive](rules/traits/positive.md) trait. For example, an elixir of life would become a blessed elixir of life. When a creature regains Hit Points using a blessed alchemical item, the overflowing energy grants them negative resistance 5 for 1 round, or negative resistance 10 if you are legendary in [Crafting](compendium/skills.md#Crafting). +You channel positive energy into restoratives that ward against harm. When you [Craft](rules/actions/craft.md) an alchemical item that restores Hit Points (rather than create it with advanced alchemy, [Quick Alchemy](rules/actions/quick-alchemy.md), or another means), it becomes a blessed alchemical item and gains the [positive](rules/traits/positive.md "Positive Energy & Element Trait") trait. For example, an elixir of life would become a blessed elixir of life. When a creature regains Hit Points using a blessed alchemical item, the overflowing energy grants them negative resistance 5 for 1 round, or negative resistance 10 if you are legendary in [Crafting](compendium/skills.md#Crafting). *Source: Lost Omens: Gods & Magic p. 104* %% #compendium/src/pf2e/logm #trait/general #trait/positive #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/bless-toxin-logm.md b/compendium/feats/bless-toxin-logm.md index 61bd76ead..3bc8d8dd5 100644 --- a/compendium/feats/bless-toxin-logm.md +++ b/compendium/feats/bless-toxin-logm.md @@ -9,11 +9,11 @@ tags: aliases: ["Bless Toxin"] --- # Bless Toxin *Feat 7* -[general](rules/traits/general.md) [negative](rules/traits/negative.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), deity who grants harm divine font -You pour negative energy into toxins you create to further debilitate your targets. When you [Craft](rules/actions/craft.md) an alchemical poison (rather than create it with advanced alchemy, [Quick Alchemy](rules/actions/quick-alchemy.md), or another means), it becomes a blessed alchemical poison and gains the [negative](rules/traits/negative.md) trait. When a creature is afflicted with a blessed alchemical poison, for 1 round, any Hit Points it would regain from a [positive](rules/traits/positive.md) effect are reduced by 5, or by 10 if you are legendary in [Crafting](compendium/skills.md#Crafting). +You pour negative energy into toxins you create to further debilitate your targets. When you [Craft](rules/actions/craft.md) an alchemical poison (rather than create it with advanced alchemy, [Quick Alchemy](rules/actions/quick-alchemy.md), or another means), it becomes a blessed alchemical poison and gains the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait. When a creature is afflicted with a blessed alchemical poison, for 1 round, any Hit Points it would regain from a [positive](rules/traits/positive.md "Positive Energy & Element Trait") effect are reduced by 5, or by 10 if you are legendary in [Crafting](compendium/skills.md#Crafting). *Source: Lost Omens: Gods & Magic p. 104* %% #compendium/src/pf2e/logm #trait/general #trait/negative #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/blessed-blood-apg.md b/compendium/feats/blessed-blood-apg.md index b3223d7fd..43f950d0a 100644 --- a/compendium/feats/blessed-blood-apg.md +++ b/compendium/feats/blessed-blood-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Blessed Blood"] --- # Blessed Blood *Feat 5* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of [holy water](compendium/equipment/items/holy-water.md) diff --git a/compendium/feats/blessed-blood-logm.md b/compendium/feats/blessed-blood-logm.md index a15800d7f..3b918f9e2 100644 --- a/compendium/feats/blessed-blood-logm.md +++ b/compendium/feats/blessed-blood-logm.md @@ -7,7 +7,7 @@ tags: aliases: ["Blessed Blood"] --- # Blessed Blood *Feat 1* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline that grants divine spells, you follow a deity diff --git a/compendium/feats/blessed-denial-apg.md b/compendium/feats/blessed-denial-apg.md index c5ab49b53..c762cfed7 100644 --- a/compendium/feats/blessed-denial-apg.md +++ b/compendium/feats/blessed-denial-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Blessed Denial"] --- # Blessed Denial [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md) - **Trigger** An ally within 30 feet would become [frightened](rules/conditions.md#Frightened), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [sickened](rules/conditions.md#Sickened), or [stupefied](rules/conditions.md#Stupefied). diff --git a/compendium/feats/blessed-medicine-botd.md b/compendium/feats/blessed-medicine-botd.md index d478a6495..a88da0898 100644 --- a/compendium/feats/blessed-medicine-botd.md +++ b/compendium/feats/blessed-medicine-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Blessed Medicine"] --- # Blessed Medicine *Feat 4* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) - **Trigger** You fail a check to [Treat a Disease](rules/actions/treat-disease.md) that was inflicted by an undead (such as b1 or mummy rot). diff --git a/compendium/feats/blessed-one-dedication-apg.md b/compendium/feats/blessed-one-dedication-apg.md index a6a9f6b76..bd928b849 100644 --- a/compendium/feats/blessed-one-dedication-apg.md +++ b/compendium/feats/blessed-one-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Blessed One Dedication"] --- # Blessed One Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the [lay on hands](compendium/spells/lay-on-hands.md) devotion spell. It costs 1 Focus Point to cast a focus spell. diff --git a/compendium/feats/blessed-sacrifice-apg.md b/compendium/feats/blessed-sacrifice-apg.md index 9c8f01682..4c9f74b31 100644 --- a/compendium/feats/blessed-sacrifice-apg.md +++ b/compendium/feats/blessed-sacrifice-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Blessed Sacrifice"] --- # Blessed Sacrifice *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md) diff --git a/compendium/feats/blessed-spell-apg.md b/compendium/feats/blessed-spell-apg.md index 8dd53b2d1..bf1d7b408 100644 --- a/compendium/feats/blessed-spell-apg.md +++ b/compendium/feats/blessed-spell-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Blessed Spell"] --- # Blessed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md), ability to cast spells from spell slots, [Mercy](compendium/feats/mercy.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/blessing-of-the-sun-gods-sot4.md b/compendium/feats/blessing-of-the-sun-gods-sot4.md index 869a1c3f1..8ee374440 100644 --- a/compendium/feats/blessing-of-the-sun-gods-sot4.md +++ b/compendium/feats/blessing-of-the-sun-gods-sot4.md @@ -7,7 +7,7 @@ tags: aliases: ["Blessing of the Sun Gods"] --- # Blessing of the Sun Gods *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Bright Lion Dedication diff --git a/compendium/feats/blind-fight-fighter.md b/compendium/feats/blind-fight-fighter.md index 4d6433c5e..f7856ffb3 100644 --- a/compendium/feats/blind-fight-fighter.md +++ b/compendium/feats/blind-fight-fighter.md @@ -7,7 +7,7 @@ tags: aliases: ["Blind-fight (Fighter)"] --- # Blind-fight (Fighter) *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: master in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/blind-fight-investigator-apg.md b/compendium/feats/blind-fight-investigator-apg.md index 887ed82e0..2f63cc6fa 100644 --- a/compendium/feats/blind-fight-investigator-apg.md +++ b/compendium/feats/blind-fight-investigator-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Blind-fight (Investigator)"] --- # Blind-fight (Investigator) *Feat 8* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: master in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/blind-fight-ranger.md b/compendium/feats/blind-fight-ranger.md index 139163f73..159fd8fff 100644 --- a/compendium/feats/blind-fight-ranger.md +++ b/compendium/feats/blind-fight-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Blind-fight (Ranger)"] --- # Blind-fight (Ranger) *Feat 8* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: master in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/blind-fight-rogue.md b/compendium/feats/blind-fight-rogue.md index 29ef6ea88..f52bb6572 100644 --- a/compendium/feats/blind-fight-rogue.md +++ b/compendium/feats/blind-fight-rogue.md @@ -7,7 +7,7 @@ tags: aliases: ["Blind-fight (Rogue)"] --- # Blind-fight (Rogue) *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: master in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/blood-component-substitution-apg.md b/compendium/feats/blood-component-substitution-apg.md index 8652e44d0..369db2959 100644 --- a/compendium/feats/blood-component-substitution-apg.md +++ b/compendium/feats/blood-component-substitution-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Blood Component Substitution"] --- # Blood Component Substitution *Feat 12* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") -You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you [Cast a Spell](rules/actions/cast-a-spell.md), you can replace all verbal, material, or somatic spellcasting components with a blood component. To use a blood component, you lose Hit Points equal to twice the spell's level as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way. As usual for altering components, this has no effect on the number of actions required to [Cast the Spell](rules/actions/cast-a-spell.md), and your [Cast a Spell](rules/actions/cast-a-spell.md) activity gains the [concentrate](rules/traits/concentrate.md) trait but not the [manipulate](rules/traits/manipulate.md) trait. You can't use blood components to replace any required part of a spell's cost. +You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you [Cast a Spell](rules/actions/cast-a-spell.md), you can replace all verbal, material, or somatic spellcasting components with a blood component. To use a blood component, you lose Hit Points equal to twice the spell's level as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way. As usual for altering components, this has no effect on the number of actions required to [Cast the Spell](rules/actions/cast-a-spell.md), and your [Cast a Spell](rules/actions/cast-a-spell.md) activity gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait but not the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. You can't use blood components to replace any required part of a spell's cost. *Source: Advanced Player's Guide p. 140* %% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/blood-frenzy-som.md b/compendium/feats/blood-frenzy-som.md index 537fbbf35..ba9a098af 100644 --- a/compendium/feats/blood-frenzy-som.md +++ b/compendium/feats/blood-frenzy-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Blood Frenzy"] --- # Blood Frenzy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Bloodletting Claws](compendium/feats/bloodletting-claws-som.md) - **Requirements**: Your eidolon's last action dealt bleed damage to a living creature. diff --git a/compendium/feats/bloodletting-claws-som.md b/compendium/feats/bloodletting-claws-som.md index f74addfb8..6a4bd189d 100644 --- a/compendium/feats/bloodletting-claws-som.md +++ b/compendium/feats/bloodletting-claws-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Bloodletting Claws"] --- # Bloodletting Claws *Feat 4* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon inflicts bleeding wounds on a telling blow. If your eidolon critically hits with a melee unarmed [Strike](rules/actions/strike.md) that deals slashing or piercing, its target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Your eidolon gains an item bonus to this bleed damage equal to the unarmed attack's item bonus to attack rolls. This is a critical specialization effect. diff --git a/compendium/feats/bloodletting-fangs-apg.md b/compendium/feats/bloodletting-fangs-apg.md index b10dcd166..747c79d9d 100644 --- a/compendium/feats/bloodletting-fangs-apg.md +++ b/compendium/feats/bloodletting-fangs-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodletting Fangs"] --- # Bloodletting Fangs *Feat 9* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") - **Prerequisites**: fangs unarmed attack diff --git a/compendium/feats/bloodline-breadth.md b/compendium/feats/bloodline-breadth.md index 989a9f163..2305a1fdb 100644 --- a/compendium/feats/bloodline-breadth.md +++ b/compendium/feats/bloodline-breadth.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodline Breadth"] --- # Bloodline Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md) diff --git a/compendium/feats/bloodline-conduit.md b/compendium/feats/bloodline-conduit.md index e7823c14c..7712f31b4 100644 --- a/compendium/feats/bloodline-conduit.md +++ b/compendium/feats/bloodline-conduit.md @@ -8,7 +8,7 @@ tags: aliases: ["Bloodline Conduit"] --- # Bloodline Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Frequency**: once per minute - **Activity** Single Action diff --git a/compendium/feats/bloodline-focus.md b/compendium/feats/bloodline-focus.md index 7569dc21c..0b8e5da10 100644 --- a/compendium/feats/bloodline-focus.md +++ b/compendium/feats/bloodline-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodline Focus"] --- # Bloodline Focus *Feat 12* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline spell diff --git a/compendium/feats/bloodline-metamorphosis-aoa6.md b/compendium/feats/bloodline-metamorphosis-aoa6.md index 6623f24cd..e21ef6b4f 100644 --- a/compendium/feats/bloodline-metamorphosis-aoa6.md +++ b/compendium/feats/bloodline-metamorphosis-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Bloodline Metamorphosis"] --- # Bloodline Metamorphosis *Feat 20* -[sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You have learned to manipulate the innate power of your bloodline and adapt it to your needs. When making your daily preparations, you can swap out a single spell of 9th level or lower for another spell of the same level. You can't swap out spells granted specifically by your bloodline. diff --git a/compendium/feats/bloodline-mutation-apg.md b/compendium/feats/bloodline-mutation-apg.md index d8fad98d7..cdce3e46d 100644 --- a/compendium/feats/bloodline-mutation-apg.md +++ b/compendium/feats/bloodline-mutation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodline Mutation"] --- # Bloodline Mutation *Feat 20* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: a bloodline based on a specific type of creature diff --git a/compendium/feats/bloodline-perfection.md b/compendium/feats/bloodline-perfection.md index 9797c50f7..109b060a4 100644 --- a/compendium/feats/bloodline-perfection.md +++ b/compendium/feats/bloodline-perfection.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodline Perfection"] --- # Bloodline Perfection *Feat 20* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline paragon diff --git a/compendium/feats/bloodline-resistance.md b/compendium/feats/bloodline-resistance.md index 9c31a38b9..afc3a534e 100644 --- a/compendium/feats/bloodline-resistance.md +++ b/compendium/feats/bloodline-resistance.md @@ -7,10 +7,10 @@ tags: aliases: ["Bloodline Resistance"] --- # Bloodline Resistance *Feat 8* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") -Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and [magical](rules/traits/magical.md) effects. +Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and [magical](rules/traits/magical.md "Magical Item Trait") effects. *Source: Core Rulebook p. 200* %% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/bloodline-wellspring.md b/compendium/feats/bloodline-wellspring.md index 26011fb8c..0fd790ca1 100644 --- a/compendium/feats/bloodline-wellspring.md +++ b/compendium/feats/bloodline-wellspring.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodline Wellspring"] --- # Bloodline Wellspring *Feat 18* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [Bloodline Focus](compendium/feats/bloodline-focus.md) diff --git a/compendium/feats/bloody-blows-apg.md b/compendium/feats/bloody-blows-apg.md index c8c89e54c..c343f1c9a 100644 --- a/compendium/feats/bloody-blows-apg.md +++ b/compendium/feats/bloody-blows-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Bloody Blows"] --- # Bloody Blows *Feat 5* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") -Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a [Strike](rules/actions/strike.md) using an unarmed attack that isn't [nonlethal](rules/traits/nonlethal.md), the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the [nonlethal](rules/traits/nonlethal.md) trait due to [Iron Fists](compendium/feats/iron-fists-apg.md), [Tusks](compendium/feats/tusks-apg.md), or a similar ability. +Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a [Strike](rules/actions/strike.md) using an unarmed attack that isn't [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait due to [Iron Fists](compendium/feats/iron-fists-apg.md), [Tusks](compendium/feats/tusks-apg.md), or a similar ability. *Source: Advanced Player's Guide p. 18* %% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/bloody-debilitation-apg.md b/compendium/feats/bloody-debilitation-apg.md index 6a09dc895..f2a976990 100644 --- a/compendium/feats/bloody-debilitation-apg.md +++ b/compendium/feats/bloody-debilitation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloody Debilitation"] --- # Bloody Debilitation *Feat 12* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine), [Debilitating Strike](rules/actions/debilitating-strike.md) diff --git a/compendium/feats/boasters-challenge-locg.md b/compendium/feats/boasters-challenge-locg.md index 2db59e11e..dcb316433 100644 --- a/compendium/feats/boasters-challenge-locg.md +++ b/compendium/feats/boasters-challenge-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Boaster's Challenge"] --- # Boaster's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation); [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) - **Activity** Single Action diff --git a/compendium/feats/boleras-interrogation-aoe1.md b/compendium/feats/boleras-interrogation-aoe1.md index fdbc59c74..a0a34a817 100644 --- a/compendium/feats/boleras-interrogation-aoe1.md +++ b/compendium/feats/boleras-interrogation-aoe1.md @@ -7,7 +7,7 @@ tags: aliases: ["Bolera's Interrogation"] --- # Bolera's Interrogation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) - **Frequency**: three per day diff --git a/compendium/feats/bolster-soul-cage-botd.md b/compendium/feats/bolster-soul-cage-botd.md index 77d7390a3..a17d06909 100644 --- a/compendium/feats/bolster-soul-cage-botd.md +++ b/compendium/feats/bolster-soul-cage-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Bolster Soul Cage"] --- # Bolster Soul Cage *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), legendary in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/bon-mot-apg.md b/compendium/feats/bon-mot-apg.md index 91f8cc79c..b6a093515 100644 --- a/compendium/feats/bon-mot-apg.md +++ b/compendium/feats/bon-mot-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Bon Mot"] --- # Bon Mot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [general](rules/traits/general.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [general](rules/traits/general.md "General Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) - **Activity** Single Action @@ -21,7 +21,7 @@ aliases: ["Bon Mot"] You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a [Diplomacy](compendium/skills.md#Diplomacy) check against the target's Will DC. > [!success-degree] -> - **Critical Success** The target is distracted and takes a –3 status penalty to [Perception](compendium/skills.md#Perception) and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the [concentrate](rules/traits/concentrate.md) trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. +> - **Critical Success** The target is distracted and takes a –3 status penalty to [Perception](compendium/skills.md#Perception) and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. > - **Success** As critical success, but the penalty is –2. > - **Critical Failure** Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. diff --git a/compendium/feats/bond-conservation.md b/compendium/feats/bond-conservation.md index 2533504ce..4e52df4f7 100644 --- a/compendium/feats/bond-conservation.md +++ b/compendium/feats/bond-conservation.md @@ -9,7 +9,7 @@ tags: aliases: ["Bond Conservation"] --- # Bond Conservation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: arcane bond - **Requirements**: The last action you used was [Drain Bonded Item](rules/actions/drain-bonded-item.md). diff --git a/compendium/feats/bonded-animal.md b/compendium/feats/bonded-animal.md index 4d617836f..4f668cfab 100644 --- a/compendium/feats/bonded-animal.md +++ b/compendium/feats/bonded-animal.md @@ -9,7 +9,7 @@ tags: aliases: ["Bonded Animal"] --- # Bonded Animal *Feat 2* -[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/bonded-focus.md b/compendium/feats/bonded-focus.md index d0b85bbf8..78bb98213 100644 --- a/compendium/feats/bonded-focus.md +++ b/compendium/feats/bonded-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Bonded Focus"] --- # Bonded Focus *Feat 14* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: arcane bond diff --git a/compendium/feats/bonds-of-death-botd.md b/compendium/feats/bonds-of-death-botd.md index 78b3ff6ab..014d40eb6 100644 --- a/compendium/feats/bonds-of-death-botd.md +++ b/compendium/feats/bonds-of-death-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Bonds of Death"] --- # Bonds of Death [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) - **Frequency**: once per day diff --git a/compendium/feats/bone-caller-loag.md b/compendium/feats/bone-caller-loag.md index 9240e4e2f..bf48ab9fd 100644 --- a/compendium/feats/bone-caller-loag.md +++ b/compendium/feats/bone-caller-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Bone Caller"] --- # Bone Caller *Feat 9* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") Using a mixture of dinosaur bones and the bones of your ancestors to focus your magic, you animate lizards and dinosaurs to carry messages or serve as mounts. diff --git a/compendium/feats/bone-investiture-loag.md b/compendium/feats/bone-investiture-loag.md index 3382e747a..794202038 100644 --- a/compendium/feats/bone-investiture-loag.md +++ b/compendium/feats/bone-investiture-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Bone Investiture"] --- # Bone Investiture *Feat 13* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. You can cast [dinosaur form](compendium/spells/dinosaur-form.md) on yourself as a 5th-level primal innate spell once per day. diff --git a/compendium/feats/bone-magic-loag.md b/compendium/feats/bone-magic-loag.md index fb87118de..41e432d80 100644 --- a/compendium/feats/bone-magic-loag.md +++ b/compendium/feats/bone-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Bone Magic"] --- # Bone Magic *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones. Choose one cantrip from the primal spell list. You can cast this cantrip as a primal innate spell at will, and it's heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/bone-missile-botd.md b/compendium/feats/bone-missile-botd.md index 0620724dd..1478d4b60 100644 --- a/compendium/feats/bone-missile-botd.md +++ b/compendium/feats/bone-missile-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Bone Missile"] --- # Bone Missile *Feat 9* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") You can remove your ribs to use them as arrows or bolts. When you draw a rib, you lose 2 HP, and the projectile deals 2 extra negative damage if you [Strike](rules/actions/strike.md) with it before the end of your next turn. The HP loss and extra damage both increase to 3 at 12th level and 4 at 19th level. Your rib cage magically replenishes, and any rib you draw crumbles to dust after being used for a [Strike](rules/actions/strike.md) or at the end of your next turn, whichever comes first. diff --git a/compendium/feats/bone-rider-lome.md b/compendium/feats/bone-rider-lome.md index 1a24a5aba..d64fd723f 100644 --- a/compendium/feats/bone-rider-lome.md +++ b/compendium/feats/bone-rider-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Bone Rider"] --- # Bone Rider *Feat 17* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") Using your ancestors' bones, you manifest their spirits around you in a fossilized form, terrifying your foes. You can cast [mask of terror](compendium/spells/mask-of-terror.md) on yourself as a primal innate spell once per day. When you do, you appear as a skeletal lizardfolk ancestor, twisted in a way that inspires the deepest fears of those who observe you. diff --git a/compendium/feats/bone-spikes-da.md b/compendium/feats/bone-spikes-da.md index 6e6b5cebc..6e36373ec 100644 --- a/compendium/feats/bone-spikes-da.md +++ b/compendium/feats/bone-spikes-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Bone Spikes"] --- # Bone Spikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Activity** Single Action diff --git a/compendium/feats/bone-swarm-botd.md b/compendium/feats/bone-swarm-botd.md index 45500c672..b3a79ae97 100644 --- a/compendium/feats/bone-swarm-botd.md +++ b/compendium/feats/bone-swarm-botd.md @@ -10,19 +10,19 @@ tags: aliases: ["Bone Swarm"] --- # Bone Swarm [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [skeleton](rules/traits/skeleton-b1.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Frequency**: once per day - **Activity** Two-Action -You scatter your body and transform into a whirling storm of bones for up to 1 minute or until you spend a single action to return to your normal shape. You become Huge, gain the [swarm](rules/traits/swarm-b1.md) trait, and gain a fly Speed of 40 feet. As a swarm, you have the following characteristics. +You scatter your body and transform into a whirling storm of bones for up to 1 minute or until you spend a single action to return to your normal shape. You become Huge, gain the [swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") trait, and gain a fly Speed of 40 feet. As a swarm, you have the following characteristics. - You are immune to the grappled, [prone](rules/conditions.md#Prone), and [restrained](rules/conditions.md#Restrained) conditions. - You have weakness 5 to area and splash damage. - You can occupy the same space as other creatures and must do so to use your damaging ability. - As a 2-action activity, you can deal `10d6` bludgeoning damage to all creatures sharing your space (basic Reflex save with a DC equal to your class DC or spell DC, whichever is higher). - You can't speak, Cast Spells, use manipulate actions requiring your hands, Activate magic items, or make any [Strikes](rules/actions/strike.md) with your normal body. -- You don't gain the swarm mind ability, so you are still affected normally by [mental](rules/traits/mental.md) effects. You also retain the benefits of skeleton feats that don't require communication or the use of hands. +- You don't gain the swarm mind ability, so you are still affected normally by [mental](rules/traits/mental.md "Mental Effect Trait") effects. You also retain the benefits of skeleton feats that don't require communication or the use of hands. *Source: Book of the Dead p. 57* %% #compendium/src/pf2e/botd #trait/concentrate #trait/polymorph #trait/skeleton #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/boneyards-call-apg.md b/compendium/feats/boneyards-call-apg.md index d58fbfe1f..3a767032f 100644 --- a/compendium/feats/boneyards-call-apg.md +++ b/compendium/feats/boneyards-call-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Boneyard's Call"] --- # Boneyard's Call *Feat 17* -[duskwalker](rules/traits/duskwalker-apg.md) [uncommon](rules/traits/uncommon.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard. You gain [plane shift](compendium/spells/plane-shift.md) as a divine innate spell. You can cast it twice per week. This can be used only to travel to the Boneyard or from the Boneyard to the Material Plane. Due to your unique connection to the Boneyard, your body serves as the focus, and you don't require a tuning fork. diff --git a/compendium/feats/boost-summons-som.md b/compendium/feats/boost-summons-som.md index 804dd6ec8..a2ed00894 100644 --- a/compendium/feats/boost-summons-som.md +++ b/compendium/feats/boost-summons-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Boost Summons"] --- # Boost Summons *Feat 8* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") Augmenting your eidolon extends to creatures you summon. diff --git a/compendium/feats/borrow-memories-da.md b/compendium/feats/borrow-memories-da.md index 2b4e7660a..7ecc5e602 100644 --- a/compendium/feats/borrow-memories-da.md +++ b/compendium/feats/borrow-memories-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Borrow Memories"] --- # Borrow Memories *Feat 14* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) diff --git a/compendium/feats/borrow-time-da.md b/compendium/feats/borrow-time-da.md index 7579b501a..24d42daad 100644 --- a/compendium/feats/borrow-time-da.md +++ b/compendium/feats/borrow-time-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Borrow Time"] --- # Borrow Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per minute diff --git a/compendium/feats/boulder-roll.md b/compendium/feats/boulder-roll.md index 19ae42268..4b1351689 100644 --- a/compendium/feats/boulder-roll.md +++ b/compendium/feats/boulder-roll.md @@ -7,7 +7,7 @@ tags: aliases: ["Boulder Roll"] --- # Boulder Roll [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: [Rock Runner](compendium/feats/rock-runner.md) - **Activity** Two-Action diff --git a/compendium/feats/bounce-back-apg.md b/compendium/feats/bounce-back-apg.md index 30187c214..32a0b91c1 100644 --- a/compendium/feats/bounce-back-apg.md +++ b/compendium/feats/bounce-back-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bounce Back"] --- # Bounce Back [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You lose the [dying](rules/conditions.md#Dying) condition. diff --git a/compendium/feats/bouncy-goblin-locg.md b/compendium/feats/bouncy-goblin-locg.md index 63574b618..b63600176 100644 --- a/compendium/feats/bouncy-goblin-locg.md +++ b/compendium/feats/bouncy-goblin-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bouncy Goblin"] --- # Bouncy Goblin *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: unbreakable goblin heritage diff --git a/compendium/feats/bound-in-ice-lomm.md b/compendium/feats/bound-in-ice-lomm.md index f53de424c..d30454ab3 100644 --- a/compendium/feats/bound-in-ice-lomm.md +++ b/compendium/feats/bound-in-ice-lomm.md @@ -7,7 +7,7 @@ tags: aliases: ["Bound in Ice"] --- # Bound in Ice *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) @@ -20,9 +20,9 @@ title: Blizzard Evasion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Ac - **Trigger**: You take 40 or more physical damage from a single attack -**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) weapons and unarmed attacks gain the backstabber and [deadly ](rules/traits/deadly.md) weapon traits when you're attacking your mark. +**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapons and unarmed attacks gain the backstabber and [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") weapon traits when you're attacking your mark. -If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it deadly . +If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait, increase the size of the deadly damage die by one step instead of giving it deadly . ``` *Source: Lost Omens: Monsters of Myth p. 10* diff --git a/compendium/feats/boundless-reprisals.md b/compendium/feats/boundless-reprisals.md index 1868f869c..97f5914a2 100644 --- a/compendium/feats/boundless-reprisals.md +++ b/compendium/feats/boundless-reprisals.md @@ -7,7 +7,7 @@ tags: aliases: ["Boundless Reprisals"] --- # Boundless Reprisals *Feat 20* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy's turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature. diff --git a/compendium/feats/bounty-hunter-dedication-apg.md b/compendium/feats/bounty-hunter-dedication-apg.md index ef1bb88e6..df65e092a 100644 --- a/compendium/feats/bounty-hunter-dedication-apg.md +++ b/compendium/feats/bounty-hunter-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Bounty Hunter Dedication"] --- # Bounty Hunter Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/brain-drain-da.md b/compendium/feats/brain-drain-da.md index 835a9dda0..405e83068 100644 --- a/compendium/feats/brain-drain-da.md +++ b/compendium/feats/brain-drain-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Brain Drain"] --- # Brain Drain [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/brains-botd.md b/compendium/feats/brains-botd.md index db059e970..81ad21ee5 100644 --- a/compendium/feats/brains-botd.md +++ b/compendium/feats/brains-botd.md @@ -7,10 +7,10 @@ tags: aliases: ["Brains!"] --- # Brains! [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Feast](compendium/feats/feast-botd.md) -- **Trigger** You Feast upon a humanoid's brain. The humanoid can't be [mindless](rules/traits/mindless.md) (or, if you're Feasting on a corpse, can't have been mindless while alive). +- **Trigger** You Feast upon a humanoid's brain. The humanoid can't be [mindless](rules/traits/mindless.md "Mindless Creature Trait") (or, if you're Feasting on a corpse, can't have been mindless while alive). - **Activity** Free Action You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md) for 1 hour. If the humanoid had a higher modifier to the skill check you're using to [Recall Knowledge](rules/actions/recall-knowledge.md) than you do, the status bonus increases to +2. diff --git a/compendium/feats/bravos-determination-locg.md b/compendium/feats/bravos-determination-locg.md index 6c36a01b6..561ac6a9f 100644 --- a/compendium/feats/bravos-determination-locg.md +++ b/compendium/feats/bravos-determination-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bravo's Determination"] --- # Bravo's Determination [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) - **Trigger** A foe's [Strike](rules/actions/strike.md) reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed. diff --git a/compendium/feats/brawling-focus.md b/compendium/feats/brawling-focus.md index 6d3c44c88..bbea71c37 100644 --- a/compendium/feats/brawling-focus.md +++ b/compendium/feats/brawling-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Brawling Focus"] --- # Brawling Focus *Feat 2* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have [Monastic Weaponry](compendium/feats/monastic-weaponry.md), you also gain the critical specialization effects of all monk weapons in which you are trained. diff --git a/compendium/feats/breached-defenses-da.md b/compendium/feats/breached-defenses-da.md index 329b320a2..04194b99c 100644 --- a/compendium/feats/breached-defenses-da.md +++ b/compendium/feats/breached-defenses-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Breached Defenses"] --- # Breached Defenses *Feat 4* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) diff --git a/compendium/feats/breath-control.md b/compendium/feats/breath-control.md index eb6857a5b..bd57eaeff 100644 --- a/compendium/feats/breath-control.md +++ b/compendium/feats/breath-control.md @@ -7,10 +7,10 @@ tags: aliases: ["Breath Control"] --- # Breath Control *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") -You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against [inhaled](rules/traits/inhaled.md) threats, such as [inhaled](rules/traits/inhaled.md) [poisons](rules/traits/poison.md), and if you roll a success on such a saving throw, you get a critical success instead. +You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") threats, such as [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") poisons, and if you roll a success on such a saving throw, you get a critical success instead. *Source: Core Rulebook p. 259* %% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/breath-like-honey-lome.md b/compendium/feats/breath-like-honey-lome.md index dc19da62f..487f35b71 100644 --- a/compendium/feats/breath-like-honey-lome.md +++ b/compendium/feats/breath-like-honey-lome.md @@ -7,11 +7,11 @@ tags: aliases: ["Breath Like Honey"] --- # Breath Like Honey *Feat 9* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") - **Prerequisites**: sweetbreath gnoll heritage -You smell of honey and savory things. You can cast [enthrall](compendium/spells/enthrall.md) as a 3rd-level occult innate spell once per day, except the spell has a range of 30 feet and the [inhaled](rules/traits/inhaled.md) trait instead of the [auditory](rules/traits/auditory.md) trait. Targets don't gain any circumstance bonus for disagreeing with you. Your circumstance bonus to checks to [Make an Impression](rules/actions/make-an-impression.md) if the target can smell your breath increases to +2. +You smell of honey and savory things. You can cast [enthrall](compendium/spells/enthrall.md) as a 3rd-level occult innate spell once per day, except the spell has a range of 30 feet and the [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") trait instead of the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. Targets don't gain any circumstance bonus for disagreeing with you. Your circumstance bonus to checks to [Make an Impression](rules/actions/make-an-impression.md) if the target can smell your breath increases to +2. *Source: Lost Omens: The Mwangi Expanse p. 114* %% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/breath-of-calamity-loil.md b/compendium/feats/breath-of-calamity-loil.md index 5884cbaac..296639c0e 100644 --- a/compendium/feats/breath-of-calamity-loil.md +++ b/compendium/feats/breath-of-calamity-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Breath of Calamity"] --- # Breath of Calamity *Feat 17* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") Your roar shakes the earth and splits the heavens. Once per day, you can cast [chain lightning](compendium/spells/chain-lightning.md) as a 7th-level innate occult spell. diff --git a/compendium/feats/breath-of-the-dragon-apg.md b/compendium/feats/breath-of-the-dragon-apg.md index 4dbfed6f1..cc612460d 100644 --- a/compendium/feats/breath-of-the-dragon-apg.md +++ b/compendium/feats/breath-of-the-dragon-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Breath Of The Dragon"] --- # Breath Of The Dragon *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) diff --git a/compendium/feats/briar-battler-loag.md b/compendium/feats/briar-battler-loag.md index 811e1823d..9b11ad3b5 100644 --- a/compendium/feats/briar-battler-loag.md +++ b/compendium/feats/briar-battler-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Briar Battler"] --- # Briar Battler *Feat 9* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") You've learned to use roots, crevices, uneven ground, and dense underbrush to your advantage. When you're in difficult terrain from an environmental feature, you can [Take Cover](rules/actions/take-cover.md), even if the feature wouldn't ordinarily be large enough for you to [Take Cover](rules/actions/take-cover.md). diff --git a/compendium/feats/bright-lion-dedication-lol.md b/compendium/feats/bright-lion-dedication-lol.md index 1a292b5c6..0c08a1cd1 100644 --- a/compendium/feats/bright-lion-dedication-lol.md +++ b/compendium/feats/bright-lion-dedication-lol.md @@ -9,7 +9,7 @@ tags: aliases: ["Bright Lion Dedication"] --- # Bright Lion Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: [Bright Lion](compendium/character/backgrounds/bright-lion-lowg.md) background - **Prerequisites**: member of the Bright Lions, not a worshipper of Walkena, trained in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/bright-lion-dedication-sot4.md b/compendium/feats/bright-lion-dedication-sot4.md index 96873301c..9d9d5f2d7 100644 --- a/compendium/feats/bright-lion-dedication-sot4.md +++ b/compendium/feats/bright-lion-dedication-sot4.md @@ -9,7 +9,7 @@ tags: aliases: ["Bright Lion Dedication"] --- # Bright Lion Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Bright Lion background (Lost Omens World Guide 95) You become trained in [Mzali Lore](compendium/skills.md#Lore) and your choice of - **Prerequisites**: member of the Bright Lions, not a worshipper of [Walkena](compendium/setting/deities/walkena-logm.md), trained in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/brightness-seeker-locg.md b/compendium/feats/brightness-seeker-locg.md index c471db4fb..201519946 100644 --- a/compendium/feats/brightness-seeker-locg.md +++ b/compendium/feats/brightness-seeker-locg.md @@ -7,14 +7,14 @@ tags: aliases: ["Brightness Seeker"] --- # Brightness Seeker *Feat 9* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast [augury](compendium/spells/augury.md) as an innate divine spell. Unless the result of the [augury](compendium/spells/augury.md) was "nothing," you gain the following reaction for the next 30 minutes: ```ad-embed-ability title: Call Upon the Brightness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Trigger**: You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven't rolled yet diff --git a/compendium/feats/brightsoul-loag.md b/compendium/feats/brightsoul-loag.md index f090e6bfa..36372b181 100644 --- a/compendium/feats/brightsoul-loag.md +++ b/compendium/feats/brightsoul-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Brightsoul"] --- # Brightsoul *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) [lineage](rules/traits/lineage-apg.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal [light](compendium/spells/light.md) cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in `1d4` rounds. You suffer a –2 circumstance penalty on [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) and gain a +1 circumstance bonus on saves against [light](rules/traits/light.md) effects and effects that inflict the [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled) conditions. +The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal [light](compendium/spells/light.md) cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in `1d4` rounds. You suffer a –2 circumstance penalty on [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) and gain a +1 circumstance bonus on saves against [light](rules/traits/light.md "Light Effect Trait") effects and effects that inflict the [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled) conditions. *Source: Lost Omens: Ancestry Guide p. 103* %% #compendium/src/pf2e/loag #trait/ifrit #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/brine-may-apg.md b/compendium/feats/brine-may-apg.md index e64146fd5..8a2aedf5d 100644 --- a/compendium/feats/brine-may-apg.md +++ b/compendium/feats/brine-may-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Brine May"] --- # Brine May *Feat 1* -[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. diff --git a/compendium/feats/brinesoul-loag.md b/compendium/feats/brinesoul-loag.md index fd07bb653..38689bc16 100644 --- a/compendium/feats/brinesoul-loag.md +++ b/compendium/feats/brinesoul-loag.md @@ -8,14 +8,14 @@ tags: aliases: ["Brinesoul"] --- # Brinesoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [undine](rules/traits/undine-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction. ```ad-embed-ability title: Salt Wound [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") - **Trigger**: A creature that has blood and is not at its maximum Hit Points hits you with a melee [Strike](rules/actions/strike.md) diff --git a/compendium/feats/bristle-lome.md b/compendium/feats/bristle-lome.md index 609cdde5c..b1a484994 100644 --- a/compendium/feats/bristle-lome.md +++ b/compendium/feats/bristle-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Bristle"] --- # Bristle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/brutal-beating.md b/compendium/feats/brutal-beating.md index 810448c5f..01cec936d 100644 --- a/compendium/feats/brutal-beating.md +++ b/compendium/feats/brutal-beating.md @@ -7,7 +7,7 @@ tags: aliases: ["Brutal Beating"] --- # Brutal Beating *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: Ruffian racket diff --git a/compendium/feats/brutal-bully.md b/compendium/feats/brutal-bully.md index 2f1c9dff4..96ca1d64a 100644 --- a/compendium/feats/brutal-bully.md +++ b/compendium/feats/brutal-bully.md @@ -7,7 +7,7 @@ tags: aliases: ["Brutal Bully"] --- # Brutal Bully *Feat 6* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/brutal-critical.md b/compendium/feats/brutal-critical.md index 90f6f9f8e..bbf0c48f2 100644 --- a/compendium/feats/brutal-critical.md +++ b/compendium/feats/brutal-critical.md @@ -7,10 +7,10 @@ tags: aliases: ["Brutal Critical"] --- # Brutal Critical *Feat 18* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") -Your critical hits are particularly devastating. On a critical hit with a melee [Strike](rules/actions/strike.md), add one extra damage die. This is in addition to any extra dice you gain if the weapon is [deadly](rules/traits/deadly.md) or [fatal](rules/traits/fatal.md). The target also takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to two damage dice. +Your critical hits are particularly devastating. On a critical hit with a melee [Strike](rules/actions/strike.md), add one extra damage die. This is in addition to any extra dice you gain if the weapon is [deadly](rules/traits/deadly.md "Deadly Weapon Trait") or [fatal](rules/traits/fatal.md "Fatal Weapon Trait"). The target also takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to two damage dice. *Source: Core Rulebook p. 93* %% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/brutal-finish.md b/compendium/feats/brutal-finish.md index 8cd386c21..57c6eaa5d 100644 --- a/compendium/feats/brutal-finish.md +++ b/compendium/feats/brutal-finish.md @@ -8,7 +8,7 @@ tags: aliases: ["Brutal Finish"] --- # Brutal Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You are wielding a melee weapon in two hands. - **Activity** Single Action diff --git a/compendium/feats/brutish-shove.md b/compendium/feats/brutish-shove.md index bc8064b22..ef463d3b1 100644 --- a/compendium/feats/brutish-shove.md +++ b/compendium/feats/brutish-shove.md @@ -8,7 +8,7 @@ tags: aliases: ["Brutish Shove"] --- # Brutish Shove [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You are wielding a two-handed melee weapon. - **Activity** Single Action diff --git a/compendium/feats/buckler-dance-apg.md b/compendium/feats/buckler-dance-apg.md index 2503c24c7..486424d90 100644 --- a/compendium/feats/buckler-dance-apg.md +++ b/compendium/feats/buckler-dance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Buckler Dance"] --- # Buckler Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[stance](rules/traits/stance.md "Stance Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Requirements**: You are wielding a buckler. - **Activity** Single Action diff --git a/compendium/feats/buckler-expertise-apg.md b/compendium/feats/buckler-expertise-apg.md index aa7baae02..2cb771a70 100644 --- a/compendium/feats/buckler-expertise-apg.md +++ b/compendium/feats/buckler-expertise-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Buckler Expertise"] --- # Buckler Expertise *Feat 1* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") You've learned a flexible way to position your buckler to provide more protection. When you [Raise a Shield](rules/actions/raise-a-shield.md) to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2. diff --git a/compendium/feats/bullseye-apg.md b/compendium/feats/bullseye-apg.md index 51d3243b6..23b56bf59 100644 --- a/compendium/feats/bullseye-apg.md +++ b/compendium/feats/bullseye-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bullseye"] --- # Bullseye [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Single Action diff --git a/compendium/feats/bullying-staff-ec1.md b/compendium/feats/bullying-staff-ec1.md index ff7ccdf0f..c96e3b6e6 100644 --- a/compendium/feats/bullying-staff-ec1.md +++ b/compendium/feats/bullying-staff-ec1.md @@ -8,7 +8,7 @@ tags: aliases: ["Bullying Staff"] --- # Bullying Staff *Feat 4* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) - **Requirements**: You are wielding your staff. diff --git a/compendium/feats/burn-it.md b/compendium/feats/burn-it.md index 31b6d2f90..b0acb592d 100644 --- a/compendium/feats/burn-it.md +++ b/compendium/feats/burn-it.md @@ -7,10 +7,10 @@ tags: aliases: ["Burn It!"] --- # Burn It! *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") -Fire fascinates you. Your spells and [alchemical](rules/traits/alchemical.md) items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any [persistent fire damage](rules/conditions.md#Persistent%20Damage) you deal. +Fire fascinates you. Your spells and [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any [persistent fire damage](rules/conditions.md#Persistent%20Damage) you deal. *Source: Core Rulebook p. 48* %% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/burning-spell-som.md b/compendium/feats/burning-spell-som.md index 1571ab9e6..b70c4e007 100644 --- a/compendium/feats/burning-spell-som.md +++ b/compendium/feats/burning-spell-som.md @@ -9,12 +9,12 @@ tags: aliases: ["Burning Spell"] --- # Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [fire](rules/traits/fire.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) - **Activity** Single Action -You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that deals damage at a single target, the spell deals additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell level, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](rules/conditions.md#Persistent%20Damage). The spell gains the [fire](rules/traits/fire.md) trait. +You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that deals damage at a single target, the spell deals additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell level, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](rules/conditions.md#Persistent%20Damage). The spell gains the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait. *Source: Secrets of Magic p. 207* %% #compendium/src/pf2e/som #trait/archetype #trait/fire #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/burrow-elocutionist.md b/compendium/feats/burrow-elocutionist.md index b78f6e6f7..b1934ea32 100644 --- a/compendium/feats/burrow-elocutionist.md +++ b/compendium/feats/burrow-elocutionist.md @@ -7,7 +7,7 @@ tags: aliases: ["Burrow Elocutionist"] --- # Burrow Elocutionist *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability. diff --git a/compendium/feats/burrowing-form-som.md b/compendium/feats/burrowing-form-som.md index 453b696cf..14497b70d 100644 --- a/compendium/feats/burrowing-form-som.md +++ b/compendium/feats/burrowing-form-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Burrowing Form"] --- # Burrowing Form *Feat 10* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon can burrow through loose dirt. Your eidolon gains a burrow Speed of 15 feet. diff --git a/compendium/feats/butterfly-blade-dedication-frp1.md b/compendium/feats/butterfly-blade-dedication-frp1.md index dfd3def02..4c16b5434 100644 --- a/compendium/feats/butterfly-blade-dedication-frp1.md +++ b/compendium/feats/butterfly-blade-dedication-frp1.md @@ -9,7 +9,7 @@ tags: aliases: ["Butterfly Blade Dedication"] --- # Butterfly Blade Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Defeat a member of the Butterfly Blades in a sanctioned bout. - **Prerequisites**: trained in butterfly swords diff --git a/compendium/feats/butterflys-kiss-frp1.md b/compendium/feats/butterflys-kiss-frp1.md index 458a2a665..8d6c82e9f 100644 --- a/compendium/feats/butterflys-kiss-frp1.md +++ b/compendium/feats/butterflys-kiss-frp1.md @@ -7,7 +7,7 @@ tags: aliases: ["Butterfly's Kiss"] --- # Butterfly's Kiss *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) diff --git a/compendium/feats/butterflys-sting-frp1.md b/compendium/feats/butterflys-sting-frp1.md index 945ce5256..c61adbf1e 100644 --- a/compendium/feats/butterflys-sting-frp1.md +++ b/compendium/feats/butterflys-sting-frp1.md @@ -7,7 +7,7 @@ tags: aliases: ["Butterfly's Sting"] --- # Butterfly's Sting *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) diff --git a/compendium/feats/cackle-apg.md b/compendium/feats/cackle-apg.md index e9f6034b8..57c0382e1 100644 --- a/compendium/feats/cackle-apg.md +++ b/compendium/feats/cackle-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cackle"] --- # Cackle *Feat 1* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") You can extend one of your spells with a quick burst of laughter. You learn the [cackle](compendium/spells/cackle-apg.md) hex. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/cadence-call-apg.md b/compendium/feats/cadence-call-apg.md index 7a402d59e..5b9c9e9c5 100644 --- a/compendium/feats/cadence-call-apg.md +++ b/compendium/feats/cadence-call-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Cadence Call"] --- # Cadence Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Frequency**: once per minute diff --git a/compendium/feats/calacas-showstopper-loag.md b/compendium/feats/calacas-showstopper-loag.md index e04f08ae0..2baca9b54 100644 --- a/compendium/feats/calacas-showstopper-loag.md +++ b/compendium/feats/calacas-showstopper-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Calaca's Showstopper"] --- # Calaca's Showstopper [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[auditory](rules/traits/auditory.md) [divine](rules/traits/divine.md) [duskwalker](rules/traits/duskwalker-apg.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") - **Prerequisites**: expert in [Performance](compendium/skills.md#Performance) - **Frequency**: once per day diff --git a/compendium/feats/calculated-splash.md b/compendium/feats/calculated-splash.md index 56762b9b3..6341dae80 100644 --- a/compendium/feats/calculated-splash.md +++ b/compendium/feats/calculated-splash.md @@ -7,10 +7,10 @@ tags: aliases: ["Calculated Splash"] --- # Calculated Splash *Feat 4* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the [splash](rules/traits/splash.md) trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. +You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the [splash](rules/traits/splash.md "Splash Weapon Trait") trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. ## Calculated Splash leads to... diff --git a/compendium/feats/call-and-response-apg.md b/compendium/feats/call-and-response-apg.md index 81d8dea8d..108364786 100644 --- a/compendium/feats/call-and-response-apg.md +++ b/compendium/feats/call-and-response-apg.md @@ -10,11 +10,11 @@ tags: aliases: ["Call And Response"] --- # Call And Response [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action -Your composition takes the form of a call-and-response chant, which lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally affected by the spell can respond to your call as a single action that has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect. +Your composition takes the form of a call-and-response chant, which lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally affected by the spell can respond to your call as a single action that has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect. *Source: Advanced Player's Guide p. 113* %% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/call-bonded-item-apg.md b/compendium/feats/call-bonded-item-apg.md index e2b5a75f0..af9668a22 100644 --- a/compendium/feats/call-bonded-item-apg.md +++ b/compendium/feats/call-bonded-item-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Call Bonded Item"] --- # Call Bonded Item [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [wizard](rules/traits/wizard.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: arcane bond - **Activity** Single Action diff --git a/compendium/feats/call-implement-da.md b/compendium/feats/call-implement-da.md index fd179104a..2b9dbf36f 100644 --- a/compendium/feats/call-implement-da.md +++ b/compendium/feats/call-implement-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Call Implement"] --- # Call Implement [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [manipulate](rules/traits/manipulate.md) [teleportation](rules/traits/teleportation.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Requirements**: You have a free hand. - **Activity** Single Action diff --git a/compendium/feats/call-of-elysium-loag.md b/compendium/feats/call-of-elysium-loag.md index d589323f7..7141ffcc5 100644 --- a/compendium/feats/call-of-elysium-loag.md +++ b/compendium/feats/call-of-elysium-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Call Of Elysium"] --- # Call Of Elysium *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Musetouched](compendium/feats/musetouched-apg.md) diff --git a/compendium/feats/call-of-the-green-man-loag.md b/compendium/feats/call-of-the-green-man-loag.md index 843dfd3da..2b4260fe1 100644 --- a/compendium/feats/call-of-the-green-man-loag.md +++ b/compendium/feats/call-of-the-green-man-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Call Of The Green Man"] --- # Call Of The Green Man *Feat 13* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") You can call forth nearby nature spirits to augment your body. Once per day, you can cast [plant form](compendium/spells/plant-form.md) as a 5th-level primal innate spell. When you reach 17th level, this spell can be heightened to 6th level. diff --git a/compendium/feats/call-of-the-wild.md b/compendium/feats/call-of-the-wild.md index c4ba35630..b0cee9594 100644 --- a/compendium/feats/call-of-the-wild.md +++ b/compendium/feats/call-of-the-wild.md @@ -7,7 +7,7 @@ tags: aliases: ["Call Of The Wild"] --- # Call Of The Wild *Feat 2* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a [summon animal](compendium/spells/summon-animal.md) or summon plants and fungi spell of the same level. diff --git a/compendium/feats/call-ursine-ally-tv.md b/compendium/feats/call-ursine-ally-tv.md index 1e7af81ec..e96f8cf98 100644 --- a/compendium/feats/call-ursine-ally-tv.md +++ b/compendium/feats/call-ursine-ally-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Call Ursine Ally"] --- # Call Ursine Ally *Feat 8* -[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Frequency**: once per hour diff --git a/compendium/feats/call-your-shot-apg.md b/compendium/feats/call-your-shot-apg.md index 32a9ca87c..17a6dedba 100644 --- a/compendium/feats/call-your-shot-apg.md +++ b/compendium/feats/call-your-shot-apg.md @@ -7,13 +7,13 @@ tags: aliases: ["Call Your Shot"] --- # Call Your Shot *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Play to the Crowd](compendium/feats/play-to-the-crowd-apg.md) When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: -- Choose a creature within 30 feet that can see you to become [frightened](rules/conditions.md#Frightened). This effect has the [emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) traits. +- Choose a creature within 30 feet that can see you to become [frightened](rules/conditions.md#Frightened). This effect has the [emotion](rules/traits/emotion.md "Emotion Effect Trait"), [fear](rules/traits/fear.md "Fear Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") traits. *Source: Advanced Player's Guide p. 175* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/called-apg.md b/compendium/feats/called-apg.md index 5ab7dd9a1..924653d6d 100644 --- a/compendium/feats/called-apg.md +++ b/compendium/feats/called-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Called"] --- # Called *Feat 5* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") -You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against [mental](rules/traits/mental.md) effects. If you roll a success on your saving throw against a [mental](rules/traits/mental.md) effect that would make you [controlled](rules/conditions.md#Controlled), you get a critical success instead. +You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects. If you roll a success on your saving throw against a [mental](rules/traits/mental.md "Mental Effect Trait") effect that would make you [controlled](rules/conditions.md#Controlled), you get a critical success instead. *Source: Advanced Player's Guide p. 31* %% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/callow-may-apg.md b/compendium/feats/callow-may-apg.md index 953e0b52d..96530c3db 100644 --- a/compendium/feats/callow-may-apg.md +++ b/compendium/feats/callow-may-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Callow May"] --- # Callow May *Feat 1* -[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") You are among the most common of changelings—those born to green hags—and a vibrant green eye signifies that parentage. diff --git a/compendium/feats/camouflage.md b/compendium/feats/camouflage.md index f3476c21f..6026f6a95 100644 --- a/compendium/feats/camouflage.md +++ b/compendium/feats/camouflage.md @@ -7,7 +7,7 @@ tags: aliases: ["Camouflage"] --- # Camouflage *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/cannibalize-magic-loil.md b/compendium/feats/cannibalize-magic-loil.md index 94d926dca..6a20c2ee0 100644 --- a/compendium/feats/cannibalize-magic-loil.md +++ b/compendium/feats/cannibalize-magic-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Cannibalize Magic"] --- # Cannibalize Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) - **Frequency**: once per day diff --git a/compendium/feats/canny-acumen.md b/compendium/feats/canny-acumen.md index eaeaea854..2cbee97ad 100644 --- a/compendium/feats/canny-acumen.md +++ b/compendium/feats/canny-acumen.md @@ -7,7 +7,7 @@ tags: aliases: ["Canny Acumen"] --- # Canny Acumen *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or [Perception](compendium/skills.md#Perception). You become an expert in your choice. At 17th level, you become a master in your choice. diff --git a/compendium/feats/canopy-sight-loil.md b/compendium/feats/canopy-sight-loil.md index ee0d4c429..56ce39abc 100644 --- a/compendium/feats/canopy-sight-loil.md +++ b/compendium/feats/canopy-sight-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Canopy Sight"] --- # Canopy Sight *Feat 1* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") You can see equally well even in dense jungles where only a small amount of light shines through. You gain low-light vision. diff --git a/compendium/feats/cant-fall-here-loag.md b/compendium/feats/cant-fall-here-loag.md index 9868b6fcf..1567754df 100644 --- a/compendium/feats/cant-fall-here-loag.md +++ b/compendium/feats/cant-fall-here-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Can't Fall Here"] --- # Can't Fall Here [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[auditory](rules/traits/auditory.md) [hobgoblin](rules/traits/hobgoblin-locg.md) [manipulate](rules/traits/manipulate.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Frequency**: once per day - **Trigger** An adjacent and willing ally would be reduced to 0 HP but not killed. diff --git a/compendium/feats/cant-you-see-da.md b/compendium/feats/cant-you-see-da.md index 3e922585a..28fbdc44d 100644 --- a/compendium/feats/cant-you-see-da.md +++ b/compendium/feats/cant-you-see-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Can't You See?"] --- # Can't You See? *Feat 8* -[druid](rules/traits/druid.md) [ranger](rules/traits/ranger.md) +[druid](rules/traits/druid.md "Druid Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism), expert in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/cantorian-reinforcement-loag.md b/compendium/feats/cantorian-reinforcement-loag.md index b32d99130..b2d6760ca 100644 --- a/compendium/feats/cantorian-reinforcement-loag.md +++ b/compendium/feats/cantorian-reinforcement-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantorian Reinforcement"] --- # Cantorian Reinforcement *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. When you succeed at a saving throw against a disease or poison, you reduce the stage by 2 (or 1 for a virulent disease or poison), and when you critically succeed, you reduce the stage by 3 (or 2 for a virulent disease or poison). diff --git a/compendium/feats/cantorian-rejuvenation-loag.md b/compendium/feats/cantorian-rejuvenation-loag.md index 6bc2a1935..d52a6c6ad 100644 --- a/compendium/feats/cantorian-rejuvenation-loag.md +++ b/compendium/feats/cantorian-rejuvenation-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Cantorian Rejuvenation"] --- # Cantorian Rejuvenation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[healing](rules/traits/healing.md) [hobgoblin](rules/traits/hobgoblin-locg.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/cantorian-restoration-loag.md b/compendium/feats/cantorian-restoration-loag.md index 1c18a5052..59cf4f048 100644 --- a/compendium/feats/cantorian-restoration-loag.md +++ b/compendium/feats/cantorian-restoration-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Cantorian Restoration"] --- # Cantorian Restoration [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[healing](rules/traits/healing.md) [hobgoblin](rules/traits/hobgoblin-locg.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Frequency**: once per day - **Trigger** A living creature within 60 feet would die. diff --git a/compendium/feats/cantrip-casting-som.md b/compendium/feats/cantrip-casting-som.md index 7749a5229..11b36626d 100644 --- a/compendium/feats/cantrip-casting-som.md +++ b/compendium/feats/cantrip-casting-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Cantrip Casting"] --- # Cantrip Casting *Feat 2* -[[class]](rules/traits/any-class-som.md) [pervasive magic](rules/traits/pervasive-magic-som.md) [rare](rules/traits/rare.md) +[[class]](rules/traits/class-som.md "Any Class Class Trait") [pervasive magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") You increase your ability to cast simple spells. You gain two additional cantrips from the tradition matching your trait. diff --git a/compendium/feats/cantrip-expansion-bard.md b/compendium/feats/cantrip-expansion-bard.md index 03c61f3f6..53f4a352c 100644 --- a/compendium/feats/cantrip-expansion-bard.md +++ b/compendium/feats/cantrip-expansion-bard.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Bard)"] --- # Cantrip Expansion (Bard) *Feat 2* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire. diff --git a/compendium/feats/cantrip-expansion-cleric.md b/compendium/feats/cantrip-expansion-cleric.md index df2c96618..bbe72ab3b 100644 --- a/compendium/feats/cantrip-expansion-cleric.md +++ b/compendium/feats/cantrip-expansion-cleric.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Cleric)"] --- # Cantrip Expansion (Cleric) *Feat 2* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") You study a wider range of simple spells. You can prepare two additional cantrips each day. diff --git a/compendium/feats/cantrip-expansion-magus-som.md b/compendium/feats/cantrip-expansion-magus-som.md index e26e5ae42..e9bbab791 100644 --- a/compendium/feats/cantrip-expansion-magus-som.md +++ b/compendium/feats/cantrip-expansion-magus-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Magus)"] --- # Cantrip Expansion (Magus) *Feat 2* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day. diff --git a/compendium/feats/cantrip-expansion-oracle-apg.md b/compendium/feats/cantrip-expansion-oracle-apg.md index e0289d746..ef509293a 100644 --- a/compendium/feats/cantrip-expansion-oracle-apg.md +++ b/compendium/feats/cantrip-expansion-oracle-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Oracle)"] --- # Cantrip Expansion (Oracle) *Feat 2* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire. diff --git a/compendium/feats/cantrip-expansion-psychic-da.md b/compendium/feats/cantrip-expansion-psychic-da.md index 3abc08da5..04feccb12 100644 --- a/compendium/feats/cantrip-expansion-psychic-da.md +++ b/compendium/feats/cantrip-expansion-psychic-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Psychic)"] --- # Cantrip Expansion (Psychic) *Feat 2* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") You expand what your mind can accomplish. Add two additional occult cantrips to your repertoire. diff --git a/compendium/feats/cantrip-expansion-sorcerer.md b/compendium/feats/cantrip-expansion-sorcerer.md index c54cb8bda..b0de0ac4e 100644 --- a/compendium/feats/cantrip-expansion-sorcerer.md +++ b/compendium/feats/cantrip-expansion-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Sorcerer)"] --- # Cantrip Expansion (Sorcerer) *Feat 2* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repertoire. diff --git a/compendium/feats/cantrip-expansion-witch-apg.md b/compendium/feats/cantrip-expansion-witch-apg.md index 925c7f338..a77cd093e 100644 --- a/compendium/feats/cantrip-expansion-witch-apg.md +++ b/compendium/feats/cantrip-expansion-witch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Witch)"] --- # Cantrip Expansion (Witch) *Feat 2* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. You can prepare two additional cantrips each day. diff --git a/compendium/feats/cantrip-expansion-wizard.md b/compendium/feats/cantrip-expansion-wizard.md index 998bba6a7..28ec1a0f0 100644 --- a/compendium/feats/cantrip-expansion-wizard.md +++ b/compendium/feats/cantrip-expansion-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Wizard)"] --- # Cantrip Expansion (Wizard) *Feat 2* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day. diff --git a/compendium/feats/captivating-curiosity-loag.md b/compendium/feats/captivating-curiosity-loag.md index 496b6871e..36e1ddd1f 100644 --- a/compendium/feats/captivating-curiosity-loag.md +++ b/compendium/feats/captivating-curiosity-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Captivating Curiosity"] --- # Captivating Curiosity *Feat 9* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") You can snare the attentions of onlookers with your unique appearance. You can cast [enthrall](compendium/spells/enthrall.md) as a 3rd-level occult innate spell once per day. diff --git a/compendium/feats/captivating-intensity-lotgb.md b/compendium/feats/captivating-intensity-lotgb.md index b27c325b1..4d0adc500 100644 --- a/compendium/feats/captivating-intensity-lotgb.md +++ b/compendium/feats/captivating-intensity-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Captivating Intensity"] --- # Captivating Intensity *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) diff --git a/compendium/feats/captivator-dedication-lotgb.md b/compendium/feats/captivator-dedication-lotgb.md index c7a6c9f4d..6ad4e28c1 100644 --- a/compendium/feats/captivator-dedication-lotgb.md +++ b/compendium/feats/captivator-dedication-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Captivator Dedication"] --- # Captivator Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Charisma 14, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/capture-magic-som.md b/compendium/feats/capture-magic-som.md index 4556ffcd8..111a5f610 100644 --- a/compendium/feats/capture-magic-som.md +++ b/compendium/feats/capture-magic-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Capture Magic"] --- # Capture Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md) - **Trigger** You succeed at your save against a foe's harmful spell, or a foe fails a spell attack roll against you from a harmful spell. diff --git a/compendium/feats/caravan-leader-apg.md b/compendium/feats/caravan-leader-apg.md index 46322baa4..60baf9683 100644 --- a/compendium/feats/caravan-leader-apg.md +++ b/compendium/feats/caravan-leader-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Caravan Leader"] --- # Caravan Leader *Feat 11* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: Constitution 18, [Pick Up the Pace](compendium/feats/pick-up-the-pace-apg.md) diff --git a/compendium/feats/careful-explorer-lowg.md b/compendium/feats/careful-explorer-lowg.md index 7983a9122..6cfba1594 100644 --- a/compendium/feats/careful-explorer-lowg.md +++ b/compendium/feats/careful-explorer-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Careful Explorer"] --- # Careful Explorer *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/cartwheel-dodge-aoe3.md b/compendium/feats/cartwheel-dodge-aoe3.md index 5f6bca7a7..b825062a5 100644 --- a/compendium/feats/cartwheel-dodge-aoe3.md +++ b/compendium/feats/cartwheel-dodge-aoe3.md @@ -7,7 +7,7 @@ tags: aliases: ["Cartwheel Dodge"] --- # Cartwheel Dodge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Provocator Dedication](compendium/feats/provocator-dedication-aoe3.md) - **Trigger** You succeed or critically succeed at a Reflex saving throw. diff --git a/compendium/feats/cascade-bearers-flexibility-locg.md b/compendium/feats/cascade-bearers-flexibility-locg.md index 0eb3f2005..523ddbc2b 100644 --- a/compendium/feats/cascade-bearers-flexibility-locg.md +++ b/compendium/feats/cascade-bearers-flexibility-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Cascade Bearers Flexibility"] --- # Cascade Bearers Flexibility [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation - **Frequency**: once per day diff --git a/compendium/feats/cascade-bearers-spellcasting-locg.md b/compendium/feats/cascade-bearers-spellcasting-locg.md index 99675ab86..4faba4c9d 100644 --- a/compendium/feats/cascade-bearers-spellcasting-locg.md +++ b/compendium/feats/cascade-bearers-spellcasting-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cascade Bearers Spellcasting"] --- # Cascade Bearers Spellcasting *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation diff --git a/compendium/feats/cascade-countermeasure-som.md b/compendium/feats/cascade-countermeasure-som.md index ed2a50b71..87838b7ee 100644 --- a/compendium/feats/cascade-countermeasure-som.md +++ b/compendium/feats/cascade-countermeasure-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Cascade Countermeasure"] --- # Cascade Countermeasure *Feat 6* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), focus pool diff --git a/compendium/feats/cascading-ray-som.md b/compendium/feats/cascading-ray-som.md index 522365888..1f5b3de05 100644 --- a/compendium/feats/cascading-ray-som.md +++ b/compendium/feats/cascading-ray-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Cascading Ray"] --- # Cascading Ray [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[attack](rules/traits/attack.md) [magus](rules/traits/magus-som.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) - **Requirements**: Your last action was a successful [Spellstrike](rules/actions/spellstrike-som.md), and the spell you cast dealt energy damage (acid, cold, electricity, fire, force, negative, positive, or sonic). @@ -16,7 +16,7 @@ aliases: ["Cascading Ray"] Magical energy spills out to extend beyond the creature you struck. The flowing energy forms a ray with a range of 60 feet from the creature you damaged. You can't target any of the creatures you damaged with your [Spellstrike](rules/actions/spellstrike-som.md) with the ray. Make a spell attack roll against the new target's AC, at the same multiple attack penalty as the [Strike](rules/actions/strike.md). On a hit, the target of the ray takes `1d4` damage per spell level of the same type of energy damage the spell deals (double damage on a critical hit). If you cast the spell in your [Spellstrike](rules/actions/spellstrike-som.md) from a spell slot, the damage from Cascading Ray increases to `1d8` damage per spell level. -If the spell deals more than one type of energy damage, you choose only one for the ray. This ray has the [attack](rules/traits/attack.md) trait, the school and tradition traits of the original spell, and the trait matching the damage type. +If the spell deals more than one type of energy damage, you choose only one for the ray. This ray has the [attack](rules/traits/attack.md "Attack Combat Trait") trait, the school and tradition traits of the original spell, and the trait matching the damage type. *Source: Secrets of Magic p. 47* %% #compendium/src/pf2e/som #trait/attack #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/cast-down.md b/compendium/feats/cast-down.md index 220c588af..8c312995c 100644 --- a/compendium/feats/cast-down.md +++ b/compendium/feats/cast-down.md @@ -9,7 +9,7 @@ tags: aliases: ["Cast Down"] --- # Cast Down [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: harmful font or healing font - **Activity** Single Action diff --git a/compendium/feats/cast-out-botd.md b/compendium/feats/cast-out-botd.md index d910a72ef..07cb46d2e 100644 --- a/compendium/feats/cast-out-botd.md +++ b/compendium/feats/cast-out-botd.md @@ -10,12 +10,12 @@ tags: aliases: ["Cast Out"] --- # Cast Out [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) - **Activity** Two-Action -You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the [possession](rules/traits/possession.md) effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your [Occultism](compendium/skills.md#Occultism) modifier, [Religion](compendium/skills.md#Religion) modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. +You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the [possession](rules/traits/possession.md "Possession Effect Trait") effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your [Occultism](compendium/skills.md#Occultism) modifier, [Religion](compendium/skills.md#Religion) modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. *Source: Book of the Dead p. 23* %% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/concentrate #trait/manipulate %% \ No newline at end of file diff --git a/compendium/feats/castigating-weapon.md b/compendium/feats/castigating-weapon.md index 7d8dad03d..0e119ff80 100644 --- a/compendium/feats/castigating-weapon.md +++ b/compendium/feats/castigating-weapon.md @@ -7,7 +7,7 @@ tags: aliases: ["Castigating Weapon"] --- # Castigating Weapon *Feat 10* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Holy Castigation](compendium/feats/holy-castigation.md) diff --git a/compendium/feats/cat-fall.md b/compendium/feats/cat-fall.md index 7f3ed5bda..72d40524a 100644 --- a/compendium/feats/cat-fall.md +++ b/compendium/feats/cat-fall.md @@ -8,7 +8,7 @@ tags: aliases: ["Cat Fall"] --- # Cat Fall *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/cat-nap-loag.md b/compendium/feats/cat-nap-loag.md index 26b85a8a2..7c52e2990 100644 --- a/compendium/feats/cat-nap-loag.md +++ b/compendium/feats/cat-nap-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Cat Nap"] --- # Cat Nap *Feat 1* -[catfolk](rules/traits/catfolk-b1.md) [concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") You can briefly sleep to regain your energy quickly. Once per hour, by sleeping for 10 minutes, you can gain temporary Hit Points equal to your level that last for 10 minutes. diff --git a/compendium/feats/catch-the-details-lome.md b/compendium/feats/catch-the-details-lome.md index 3d876110c..18884c1c2 100644 --- a/compendium/feats/catch-the-details-lome.md +++ b/compendium/feats/catch-the-details-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Catch The Details"] --- # Catch The Details *Feat 1* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") You are quick at recognizing broad details about people and things around you. You are trained in [Society](compendium/skills.md#Society) and gain the [Eye for Numbers](compendium/feats/eye-for-numbers-apg.md) skill feat (Advanced Player's Guide 206) diff --git a/compendium/feats/catchy-tune-loag.md b/compendium/feats/catchy-tune-loag.md index a3422c70d..b96f9402e 100644 --- a/compendium/feats/catchy-tune-loag.md +++ b/compendium/feats/catchy-tune-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Catchy Tune"] --- # Catchy Tune [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [sprite](rules/traits/sprite-b1.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/caterwaul-apg.md b/compendium/feats/caterwaul-apg.md index 528455cec..641ec1e21 100644 --- a/compendium/feats/caterwaul-apg.md +++ b/compendium/feats/caterwaul-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Caterwaul"] --- # Caterwaul [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[auditory](rules/traits/auditory.md) [catfolk](rules/traits/catfolk-b1.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Frequency**: once per day - **Trigger** An ally within 30 feet would be reduced to 0 HP but not immediately killed. diff --git a/compendium/feats/catfolk-dance-loag.md b/compendium/feats/catfolk-dance-loag.md index d4724c612..81ca9e7eb 100644 --- a/compendium/feats/catfolk-dance-loag.md +++ b/compendium/feats/catfolk-dance-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Catfolk Dance"] --- # Catfolk Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/catfolk-lore-apg.md b/compendium/feats/catfolk-lore-apg.md index 776a71876..0bae092f9 100644 --- a/compendium/feats/catfolk-lore-apg.md +++ b/compendium/feats/catfolk-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Catfolk Lore"] --- # Catfolk Lore *Feat 1* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Catfolk Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/catfolk-weapon-expertise-apg.md b/compendium/feats/catfolk-weapon-expertise-apg.md index e2a09b6f1..db06b5914 100644 --- a/compendium/feats/catfolk-weapon-expertise-apg.md +++ b/compendium/feats/catfolk-weapon-expertise-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Catfolk Weapon Expertise"] --- # Catfolk Weapon Expertise *Feat 13* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Catfolk Weapon Familiarity](compendium/feats/catfolk-weapon-familiarity-apg.md) diff --git a/compendium/feats/catfolk-weapon-familiarity-apg.md b/compendium/feats/catfolk-weapon-familiarity-apg.md index ba0c0bc44..d67311ef6 100644 --- a/compendium/feats/catfolk-weapon-familiarity-apg.md +++ b/compendium/feats/catfolk-weapon-familiarity-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Catfolk Weapon Familiarity"] --- # Catfolk Weapon Familiarity *Feat 1* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") You favor weapons that you can use with quick, darting slashes like a cat's claws. You are trained with the [hatchet](compendium/equipment/items/hatchet.md), [kama](compendium/equipment/items/kama.md), [kukri](compendium/equipment/items/kukri.md), [scimitar](compendium/equipment/items/scimitar.md), and [sickle](compendium/equipment/items/sickle.md). In addition, you gain access to [kama](compendium/equipment/items/kama.md), [kukris](compendium/equipment/items/kukri.md), and all uncommon catfolk weapons. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons. diff --git a/compendium/feats/catfolk-weapon-rake-apg.md b/compendium/feats/catfolk-weapon-rake-apg.md index 7c54657f9..1b43ca610 100644 --- a/compendium/feats/catfolk-weapon-rake-apg.md +++ b/compendium/feats/catfolk-weapon-rake-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Catfolk Weapon Rake"] --- # Catfolk Weapon Rake *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Catfolk Weapon Familiarity](compendium/feats/catfolk-weapon-familiarity-apg.md) diff --git a/compendium/feats/cathartic-focus-spell-som.md b/compendium/feats/cathartic-focus-spell-som.md index d2f002cab..66917685e 100644 --- a/compendium/feats/cathartic-focus-spell-som.md +++ b/compendium/feats/cathartic-focus-spell-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Cathartic Focus Spell"] --- # Cathartic Focus Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) diff --git a/compendium/feats/cathartic-mage-dedication-som.md b/compendium/feats/cathartic-mage-dedication-som.md index 42fe279b0..01aae477e 100644 --- a/compendium/feats/cathartic-mage-dedication-som.md +++ b/compendium/feats/cathartic-mage-dedication-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Cathartic Mage Dedication"] --- # Cathartic Mage Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Cha 14 or ability to cast spells from spell slots @@ -25,7 +25,7 @@ You gain the Catharsis reaction and the Settle Emotions activity. ```ad-embed-ability title: Catharsis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: determined by your catharsis emotion @@ -35,7 +35,7 @@ title: Catharsis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ```ad-embed-ability title: Settle Emotions -[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. %% #trait/concentrate #trait/emotion #trait/mental %% diff --git a/compendium/feats/catrinas-presence-loag.md b/compendium/feats/catrinas-presence-loag.md index b3c181ff3..1d9ab53d3 100644 --- a/compendium/feats/catrinas-presence-loag.md +++ b/compendium/feats/catrinas-presence-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Catrina's Presence"] --- # Catrina's Presence *Feat 9* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") You've adopted the calming presence of catrinas, the festive dead; you might have even danced with a catrina yourself! So long as you are visibly carrying fresh flowers or colorful ribbons somewhere on your person, you can cast [calm emotions](compendium/spells/calm-emotions.md) twice per day as a 2nd-level divine innate spell. diff --git a/compendium/feats/cats-luck-apg.md b/compendium/feats/cats-luck-apg.md index c9ce06d4b..0220fd636 100644 --- a/compendium/feats/cats-luck-apg.md +++ b/compendium/feats/cats-luck-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Cat's Luck"] --- # Cat's Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[catfolk](rules/traits/catfolk-b1.md) [fortune](rules/traits/fortune.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Frequency**: once per day - **Trigger** You fail a Reflex saving throw. diff --git a/compendium/feats/cauldron-apg.md b/compendium/feats/cauldron-apg.md index f47856370..97b6ff43c 100644 --- a/compendium/feats/cauldron-apg.md +++ b/compendium/feats/cauldron-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cauldron"] --- # Cauldron *Feat 1* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") You can use the [Craft](rules/actions/craft.md) activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are. diff --git a/compendium/feats/cautious-curiosity-apg.md b/compendium/feats/cautious-curiosity-apg.md index 91a694c29..13d45d59d 100644 --- a/compendium/feats/cautious-curiosity-apg.md +++ b/compendium/feats/cautious-curiosity-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cautious Curiosity"] --- # Cautious Curiosity *Feat 9* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat diff --git a/compendium/feats/cautious-delver-lopsg.md b/compendium/feats/cautious-delver-lopsg.md index 0cc0e008a..4560ec6df 100644 --- a/compendium/feats/cautious-delver-lopsg.md +++ b/compendium/feats/cautious-delver-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cautious Delver"] --- # Cautious Delver *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/feats/cavalier-dedication-apg.md b/compendium/feats/cavalier-dedication-apg.md index aa0723006..3eb6e1abc 100644 --- a/compendium/feats/cavalier-dedication-apg.md +++ b/compendium/feats/cavalier-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Cavalier Dedication"] --- # Cavalier Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) or [Society](compendium/skills.md#Society) diff --git a/compendium/feats/cavaliers-banner-apg.md b/compendium/feats/cavaliers-banner-apg.md index e87504b0e..f470a9c43 100644 --- a/compendium/feats/cavaliers-banner-apg.md +++ b/compendium/feats/cavaliers-banner-apg.md @@ -11,12 +11,12 @@ tags: aliases: ["Cavalier's Banner"] --- # Cavalier's Banner *Feat 4* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Requirements**: You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar). -You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against [fear](rules/traits/fear.md) effects. +You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against [fear](rules/traits/fear.md "Fear Effect Trait") effects. If your banner is destroyed or removed, allies within 30 feet become [frightened](rules/conditions.md#Frightened). diff --git a/compendium/feats/cavaliers-charge-apg.md b/compendium/feats/cavaliers-charge-apg.md index e045c9a6a..910f8cfe7 100644 --- a/compendium/feats/cavaliers-charge-apg.md +++ b/compendium/feats/cavaliers-charge-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Cavalier's Charge"] --- # Cavalier's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Requirements**: You are riding your mount. diff --git a/compendium/feats/cave-climber.md b/compendium/feats/cave-climber.md index 57685668b..06d73e360 100644 --- a/compendium/feats/cave-climber.md +++ b/compendium/feats/cave-climber.md @@ -7,7 +7,7 @@ tags: aliases: ["Cave Climber"] --- # Cave Climber *Feat 9* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet. diff --git a/compendium/feats/ceaseless-shadows.md b/compendium/feats/ceaseless-shadows.md index c0e6f61e7..8fe560841 100644 --- a/compendium/feats/ceaseless-shadows.md +++ b/compendium/feats/ceaseless-shadows.md @@ -7,7 +7,7 @@ tags: aliases: ["Ceaseless Shadows"] --- # Ceaseless Shadows *Feat 13* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Distracting Shadows](compendium/feats/distracting-shadows.md) diff --git a/compendium/feats/cel-rau-loag.md b/compendium/feats/cel-rau-loag.md index 46beb654d..79d8e0a79 100644 --- a/compendium/feats/cel-rau-loag.md +++ b/compendium/feats/cel-rau-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Cel Rau"] --- # Cel Rau *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -You are a cel rau, child of a strigoi, one of the first vampires to walk Golarion. Your heritage ties you to the Shadow Plane and grants you strange resilience to light and darkness alike. You gain a +1 circumstance bonus to saving throws against effects with the [darkness](rules/traits/darkness.md), [light](rules/traits/light.md), or [shadow](rules/traits/shadow.md) traits, and whenever you become [dazzled](rules/conditions.md#Dazzled) or [blinded](rules/conditions.md#Blinded) for at least 2 rounds, you can reduce the duration by 1 round. +You are a cel rau, child of a strigoi, one of the first vampires to walk Golarion. Your heritage ties you to the Shadow Plane and grants you strange resilience to light and darkness alike. You gain a +1 circumstance bonus to saving throws against effects with the [darkness](rules/traits/darkness.md "Darkness Effect Trait"), [light](rules/traits/light.md "Light Effect Trait"), or [shadow](rules/traits/shadow.md "Shadow General Trait") traits, and whenever you become [dazzled](rules/conditions.md#Dazzled) or [blinded](rules/conditions.md#Blinded) for at least 2 rounds, you can reduce the duration by 1 round. ## Cel Rau leads to... diff --git a/compendium/feats/celebrity-dedication-apg.md b/compendium/feats/celebrity-dedication-apg.md index bc29d8637..c50bdae59 100644 --- a/compendium/feats/celebrity-dedication-apg.md +++ b/compendium/feats/celebrity-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Celebrity Dedication"] --- # Celebrity Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you [Earn Income](rules/actions/earn-income.md), if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to [Earn Income](rules/actions/earn-income.md). diff --git a/compendium/feats/celestial-eyes-apg.md b/compendium/feats/celestial-eyes-apg.md index edb9ef493..14f3258e1 100644 --- a/compendium/feats/celestial-eyes-apg.md +++ b/compendium/feats/celestial-eyes-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Celestial Eyes"] --- # Celestial Eyes *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: low-light vision diff --git a/compendium/feats/celestial-form.md b/compendium/feats/celestial-form.md index a016f9bc5..4ca5fd5a1 100644 --- a/compendium/feats/celestial-form.md +++ b/compendium/feats/celestial-form.md @@ -7,11 +7,11 @@ tags: aliases: ["Celestial Form"] --- # Celestial Form *Feat 18* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good -You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain [darkvision](rules/abilities/darkvision.md) if you don't already have it, and you gain the [celestial](rules/traits/celestial.md) trait and the trait appropriate to the type of servitor you've become ([archon](rules/traits/archon.md), [angel](rules/traits/angel.md), or [azata](rules/traits/azata.md), for example). +You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain [darkvision](rules/abilities/darkvision.md) if you don't already have it, and you gain the [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") trait and the trait appropriate to the type of servitor you've become ([archon](rules/traits/archon.md "Archon Creature Trait"), [angel](rules/traits/angel.md "Angel Creature Trait"), or [azata](rules/traits/azata.md "Azata Creature Trait"), for example). *Source: Core Rulebook p. 115* %% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/celestial-lore-apg.md b/compendium/feats/celestial-lore-apg.md index 812d27465..0647ea352 100644 --- a/compendium/feats/celestial-lore-apg.md +++ b/compendium/feats/celestial-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Celestial Lore"] --- # Celestial Lore *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") You were raised with an aasimar or celestial relative, or you've devoted yourself to researching the secrets of the celestial realms. You gain the trained proficiency rank in [Diplomacy](compendium/skills.md#Diplomacy) and [Religion](compendium/skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a [Lore](compendium/skills.md#Lore) skill related to the celestial realm from which you trace your lineage (usually [Elysium Lore](compendium/skills.md#Lore), [Heaven Lore](compendium/skills.md#Lore), or [Nirvana Lore](compendium/skills.md#Lore)). diff --git a/compendium/feats/celestial-mount.md b/compendium/feats/celestial-mount.md index b87ed64ab..fe40936ce 100644 --- a/compendium/feats/celestial-mount.md +++ b/compendium/feats/celestial-mount.md @@ -7,13 +7,13 @@ tags: aliases: ["Celestial Mount"] --- # Celestial Mount *Feat 20* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (steed), tenets of good Your steed gains incredible celestial powers granted by your deity. It gains [darkvision](rules/abilities/darkvision.md), its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage. -Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the [celestial](rules/traits/celestial.md) trait and the trait appropriate to the type of servitor it has become ([archon](rules/traits/archon.md), [angel](rules/traits/angel.md), or [azata](rules/traits/azata.md), for example). +Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") trait and the trait appropriate to the type of servitor it has become ([archon](rules/traits/archon.md "Archon Creature Trait"), [angel](rules/traits/angel.md "Angel Creature Trait"), or [azata](rules/traits/azata.md "Azata Creature Trait"), for example). *Source: Core Rulebook p. 115* %% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/celestial-resistance-apg.md b/compendium/feats/celestial-resistance-apg.md index 0364f3bc5..8bf82487a 100644 --- a/compendium/feats/celestial-resistance-apg.md +++ b/compendium/feats/celestial-resistance-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Celestial Resistance"] --- # Celestial Resistance *Feat 5* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") Your growing connection to your celestial forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. diff --git a/compendium/feats/celestial-strikes-apg.md b/compendium/feats/celestial-strikes-apg.md index 61996b472..53928425a 100644 --- a/compendium/feats/celestial-strikes-apg.md +++ b/compendium/feats/celestial-strikes-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Celestial Strikes"] --- # Celestial Strikes *Feat 13* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") -Your connection to good arms all your attacks against forces of evil. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional good damage and have the [good](rules/traits/good.md) and [magical](rules/traits/magical.md) traits. +Your connection to good arms all your attacks against forces of evil. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional good damage and have the [good](rules/traits/good.md "Good Alignment Trait") and [magical](rules/traits/magical.md "Magical Item Trait") traits. *Source: Advanced Player's Guide p. 36* %% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/celestial-wings-apg.md b/compendium/feats/celestial-wings-apg.md index 88db1b7c8..b1a1764de 100644 --- a/compendium/feats/celestial-wings-apg.md +++ b/compendium/feats/celestial-wings-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Celestial Wings"] --- # Celestial Wings [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) [divine](rules/traits/divine.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/celestial-word-apg.md b/compendium/feats/celestial-word-apg.md index a75582285..5c3ac29fa 100644 --- a/compendium/feats/celestial-word-apg.md +++ b/compendium/feats/celestial-word-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Celestial Word"] --- # Celestial Word *Feat 17* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") You can call forth a holy word from the celestial realms to punish your foes. Once per day, you can cast [divine decree](compendium/spells/divine-decree.md) as a 7th-level divine innate spell. You must choose good for the spell's alignment, and you can [Cast the Spell](rules/actions/cast-a-spell.md) regardless of whether you worship a deity or what their alignment is. diff --git a/compendium/feats/ceremony-of-aeons-guidance-lome.md b/compendium/feats/ceremony-of-aeons-guidance-lome.md index 9c854abeb..2be808f36 100644 --- a/compendium/feats/ceremony-of-aeons-guidance-lome.md +++ b/compendium/feats/ceremony-of-aeons-guidance-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ceremony Of Aeon's Guidance"] --- # Ceremony Of Aeon's Guidance *Feat 9* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") Your patron aeon has allowed you to call upon their gifts to serve their ends. You can cast [augury](compendium/spells/augury.md) and [calm emotions](compendium/spells/calm-emotions.md) each once per day as 2nd-level divine innate spells. diff --git a/compendium/feats/ceremony-of-aeons-shield-lome.md b/compendium/feats/ceremony-of-aeons-shield-lome.md index 620cf5d39..e7e01785b 100644 --- a/compendium/feats/ceremony-of-aeons-shield-lome.md +++ b/compendium/feats/ceremony-of-aeons-shield-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ceremony Of Aeon's Shield"] --- # Ceremony Of Aeon's Shield *Feat 9* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") Your patron aeon graced you with powers of protection. You can cast [resist energy](compendium/spells/resist-energy.md) and [shield other](compendium/spells/shield-other.md) each once per day as 2nd-level divine innate spells. diff --git a/compendium/feats/ceremony-of-fortification-lome.md b/compendium/feats/ceremony-of-fortification-lome.md index cea1132fc..4e97ad88b 100644 --- a/compendium/feats/ceremony-of-fortification-lome.md +++ b/compendium/feats/ceremony-of-fortification-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ceremony Of Fortification"] --- # Ceremony Of Fortification *Feat 9* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") - **Prerequisites**: [Ceremony of Protection](compendium/feats/ceremony-of-protection-lome.md) diff --git a/compendium/feats/ceremony-of-growth-lome.md b/compendium/feats/ceremony-of-growth-lome.md index efee709a2..4be2ebbc0 100644 --- a/compendium/feats/ceremony-of-growth-lome.md +++ b/compendium/feats/ceremony-of-growth-lome.md @@ -7,10 +7,10 @@ tags: aliases: ["Ceremony Of Growth"] --- # Ceremony Of Growth *Feat 13* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") -You can alter your exoskeleton's size. You constantly gain the effects of enlarge. You can dismiss or resume these effects as an action, which has the [concentrate](rules/traits/concentrate.md) trait. +You can alter your exoskeleton's size. You constantly gain the effects of enlarge. You can dismiss or resume these effects as an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. *Source: Lost Omens: The Mwangi Expanse p. 110* %% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/ceremony-of-knowledge-lome.md b/compendium/feats/ceremony-of-knowledge-lome.md index d10db1c83..9eed86d42 100644 --- a/compendium/feats/ceremony-of-knowledge-lome.md +++ b/compendium/feats/ceremony-of-knowledge-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ceremony Of Knowledge"] --- # Ceremony Of Knowledge *Feat 5* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") You tap into aeon knowledge. You gain the [Untrained Improvisation](compendium/feats/untrained-improvisation.md) general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. diff --git a/compendium/feats/ceremony-of-protection-lome.md b/compendium/feats/ceremony-of-protection-lome.md index 8f5f509c3..dca513836 100644 --- a/compendium/feats/ceremony-of-protection-lome.md +++ b/compendium/feats/ceremony-of-protection-lome.md @@ -8,7 +8,7 @@ tags: aliases: ["Ceremony Of Protection"] --- # Ceremony Of Protection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[conrasu](rules/traits/conrasu-loag.md) [manipulate](rules/traits/manipulate.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Activity** Single Action diff --git a/compendium/feats/ceremony-of-sunlight-lome.md b/compendium/feats/ceremony-of-sunlight-lome.md index d357f09b9..25b935aa3 100644 --- a/compendium/feats/ceremony-of-sunlight-lome.md +++ b/compendium/feats/ceremony-of-sunlight-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ceremony Of Sunlight"] --- # Ceremony Of Sunlight *Feat 5* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") You have learned how to master the power contained within sunlight, just like the trees that form your body. Your Sunlight Healing recovers `1d8` Hit Points per level. diff --git a/compendium/feats/ceremony-of-suns-gift-lome.md b/compendium/feats/ceremony-of-suns-gift-lome.md index b6a27074a..9d9b20422 100644 --- a/compendium/feats/ceremony-of-suns-gift-lome.md +++ b/compendium/feats/ceremony-of-suns-gift-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ceremony Of Sun's Gift"] --- # Ceremony Of Sun's Gift *Feat 17* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") Your connection to the sun has become an unbreakable bond. You don't become temporarily immune to the effects of your Sunlight Healing, and instead of rolling to recover Hit Points, you gain the maximum number of HP possible (for example, 64 HP instead of `8d8`). diff --git a/compendium/feats/ceremony-of-the-evened-hand-lome.md b/compendium/feats/ceremony-of-the-evened-hand-lome.md index 97c6061ed..bc3c29b3a 100644 --- a/compendium/feats/ceremony-of-the-evened-hand-lome.md +++ b/compendium/feats/ceremony-of-the-evened-hand-lome.md @@ -7,10 +7,10 @@ tags: aliases: ["Ceremony Of The Evened Hand"] --- # Ceremony Of The Evened Hand *Feat 1* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") -You have cultivated your exoskeleton's form for close combat, using knots, whorls, and reinforced branches. When you select this feat, you gain a claws unarmed attack that deals `1d4` slashing damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits or a branch unarmed attack that deals `1d6` bludgeoning damage and has the [backswing](rules/traits/backswing.md) trait. Each of these unarmed attacks is in the brawling weapon group and uses one of your hands. +You have cultivated your exoskeleton's form for close combat, using knots, whorls, and reinforced branches. When you select this feat, you gain a claws unarmed attack that deals `1d4` slashing damage and has the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits or a branch unarmed attack that deals `1d6` bludgeoning damage and has the [backswing](rules/traits/backswing.md "Backswing Weapon Trait") trait. Each of these unarmed attacks is in the brawling weapon group and uses one of your hands. **Special.** You can select this feat twice, choosing the other unarmed attack the second time you take it. diff --git a/compendium/feats/ceremony-of-the-strengthened-hand-lome.md b/compendium/feats/ceremony-of-the-strengthened-hand-lome.md index 62b954fab..59489313a 100644 --- a/compendium/feats/ceremony-of-the-strengthened-hand-lome.md +++ b/compendium/feats/ceremony-of-the-strengthened-hand-lome.md @@ -7,11 +7,11 @@ tags: aliases: ["Ceremony Of The Strengthened Hand"] --- # Ceremony Of The Strengthened Hand *Feat 9* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") - **Prerequisites**: [Ceremony of the Evened Hand](compendium/feats/ceremony-of-the-evened-hand-lome.md) -Your exoskeleton's weapons are even more potent. If you have a claws unarmed attack, it gains the [deadly ](rules/traits/deadly.md) trait. If you have a branch unarmed attack, it gains the [shove](rules/traits/shove.md) and [trip](rules/traits/trip.md) traits. +Your exoskeleton's weapons are even more potent. If you have a claws unarmed attack, it gains the [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") trait. If you have a branch unarmed attack, it gains the [shove](rules/traits/shove.md "Shove Weapon Trait") and [trip](rules/traits/trip.md "Trip Weapon Trait") traits. *Source: Lost Omens: The Mwangi Expanse p. 110* %% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/compendium/feats/certain-strike.md b/compendium/feats/certain-strike.md index 5715e73dc..8755b9cd0 100644 --- a/compendium/feats/certain-strike.md +++ b/compendium/feats/certain-strike.md @@ -8,7 +8,7 @@ tags: aliases: ["Certain Strike"] --- # Certain Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/champion-dedication.md b/compendium/feats/champion-dedication.md index 7f3f52726..cad5f26a9 100644 --- a/compendium/feats/champion-dedication.md +++ b/compendium/feats/champion-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Champion Dedication"] --- # Champion Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Charisma 14 diff --git a/compendium/feats/champion-resiliency.md b/compendium/feats/champion-resiliency.md index 9f65487c6..785498b04 100644 --- a/compendium/feats/champion-resiliency.md +++ b/compendium/feats/champion-resiliency.md @@ -7,7 +7,7 @@ tags: aliases: ["Champion Resiliency"] --- # Champion Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier diff --git a/compendium/feats/champions-reaction.md b/compendium/feats/champions-reaction.md index c7ddf55cd..76551fe98 100644 --- a/compendium/feats/champions-reaction.md +++ b/compendium/feats/champions-reaction.md @@ -7,7 +7,7 @@ tags: aliases: ["Champion's Reaction"] --- # Champion's Reaction *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) diff --git a/compendium/feats/champions-sacrifice.md b/compendium/feats/champions-sacrifice.md index 231d2cbd1..bdc77371b 100644 --- a/compendium/feats/champions-sacrifice.md +++ b/compendium/feats/champions-sacrifice.md @@ -7,7 +7,7 @@ tags: aliases: ["Champion's Sacrifice"] --- # Champion's Sacrifice *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/chance-death-loag.md b/compendium/feats/chance-death-loag.md index 75c5e24e0..6a85d2fbb 100644 --- a/compendium/feats/chance-death-loag.md +++ b/compendium/feats/chance-death-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Chance Death"] --- # Chance Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[duskwalker](rules/traits/duskwalker-apg.md) [fortune](rules/traits/fortune.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Frequency**: once per day - **Trigger** You would die as a result of a failed saving throw or recovery check. diff --git a/compendium/feats/change-of-face-da.md b/compendium/feats/change-of-face-da.md index 6a1230cf3..0b0871d29 100644 --- a/compendium/feats/change-of-face-da.md +++ b/compendium/feats/change-of-face-da.md @@ -8,11 +8,11 @@ tags: aliases: ["Change of Face"] --- # Change of Face *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) -You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you [Impersonate](rules/actions/impersonate.md), you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you [Impersonate](rules/actions/impersonate.md) in this way, your [Impersonate](rules/actions/impersonate.md) activity gains the [occult](rules/traits/occult.md) trait. +You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you [Impersonate](rules/actions/impersonate.md), you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you [Impersonate](rules/actions/impersonate.md) in this way, your [Impersonate](rules/actions/impersonate.md) activity gains the [occult](rules/traits/occult.md "Occult Tradition Trait") trait. *Source: Dark Archive p. 126* %% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/changeling-lore-apg.md b/compendium/feats/changeling-lore-apg.md index 5f06fe32a..9b6c328c5 100644 --- a/compendium/feats/changeling-lore-apg.md +++ b/compendium/feats/changeling-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Changeling Lore"] --- # Changeling Lore *Feat 1* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") All too aware of your true nature, you've studied hags and their powers. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) and [Occultism](compendium/skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Hag Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/channel-rot-botd.md b/compendium/feats/channel-rot-botd.md index 7df998d22..42a7eb22f 100644 --- a/compendium/feats/channel-rot-botd.md +++ b/compendium/feats/channel-rot-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Channel Rot"] --- # Channel Rot *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Accursed Touch](compendium/feats/accursed-touch-botd.md) diff --git a/compendium/feats/channel-smite.md b/compendium/feats/channel-smite.md index a478b150b..d84e62a22 100644 --- a/compendium/feats/channel-smite.md +++ b/compendium/feats/channel-smite.md @@ -9,7 +9,7 @@ tags: aliases: ["Channel Smite"] --- # Channel Smite [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[cleric](rules/traits/cleric.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: harmful font or healing font - **Cost**: Expend a [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) spell. diff --git a/compendium/feats/channel-the-godmind-loag.md b/compendium/feats/channel-the-godmind-loag.md index 274570b0a..0f16b9ebb 100644 --- a/compendium/feats/channel-the-godmind-loag.md +++ b/compendium/feats/channel-the-godmind-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Channel The Godmind"] --- # Channel The Godmind [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/channeled-succor.md b/compendium/feats/channeled-succor.md index 4c1e30a04..32ecadcc5 100644 --- a/compendium/feats/channeled-succor.md +++ b/compendium/feats/channeled-succor.md @@ -7,7 +7,7 @@ tags: aliases: ["Channeled Succor"] --- # Channeled Succor *Feat 8* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: healing font diff --git a/compendium/feats/charged-creation-locg.md b/compendium/feats/charged-creation-locg.md index 039815bc1..13b8b7eff 100644 --- a/compendium/feats/charged-creation-locg.md +++ b/compendium/feats/charged-creation-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Charged Creation"] --- # Charged Creation *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Persistent Creation](compendium/feats/persistent-creation-locg.md) diff --git a/compendium/feats/charlatan-logm.md b/compendium/feats/charlatan-logm.md index 0e99e00f2..049de88e1 100644 --- a/compendium/feats/charlatan-logm.md +++ b/compendium/feats/charlatan-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Charlatan"] --- # Charlatan *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/charmed-life-apg.md b/compendium/feats/charmed-life-apg.md index 056463fc6..0d0067c0c 100644 --- a/compendium/feats/charmed-life-apg.md +++ b/compendium/feats/charmed-life-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Charmed Life"] --- # Charmed Life [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: Charisma 14 - **Trigger** You attempt a saving throw, but you haven't rolled yet. diff --git a/compendium/feats/charming-liar.md b/compendium/feats/charming-liar.md index a8e8ab760..54436f372 100644 --- a/compendium/feats/charming-liar.md +++ b/compendium/feats/charming-liar.md @@ -8,7 +8,7 @@ tags: aliases: ["Charming Liar"] --- # Charming Liar *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/charred-remains-loag.md b/compendium/feats/charred-remains-loag.md index adcd7cc7c..ff9d1cfc2 100644 --- a/compendium/feats/charred-remains-loag.md +++ b/compendium/feats/charred-remains-loag.md @@ -9,12 +9,12 @@ tags: aliases: ["Charred Remains"] --- # Charred Remains [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* -[fire](rules/traits/fire.md) [ifrit](rules/traits/ifrit-b2.md) [metamagic](rules/traits/metamagic.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Frequency**: once per day - **Activity** Free Action -Your next fire spell leaves embers in its wake. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with an area and the [fire](rules/traits/fire.md) trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through. +Your next fire spell leaves embers in its wake. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with an area and the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through. *Source: Lost Omens: Ancestry Guide p. 104* %% #compendium/src/pf2e/loag #trait/fire #trait/ifrit #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/cheat-death-apg.md b/compendium/feats/cheat-death-apg.md index 3599e6e02..54566eea8 100644 --- a/compendium/feats/cheat-death-apg.md +++ b/compendium/feats/cheat-death-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cheat Death"] --- # Cheat Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Trigger** You take damage that would reduce you to 0 Hit Points. - **Activity** Reaction diff --git a/compendium/feats/cheek-pouches-apg.md b/compendium/feats/cheek-pouches-apg.md index a8decb449..74ed18c85 100644 --- a/compendium/feats/cheek-pouches-apg.md +++ b/compendium/feats/cheek-pouches-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cheek Pouches"] --- # Cheek Pouches *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an [Interact](rules/actions/interact.md) action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square. diff --git a/compendium/feats/chemical-contagion-apg.md b/compendium/feats/chemical-contagion-apg.md index da7898841..de8e5bf5c 100644 --- a/compendium/feats/chemical-contagion-apg.md +++ b/compendium/feats/chemical-contagion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Chemical Contagion"] --- # Chemical Contagion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Trigger** A creature within 30 feet critically fails its initial saving throw against a poison you created. - **Activity** Reaction diff --git a/compendium/feats/chemical-purification-lokl.md b/compendium/feats/chemical-purification-lokl.md index c93e47e81..2611146df 100644 --- a/compendium/feats/chemical-purification-lokl.md +++ b/compendium/feats/chemical-purification-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Chemical Purification"] --- # Chemical Purification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Frequency**: once per round diff --git a/compendium/feats/choking-smoke-lotgb.md b/compendium/feats/choking-smoke-lotgb.md index fe3661345..06b59fa3a 100644 --- a/compendium/feats/choking-smoke-lotgb.md +++ b/compendium/feats/choking-smoke-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Choking Smoke"] --- # Choking Smoke *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Smoldering Explosion](compendium/feats/smoldering-explosion-lotgb.md) diff --git a/compendium/feats/chosen-of-lamashtu-locg.md b/compendium/feats/chosen-of-lamashtu-locg.md index cac33fabe..4d4da1663 100644 --- a/compendium/feats/chosen-of-lamashtu-locg.md +++ b/compendium/feats/chosen-of-lamashtu-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Chosen Of Lamashtu"] --- # Chosen Of Lamashtu *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: worshipper of Lamashtu diff --git a/compendium/feats/chromotherapy-da.md b/compendium/feats/chromotherapy-da.md index 9b4c4a1e4..4b112eab8 100644 --- a/compendium/feats/chromotherapy-da.md +++ b/compendium/feats/chromotherapy-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Chromotherapy"] --- # Chromotherapy [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[general](rules/traits/general.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Medicine](compendium/skills.md#Medicine) - **Activity** Two-Action diff --git a/compendium/feats/chronocognizance-da.md b/compendium/feats/chronocognizance-da.md index ea9fe6a90..9961dbbfb 100644 --- a/compendium/feats/chronocognizance-da.md +++ b/compendium/feats/chronocognizance-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Chronocognizance"] --- # Chronocognizance *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md), master in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/chronomancers-secrets-da.md b/compendium/feats/chronomancers-secrets-da.md index 423119a92..09d3b96b3 100644 --- a/compendium/feats/chronomancers-secrets-da.md +++ b/compendium/feats/chronomancers-secrets-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Chronomancer's Secrets"] --- # Chronomancer's Secrets *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) diff --git a/compendium/feats/chronoskimmer-dedication-da.md b/compendium/feats/chronoskimmer-dedication-da.md index da7961b8a..c338c8041 100644 --- a/compendium/feats/chronoskimmer-dedication-da.md +++ b/compendium/feats/chronoskimmer-dedication-da.md @@ -8,12 +8,12 @@ tags: aliases: ["Chronoskimmer Dedication"] --- # Chronoskimmer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. -Both stabilizing and destabilizing your timestream are [fortune](rules/traits/fortune.md) effects. +Both stabilizing and destabilizing your timestream are [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects. Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. diff --git a/compendium/feats/cindersoul-loag.md b/compendium/feats/cindersoul-loag.md index 579de6716..ab4698085 100644 --- a/compendium/feats/cindersoul-loag.md +++ b/compendium/feats/cindersoul-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Cindersoul"] --- # Cindersoul *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) [lineage](rules/traits/lineage-apg.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") The fire of your elemental ancestor manifests like [dying](rules/conditions.md#Dying) embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid. The DC for you to recover from [persistent acid](rules/conditions.md#Persistent%20Damage), bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance). diff --git a/compendium/feats/city-scavenger.md b/compendium/feats/city-scavenger.md index c29b06a42..1a379c548 100644 --- a/compendium/feats/city-scavenger.md +++ b/compendium/feats/city-scavenger.md @@ -7,7 +7,7 @@ tags: aliases: ["City Scavenger"] --- # City Scavenger *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to [Subsist](rules/actions/subsist.md), and you can use [Society](compendium/skills.md#Society) or [Survival](compendium/skills.md#Survival) when you [Subsist](rules/actions/subsist.md) in a settlement. diff --git a/compendium/feats/clan-protector-locg.md b/compendium/feats/clan-protector-locg.md index e9fcfe6b9..11e54610d 100644 --- a/compendium/feats/clan-protector-locg.md +++ b/compendium/feats/clan-protector-locg.md @@ -7,10 +7,10 @@ tags: aliases: ["Clan Protector"] --- # Clan Protector *Feat 5* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") -Your clan dagger can protect your allies as easily as yourself. When you use an [Interact](rules/actions/interact.md) action to gain a circumstance bonus to AC from your clan dagger's [parry](rules/traits/parry.md) trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple [Interact](rules/actions/interact.md) actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you. +Your clan dagger can protect your allies as easily as yourself. When you use an [Interact](rules/actions/interact.md) action to gain a circumstance bonus to AC from your clan dagger's [parry](rules/traits/parry.md "Parry Weapon Trait") trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple [Interact](rules/actions/interact.md) actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you. *Source: Lost Omens: Character Guide p. 20* %% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/clans-edge-locg.md b/compendium/feats/clans-edge-locg.md index ed1201228..1633770d7 100644 --- a/compendium/feats/clans-edge-locg.md +++ b/compendium/feats/clans-edge-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Clan's Edge"] --- # Clan's Edge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: trained in clan daggers - **Activity** Two-Action diff --git a/compendium/feats/claws-of-the-dragon-apg.md b/compendium/feats/claws-of-the-dragon-apg.md index 5e8f16c56..e460eef2c 100644 --- a/compendium/feats/claws-of-the-dragon-apg.md +++ b/compendium/feats/claws-of-the-dragon-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Claws Of The Dragon"] --- # Claws Of The Dragon *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) -Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md) unarmed attacks that deal `1d6` slashing damage and are in the brawling weapon group. +Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait") unarmed attacks that deal `1d6` slashing damage and are in the brawling weapon group. If you're a draconic sorcerer, when you cast [dragon claws](compendium/spells/dragon-claws.md), increase the spell's slashing damage die from `d4` to `d6` and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level. diff --git a/compendium/feats/cleansing-light-loil.md b/compendium/feats/cleansing-light-loil.md index 81dd96686..bc9b007c1 100644 --- a/compendium/feats/cleansing-light-loil.md +++ b/compendium/feats/cleansing-light-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Cleansing Light"] --- # Cleansing Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[concentrate](rules/traits/concentrate.md) [kashrishi](rules/traits/kashrishi-loil.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/cleansing-subroutine-loag.md b/compendium/feats/cleansing-subroutine-loag.md index 70978a1d4..c797723de 100644 --- a/compendium/feats/cleansing-subroutine-loag.md +++ b/compendium/feats/cleansing-subroutine-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Cleansing Subroutine"] --- # Cleansing Subroutine *Feat 1* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") Your nanites help purge your body of harmful chemicals and toxins. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison. diff --git a/compendium/feats/clear-the-way-apg.md b/compendium/feats/clear-the-way-apg.md index 5d44b9b15..7e4b23b1b 100644 --- a/compendium/feats/clear-the-way-apg.md +++ b/compendium/feats/clear-the-way-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Clear The Way"] --- # Clear The Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) - **Requirements**: You're wielding a melee weapon in two hands. diff --git a/compendium/feats/cleave.md b/compendium/feats/cleave.md index e2e8b6be5..1f6c475aa 100644 --- a/compendium/feats/cleave.md +++ b/compendium/feats/cleave.md @@ -8,7 +8,7 @@ tags: aliases: ["Cleave"] --- # Cleave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Trigger** Your melee [Strike](rules/actions/strike.md) kills a creature or knocks it [unconscious](rules/conditions.md#Unconscious), and another foe is adjacent to that creature. - **Activity** Reaction diff --git a/compendium/feats/cleric-dedication.md b/compendium/feats/cleric-dedication.md index adb566d25..f06f4ec42 100644 --- a/compendium/feats/cleric-dedication.md +++ b/compendium/feats/cleric-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Cleric Dedication"] --- # Cleric Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Wisdom 14 diff --git a/compendium/feats/clever-counterspell.md b/compendium/feats/clever-counterspell.md index e2308f486..3445f2e26 100644 --- a/compendium/feats/clever-counterspell.md +++ b/compendium/feats/clever-counterspell.md @@ -7,11 +7,11 @@ tags: aliases: ["Clever Counterspell"] --- # Clever Counterspell *Feat 12* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: [Counterspell](compendium/feats/counterspell-wizard.md), Quick Recognition -You creatively apply your prepared spells to [Counterspell](compendium/feats/counterspell-wizard.md) a much wider variety of your opponents' magic. Instead of being able to counter a foe's spell with [Counterspell](compendium/feats/counterspell-wizard.md) only if you have that same spell prepared, you can use [Counterspell](compendium/feats/counterspell-wizard.md) as long as you have the spell the foe is casting in your spellbook. When you use [Counterspell](compendium/feats/counterspell-wizard.md) in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM's discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a [cold](rules/traits/cold.md) or [water](rules/traits/water.md) spell to counter [fireball](compendium/spells/fireball.md) or using [remove fear](compendium/spells/remove-fear.md) to counter a [fear](compendium/spells/fear.md) spell) +You creatively apply your prepared spells to [Counterspell](compendium/feats/counterspell-wizard.md) a much wider variety of your opponents' magic. Instead of being able to counter a foe's spell with [Counterspell](compendium/feats/counterspell-wizard.md) only if you have that same spell prepared, you can use [Counterspell](compendium/feats/counterspell-wizard.md) as long as you have the spell the foe is casting in your spellbook. When you use [Counterspell](compendium/feats/counterspell-wizard.md) in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM's discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a [cold](rules/traits/cold.md "Cold Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") spell to counter [fireball](compendium/spells/fireball.md) or using [remove fear](compendium/spells/remove-fear.md) to counter a [fear](compendium/spells/fear.md) spell) Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate. diff --git a/compendium/feats/clever-gambit-apg.md b/compendium/feats/clever-gambit-apg.md index e9924fa56..d0f8ead6c 100644 --- a/compendium/feats/clever-gambit-apg.md +++ b/compendium/feats/clever-gambit-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Clever Gambit"] --- # Clever Gambit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: mastermind racket - **Trigger** Your [Strike](rules/actions/strike.md) critically hits and deals damage to a creature you've identified with [Recall Knowledge](rules/actions/recall-knowledge.md). diff --git a/compendium/feats/clever-improviser.md b/compendium/feats/clever-improviser.md index 41c80bcb6..d66618e7c 100644 --- a/compendium/feats/clever-improviser.md +++ b/compendium/feats/clever-improviser.md @@ -7,7 +7,7 @@ tags: aliases: ["Clever Improviser"] --- # Clever Improviser *Feat 5* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") You've learned how to handle situations when you're out of your depth. You gain the [Untrained Improvisation](compendium/feats/untrained-improvisation.md) general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. diff --git a/compendium/feats/clever-shadow-loag.md b/compendium/feats/clever-shadow-loag.md index 24ea71d27..c188217b9 100644 --- a/compendium/feats/clever-shadow-loag.md +++ b/compendium/feats/clever-shadow-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Clever Shadow"] --- # Clever Shadow *Feat 5* -[evocation](rules/traits/evocation.md) [fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) [shadow](rules/traits/shadow.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") You can perform simple [Interact](rules/actions/interact.md) actions with your shadow, such as opening an unlocked door. Anything your shadow Interacts with must be within your reach. Your shadow can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. diff --git a/compendium/feats/climbing-claws-apg.md b/compendium/feats/climbing-claws-apg.md index 808320307..ff0921198 100644 --- a/compendium/feats/climbing-claws-apg.md +++ b/compendium/feats/climbing-claws-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Climbing Claws"] --- # Climbing Claws *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet. diff --git a/compendium/feats/climbing-tail-loil.md b/compendium/feats/climbing-tail-loil.md index 58812ba08..b74bd17a1 100644 --- a/compendium/feats/climbing-tail-loil.md +++ b/compendium/feats/climbing-tail-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Climbing Tail"] --- # Climbing Tail *Feat 1* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") Your tail makes it much easier for you to climb. You gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), you gain the [Combat Climber](compendium/feats/combat-climber.md) skill feat, and you reduce the number of free hands required to [Climb](rules/actions/climb.md) or [Trip](rules/actions/trip.md) by one. diff --git a/compendium/feats/clinch-strike-lotgb.md b/compendium/feats/clinch-strike-lotgb.md index eaf2a5129..42bf90f27 100644 --- a/compendium/feats/clinch-strike-lotgb.md +++ b/compendium/feats/clinch-strike-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Clinch Strike"] --- # Clinch Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Trigger** A creature you had [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) successfully [Escapes](rules/actions/escape.md) diff --git a/compendium/feats/cling-apg.md b/compendium/feats/cling-apg.md index f3c871a51..2eea11d48 100644 --- a/compendium/feats/cling-apg.md +++ b/compendium/feats/cling-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cling"] --- # Cling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md). - **Activity** Single Action diff --git a/compendium/feats/clinging-climber-botd.md b/compendium/feats/clinging-climber-botd.md index d4e78ce3b..b937282c5 100644 --- a/compendium/feats/clinging-climber-botd.md +++ b/compendium/feats/clinging-climber-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Clinging Climber"] --- # Clinging Climber *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md), trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/clinging-shadows-initiate-apg.md b/compendium/feats/clinging-shadows-initiate-apg.md index 5e843eb2e..8bbf44281 100644 --- a/compendium/feats/clinging-shadows-initiate-apg.md +++ b/compendium/feats/clinging-shadows-initiate-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Clinging Shadows Initiate"] --- # Clinging Shadows Initiate *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/cloak-of-poison-loag.md b/compendium/feats/cloak-of-poison-loag.md index 5d401d8e0..60456ac7b 100644 --- a/compendium/feats/cloak-of-poison-loag.md +++ b/compendium/feats/cloak-of-poison-loag.md @@ -8,12 +8,12 @@ tags: aliases: ["Cloak Of Poison"] --- # Cloak Of Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[leshy](rules/traits/leshy-b1.md) [poison](rules/traits/poison.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Frequency**: once per day - **Activity** Two-Action -You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the [reach](rules/traits/reach.md) trait takes `3d6` poison damage. +You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the [reach](rules/traits/reach.md "Reach Weapon Trait") trait takes `3d6` poison damage. *Source: Lost Omens: Ancestry Guide p. 44* %% #compendium/src/pf2e/loag #trait/leshy #trait/poison %% \ No newline at end of file diff --git a/compendium/feats/clockwork-reanimator-dedication-ooa3.md b/compendium/feats/clockwork-reanimator-dedication-ooa3.md index d644fef63..d33eea5e0 100644 --- a/compendium/feats/clockwork-reanimator-dedication-ooa3.md +++ b/compendium/feats/clockwork-reanimator-dedication-ooa3.md @@ -9,11 +9,11 @@ tags: aliases: ["Clockwork Reanimator Dedication"] --- # Clockwork Reanimator Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) -You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a [minion](rules/traits/minion.md). Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. +You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a [minion](rules/traits/minion.md "Minion Creature Trait"). Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. **Special.** You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it. diff --git a/compendium/feats/clone-risen-da.md b/compendium/feats/clone-risen-da.md index f72af5bca..d8704e4f3 100644 --- a/compendium/feats/clone-risen-da.md +++ b/compendium/feats/clone-risen-da.md @@ -8,16 +8,16 @@ tags: aliases: ["Clone-Risen"] --- # Clone-Risen *Feat 1* -[lineage](rules/traits/lineage-apg.md) [reflection](rules/traits/reflection-da.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction. ```ad-embed-ability title: Empty Vessel [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -- **Trigger**: You would take mental damage or be affected by a [mental](rules/traits/mental.md) effect +- **Trigger**: You would take mental damage or be affected by a [mental](rules/traits/mental.md "Mental Effect Trait") effect **Effect** You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, [persistent mental damage](rules/conditions.md#Persistent%20Damage), or other repeated effects. %% #trait/concentrate %% diff --git a/compendium/feats/close-quarters-loag.md b/compendium/feats/close-quarters-loag.md index 23159d60a..34bce9f12 100644 --- a/compendium/feats/close-quarters-loag.md +++ b/compendium/feats/close-quarters-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Close Quarters"] --- # Close Quarters *Feat 9* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") You've trained to fight with allies in tunnel warrens, dense undergrowth, or similarly cramped terrain. If you are Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one. diff --git a/compendium/feats/cloud-gazer-loag.md b/compendium/feats/cloud-gazer-loag.md index 562972dbd..42bd4ae02 100644 --- a/compendium/feats/cloud-gazer-loag.md +++ b/compendium/feats/cloud-gazer-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Cloud Gazer"] --- # Cloud Gazer *Feat 5* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") Your connection to air allows you to see through obscuring mists. You can see well enough through fog, mist, and clouds that would normally cause creatures to be [concealed](rules/conditions.md#Concealed) that you don't need to succeed at a flat check to target creatures benefiting from such concealment. diff --git a/compendium/feats/cloud-jump.md b/compendium/feats/cloud-jump.md index 9e9d6ebe3..3e2d2183c 100644 --- a/compendium/feats/cloud-jump.md +++ b/compendium/feats/cloud-jump.md @@ -8,7 +8,7 @@ tags: aliases: ["Cloud Jump"] --- # Cloud Jump *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/cloud-step.md b/compendium/feats/cloud-step.md index bdb92512e..2bc2d2b01 100644 --- a/compendium/feats/cloud-step.md +++ b/compendium/feats/cloud-step.md @@ -7,7 +7,7 @@ tags: aliases: ["Cloud Step"] --- # Cloud Step *Feat 16* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: legendary in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/cloud-walk-sot3.md b/compendium/feats/cloud-walk-sot3.md index 420e5d350..5e555d3f3 100644 --- a/compendium/feats/cloud-walk-sot3.md +++ b/compendium/feats/cloud-walk-sot3.md @@ -8,7 +8,7 @@ tags: aliases: ["Cloud Walk"] --- # Cloud Walk *Feat 10* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) diff --git a/compendium/feats/clue-them-all-in-apg.md b/compendium/feats/clue-them-all-in-apg.md index 8d22b4bfb..f63840128 100644 --- a/compendium/feats/clue-them-all-in-apg.md +++ b/compendium/feats/clue-them-all-in-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Clue Them All In"] --- # Clue Them All In *Feat 8* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You can clue in all your allies at once. When you use the [Clue In](rules/actions/clue-in-apg.md) reaction, any of your allies who are attempting the same check to investigate a lead receive the circumstance bonus from [Clue In](rules/actions/clue-in-apg.md). If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In. diff --git a/compendium/feats/coating-of-slime-loag.md b/compendium/feats/coating-of-slime-loag.md index 4565f57cf..9ffdf5610 100644 --- a/compendium/feats/coating-of-slime-loag.md +++ b/compendium/feats/coating-of-slime-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Coating Of Slime"] --- # Coating Of Slime *Feat 9* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") An acidic ooze coats your limbs. Your unarmed attacks deal an additional `1d4` [persistent acid damage](rules/conditions.md#Persistent%20Damage) on a critical hit. diff --git a/compendium/feats/cobble-dancer-locg.md b/compendium/feats/cobble-dancer-locg.md index 0d81972a5..9525df4bc 100644 --- a/compendium/feats/cobble-dancer-locg.md +++ b/compendium/feats/cobble-dancer-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cobble Dancer"] --- # Cobble Dancer *Feat 13* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can [Step](rules/actions/step.md) into difficult terrain and enemies in difficult terrain are [flat-footed](rules/conditions.md#Flat-footed) to you. diff --git a/compendium/feats/cobra-envenom-apg.md b/compendium/feats/cobra-envenom-apg.md index dbedc4bc5..ed2ea6934 100644 --- a/compendium/feats/cobra-envenom-apg.md +++ b/compendium/feats/cobra-envenom-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Cobra Envenom"] --- # Cobra Envenom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[monk](rules/traits/monk.md) [poison](rules/traits/poison.md) +[monk](rules/traits/monk.md "Monk Class Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Prerequisites**: [Cobra Stance](compendium/feats/cobra-stance-apg.md), expert in unarmed attacks - **Frequency**: once per minute diff --git a/compendium/feats/cobra-stance-apg.md b/compendium/feats/cobra-stance-apg.md index a842cab68..40e24ec00 100644 --- a/compendium/feats/cobra-stance-apg.md +++ b/compendium/feats/cobra-stance-apg.md @@ -8,13 +8,13 @@ tags: aliases: ["Cobra Stance"] --- # Cobra Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Activity** Single Action You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are cobra fang unarmed attacks. -These deal `1d4` poison damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [deadly ](rules/traits/deadly.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [poison](rules/traits/poison.md), and [unarmed](rules/traits/unarmed.md) traits. +These deal `1d4` poison damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [poison](rules/traits/poison.md "Poison Effect Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level. diff --git a/compendium/feats/coffin-bound-botd.md b/compendium/feats/coffin-bound-botd.md index dc3a09c83..23b29991a 100644 --- a/compendium/feats/coffin-bound-botd.md +++ b/compendium/feats/coffin-bound-botd.md @@ -11,7 +11,7 @@ tags: aliases: ["Coffin Bound"] --- # Coffin Bound *Feat 12* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) diff --git a/compendium/feats/cognitive-loophole.md b/compendium/feats/cognitive-loophole.md index 6cf25cf18..7807cf705 100644 --- a/compendium/feats/cognitive-loophole.md +++ b/compendium/feats/cognitive-loophole.md @@ -7,15 +7,15 @@ tags: aliases: ["Cognitive Loophole"] --- # Cognitive Loophole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** Your turn ends. -- **Requirements**: You are currently affected by a [mental](rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. +- **Requirements**: You are currently affected by a [mental](rules/traits/mental.md "Mental Effect Trait") effect that you gained by failing, but not critically failing, a saving throw. - **Activity** Reaction -You can find a loophole in a [mental](rules/traits/mental.md) effect to temporarily overcome it. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md) effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. +You can find a loophole in a [mental](rules/traits/mental.md "Mental Effect Trait") effect to temporarily overcome it. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md "Mental Effect Trait") effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. -**Special.** You can use this reaction even if the [mental](rules/traits/mental.md) effect is preventing you from using reactions. +**Special.** You can use this reaction even if the [mental](rules/traits/mental.md "Mental Effect Trait") effect is preventing you from using reactions. *Source: Core Rulebook p. 188* %% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/cold-minded-loil.md b/compendium/feats/cold-minded-loil.md index 52e22eaa9..2e53a1055 100644 --- a/compendium/feats/cold-minded-loil.md +++ b/compendium/feats/cold-minded-loil.md @@ -7,10 +7,10 @@ tags: aliases: ["Cold Minded"] --- # Cold Minded *Feat 1* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") -The subtle strands of beguiling magic leave little impression on your mind. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md) effects, and whenever you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. +The subtle strands of beguiling magic leave little impression on your mind. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects, and whenever you roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a critical success instead. *Source: Lost Omens: Impossible Lands p. 48* %% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/compendium/feats/collapse-botd.md b/compendium/feats/collapse-botd.md index 6476aa81e..7dbc401aa 100644 --- a/compendium/feats/collapse-botd.md +++ b/compendium/feats/collapse-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Collapse"] --- # Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") - **Frequency**: once per 10 minutes - **Trigger** An enemy's [Strike](rules/actions/strike.md) against you is a critical hit. diff --git a/compendium/feats/collateral-thrash.md b/compendium/feats/collateral-thrash.md index 0d39108fe..8818075b6 100644 --- a/compendium/feats/collateral-thrash.md +++ b/compendium/feats/collateral-thrash.md @@ -8,7 +8,7 @@ tags: aliases: ["Collateral Thrash"] --- # Collateral Thrash *Feat 16* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: [Thrash](compendium/feats/thrash.md) diff --git a/compendium/feats/combat-assessment-apg.md b/compendium/feats/combat-assessment-apg.md index 099edf234..69678bb09 100644 --- a/compendium/feats/combat-assessment-apg.md +++ b/compendium/feats/combat-assessment-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Combat Assessment"] --- # Combat Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Activity** Single Action diff --git a/compendium/feats/combat-climber.md b/compendium/feats/combat-climber.md index b1772a749..8e451c3f7 100644 --- a/compendium/feats/combat-climber.md +++ b/compendium/feats/combat-climber.md @@ -8,7 +8,7 @@ tags: aliases: ["Combat Climber"] --- # Combat Climber *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/combat-grab.md b/compendium/feats/combat-grab.md index 2a95f25d2..0124de92f 100644 --- a/compendium/feats/combat-grab.md +++ b/compendium/feats/combat-grab.md @@ -8,7 +8,7 @@ tags: aliases: ["Combat Grab"] --- # Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You have one hand free, and your target is within reach of that hand. - **Activity** Single Action diff --git a/compendium/feats/combat-premonition-da.md b/compendium/feats/combat-premonition-da.md index 10274cd82..56334306c 100644 --- a/compendium/feats/combat-premonition-da.md +++ b/compendium/feats/combat-premonition-da.md @@ -7,11 +7,11 @@ tags: aliases: ["Combat Premonition"] --- # Combat Premonition *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) -By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a [fortune](rules/traits/fortune.md) effect. You roll your initiative roll twice and take the worse result; this is a [misfortune](rules/traits/misfortune.md) effect. The two effects are tied together: if you would avoid the [misfortune](rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md) effect, your Combat Premonition does nothing. +By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. You roll your initiative roll twice and take the worse result; this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. The two effects are tied together: if you would avoid the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect, your Combat Premonition does nothing. *Source: Dark Archive p. 187* %% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/combat-reading-apg.md b/compendium/feats/combat-reading-apg.md index ad0e0862b..72e57865c 100644 --- a/compendium/feats/combat-reading-apg.md +++ b/compendium/feats/combat-reading-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Combat Reading"] --- # Combat Reading [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[bard](rules/traits/bard.md) [secret](rules/traits/secret.md) +[bard](rules/traits/bard.md "Bard Class Trait") [secret](rules/traits/secret.md "Secret General Trait") - **Activity** Single Action diff --git a/compendium/feats/combat-reflexes.md b/compendium/feats/combat-reflexes.md index ff5aaad87..48b5ac6ed 100644 --- a/compendium/feats/combat-reflexes.md +++ b/compendium/feats/combat-reflexes.md @@ -7,7 +7,7 @@ tags: aliases: ["Combat Reflexes"] --- # Combat Reflexes *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an [Attack of Opportunity](rules/actions/attack-of-opportunity.md). diff --git a/compendium/feats/combination-finisher-apg.md b/compendium/feats/combination-finisher-apg.md index 785e1fb43..9f48b1089 100644 --- a/compendium/feats/combination-finisher-apg.md +++ b/compendium/feats/combination-finisher-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Combination Finisher"] --- # Combination Finisher *Feat 6* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") You combine a series of attacks with a powerful finishing blow. diff --git a/compendium/feats/combine-elixirs.md b/compendium/feats/combine-elixirs.md index 2e0463334..51ee58f94 100644 --- a/compendium/feats/combine-elixirs.md +++ b/compendium/feats/combine-elixirs.md @@ -8,10 +8,10 @@ tags: aliases: ["Combine Elixirs"] --- # Combine Elixirs [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Frequency**: once per round -- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical item that has the [elixir](rules/traits/elixir.md) trait and is at least 2 levels lower than your advanced alchemy level. +- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical item that has the [elixir](rules/traits/elixir.md "Elixir Item Trait") trait and is at least 2 levels lower than your advanced alchemy level. - **Activity** Free Action You've discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you're crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs' levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain [darkvision](rules/abilities/darkvision.md) and find secret doors. diff --git a/compendium/feats/come-and-get-me.md b/compendium/feats/come-and-get-me.md index e641bb00f..01f0d496d 100644 --- a/compendium/feats/come-and-get-me.md +++ b/compendium/feats/come-and-get-me.md @@ -9,7 +9,7 @@ tags: aliases: ["Come And Get Me"] --- # Come And Get Me [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/command-attention-apg.md b/compendium/feats/command-attention-apg.md index c0381d634..958b55a7e 100644 --- a/compendium/feats/command-attention-apg.md +++ b/compendium/feats/command-attention-apg.md @@ -12,12 +12,12 @@ tags: aliases: ["Command Attention"] --- # Command Attention [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) - **Activity** Single Action -You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other [visual](rules/traits/visual.md) effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a [visual](rules/traits/visual.md) effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to [Hide](rules/actions/hide.md) even if they don't have cover, as you are continually providing a distraction. +You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other [visual](rules/traits/visual.md "Visual Effect Trait") effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a [visual](rules/traits/visual.md "Visual Effect Trait") effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to [Hide](rules/actions/hide.md) even if they don't have cover, as you are continually providing a distraction. *Source: Advanced Player's Guide p. 166* %% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/emotion #trait/enchantment #trait/mental #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/command-undead.md b/compendium/feats/command-undead.md index cd10c3392..bfa51ed7b 100644 --- a/compendium/feats/command-undead.md +++ b/compendium/feats/command-undead.md @@ -9,7 +9,7 @@ tags: aliases: ["Command Undead"] --- # Command Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: harmful font, evil alignment - **Activity** Single Action @@ -19,7 +19,7 @@ You grasp the animating force within an undead creature and bend it to your will > [!success-degree] > - **Critical Success** The target is unaffected and is temporarily immune for 24 hours. > - **Success** The target is unaffected. -> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md) under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead. +> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md "Minion Creature Trait") under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead. > - **Critical Failure** As failure, but the duration is 1 hour. ## Command Undead leads to... diff --git a/compendium/feats/communal-healing.md b/compendium/feats/communal-healing.md index 6d6166594..69f1a0e4a 100644 --- a/compendium/feats/communal-healing.md +++ b/compendium/feats/communal-healing.md @@ -9,7 +9,7 @@ tags: aliases: ["Communal Healing"] --- # Communal Healing *Feat 2* -[cleric](rules/traits/cleric.md) [healing](rules/traits/healing.md) [positive](rules/traits/positive.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") You're a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the [heal](compendium/spells/heal.md) spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the [heal](compendium/spells/heal.md) spell. diff --git a/compendium/feats/communal-sustain-lopsg.md b/compendium/feats/communal-sustain-lopsg.md index 38da1ce0e..771c712b4 100644 --- a/compendium/feats/communal-sustain-lopsg.md +++ b/compendium/feats/communal-sustain-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Communal Sustain"] --- # Communal Sustain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) - **Frequency**: once per round diff --git a/compendium/feats/communal-tale-sot2.md b/compendium/feats/communal-tale-sot2.md index aedbb166c..f5b926e85 100644 --- a/compendium/feats/communal-tale-sot2.md +++ b/compendium/feats/communal-tale-sot2.md @@ -7,7 +7,7 @@ tags: aliases: ["Communal Tale"] --- # Communal Tale *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) diff --git a/compendium/feats/community-knowledge-loil.md b/compendium/feats/community-knowledge-loil.md index b19ecc0ea..f615a1f63 100644 --- a/compendium/feats/community-knowledge-loil.md +++ b/compendium/feats/community-knowledge-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Community Knowledge"] --- # Community Knowledge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [kashrishi](rules/traits/kashrishi-loil.md) [occult](rules/traits/occult.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Frequency**: once per hour - **Trigger** You attempt a skill check requiring 3 actions or fewer. diff --git a/compendium/feats/companions-cry.md b/compendium/feats/companions-cry.md index 98280e9a6..7a968d126 100644 --- a/compendium/feats/companions-cry.md +++ b/compendium/feats/companions-cry.md @@ -7,7 +7,7 @@ tags: aliases: ["Companion's Cry"] --- # Companion's Cry *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: an animal companion diff --git a/compendium/feats/conceal-spell-apg.md b/compendium/feats/conceal-spell-apg.md index e9405e020..527ca9c60 100644 --- a/compendium/feats/conceal-spell-apg.md +++ b/compendium/feats/conceal-spell-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Conceal Spell"] --- # Conceal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Activity** Single Action diff --git a/compendium/feats/conceal-spell.md b/compendium/feats/conceal-spell.md index 3948fd715..84cbead29 100644 --- a/compendium/feats/conceal-spell.md +++ b/compendium/feats/conceal-spell.md @@ -10,7 +10,7 @@ tags: aliases: ["Conceal Spell"] --- # Conceal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Activity** Single Action diff --git a/compendium/feats/concealing-legerdemain-apg.md b/compendium/feats/concealing-legerdemain-apg.md index 83f8a61b1..61254d04f 100644 --- a/compendium/feats/concealing-legerdemain-apg.md +++ b/compendium/feats/concealing-legerdemain-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Concealing Legerdemain"] --- # Concealing Legerdemain *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Thievery](compendium/skills.md#Thievery) diff --git a/compendium/feats/conceited-mindset-apg.md b/compendium/feats/conceited-mindset-apg.md index e97ece640..003b0ff9e 100644 --- a/compendium/feats/conceited-mindset-apg.md +++ b/compendium/feats/conceited-mindset-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Conceited Mindset"] --- # Conceited Mindset *Feat 2* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tenets of evil -Because you know your mind is superior, you scoff at anyone who would alter your mental state—but this hubris gets the better of you when you're wrong. You gain a +2 circumstance bonus to saves against [mental](rules/traits/mental.md) effects. If you succeed at a save against a [mental](rules/traits/mental.md) effect, you critically succeed instead; similarly, if you fail at a save against a [mental](rules/traits/mental.md) effect, you critically fail instead. +Because you know your mind is superior, you scoff at anyone who would alter your mental state—but this hubris gets the better of you when you're wrong. You gain a +2 circumstance bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. If you succeed at a save against a [mental](rules/traits/mental.md "Mental Effect Trait") effect, you critically succeed instead; similarly, if you fail at a save against a [mental](rules/traits/mental.md "Mental Effect Trait") effect, you critically fail instead. *Source: Advanced Player's Guide p. 118* %% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/confabulator.md b/compendium/feats/confabulator.md index 8d20a10a8..aab707aa2 100644 --- a/compendium/feats/confabulator.md +++ b/compendium/feats/confabulator.md @@ -8,7 +8,7 @@ tags: aliases: ["Confabulator"] --- # Confabulator *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/conflux-focus-som.md b/compendium/feats/conflux-focus-som.md index 30f25d2d4..f83539688 100644 --- a/compendium/feats/conflux-focus-som.md +++ b/compendium/feats/conflux-focus-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Conflux Focus"] --- # Conflux Focus *Feat 12* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: conflux spells diff --git a/compendium/feats/conflux-wellspring-som.md b/compendium/feats/conflux-wellspring-som.md index f4adfd803..ab3851897 100644 --- a/compendium/feats/conflux-wellspring-som.md +++ b/compendium/feats/conflux-wellspring-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Conflux Wellspring"] --- # Conflux Wellspring *Feat 18* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Conflux Focus](compendium/feats/conflux-focus-som.md) diff --git a/compendium/feats/confounding-image-lotgb.md b/compendium/feats/confounding-image-lotgb.md index 1090b5e08..2ebe99167 100644 --- a/compendium/feats/confounding-image-lotgb.md +++ b/compendium/feats/confounding-image-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Confounding Image"] --- # Confounding Image *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mirror image](compendium/spells/mirror-image.md) diff --git a/compendium/feats/connect-the-dots-apg.md b/compendium/feats/connect-the-dots-apg.md index 47163f0f4..4c5be4ee2 100644 --- a/compendium/feats/connect-the-dots-apg.md +++ b/compendium/feats/connect-the-dots-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Connect The Dots"] --- # Connect The Dots *Feat 6* -[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) [secret](rules/traits/secret.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [secret](rules/traits/secret.md "Secret General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Requirements**: You must be pursuing at least two leads. diff --git a/compendium/feats/connections.md b/compendium/feats/connections.md index 9293d30f0..0f2a5a181 100644 --- a/compendium/feats/connections.md +++ b/compendium/feats/connections.md @@ -9,7 +9,7 @@ tags: aliases: ["Connections"] --- # Connections *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Society](compendium/skills.md#Society), [Courtly Graces](compendium/feats/courtly-graces.md) diff --git a/compendium/feats/conrasu-lore-lome.md b/compendium/feats/conrasu-lore-lome.md index 47c48660d..821cda4bd 100644 --- a/compendium/feats/conrasu-lore-lome.md +++ b/compendium/feats/conrasu-lore-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Conrasu Lore"] --- # Conrasu Lore *Feat 1* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") You have learned about your history and your people from shapers. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Occultism](compendium/skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Conrasu Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/conrasu-weapon-expertise-lome.md b/compendium/feats/conrasu-weapon-expertise-lome.md index 75f784d49..03f49ba63 100644 --- a/compendium/feats/conrasu-weapon-expertise-lome.md +++ b/compendium/feats/conrasu-weapon-expertise-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Conrasu Weapon Expertise"] --- # Conrasu Weapon Expertise *Feat 13* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for composite shortbow, glaive, longspear, longsword, shortbow, spear, and all conrasu weapons in which you are trained. diff --git a/compendium/feats/conrasu-weapon-familiarity-lome.md b/compendium/feats/conrasu-weapon-familiarity-lome.md index 6c945624f..e9fd05413 100644 --- a/compendium/feats/conrasu-weapon-familiarity-lome.md +++ b/compendium/feats/conrasu-weapon-familiarity-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Conrasu Weapon Familiarity"] --- # Conrasu Weapon Familiarity *Feat 1* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") You have taken it upon yourself to learn the ways of combat to aid with your tasks, perhaps in a role as a corrector. You are trained with the [composite shortbow](compendium/equipment/items/composite-shortbow.md), [glaive](compendium/equipment/items/glaive.md), [longspear](compendium/equipment/items/longspear.md), [longsword](compendium/equipment/items/longsword.md), [shortbow](compendium/equipment/items/shortbow.md), and [spear](compendium/equipment/items/spear.md). You also gain access to all uncommon conrasu weapons. For the purpose of determining your proficiency, martial conrasu weapons are simple weapons and advanced conrasu weapons are martial weapons. diff --git a/compendium/feats/conrasu-weapon-understanding-lome.md b/compendium/feats/conrasu-weapon-understanding-lome.md index 298bfc736..458a29749 100644 --- a/compendium/feats/conrasu-weapon-understanding-lome.md +++ b/compendium/feats/conrasu-weapon-understanding-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Conrasu Weapon Understanding"] --- # Conrasu Weapon Understanding *Feat 5* -[conrasu](rules/traits/conrasu-loag.md) +[conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") You have come to know conrasu weapons as you know yourself. Whenever you critically hit using a composite shortbow, glaive, longspear, longsword, shortbow, spear, or a conrasu weapon, you apply the weapon's critical specialization effect. diff --git a/compendium/feats/conscious-spell-specialization-da.md b/compendium/feats/conscious-spell-specialization-da.md index f567d7c13..234bb6927 100644 --- a/compendium/feats/conscious-spell-specialization-da.md +++ b/compendium/feats/conscious-spell-specialization-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Conscious Spell Specialization"] --- # Conscious Spell Specialization *Feat 14* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") You become more adept with the spells that are always in your mind. diff --git a/compendium/feats/consecrate-spell-lokl.md b/compendium/feats/consecrate-spell-lokl.md index 12544f155..9a563c866 100644 --- a/compendium/feats/consecrate-spell-lokl.md +++ b/compendium/feats/consecrate-spell-lokl.md @@ -12,7 +12,7 @@ tags: aliases: ["Consecrate Spell"] --- # Consecrate Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Prerequisites**: ability to cast focus spells, divine spells diff --git a/compendium/feats/consecrated-aura-botd.md b/compendium/feats/consecrated-aura-botd.md index f6481a55f..46e3472e2 100644 --- a/compendium/feats/consecrated-aura-botd.md +++ b/compendium/feats/consecrated-aura-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Consecrated Aura"] --- # Consecrated Aura *Feat 14* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [positive](rules/traits/positive.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) diff --git a/compendium/feats/consistent-surge-loag.md b/compendium/feats/consistent-surge-loag.md index 4e1e83364..979e012ab 100644 --- a/compendium/feats/consistent-surge-loag.md +++ b/compendium/feats/consistent-surge-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Consistent Surge"] --- # Consistent Surge *Feat 13* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") - **Prerequisites**: [Nanite Surge](compendium/feats/nanite-surge-loag.md) diff --git a/compendium/feats/consolidated-overlay-panopticon-loil.md b/compendium/feats/consolidated-overlay-panopticon-loil.md index e36b9f760..e39f5e031 100644 --- a/compendium/feats/consolidated-overlay-panopticon-loil.md +++ b/compendium/feats/consolidated-overlay-panopticon-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Consolidated Overlay Panopticon"] --- # Consolidated Overlay Panopticon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) - **Frequency**: once per hour diff --git a/compendium/feats/constant-gaze-lome.md b/compendium/feats/constant-gaze-lome.md index dabe722ed..4512da6a7 100644 --- a/compendium/feats/constant-gaze-lome.md +++ b/compendium/feats/constant-gaze-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Constant Gaze"] --- # Constant Gaze *Feat 9* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") - **Prerequisites**: [Watchful Gaze](compendium/feats/watchful-gaze-lome.md) diff --git a/compendium/feats/constant-levitation-da.md b/compendium/feats/constant-levitation-da.md index 1520623f1..a6546a8e1 100644 --- a/compendium/feats/constant-levitation-da.md +++ b/compendium/feats/constant-levitation-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Constant Levitation"] --- # Constant Levitation *Feat 16* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your power has unbound you from the earth below. You're affected by a constant [fly](compendium/spells/fly.md) spell, and when your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md), you gain a +10-foot status bonus to your fly Speed. diff --git a/compendium/feats/constricting-hold-som.md b/compendium/feats/constricting-hold-som.md index 7cc8ec0b6..11be17856 100644 --- a/compendium/feats/constricting-hold-som.md +++ b/compendium/feats/constricting-hold-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Constricting Hold"] --- # Constricting Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Requirements**: Your eidolon has a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). - **Activity** Single Action diff --git a/compendium/feats/consult-the-spirits-apg.md b/compendium/feats/consult-the-spirits-apg.md index 6ea042c31..2db2585ef 100644 --- a/compendium/feats/consult-the-spirits-apg.md +++ b/compendium/feats/consult-the-spirits-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Consult The Spirits"] --- # Consult The Spirits *Feat 7* -[general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) - **Frequency**: once per day diff --git a/compendium/feats/consult-the-stars-loag.md b/compendium/feats/consult-the-stars-loag.md index 3a346323f..9d7a718fb 100644 --- a/compendium/feats/consult-the-stars-loag.md +++ b/compendium/feats/consult-the-stars-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Consult The Stars"] --- # Consult The Stars *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You find wisdom in the movements of the heavens. Once per day, you can spend 10 minutes to draw upon your readings of a recent night's sky to gain the trained proficiency rank in one skill of your choice; the chosen skill's key attribute must be Charisma, Intelligence, or Wisdom. This proficiency lasts until your next daily preparation. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. diff --git a/compendium/feats/consume-energy-da.md b/compendium/feats/consume-energy-da.md index 3072086ad..da415b581 100644 --- a/compendium/feats/consume-energy-da.md +++ b/compendium/feats/consume-energy-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Consume Energy"] --- # Consume Energy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[abjuration](rules/traits/abjuration.md) [deviant](rules/traits/deviant-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Trigger** An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type. - **Activity** Reaction diff --git a/compendium/feats/consume-spell-apg.md b/compendium/feats/consume-spell-apg.md index f4cd74766..211bf7819 100644 --- a/compendium/feats/consume-spell-apg.md +++ b/compendium/feats/consume-spell-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Consume Spell"] --- # Consume Spell *Feat 14* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: Counterspell diff --git a/compendium/feats/contagious-rage.md b/compendium/feats/contagious-rage.md index 5b669b4ec..9c05fdd88 100644 --- a/compendium/feats/contagious-rage.md +++ b/compendium/feats/contagious-rage.md @@ -10,7 +10,7 @@ tags: aliases: ["Contagious Rage"] --- # Contagious Rage *Feat 20* -[auditory](rules/traits/auditory.md) [barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Share Rage](compendium/feats/share-rage.md) diff --git a/compendium/feats/continual-recovery.md b/compendium/feats/continual-recovery.md index e1ecb3035..642c59262 100644 --- a/compendium/feats/continual-recovery.md +++ b/compendium/feats/continual-recovery.md @@ -8,7 +8,7 @@ tags: aliases: ["Continual Recovery"] --- # Continual Recovery *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/continuous-assault-loag.md b/compendium/feats/continuous-assault-loag.md index 67aa61bfd..36028cd0d 100644 --- a/compendium/feats/continuous-assault-loag.md +++ b/compendium/feats/continuous-assault-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Continuous Assault"] --- # Continuous Assault *Feat 13* -[suli](rules/traits/suli-b2.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") - **Prerequisites**: [Elemental Assault](compendium/feats/elemental-assault-loag.md) diff --git a/compendium/feats/contortionist-apg.md b/compendium/feats/contortionist-apg.md index d0c8e56fc..19ef97a5a 100644 --- a/compendium/feats/contortionist-apg.md +++ b/compendium/feats/contortionist-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Contortionist"] --- # Contortionist *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) diff --git a/compendium/feats/convincing-illusion-apg.md b/compendium/feats/convincing-illusion-apg.md index fbc10bf4e..96f4aeb47 100644 --- a/compendium/feats/convincing-illusion-apg.md +++ b/compendium/feats/convincing-illusion-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Convincing Illusion"] --- # Convincing Illusion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[illusion](rules/traits/illusion.md) [wizard](rules/traits/wizard.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) - **Trigger** A creature succeeded, but didn't critically succeed, at a [Perception](compendium/skills.md#Perception) check or Will save to 0 from a spell that you cast. diff --git a/compendium/feats/cooperative-nature.md b/compendium/feats/cooperative-nature.md index 0fe10dd71..d649848f5 100644 --- a/compendium/feats/cooperative-nature.md +++ b/compendium/feats/cooperative-nature.md @@ -7,7 +7,7 @@ tags: aliases: ["Cooperative Nature"] --- # Cooperative Nature *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to [Aid](rules/actions/aid.md). diff --git a/compendium/feats/cooperative-soul.md b/compendium/feats/cooperative-soul.md index f2ffd6e4c..7734fd355 100644 --- a/compendium/feats/cooperative-soul.md +++ b/compendium/feats/cooperative-soul.md @@ -7,7 +7,7 @@ tags: aliases: ["Cooperative Soul"] --- # Cooperative Soul *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Cooperative Nature](compendium/feats/cooperative-nature.md) diff --git a/compendium/feats/coordinated-charge-apg.md b/compendium/feats/coordinated-charge-apg.md index 8fae55601..a296c3c79 100644 --- a/compendium/feats/coordinated-charge-apg.md +++ b/compendium/feats/coordinated-charge-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Coordinated Charge"] --- # Coordinated Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/coordinated-distraction-aoe3.md b/compendium/feats/coordinated-distraction-aoe3.md index 2408534c3..3d45de844 100644 --- a/compendium/feats/coordinated-distraction-aoe3.md +++ b/compendium/feats/coordinated-distraction-aoe3.md @@ -9,12 +9,12 @@ tags: aliases: ["Coordinated Distraction"] --- # Coordinated Distraction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Help either the Washboard Dogs or the Diobel Sweepers destroy their rival. - **Activity** Single Action -With a sharp whistle or wave of your hands, you distract an opponent from the fact that one of your allies is about to attack them. Choose a target and an ally, both of whom must be within 30 feet. The target is [flat-footed](rules/conditions.md#Flat-footed) against the first [Strike](rules/actions/strike.md) the ally makes on their next turn; if your ally doesn't [Strike](rules/actions/strike.md) that target, the effect is lost. Depending on how you describe your distraction, this action gains either the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. +With a sharp whistle or wave of your hands, you distract an opponent from the fact that one of your allies is about to attack them. Choose a target and an ally, both of whom must be within 30 feet. The target is [flat-footed](rules/conditions.md#Flat-footed) against the first [Strike](rules/actions/strike.md) the ally makes on their next turn; if your ally doesn't [Strike](rules/actions/strike.md) that target, the effect is lost. Depending on how you describe your distraction, this action gains either the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") trait. *Source: Agents of Edgewatch #3: All or Nothing p. 75* %% #compendium/src/pf2e/aoe3 #trait/concentrate #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/corgi-mount-loag.md b/compendium/feats/corgi-mount-loag.md index 593491366..f4c1842c5 100644 --- a/compendium/feats/corgi-mount-loag.md +++ b/compendium/feats/corgi-mount-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Corgi Mount"] --- # Corgi Mount *Feat 1* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") The smallest of fey have ridden corgis as mounts since time immemorial, leading to a pattern on corgis' backs called a "faerie saddle." You have formed a magical connection with a corgi that can serve as your mount. Your corgi familiar is Small rather than Tiny, and it's appropriate for use as your mount, unlike most familiars. diff --git a/compendium/feats/cornered-fury-loag.md b/compendium/feats/cornered-fury-loag.md index 9d9c399d5..be00c0791 100644 --- a/compendium/feats/cornered-fury-loag.md +++ b/compendium/feats/cornered-fury-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Cornered Fury"] --- # Cornered Fury *Feat 5* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") When physically outmatched, you fight with unexpected ferocity. If a foe of a larger size than you critically hits and damages you, that foe is [flat-footed](rules/conditions.md#Flat-footed) to you for 1 round. diff --git a/compendium/feats/corpse-killers-defiance-lokl.md b/compendium/feats/corpse-killers-defiance-lokl.md index 17ae899f5..cfc7f278d 100644 --- a/compendium/feats/corpse-killers-defiance-lokl.md +++ b/compendium/feats/corpse-killers-defiance-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Corpse-Killer's Defiance"] --- # Corpse-Killer's Defiance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[barbarian](rules/traits/barbarian.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Trigger** You destroy an undead foe. diff --git a/compendium/feats/corpse-stench-botd.md b/compendium/feats/corpse-stench-botd.md index 3d77e6143..820de9093 100644 --- a/compendium/feats/corpse-stench-botd.md +++ b/compendium/feats/corpse-stench-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Corpse Stench"] --- # Corpse Stench *Feat 12* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [olfactory](rules/traits/olfactory-b1.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) diff --git a/compendium/feats/corrupted-shield-apg.md b/compendium/feats/corrupted-shield-apg.md index 284a1a322..8ed5991c9 100644 --- a/compendium/feats/corrupted-shield-apg.md +++ b/compendium/feats/corrupted-shield-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Corrupted Shield"] --- # Corrupted Shield *Feat 6* -[champion](rules/traits/champion.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: divine ally (shield), tenets of evil diff --git a/compendium/feats/counter-curse-da.md b/compendium/feats/counter-curse-da.md index a00357afa..1e9c9f2cc 100644 --- a/compendium/feats/counter-curse-da.md +++ b/compendium/feats/counter-curse-da.md @@ -7,14 +7,14 @@ tags: aliases: ["Counter Curse"] --- # Counter Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) -- **Trigger** You or an ally within 30 feet is targeted by or in the emanation of a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect from an opponent or object of which you are aware. +- **Trigger** You or an ally within 30 feet is targeted by or in the emanation of a [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect from an opponent or object of which you are aware. - **Requirements**: You are in a curse maelstrom state. - **Activity** Reaction -You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. +You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. *Source: Dark Archive p. 169* %% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/counter-perform.md b/compendium/feats/counter-perform.md index c61bcdda0..83e92cd55 100644 --- a/compendium/feats/counter-perform.md +++ b/compendium/feats/counter-perform.md @@ -7,7 +7,7 @@ tags: aliases: ["Counter Perform"] --- # Counter Perform *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) diff --git a/compendium/feats/counter-thought-da.md b/compendium/feats/counter-thought-da.md index dfa5dc423..4f39ef90f 100644 --- a/compendium/feats/counter-thought-da.md +++ b/compendium/feats/counter-thought-da.md @@ -9,15 +9,15 @@ tags: aliases: ["Counter Thought"] --- # Counter Thought [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[abjuration](rules/traits/abjuration.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") -- **Trigger** A creature Casts a Spell with the [mental](rules/traits/mental.md) trait. -- **Requirements**: You have an unexpended spell slot you could use to [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md) trait. +- **Trigger** A creature Casts a Spell with the [mental](rules/traits/mental.md "Mental Effect Trait") trait. +- **Requirements**: You have an unexpended spell slot you could use to [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md "Mental Effect Trait") trait. - **Activity** Reaction -When a foe Casts a Spell that has the [mental](rules/traits/mental.md) trait and you can see its manifestations, you can use your own mental magic to disrupt it. You expend one of your spell slots to counter the triggering creature's casting of a spell with the [mental](rules/traits/mental.md) trait. +When a foe Casts a Spell that has the [mental](rules/traits/mental.md "Mental Effect Trait") trait and you can see its manifestations, you can use your own mental magic to disrupt it. You expend one of your spell slots to counter the triggering creature's casting of a spell with the [mental](rules/traits/mental.md "Mental Effect Trait") trait. -You lose your spell slot as if you had cast the triggering spell; this spell slot must be one for which you could [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md) trait. You then attempt to counteract the triggering spell. +You lose your spell slot as if you had cast the triggering spell; this spell slot must be one for which you could [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md "Mental Effect Trait") trait. You then attempt to counteract the triggering spell. *Source: Dark Archive p. 24* %% #compendium/src/pf2e/da #trait/abjuration #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/countercharm-lotgb.md b/compendium/feats/countercharm-lotgb.md index a82a81538..cf4942a97 100644 --- a/compendium/feats/countercharm-lotgb.md +++ b/compendium/feats/countercharm-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Countercharm"] --- # Countercharm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) - **Trigger** A creature Casts a Spell from the enchantment or illusion school. diff --git a/compendium/feats/counterclockwork-focus-loil.md b/compendium/feats/counterclockwork-focus-loil.md index d2aeb98d0..2ea0e17fb 100644 --- a/compendium/feats/counterclockwork-focus-loil.md +++ b/compendium/feats/counterclockwork-focus-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Counterclockwork Focus"] --- # Counterclockwork Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) - **Frequency**: once per round diff --git a/compendium/feats/counterspell-sorcerer.md b/compendium/feats/counterspell-sorcerer.md index da7480ac2..bbeb5205a 100644 --- a/compendium/feats/counterspell-sorcerer.md +++ b/compendium/feats/counterspell-sorcerer.md @@ -8,7 +8,7 @@ tags: aliases: ["Counterspell (Sorcerer)"] --- # Counterspell (Sorcerer) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Trigger** A creature casts a spell that you have in your repertoire. - **Requirements**: You have an unexpended spell slot you could use to cast the triggering spell. @@ -18,7 +18,7 @@ When a foe [Casts a Spell](rules/actions/cast-a-spell.md) you know and you can s You expend one of your spell slots to counter the triggering creature's casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. -**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), natural, or [occult](rules/traits/occult.md)). +**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), natural, or [occult](rules/traits/occult.md "Occult Tradition Trait")). ## Counterspell (Sorcerer) leads to... diff --git a/compendium/feats/counterspell-witch-apg.md b/compendium/feats/counterspell-witch-apg.md index 3cab4da08..846921210 100644 --- a/compendium/feats/counterspell-witch-apg.md +++ b/compendium/feats/counterspell-witch-apg.md @@ -8,14 +8,14 @@ tags: aliases: ["Counterspell (Witch)"] --- # Counterspell (Witch) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[abjuration](rules/traits/abjuration.md) [witch](rules/traits/witch-apg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Trigger** A creature [Casts a Spell](rules/actions/cast-a-spell.md) that you have prepared. - **Activity** Reaction When a foe [Casts a Spell](rules/actions/cast-a-spell.md) and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. -**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md), or [occult](rules/traits/occult.md)). +**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait"), or [occult](rules/traits/occult.md "Occult Tradition Trait")). ## Counterspell (Witch) leads to... diff --git a/compendium/feats/counterspell-wizard.md b/compendium/feats/counterspell-wizard.md index ac261ee90..1584fb3f9 100644 --- a/compendium/feats/counterspell-wizard.md +++ b/compendium/feats/counterspell-wizard.md @@ -9,7 +9,7 @@ tags: aliases: ["Counterspell (Wizard)"] --- # Counterspell (Wizard) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [wizard](rules/traits/wizard.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Trigger** A creature [Casts a Spell](rules/actions/cast-a-spell.md) that you have prepared. - **Activity** Reaction diff --git a/compendium/feats/courageous-advance-apg.md b/compendium/feats/courageous-advance-apg.md index 2ea2405d7..5eafb6112 100644 --- a/compendium/feats/courageous-advance-apg.md +++ b/compendium/feats/courageous-advance-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Courageous Advance"] --- # Courageous Advance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: warrior muse - **Activity** Single Action diff --git a/compendium/feats/courageous-assault-apg.md b/compendium/feats/courageous-assault-apg.md index 65b84d979..2b3aee9eb 100644 --- a/compendium/feats/courageous-assault-apg.md +++ b/compendium/feats/courageous-assault-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Courageous Assault"] --- # Courageous Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: warrior muse - **Activity** Single Action diff --git a/compendium/feats/courageous-onslaught-apg.md b/compendium/feats/courageous-onslaught-apg.md index 294ba3fc4..8b17c154c 100644 --- a/compendium/feats/courageous-onslaught-apg.md +++ b/compendium/feats/courageous-onslaught-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Courageous Onslaught"] --- # Courageous Onslaught [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Courageous Advance](compendium/feats/courageous-advance-apg.md), [Courageous Assault](compendium/feats/courageous-assault-apg.md) - **Activity** Single Action diff --git a/compendium/feats/courageous-opportunity-apg.md b/compendium/feats/courageous-opportunity-apg.md index f71176670..175c37185 100644 --- a/compendium/feats/courageous-opportunity-apg.md +++ b/compendium/feats/courageous-opportunity-apg.md @@ -9,14 +9,14 @@ tags: aliases: ["Courageous Opportunity"] --- # Courageous Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: warrior muse -- **Trigger** A creature within your reach uses an [auditory](rules/traits/auditory.md) effect, [manipulate](rules/traits/manipulate.md) action, or [move](rules/traits/move.md) action; makes a ranged attack; or leaves a square during its [move](rules/traits/move.md) action. +- **Trigger** A creature within your reach uses an [auditory](rules/traits/auditory.md "Auditory Effect Trait") effect, [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action, or [move](rules/traits/move.md "Move Combat Trait") action; makes a ranged attack; or leaves a square during its [move](rules/traits/move.md "Move Combat Trait") action. - **Requirements**: You are affected by [inspire courage](compendium/spells/inspire-courage.md). - **Activity** Reaction -You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a [manipulate](rules/traits/manipulate.md) action, the action is disrupted. +You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action, the action is disrupted. *Source: Advanced Player's Guide p. 113* %% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/courteous-comeback-locg.md b/compendium/feats/courteous-comeback-locg.md index 821a2a292..a66b0049b 100644 --- a/compendium/feats/courteous-comeback-locg.md +++ b/compendium/feats/courteous-comeback-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Courteous Comeback"] --- # Courteous Comeback [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[fortune](rules/traits/fortune.md) [human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Keleshite nationality - **Trigger** You critically fail a [Diplomacy](compendium/skills.md#Diplomacy) check. diff --git a/compendium/feats/courtly-graces.md b/compendium/feats/courtly-graces.md index 653fe8fe0..d16d15a52 100644 --- a/compendium/feats/courtly-graces.md +++ b/compendium/feats/courtly-graces.md @@ -8,7 +8,7 @@ tags: aliases: ["Courtly Graces"] --- # Courtly Graces *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/craft-anything.md b/compendium/feats/craft-anything.md index 36e39bdcf..d62e52e67 100644 --- a/compendium/feats/craft-anything.md +++ b/compendium/feats/craft-anything.md @@ -8,7 +8,7 @@ tags: aliases: ["Craft Anything"] --- # Craft Anything *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/craft-facsimile-lopsg.md b/compendium/feats/craft-facsimile-lopsg.md index aefeae43c..8e6c1e2fb 100644 --- a/compendium/feats/craft-facsimile-lopsg.md +++ b/compendium/feats/craft-facsimile-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Craft Facsimile"] --- # Craft Facsimile *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/craft-philosophers-stone.md b/compendium/feats/craft-philosophers-stone.md index 83e354e2c..9da304e52 100644 --- a/compendium/feats/craft-philosophers-stone.md +++ b/compendium/feats/craft-philosophers-stone.md @@ -7,7 +7,7 @@ tags: aliases: ["Craft Philosopher's Stone"] --- # Craft Philosopher's Stone *Feat 20* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the [philosopher's stone](compendium/equipment/items/philosophers-stone.md) and can add it to your formula book. diff --git a/compendium/feats/crafters-appraisal-apg.md b/compendium/feats/crafters-appraisal-apg.md index 11c898aff..229e62a05 100644 --- a/compendium/feats/crafters-appraisal-apg.md +++ b/compendium/feats/crafters-appraisal-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Crafter's Appraisal"] --- # Crafter's Appraisal *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) -Your knowledge of items' construction allows you to discern their [magical](rules/traits/magical.md) effects as well. You can use [Crafting](compendium/skills.md#Crafting) instead of a skill associated with a magic tradition to [Identify Magic](rules/actions/identify-magic.md) on magic items, though not on any other sorts of magic. +Your knowledge of items' construction allows you to discern their [magical](rules/traits/magical.md "Magical Item Trait") effects as well. You can use [Crafting](compendium/skills.md#Crafting) instead of a skill associated with a magic tradition to [Identify Magic](rules/actions/identify-magic.md) on magic items, though not on any other sorts of magic. *Source: Advanced Player's Guide p. 204* %% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/crane-flutter.md b/compendium/feats/crane-flutter.md index 259338ded..6ea4878bd 100644 --- a/compendium/feats/crane-flutter.md +++ b/compendium/feats/crane-flutter.md @@ -7,7 +7,7 @@ tags: aliases: ["Crane Flutter"] --- # Crane Flutter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Crane Stance](compendium/feats/crane-stance.md) - **Trigger** You are targeted with a melee attack by an attacker you can see. diff --git a/compendium/feats/crane-stance.md b/compendium/feats/crane-stance.md index 65309e567..9752ab90f 100644 --- a/compendium/feats/crane-stance.md +++ b/compendium/feats/crane-stance.md @@ -8,12 +8,12 @@ tags: aliases: ["Crane Stance"] --- # Crane Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only [Strikes](rules/actions/strike.md) you can make are crane wing attacks. These deal `1d6` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only [Strikes](rules/actions/strike.md) you can make are crane wing attacks. These deal `1d6` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Crane Stance, reduce the DC for [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md) by 5, and when you [Leap](rules/actions/leap.md), you can move an additional 5 feet horizontally or 2 feet vertically. diff --git a/compendium/feats/cranial-detonation-da.md b/compendium/feats/cranial-detonation-da.md index fcaf6168d..3800759ad 100644 --- a/compendium/feats/cranial-detonation-da.md +++ b/compendium/feats/cranial-detonation-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Cranial Detonation"] --- # Cranial Detonation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[death](rules/traits/death.md) [mindshift](rules/traits/mindshift-da.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[death](rules/traits/death.md "Death Effect Trait") [mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Frequency**: once per round - **Trigger** You successfully reduce one or more non-mindless enemies to 0 Hit Points with a spell. diff --git a/compendium/feats/creative-prodigy-loag.md b/compendium/feats/creative-prodigy-loag.md index ed2037687..9f5f7e883 100644 --- a/compendium/feats/creative-prodigy-loag.md +++ b/compendium/feats/creative-prodigy-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Creative Prodigy"] --- # Creative Prodigy *Feat 1* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") You have a powerful creative drive, useful for prevarication and performance. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) and [Performance](compendium/skills.md#Performance). If you are already trained in either of these skills, you become trained in a skill of your choice in its place. You also become trained in [Art Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/cremate-undead.md b/compendium/feats/cremate-undead.md index 088bfc60e..57e8422d5 100644 --- a/compendium/feats/cremate-undead.md +++ b/compendium/feats/cremate-undead.md @@ -7,7 +7,7 @@ tags: aliases: ["Cremate Undead"] --- # Cremate Undead *Feat 8* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") Your positive energy sets undead alight. When you use a [heal](compendium/spells/heal.md) spell to damage undead, each undead that takes damage also takes [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell's level. diff --git a/compendium/feats/criminal-connections-apg.md b/compendium/feats/criminal-connections-apg.md index 02204975f..86adab9c1 100644 --- a/compendium/feats/criminal-connections-apg.md +++ b/compendium/feats/criminal-connections-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Criminal Connections"] --- # Criminal Connections *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Society](compendium/skills.md#Society), [Streetwise](compendium/feats/streetwise.md) diff --git a/compendium/feats/crimson-oath-devotion-lokl.md b/compendium/feats/crimson-oath-devotion-lokl.md index 66b94ca2b..0f11558b0 100644 --- a/compendium/feats/crimson-oath-devotion-lokl.md +++ b/compendium/feats/crimson-oath-devotion-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Crimson Oath Devotion"] --- # Crimson Oath Devotion *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), ability to cast focus spells diff --git a/compendium/feats/crimson-shroud-lowg.md b/compendium/feats/crimson-shroud-lowg.md index 45b280e02..2155006fd 100644 --- a/compendium/feats/crimson-shroud-lowg.md +++ b/compendium/feats/crimson-shroud-lowg.md @@ -10,7 +10,7 @@ tags: aliases: ["Crimson Shroud"] --- # Crimson Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Red Mantis Assassin Dedication](compendium/feats/red-mantis-assassin-dedication-lowg.md) - **Frequency**: A number of times per day equal to your number of class feats from the [Red Mantis assassin](compendium/character/archetypes/red-mantis-assassin-aoe3.md) archetype diff --git a/compendium/feats/cringe-apg.md b/compendium/feats/cringe-apg.md index edabb5d16..fb026580d 100644 --- a/compendium/feats/cringe-apg.md +++ b/compendium/feats/cringe-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Cringe"] --- # Cringe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[emotion](rules/traits/emotion.md) [kobold](rules/traits/kobold-b1.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Trigger** A creature you are aware of critically succeeds on a [Strike](rules/actions/strike.md) against you and would deal damage to you. - **Activity** Reaction diff --git a/compendium/feats/critical-debilitation.md b/compendium/feats/critical-debilitation.md index 39a2c6e77..b25a1f6a2 100644 --- a/compendium/feats/critical-debilitation.md +++ b/compendium/feats/critical-debilitation.md @@ -8,7 +8,7 @@ tags: aliases: ["Critical Debilitation"] --- # Critical Debilitation *Feat 12* -[incapacitation](rules/traits/incapacitation.md) [rogue](rules/traits/rogue.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: [Debilitating Strike](rules/actions/debilitating-strike.md) diff --git a/compendium/feats/critter-shape-loag.md b/compendium/feats/critter-shape-loag.md index dde3a3850..31255ebb8 100644 --- a/compendium/feats/critter-shape-loag.md +++ b/compendium/feats/critter-shape-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Critter Shape"] --- # Critter Shape *Feat 1* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") Once per hour, you can use [Change Shape](rules/actions/change-shape-beastkin-loag.md) to enter a critter shape. While in critter shape, you gain the effect of a 1st-level [pest form](compendium/spells/pest-form.md), except you can only transform into an animal matching your inherent animal. You can remain in critter shape for up to 10 minutes, after which you transform back into your hybrid shape and can't enter your critter shape again for 1 hour. You can instead use [Change Shape](rules/actions/change-shape-beastkin-loag.md) to return to your humanoid or hybrid shape at any time during the duration of Critter Shape. If your inherent animal is normally larger than Tiny, you transform into a smaller, younger version of the animal, such as a Tiny bear cub. If your inherent animal has a fly Speed, you can turn into that animal (unlike normal for 1st-level [pest form](compendium/spells/pest-form.md)), but you still don't gain a fly Speed. diff --git a/compendium/feats/crones-cruelty-loag.md b/compendium/feats/crones-cruelty-loag.md index f0423a802..7510abda7 100644 --- a/compendium/feats/crones-cruelty-loag.md +++ b/compendium/feats/crones-cruelty-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Crone's Cruelty"] --- # Crone's Cruelty *Feat 17* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") Filled with rancor and hate, you rend the minds of those who displease you. You can cast [warp mind](compendium/spells/warp-mind.md) once per day as an occult innate spell. diff --git a/compendium/feats/cross-the-final-horizon-aoe2.md b/compendium/feats/cross-the-final-horizon-aoe2.md index 1b586d911..4da9bf67e 100644 --- a/compendium/feats/cross-the-final-horizon-aoe2.md +++ b/compendium/feats/cross-the-final-horizon-aoe2.md @@ -11,7 +11,7 @@ tags: aliases: ["Cross The Final Horizon"] --- # Cross The Final Horizon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [sonic](rules/traits/sonic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: [Sky and Heaven Stance](compendium/feats/sky-and-heaven-stance-aoe2.md) - **Requirements**: You are in Sky and Heaven Stance. diff --git a/compendium/feats/cross-the-final-horizon-loil.md b/compendium/feats/cross-the-final-horizon-loil.md index dfadbfbf2..99106093f 100644 --- a/compendium/feats/cross-the-final-horizon-loil.md +++ b/compendium/feats/cross-the-final-horizon-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Cross the Final Horizon"] --- # Cross the Final Horizon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [sonic](rules/traits/sonic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: Sky and Heaven Stance - **Requirements**: You're in Sky and Heaven Stance. diff --git a/compendium/feats/cross-the-threshold-frp1.md b/compendium/feats/cross-the-threshold-frp1.md index 2821686d2..447e5ed23 100644 --- a/compendium/feats/cross-the-threshold-frp1.md +++ b/compendium/feats/cross-the-threshold-frp1.md @@ -7,7 +7,7 @@ tags: aliases: ["Cross The Threshold"] --- # Cross The Threshold *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) diff --git a/compendium/feats/crossblooded-evolution.md b/compendium/feats/crossblooded-evolution.md index d782d622c..22a8ea2b4 100644 --- a/compendium/feats/crossblooded-evolution.md +++ b/compendium/feats/crossblooded-evolution.md @@ -7,7 +7,7 @@ tags: aliases: ["Crossblooded Evolution"] --- # Crossblooded Evolution *Feat 8* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline's tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can't have more than one spell from another tradition in your spell repertoire at the same time using this feat. diff --git a/compendium/feats/crossbow-ace.md b/compendium/feats/crossbow-ace.md index 3a96fcb2f..189c808d3 100644 --- a/compendium/feats/crossbow-ace.md +++ b/compendium/feats/crossbow-ace.md @@ -7,7 +7,7 @@ tags: aliases: ["Crossbow Ace"] --- # Crossbow Ace *Feat 1* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You have a deep understanding of the crossbow. When you're wielding a crossbow and use [Hunt Prey](rules/actions/hunt-prey.md) or use [Interact](rules/actions/interact.md) to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next [Strike](rules/actions/strike.md) with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost. diff --git a/compendium/feats/crossbow-terror-apg.md b/compendium/feats/crossbow-terror-apg.md index 066c942a8..53b79129f 100644 --- a/compendium/feats/crossbow-terror-apg.md +++ b/compendium/feats/crossbow-terror-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Crossbow Terror"] --- # Crossbow Terror *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) diff --git a/compendium/feats/crowd-mastery-lowg.md b/compendium/feats/crowd-mastery-lowg.md index a1af2bc77..df0517d95 100644 --- a/compendium/feats/crowd-mastery-lowg.md +++ b/compendium/feats/crowd-mastery-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Crowd Mastery"] --- # Crowd Mastery *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lost in the Crowd](compendium/feats/lost-in-the-crowd-lowg.md) diff --git a/compendium/feats/crown-of-the-saumen-kar-lomm.md b/compendium/feats/crown-of-the-saumen-kar-lomm.md index 2cb2ece6c..8432e704e 100644 --- a/compendium/feats/crown-of-the-saumen-kar-lomm.md +++ b/compendium/feats/crown-of-the-saumen-kar-lomm.md @@ -7,11 +7,11 @@ tags: aliases: ["Crown of the Saumen Kar"] --- # Crown of the Saumen Kar *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) -Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks made to [Sneak](rules/actions/sneak.md) or [Hide](rules/actions/hide.md) in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals `1d8` bludgeoning damage. Your horns are in the brawling group and have the [shove](rules/traits/shove.md) and [trip](rules/traits/trip.md) traits. +Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks made to [Sneak](rules/actions/sneak.md) or [Hide](rules/actions/hide.md) in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals `1d8` bludgeoning damage. Your horns are in the brawling group and have the [shove](rules/traits/shove.md "Shove Weapon Trait") and [trip](rules/traits/trip.md "Trip Weapon Trait") traits. *Source: Lost Omens: Monsters of Myth p. 10* %% #compendium/src/pf2e/lomm #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/crude-communication-apg.md b/compendium/feats/crude-communication-apg.md index 7d817993f..5c0707009 100644 --- a/compendium/feats/crude-communication-apg.md +++ b/compendium/feats/crude-communication-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Crude Communication"] --- # Crude Communication *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) diff --git a/compendium/feats/cruelty-apg.md b/compendium/feats/cruelty-apg.md index 835ce5547..cafa88808 100644 --- a/compendium/feats/cruelty-apg.md +++ b/compendium/feats/cruelty-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Cruelty"] --- # Cruelty [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[champion](rules/traits/champion.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: devotion spell ([touch of corruption](compendium/spells/touch-of-corruption-apg.md)) - **Activity** Single Action diff --git a/compendium/feats/crunch-lome.md b/compendium/feats/crunch-lome.md index 7627b4ac5..c5de91dfd 100644 --- a/compendium/feats/crunch-lome.md +++ b/compendium/feats/crunch-lome.md @@ -7,10 +7,10 @@ tags: aliases: ["Crunch"] --- # Crunch *Feat 1* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") -Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals `1d8` piercing damage instead of `1d6` and gains the [grapple](rules/traits/grapple.md) trait. +Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals `1d8` piercing damage instead of `1d6` and gains the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") trait. *Source: Lost Omens: The Mwangi Expanse p. 113* %% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/compendium/feats/crushing-grab.md b/compendium/feats/crushing-grab.md index c83fe656a..fadc91f11 100644 --- a/compendium/feats/crushing-grab.md +++ b/compendium/feats/crushing-grab.md @@ -7,10 +7,10 @@ tags: aliases: ["Crushing Grab"] --- # Crushing Grab *Feat 2* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") -Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md) with no penalty. +Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") with no penalty. *Source: Core Rulebook p. 160* %% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/cryptic-spell-da.md b/compendium/feats/cryptic-spell-da.md index e1f25d333..00af43594 100644 --- a/compendium/feats/cryptic-spell-da.md +++ b/compendium/feats/cryptic-spell-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Cryptic Spell"] --- # Cryptic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Requirements**: You're in natural terrain. - **Activity** Single Action diff --git a/compendium/feats/crystal-healing-da.md b/compendium/feats/crystal-healing-da.md index da1cb16b4..de23ba70f 100644 --- a/compendium/feats/crystal-healing-da.md +++ b/compendium/feats/crystal-healing-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Crystal Healing"] --- # Crystal Healing *Feat 1* -[general](rules/traits/general.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/crystal-keeper-dedication-aoa4.md b/compendium/feats/crystal-keeper-dedication-aoa4.md index faa7debc1..5ad77d8c5 100644 --- a/compendium/feats/crystal-keeper-dedication-aoa4.md +++ b/compendium/feats/crystal-keeper-dedication-aoa4.md @@ -9,7 +9,7 @@ tags: aliases: ["Crystal Keeper Dedication"] --- # Crystal Keeper Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Elven Lore](compendium/skills.md#Lore) or [Society](compendium/skills.md#Society) diff --git a/compendium/feats/crystal-luminescence-loil.md b/compendium/feats/crystal-luminescence-loil.md index 4159134a4..2303cc4bb 100644 --- a/compendium/feats/crystal-luminescence-loil.md +++ b/compendium/feats/crystal-luminescence-loil.md @@ -9,7 +9,7 @@ tags: aliases: ["Crystal Luminescence"] --- # Crystal Luminescence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [kashrishi](rules/traits/kashrishi-loil.md) [light](rules/traits/light.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") [light](rules/traits/light.md "Light Effect Trait") - **Activity** Single Action diff --git a/compendium/feats/crystal-ward-spells-aoa4.md b/compendium/feats/crystal-ward-spells-aoa4.md index f9c34499d..6b6041da0 100644 --- a/compendium/feats/crystal-ward-spells-aoa4.md +++ b/compendium/feats/crystal-ward-spells-aoa4.md @@ -7,7 +7,7 @@ tags: aliases: ["Crystal Ward Spells"] --- # Crystal Ward Spells *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) diff --git a/compendium/feats/crystalline-cloud-loag.md b/compendium/feats/crystalline-cloud-loag.md index c06a4fe00..8bc837a14 100644 --- a/compendium/feats/crystalline-cloud-loag.md +++ b/compendium/feats/crystalline-cloud-loag.md @@ -7,11 +7,11 @@ tags: aliases: ["Crystalline Cloud"] --- # Crystalline Cloud *Feat 9* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") - **Prerequisites**: [Crystalline Dust](compendium/feats/crystalline-dust-loag.md) -When you use Crystalline Dust, you can spend one additional action to disperse the motes as a 10-foot-radius cloud centered on you instead of as haze; the activity gains the [concentrate](rules/traits/concentrate.md) trait. All creatures within the cloud become [concealed](rules/conditions.md#Concealed), and all creatures outside the cloud become [concealed](rules/conditions.md#Concealed) to creatures within it. +When you use Crystalline Dust, you can spend one additional action to disperse the motes as a 10-foot-radius cloud centered on you instead of as haze; the activity gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. All creatures within the cloud become [concealed](rules/conditions.md#Concealed), and all creatures outside the cloud become [concealed](rules/conditions.md#Concealed) to creatures within it. *Source: Lost Omens: Ancestry Guide p. 78* %% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/compendium/feats/crystalline-dust-loag.md b/compendium/feats/crystalline-dust-loag.md index 4d2e220c1..1edf5c011 100644 --- a/compendium/feats/crystalline-dust-loag.md +++ b/compendium/feats/crystalline-dust-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Crystalline Dust"] --- # Crystalline Dust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/cultural-adaptability.md b/compendium/feats/cultural-adaptability.md index e6f1b9d8f..5c7e8b2c1 100644 --- a/compendium/feats/cultural-adaptability.md +++ b/compendium/feats/cultural-adaptability.md @@ -7,7 +7,7 @@ tags: aliases: ["Cultural Adaptability"] --- # Cultural Adaptability *Feat 5* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the [Adopted Ancestry](compendium/feats/adopted-ancestry.md) general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat. diff --git a/compendium/feats/cunning-climber-locg.md b/compendium/feats/cunning-climber-locg.md index 4cbc34d12..aea03a47c 100644 --- a/compendium/feats/cunning-climber-locg.md +++ b/compendium/feats/cunning-climber-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cunning Climber"] --- # Cunning Climber *Feat 9* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") Whether you are climbing a ship's rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can't. diff --git a/compendium/feats/cunning-hair-loag.md b/compendium/feats/cunning-hair-loag.md index a7319f11c..3bdc153ad 100644 --- a/compendium/feats/cunning-hair-loag.md +++ b/compendium/feats/cunning-hair-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Cunning Hair"] --- # Cunning Hair *Feat 5* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") Your hair moves under your control. You can perform simple [Interact](rules/actions/interact.md) actions with your hair, such as opening an unlocked door. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. diff --git a/compendium/feats/cunning-tinker-lotgb.md b/compendium/feats/cunning-tinker-lotgb.md index 0c9b43878..4a0cce856 100644 --- a/compendium/feats/cunning-tinker-lotgb.md +++ b/compendium/feats/cunning-tinker-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Cunning Tinker"] --- # Cunning Tinker *Feat 5* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") Time spent tending to your own form has unlocked your ability to fix other things. diff --git a/compendium/feats/cunning-trickster-mask-sot6.md b/compendium/feats/cunning-trickster-mask-sot6.md index 64bc364d2..40becc509 100644 --- a/compendium/feats/cunning-trickster-mask-sot6.md +++ b/compendium/feats/cunning-trickster-mask-sot6.md @@ -10,7 +10,7 @@ tags: aliases: ["Cunning Trickster Mask"] --- # Cunning Trickster Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Druid Dedication or Wizard Dedication diff --git a/compendium/feats/current-spell-apg.md b/compendium/feats/current-spell-apg.md index a5b895726..e253b61ba 100644 --- a/compendium/feats/current-spell-apg.md +++ b/compendium/feats/current-spell-apg.md @@ -10,11 +10,11 @@ tags: aliases: ["Current Spell"] --- # Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[abjuration](rules/traits/abjuration.md) [concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action -As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [air](rules/traits/air.md) or [water](rules/traits/water.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](rules/traits/air.md) or [water](rules/traits/water.md) trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](rules/traits/air.md) trait, [water](rules/traits/water.md) trait, or both until the start of your next turn, depending on the spell's traits. +As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [air](rules/traits/air.md "Air Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](rules/traits/air.md "Air Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](rules/traits/air.md "Air Energy & Element Trait") trait, [water](rules/traits/water.md "Water Energy & Element Trait") trait, or both until the start of your next turn, depending on the spell's traits. *Source: Advanced Player's Guide p. 124* %% #compendium/src/pf2e/apg #trait/abjuration #trait/concentrate #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/curse-maelstrom-dedication-da.md b/compendium/feats/curse-maelstrom-dedication-da.md index 8df285232..b7444d49c 100644 --- a/compendium/feats/curse-maelstrom-dedication-da.md +++ b/compendium/feats/curse-maelstrom-dedication-da.md @@ -9,23 +9,23 @@ tags: aliases: ["Curse Maelstrom Dedication"] --- # Curse Maelstrom Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You are cursed or have previously been cursed. A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. -This is a [misfortune](rules/traits/misfortune.md) effect. If you do so, you enter a curse maelstrom state. If the [misfortune](rules/traits/misfortune.md) effect is somehow canceled or negated (by a [fortune](rules/traits/fortune.md) effect, for example), you don't enter a curse maelstrom state. +This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. If you do so, you enter a curse maelstrom state. If the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect is somehow canceled or negated (by a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect, for example), you don't enter a curse maelstrom state. -In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a [misfortune](rules/traits/misfortune.md) effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's [curse](rules/traits/curse.md) effect and are affected by the curse, you also enter a curse maelstrom state. +In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's [curse](rules/traits/curse.md "Curse Effect Trait") effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. -While in a curse maelstrom state, you can't benefit from [fortune](rules/traits/fortune.md) effects, and they also don't cancel [misfortune](rules/traits/misfortune.md) effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. +While in a curse maelstrom state, you can't benefit from [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects, and they also don't cancel [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. ```ad-embed-ability title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Requirements**: You are in a curse maelstrom state @@ -35,7 +35,7 @@ title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Act > - **Critical Success** The creature is unaffected, and the curse's energy dissipates harmlessly. > - **Success** The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. > - **Failure** The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. -> - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](rules/traits/misfortune.md) effect. +> - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. %% #trait/curse #trait/necromancy #trait/occult %% ``` diff --git a/compendium/feats/curse-of-the-saumen-kar-lomm.md b/compendium/feats/curse-of-the-saumen-kar-lomm.md index 077984034..90bdec78d 100644 --- a/compendium/feats/curse-of-the-saumen-kar-lomm.md +++ b/compendium/feats/curse-of-the-saumen-kar-lomm.md @@ -9,7 +9,7 @@ tags: aliases: ["Curse of the Saumen Kar"] --- # Curse of the Saumen Kar [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Prerequisites**: [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) - **Frequency**: once per day diff --git a/compendium/feats/cursed-effigy-da.md b/compendium/feats/cursed-effigy-da.md index 097af2f57..0595469fa 100644 --- a/compendium/feats/cursed-effigy-da.md +++ b/compendium/feats/cursed-effigy-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Cursed Effigy"] --- # Cursed Effigy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[curse](rules/traits/curse.md) [esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) - **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md) against the target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), and the [Strike](rules/actions/strike.md) dealt physical damage. diff --git a/compendium/feats/cut-from-the-air-apg.md b/compendium/feats/cut-from-the-air-apg.md index 194adafc2..eaa31702b 100644 --- a/compendium/feats/cut-from-the-air-apg.md +++ b/compendium/feats/cut-from-the-air-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Cut From The Air"] --- # Cut From The Air [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Trigger** You are the target of a physical ranged [Strike](rules/actions/strike.md). - **Requirements**: You're aware of the attack, not [flat-footed](rules/conditions.md#Flat-footed) against it, and either have a hand free or are wielding a melee weapon. diff --git a/compendium/feats/cut-the-bonds-aoa3.md b/compendium/feats/cut-the-bonds-aoa3.md index 4b6968897..1c5443765 100644 --- a/compendium/feats/cut-the-bonds-aoa3.md +++ b/compendium/feats/cut-the-bonds-aoa3.md @@ -9,12 +9,12 @@ tags: aliases: ["Cut The Bonds"] --- # Cut The Bonds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md), expert in a melee weapon - **Activity** Single Action -Select a [magical](rules/traits/magical.md) effect that has made an adjacent member of your crop [clumsy](rules/conditions.md#Clumsy), [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), or [slowed](rules/conditions.md#Slowed). Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. +Select a [magical](rules/traits/magical.md "Magical Item Trait") effect that has made an adjacent member of your crop [clumsy](rules/conditions.md#Clumsy), [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), or [slowed](rules/conditions.md#Slowed). Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* %% #compendium/src/pf2e/aoa3 #trait/archetype #trait/attack #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/cycle-spell-botd.md b/compendium/feats/cycle-spell-botd.md index 6eb069255..6afe5277e 100644 --- a/compendium/feats/cycle-spell-botd.md +++ b/compendium/feats/cycle-spell-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Cycle Spell"] --- # Cycle Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) diff --git a/compendium/feats/cynical-aaws.md b/compendium/feats/cynical-aaws.md index 7695cd335..9b88609dd 100644 --- a/compendium/feats/cynical-aaws.md +++ b/compendium/feats/cynical-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Cynical"] --- # Cynical *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You've been approached with suspicion and distrust throughout your life and return these sentiments back to the strangers you encounter. diff --git a/compendium/feats/daemon-magic-apg.md b/compendium/feats/daemon-magic-apg.md index 243d56f3f..9241bbde6 100644 --- a/compendium/feats/daemon-magic-apg.md +++ b/compendium/feats/daemon-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Daemon Magic"] --- # Daemon Magic *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Grimspawn](compendium/feats/grimspawn-apg.md) diff --git a/compendium/feats/dance-of-intercession-frp3.md b/compendium/feats/dance-of-intercession-frp3.md index a0812e38f..755ea94cd 100644 --- a/compendium/feats/dance-of-intercession-frp3.md +++ b/compendium/feats/dance-of-intercession-frp3.md @@ -8,7 +8,7 @@ tags: aliases: ["Dance Of Intercession"] --- # Dance Of Intercession [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Performance](compendium/skills.md#Performance) - **Frequency**: three per day diff --git a/compendium/feats/dance-underfoot-apg.md b/compendium/feats/dance-underfoot-apg.md index 6b5d79502..4d616e102 100644 --- a/compendium/feats/dance-underfoot-apg.md +++ b/compendium/feats/dance-underfoot-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dance Underfoot"] --- # Dance Underfoot *Feat 9* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Step Lively](compendium/feats/step-lively-apg.md) diff --git a/compendium/feats/dancing-leaf.md b/compendium/feats/dancing-leaf.md index d6eaf3320..17eec7e9b 100644 --- a/compendium/feats/dancing-leaf.md +++ b/compendium/feats/dancing-leaf.md @@ -7,7 +7,7 @@ tags: aliases: ["Dancing Leaf"] --- # Dancing Leaf *Feat 2* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") You are as light as a leaf whirling in the breeze. When you [Leap](rules/actions/leap.md) or succeed at a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md), increase the distance you jump by 5 feet. When calculating the damage you take from falling, don't count any distance fallen while you are adjacent to a wall. diff --git a/compendium/feats/dandy-dedication-apg.md b/compendium/feats/dandy-dedication-apg.md index 6d16a46f1..3f7fb4a96 100644 --- a/compendium/feats/dandy-dedication-apg.md +++ b/compendium/feats/dandy-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Dandy Dedication"] --- # Dandy Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/dangerous-sorcery.md b/compendium/feats/dangerous-sorcery.md index 39167ee88..583dd6124 100644 --- a/compendium/feats/dangerous-sorcery.md +++ b/compendium/feats/dangerous-sorcery.md @@ -7,7 +7,7 @@ tags: aliases: ["Dangerous Sorcery"] --- # Dangerous Sorcery *Feat 1* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") Your legacy grants you great destructive power. When you [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. diff --git a/compendium/feats/dangle-loag.md b/compendium/feats/dangle-loag.md index 3f0d214a1..16a3804d4 100644 --- a/compendium/feats/dangle-loag.md +++ b/compendium/feats/dangle-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Dangle"] --- # Dangle *Feat 9* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: [Flexible Tail](compendium/feats/flexible-tail-loag.md) diff --git a/compendium/feats/dangle-loil.md b/compendium/feats/dangle-loil.md index 040f74e31..b094995dc 100644 --- a/compendium/feats/dangle-loil.md +++ b/compendium/feats/dangle-loil.md @@ -8,14 +8,14 @@ tags: aliases: ["Dangle"] --- # Dangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[move](rules/traits/move.md) [vanara](rules/traits/vanara-loil.md) +[move](rules/traits/move.md "Move Combat Trait") [vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Prerequisites**: Climbing Tail - **Activity** Single Action You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a bo staff. -You can [Release](rules/actions/release.md) your tail to drop down, and you cease hanging if you take an action with the [move](rules/traits/move.md) trait. +You can [Release](rules/actions/release.md) your tail to drop down, and you cease hanging if you take an action with the [move](rules/traits/move.md "Move Combat Trait") trait. *Source: Lost Omens: Impossible Lands p. 56* %% #compendium/src/pf2e/loil #trait/move #trait/vanara %% \ No newline at end of file diff --git a/compendium/feats/daredevils-gambit-locg.md b/compendium/feats/daredevils-gambit-locg.md index 2841bb637..1aee615d9 100644 --- a/compendium/feats/daredevils-gambit-locg.md +++ b/compendium/feats/daredevils-gambit-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Daredevil's Gambit"] --- # Daredevil's Gambit *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Daring Act](compendium/feats/daring-act-locg.md) diff --git a/compendium/feats/daring-act-locg.md b/compendium/feats/daring-act-locg.md index 731da1769..5d10bfb77 100644 --- a/compendium/feats/daring-act-locg.md +++ b/compendium/feats/daring-act-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Daring Act"] --- # Daring Act [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) - **Activity** Two-Action diff --git a/compendium/feats/daring-flourish-locg.md b/compendium/feats/daring-flourish-locg.md index 7a78cfd09..e5e4ee22c 100644 --- a/compendium/feats/daring-flourish-locg.md +++ b/compendium/feats/daring-flourish-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Daring Flourish"] --- # Daring Flourish *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Daring Act](compendium/feats/daring-act-locg.md) diff --git a/compendium/feats/dark-personas-presence-da.md b/compendium/feats/dark-personas-presence-da.md index aed3a1df8..df93aaf3c 100644 --- a/compendium/feats/dark-personas-presence-da.md +++ b/compendium/feats/dark-personas-presence-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Dark Persona's Presence"] --- # Dark Persona's Presence [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Trigger** You [Unleash your Psyche](rules/actions/unleash-psyche-da.md). - **Activity** Free Action diff --git a/compendium/feats/darkseer-locg.md b/compendium/feats/darkseer-locg.md index e22702722..a43bee027 100644 --- a/compendium/feats/darkseer-locg.md +++ b/compendium/feats/darkseer-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Darkseer"] --- # Darkseer *Feat 5* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Gloomseer](compendium/feats/gloomseer-locg.md) diff --git a/compendium/feats/darting-monkey-loil.md b/compendium/feats/darting-monkey-loil.md index b4e61f758..c114268f8 100644 --- a/compendium/feats/darting-monkey-loil.md +++ b/compendium/feats/darting-monkey-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Darting Monkey"] --- # Darting Monkey *Feat 5* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") You have a heightened awareness in combat, and your darting strikes prevent your foes from distracting you or breaking your focus. When you hit a creature of your level or lower while that creature is flanking you, flanking doesn't make you [flat-footed](rules/conditions.md#Flat-footed) to that creature. This benefit lasts until the start of your next turn or until the creature moves, whichever comes first. The creature can still help its other allies flank. diff --git a/compendium/feats/daywalker-botd.md b/compendium/feats/daywalker-botd.md index a35632121..281c3c0be 100644 --- a/compendium/feats/daywalker-botd.md +++ b/compendium/feats/daywalker-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Daywalker"] --- # Daywalker *Feat 6* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) diff --git a/compendium/feats/daywalker-loag.md b/compendium/feats/daywalker-loag.md index ac5b5def8..9384d73c6 100644 --- a/compendium/feats/daywalker-loag.md +++ b/compendium/feats/daywalker-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Daywalker"] --- # Daywalker *Feat 13* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") -Whether through painstaking exposure, devoted prayer, or simple luck, you've found a greater affinity for life through the sun's light. When in an area of direct natural sunlight, your negative healing is suppressed, meaning you are healed by positive [healing](rules/traits/healing.md) effects and harmed by negative energy. +Whether through painstaking exposure, devoted prayer, or simple luck, you've found a greater affinity for life through the sun's light. When in an area of direct natural sunlight, your negative healing is suppressed, meaning you are healed by positive [healing](rules/traits/healing.md "Healing Effect Trait") effects and harmed by negative energy. *Source: Lost Omens: Ancestry Guide p. 28* %% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/dazing-blow-apg.md b/compendium/feats/dazing-blow-apg.md index 73e4443f8..2f93eff70 100644 --- a/compendium/feats/dazing-blow-apg.md +++ b/compendium/feats/dazing-blow-apg.md @@ -8,12 +8,12 @@ tags: aliases: ["Dazing Blow"] --- # Dazing Blow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed). - **Activity** Single Action -You pummel a held foe, hoping to stagger them. Make a melee [Strike](rules/actions/strike.md) against a creature you have [grabbed](rules/conditions.md#Grabbed). The weapon damage from this [Strike](rules/actions/strike.md) is bludgeoning damage. If the [Strike](rules/actions/strike.md) hits, the creature must attempt a Fortitude save against your class DC; this is an [incapacitation](rules/traits/incapacitation.md) effect. +You pummel a held foe, hoping to stagger them. Make a melee [Strike](rules/actions/strike.md) against a creature you have [grabbed](rules/conditions.md#Grabbed). The weapon damage from this [Strike](rules/actions/strike.md) is bludgeoning damage. If the [Strike](rules/actions/strike.md) hits, the creature must attempt a Fortitude save against your class DC; this is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/feats/dazzling-block-som.md b/compendium/feats/dazzling-block-som.md index 989907c8d..0f5231ea6 100644 --- a/compendium/feats/dazzling-block-som.md +++ b/compendium/feats/dazzling-block-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Dazzling Block"] --- # Dazzling Block *Feat 10* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magus](rules/traits/magus-som.md) [visual](rules/traits/visual.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), sparkling targe hybrid study - **Requirements**: You are in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance. diff --git a/compendium/feats/dead-reckoning-lopsg.md b/compendium/feats/dead-reckoning-lopsg.md index 320a883fd..7287cb2e4 100644 --- a/compendium/feats/dead-reckoning-lopsg.md +++ b/compendium/feats/dead-reckoning-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Dead Reckoning"] --- # Dead Reckoning [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), trained in [Survival](compendium/skills.md#Survival) - **Activity** Two-Action diff --git a/compendium/feats/deadly-aim.md b/compendium/feats/deadly-aim.md index 609db8b89..6148c571b 100644 --- a/compendium/feats/deadly-aim.md +++ b/compendium/feats/deadly-aim.md @@ -8,7 +8,7 @@ tags: aliases: ["Deadly Aim"] --- # Deadly Aim [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[open](rules/traits/open.md) [ranger](rules/traits/ranger.md) +[open](rules/traits/open.md "Open Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: weapon specialization - **Activity** Single Action diff --git a/compendium/feats/deadly-butterfly-frp1.md b/compendium/feats/deadly-butterfly-frp1.md index afd2fc146..ea9dc1d1c 100644 --- a/compendium/feats/deadly-butterfly-frp1.md +++ b/compendium/feats/deadly-butterfly-frp1.md @@ -7,7 +7,7 @@ tags: aliases: ["Deadly Butterfly"] --- # Deadly Butterfly *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) diff --git a/compendium/feats/deadly-grace-apg.md b/compendium/feats/deadly-grace-apg.md index e877625bc..8f0b08785 100644 --- a/compendium/feats/deadly-grace-apg.md +++ b/compendium/feats/deadly-grace-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Deadly Grace"] --- # Deadly Grace *Feat 16* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") -Your graceful attacks are especially powerful. When you score a critical hit with an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) melee weapon that has the [deadly](rules/traits/deadly.md) trait, you double the number of dice from that trait. When you wield an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) melee weapon that doesn't have the [deadly](rules/traits/deadly.md) trait, it gains the [deadly d8](rules/traits/deadly.md) trait instead. +Your graceful attacks are especially powerful. When you score a critical hit with an [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") melee weapon that has the [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait, you double the number of dice from that trait. When you wield an [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") melee weapon that doesn't have the [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait, it gains the deadly d8 trait instead. *Source: Advanced Player's Guide p. 93* %% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/deadly-poison-weapon-aoa5.md b/compendium/feats/deadly-poison-weapon-aoa5.md index ce6060b3c..ce9cea6dc 100644 --- a/compendium/feats/deadly-poison-weapon-aoa5.md +++ b/compendium/feats/deadly-poison-weapon-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Deadly Poison Weapon"] --- # Deadly Poison Weapon *Feat 12* -[rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) diff --git a/compendium/feats/deadly-simplicity.md b/compendium/feats/deadly-simplicity.md index 94490cda8..e7aaef1ce 100644 --- a/compendium/feats/deadly-simplicity.md +++ b/compendium/feats/deadly-simplicity.md @@ -7,7 +7,7 @@ tags: aliases: ["Deadly Simplicity"] --- # Deadly Simplicity *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon diff --git a/compendium/feats/deadly-strikes-apg.md b/compendium/feats/deadly-strikes-apg.md index 8580ab285..898ad018b 100644 --- a/compendium/feats/deadly-strikes-apg.md +++ b/compendium/feats/deadly-strikes-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Deadly Strikes"] --- # Deadly Strikes *Feat 20* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") -You have honed your body to attack with lethal focus. Your unarmed attacks gain the deadly d10 trait, or you increase their [deadly](rules/traits/deadly.md) trait to `d10` if the unarmed attack is already deadly with a smaller die size. +You have honed your body to attack with lethal focus. Your unarmed attacks gain the deadly d10 trait, or you increase their [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait to `d10` if the unarmed attack is already deadly with a smaller die size. *Source: Advanced Player's Guide p. 131* %% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/death-warden-botd.md b/compendium/feats/death-warden-botd.md index 3ae4db506..fb28f2538 100644 --- a/compendium/feats/death-warden-botd.md +++ b/compendium/feats/death-warden-botd.md @@ -8,11 +8,11 @@ tags: aliases: ["Death Warden"] --- # Death Warden *Feat 6* -[archetype](rules/traits/archetype.md) [positive](rules/traits/positive.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) -With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the [negative](rules/traits/negative.md) trait. +With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait. *Source: Book of the Dead p. 25* %% #compendium/src/pf2e/botd #trait/archetype #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/deathly-secrets-botd.md b/compendium/feats/deathly-secrets-botd.md index a8bf3a304..5ec0e564e 100644 --- a/compendium/feats/deathly-secrets-botd.md +++ b/compendium/feats/deathly-secrets-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Deathly Secrets"] --- # Deathly Secrets *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) diff --git a/compendium/feats/deaths-door-locg.md b/compendium/feats/deaths-door-locg.md index b974c670e..d2a1bf306 100644 --- a/compendium/feats/deaths-door-locg.md +++ b/compendium/feats/deaths-door-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Death's Door"] --- # Death's Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/deaths-drums-apg.md b/compendium/feats/deaths-drums-apg.md index 283b6d994..0d7f89447 100644 --- a/compendium/feats/deaths-drums-apg.md +++ b/compendium/feats/deaths-drums-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Death's Drums"] --- # Death's Drums *Feat 9* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking [persistent damage](rules/conditions.md#Persistent%20Damage) or your [wounded](rules/conditions.md#Wounded) value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws. diff --git a/compendium/feats/debilitating-bomb.md b/compendium/feats/debilitating-bomb.md index 775077bda..c56d247a8 100644 --- a/compendium/feats/debilitating-bomb.md +++ b/compendium/feats/debilitating-bomb.md @@ -8,7 +8,7 @@ tags: aliases: ["Debilitating Bomb"] --- # Debilitating Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Frequency**: once per round - **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level. diff --git a/compendium/feats/debilitating-dichotomy-apg.md b/compendium/feats/debilitating-dichotomy-apg.md index ec165d305..6f43504aa 100644 --- a/compendium/feats/debilitating-dichotomy-apg.md +++ b/compendium/feats/debilitating-dichotomy-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Debilitating Dichotomy"] --- # Debilitating Dichotomy *Feat 8* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the [debilitating dichotomy](compendium/spells/debilitating-dichotomy-apg.md) revelation spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/debilitating-shot.md b/compendium/feats/debilitating-shot.md index 7f7e5c57e..c7c1fdcb8 100644 --- a/compendium/feats/debilitating-shot.md +++ b/compendium/feats/debilitating-shot.md @@ -8,7 +8,7 @@ tags: aliases: ["Debilitating Shot"] --- # Debilitating Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Activity** Two-Action diff --git a/compendium/feats/debilitating-venom-loil.md b/compendium/feats/debilitating-venom-loil.md index 0b520ec86..772a12e3e 100644 --- a/compendium/feats/debilitating-venom-loil.md +++ b/compendium/feats/debilitating-venom-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Debilitating Venom"] --- # Debilitating Venom *Feat 5* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) diff --git a/compendium/feats/deceptive-worship-apg.md b/compendium/feats/deceptive-worship-apg.md index 0caf404df..07790594f 100644 --- a/compendium/feats/deceptive-worship-apg.md +++ b/compendium/feats/deceptive-worship-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Deceptive Worship"] --- # Deceptive Worship *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/decry-thief-aoa5.md b/compendium/feats/decry-thief-aoa5.md index c91492205..ccae8ef19 100644 --- a/compendium/feats/decry-thief-aoa5.md +++ b/compendium/feats/decry-thief-aoa5.md @@ -7,7 +7,7 @@ tags: aliases: ["Decry Thief"] --- # Decry Thief *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/deep-lore.md b/compendium/feats/deep-lore.md index 583c449f2..85196482d 100644 --- a/compendium/feats/deep-lore.md +++ b/compendium/feats/deep-lore.md @@ -7,7 +7,7 @@ tags: aliases: ["Deep Lore"] --- # Deep Lore *Feat 18* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Enigma muse, legendary in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/deep-roots-da.md b/compendium/feats/deep-roots-da.md index da07fd19f..c634b6365 100644 --- a/compendium/feats/deep-roots-da.md +++ b/compendium/feats/deep-roots-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Deep Roots"] --- # Deep Roots *Feat 14* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your mind-control spells send burrowing mental roots that tear at your target's mind when they're removed or run their course. When you [Cast a Spell](rules/actions/cast-a-spell.md) that imposes the [controlled](rules/conditions.md#Controlled) condition or otherwise forces the target to take certain actions (such as command), you can choose one target that critically failed its save. When that target finishes fulfilling any commands issued by your spell, or when the spell is dispelled or counteracted, the target takes `1d6` mental damage per level of the spell. diff --git a/compendium/feats/deep-vision-loag.md b/compendium/feats/deep-vision-loag.md index 12093c1e3..cacec3220 100644 --- a/compendium/feats/deep-vision-loag.md +++ b/compendium/feats/deep-vision-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Deep Vision"] --- # Deep Vision *Feat 1* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") Your vision is suited for night or the underground. You gain [darkvision](rules/abilities/darkvision.md). diff --git a/compendium/feats/deeper-dabbler-apg.md b/compendium/feats/deeper-dabbler-apg.md index 54d27cd69..1a18125ed 100644 --- a/compendium/feats/deeper-dabbler-apg.md +++ b/compendium/feats/deeper-dabbler-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Deeper Dabbler"] --- # Deeper Dabbler *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) diff --git a/compendium/feats/deepest-wellspring-da.md b/compendium/feats/deepest-wellspring-da.md index 0e31f2044..a02fa1c9b 100644 --- a/compendium/feats/deepest-wellspring-da.md +++ b/compendium/feats/deepest-wellspring-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Deepest Wellspring"] --- # Deepest Wellspring *Feat 18* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") You've glimpsed the furthest recesses of your mind. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md), even if you spent your Focus Points on spells other than psychic abilities. diff --git a/compendium/feats/defend-mount-apg.md b/compendium/feats/defend-mount-apg.md index 17a731adc..a89a12e99 100644 --- a/compendium/feats/defend-mount-apg.md +++ b/compendium/feats/defend-mount-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Defend Mount"] --- # Defend Mount [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Trigger** An enemy makes an attack roll against your mount while you're riding it. diff --git a/compendium/feats/defend-summoner-som.md b/compendium/feats/defend-summoner-som.md index 5ce522de0..5909a2904 100644 --- a/compendium/feats/defend-summoner-som.md +++ b/compendium/feats/defend-summoner-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Defend Summoner"] --- # Defend Summoner [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Activity** Single Action diff --git a/compendium/feats/defensive-coordination-apg.md b/compendium/feats/defensive-coordination-apg.md index c0734be68..5e3f2480b 100644 --- a/compendium/feats/defensive-coordination-apg.md +++ b/compendium/feats/defensive-coordination-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Defensive Coordination"] --- # Defensive Coordination [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: warrior muse, [Inspire Defense](compendium/feats/inspire-defense.md) - **Activity** Single Action diff --git a/compendium/feats/defensive-instincts-lome.md b/compendium/feats/defensive-instincts-lome.md index 4e0c3c9dd..bb25c0488 100644 --- a/compendium/feats/defensive-instincts-lome.md +++ b/compendium/feats/defensive-instincts-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Defensive Instincts"] --- # Defensive Instincts [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") - **Requirements**: you are adjacent to at least two enemies - **Activity** Single Action diff --git a/compendium/feats/defensive-recovery.md b/compendium/feats/defensive-recovery.md index 4004d13d8..6354f2970 100644 --- a/compendium/feats/defensive-recovery.md +++ b/compendium/feats/defensive-recovery.md @@ -9,7 +9,7 @@ tags: aliases: ["Defensive Recovery"] --- # Defensive Recovery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: harmful font or healing font - **Activity** Single Action diff --git a/compendium/feats/defensive-roll.md b/compendium/feats/defensive-roll.md index 70b3c7424..0ae9b5ceb 100644 --- a/compendium/feats/defensive-roll.md +++ b/compendium/feats/defensive-roll.md @@ -7,7 +7,7 @@ tags: aliases: ["Defensive Roll"] --- # Defensive Roll [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Frequency**: once per 10 minutes - **Trigger** A physical attack would reduce you to 0 Hit Points. diff --git a/compendium/feats/defiance-unto-death-locg.md b/compendium/feats/defiance-unto-death-locg.md index ab0de570f..f50a0df7a 100644 --- a/compendium/feats/defiance-unto-death-locg.md +++ b/compendium/feats/defiance-unto-death-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Defiance Unto Death"] --- # Defiance Unto Death *Feat 5* -[elf](rules/traits/elf.md) [uncommon](rules/traits/uncommon.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Spiresworn elf diff --git a/compendium/feats/deflect-arrow.md b/compendium/feats/deflect-arrow.md index 0d76e71c2..340309fb9 100644 --- a/compendium/feats/deflect-arrow.md +++ b/compendium/feats/deflect-arrow.md @@ -7,7 +7,7 @@ tags: aliases: ["Deflect Arrow"] --- # Deflect Arrow [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Trigger** You are the target of a physical ranged attack. - **Requirements**: You're aware of the attack, are not [flat-footed](rules/conditions.md#Flat-footed) against it, and have a hand free. diff --git a/compendium/feats/deflecting-cloud-sot3.md b/compendium/feats/deflecting-cloud-sot3.md index 589e73cdc..6a39a67c0 100644 --- a/compendium/feats/deflecting-cloud-sot3.md +++ b/compendium/feats/deflecting-cloud-sot3.md @@ -8,7 +8,7 @@ tags: aliases: ["Deflecting Cloud"] --- # Deflecting Cloud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md), [dragon wings](compendium/spells/dragon-wings.md) sorcerer bloodline spell - **Frequency**: once every 10 minutes diff --git a/compendium/feats/deft-cooperation-lowg.md b/compendium/feats/deft-cooperation-lowg.md index 5002ac154..52313f2c0 100644 --- a/compendium/feats/deft-cooperation-lowg.md +++ b/compendium/feats/deft-cooperation-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Deft Cooperation"] --- # Deft Cooperation *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/defy-death-loag.md b/compendium/feats/defy-death-loag.md index af21edf9f..c4c677c88 100644 --- a/compendium/feats/defy-death-loag.md +++ b/compendium/feats/defy-death-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Defy Death"] --- # Defy Death *Feat 5* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Ferocity](compendium/feats/orc-ferocity.md) diff --git a/compendium/feats/defy-fey-loil.md b/compendium/feats/defy-fey-loil.md index bad57fbb1..bdd50b949 100644 --- a/compendium/feats/defy-fey-loil.md +++ b/compendium/feats/defy-fey-loil.md @@ -10,11 +10,11 @@ tags: aliases: ["Defy Fey"] --- # Defy Fey *Feat 6* -[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") gunslinger - **Prerequisites**: Greenwatch Initiate -You are keen to the wiles of the fey and can usually shake off their magic. Whenever you fail, but don't critically fail, a save against a spell with a duration of at least 1 round cast by a fey creature, you can attempt a second save against the original DC at the start of your next turn to end any lingering effects the spell might have. This can end [persistent damage](rules/conditions.md#Persistent%20Damage) caused by a spell but can't reverse [any](rules/traits/any-b1.md) effects that have been resolved already (such as damage dealt when the spell was cast). +You are keen to the wiles of the fey and can usually shake off their magic. Whenever you fail, but don't critically fail, a save against a spell with a duration of at least 1 round cast by a fey creature, you can attempt a second save against the original DC at the start of your next turn to end any lingering effects the spell might have. This can end [persistent damage](rules/conditions.md#Persistent%20Damage) caused by a spell but can't reverse [any](rules/traits/any-b1.md "Any Alignment Trait") effects that have been resolved already (such as damage dealt when the spell was cast). *Source: Lost Omens: Impossible Lands p. 129* %% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/defy-the-darkness-apg.md b/compendium/feats/defy-the-darkness-apg.md index 4a7dc3221..092e1113e 100644 --- a/compendium/feats/defy-the-darkness-apg.md +++ b/compendium/feats/defy-the-darkness-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Defy The Darkness"] --- # Defy The Darkness *Feat 5* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: darkvision -Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your [darkvision](rules/abilities/darkvision.md) and sworn not to use such magic yourself. You gain [greater darkvision](rules/abilities/darkvision.md), enabling you to see through magical darkness even if it normally hampers [darkvision](rules/abilities/darkvision.md) (such as the darkness created by a 4th-level [darkness](compendium/spells/darkness.md) spell). You can't cast spells with the [darkness](rules/traits/darkness.md) trait, use item activations with the [darkness](rules/traits/darkness.md) trait, or use any other ability with the [darkness](rules/traits/darkness.md) trait. +Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your [darkvision](rules/abilities/darkvision.md) and sworn not to use such magic yourself. You gain [greater darkvision](rules/abilities/darkvision.md), enabling you to see through magical darkness even if it normally hampers [darkvision](rules/abilities/darkvision.md) (such as the darkness created by a 4th-level [darkness](compendium/spells/darkness.md) spell). You can't cast spells with the [darkness](rules/traits/darkness.md "Darkness Effect Trait") trait, use item activations with the [darkness](rules/traits/darkness.md "Darkness Effect Trait") trait, or use any other ability with the [darkness](rules/traits/darkness.md "Darkness Effect Trait") trait. *Source: Advanced Player's Guide p. 42* %% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/deimatic-display-apg.md b/compendium/feats/deimatic-display-apg.md index c2e99a2e2..883dc9141 100644 --- a/compendium/feats/deimatic-display-apg.md +++ b/compendium/feats/deimatic-display-apg.md @@ -7,12 +7,12 @@ tags: aliases: ["Deimatic Display"] --- # Deimatic Display [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Single Action -Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md) trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language. +Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md "Visual Effect Trait") trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language. *Source: Advanced Player's Guide p. 124* %% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/deitys-domain.md b/compendium/feats/deitys-domain.md index 27362ef06..068a4ee2b 100644 --- a/compendium/feats/deitys-domain.md +++ b/compendium/feats/deitys-domain.md @@ -7,7 +7,7 @@ tags: aliases: ["Deity's Domain"] --- # Deity's Domain *Feat 1* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell. diff --git a/compendium/feats/deitys-protection.md b/compendium/feats/deitys-protection.md index e00bdf1a9..f3b769e3b 100644 --- a/compendium/feats/deitys-protection.md +++ b/compendium/feats/deitys-protection.md @@ -7,7 +7,7 @@ tags: aliases: ["Deity's Protection"] --- # Deity's Protection *Feat 14* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Advanced Domain](compendium/feats/advanced-domain.md) diff --git a/compendium/feats/delay-trap.md b/compendium/feats/delay-trap.md index 4d8d12f89..ecbf8991c 100644 --- a/compendium/feats/delay-trap.md +++ b/compendium/feats/delay-trap.md @@ -7,7 +7,7 @@ tags: aliases: ["Delay Trap"] --- # Delay Trap [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** A trap within your reach is triggered. - **Activity** Reaction diff --git a/compendium/feats/deliberate-death-loag.md b/compendium/feats/deliberate-death-loag.md index 87aba49da..95c743f95 100644 --- a/compendium/feats/deliberate-death-loag.md +++ b/compendium/feats/deliberate-death-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Deliberate Death"] --- # Deliberate Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You are about to gain the [dying](rules/conditions.md#Dying) condition as a result of another creature's attack or ability, and that creature is within your melee reach. diff --git a/compendium/feats/delver-lome.md b/compendium/feats/delver-lome.md index 9d5422534..829b7ba7f 100644 --- a/compendium/feats/delver-lome.md +++ b/compendium/feats/delver-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Delver"] --- # Delver *Feat 13* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") Subterranean life taught you to swim through the ground like water. You gain a burrow Speed of 10 feet through loose soil or dirt. diff --git a/compendium/feats/demanding-challenge-locg.md b/compendium/feats/demanding-challenge-locg.md index b9c1dbb95..9106d54e5 100644 --- a/compendium/feats/demanding-challenge-locg.md +++ b/compendium/feats/demanding-challenge-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Demanding Challenge"] --- # Demanding Challenge *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Boaster's Challenge](compendium/feats/boasters-challenge-locg.md) diff --git a/compendium/feats/demolition-charge-apg.md b/compendium/feats/demolition-charge-apg.md index c6f82853d..593d6515d 100644 --- a/compendium/feats/demolition-charge-apg.md +++ b/compendium/feats/demolition-charge-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Demolition Charge"] --- # Demolition Charge *Feat 2* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's [Stealth](compendium/skills.md#Stealth) DC to detect it and [Thievery](compendium/skills.md#Thievery) DC to disable it are equal to your class DC. diff --git a/compendium/feats/demon-magic-apg.md b/compendium/feats/demon-magic-apg.md index a34cbe804..efbe96924 100644 --- a/compendium/feats/demon-magic-apg.md +++ b/compendium/feats/demon-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Demon Magic"] --- # Demon Magic *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Pitborn](compendium/feats/pitborn-apg.md) diff --git a/compendium/feats/demonbane-warrior-lome.md b/compendium/feats/demonbane-warrior-lome.md index 4613c3b84..47db0ccf0 100644 --- a/compendium/feats/demonbane-warrior-lome.md +++ b/compendium/feats/demonbane-warrior-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Demonbane Warrior"] --- # Demonbane Warrior *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against demons. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. If your actions force a demon to take damage from its sin vulnerability, increase that damage by 2. diff --git a/compendium/feats/demonblood-frenzy-lome.md b/compendium/feats/demonblood-frenzy-lome.md index def195f31..a4e1f3731 100644 --- a/compendium/feats/demonblood-frenzy-lome.md +++ b/compendium/feats/demonblood-frenzy-lome.md @@ -8,12 +8,12 @@ tags: aliases: ["Demonblood Frenzy"] --- # Demonblood Frenzy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[orc](rules/traits/orc.md) [uncommon](rules/traits/uncommon.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Matanji ethnicity - **Prerequisites**: tusks unarmed attack - **Frequency**: once per minute -- **Trigger** You successfully [Strike](rules/actions/strike.md) a living creature that has the [fiend](rules/traits/fiend.md) trait with your tusks unarmed attack. +- **Trigger** You successfully [Strike](rules/actions/strike.md) a living creature that has the [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait with your tusks unarmed attack. - **Activity** Reaction Just the taste of fiendish blood is enough to send blood rushing through your veins in a supernatural fury. You become [quickened](rules/conditions.md#Quickened) until the end of your next turn and you can use the extra action to make a tusks [Strike](rules/actions/strike.md), [Stride](rules/actions/stride.md), or [Step](rules/actions/step.md). diff --git a/compendium/feats/demons-hair-frp3.md b/compendium/feats/demons-hair-frp3.md index 468759128..e8dc35ba3 100644 --- a/compendium/feats/demons-hair-frp3.md +++ b/compendium/feats/demons-hair-frp3.md @@ -8,15 +8,15 @@ tags: aliases: ["Demon's Hair"] --- # Demon's Hair *Feat 20* -[uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Living Hair](compendium/feats/living-hair-apg.md) Your hair constantly wriggles and writhes like that of your rival, Syu Tak-nwa. Your damage die of your hair unarmed [Strike](rules/actions/strike.md) increases by one step and it gains the reach and versatile slashing traits. Your familiar assumes partial control over your hair; as long as your familiar is alive and within 30 feet, you are permanently [quickened](rules/conditions.md#Quickened), and you can use the extra action only to make a hair [Strike](rules/actions/strike.md). -You can deliver hexes through your hair. When you successfully cast a non-cantrip hex that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair [Strike](rules/actions/strike.md) against them before applying [any](rules/traits/any-b1.md) effects of the hex. If this [Strike](rules/actions/strike.md) misses, the hex has no effect. +You can deliver hexes through your hair. When you successfully cast a non-cantrip hex that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair [Strike](rules/actions/strike.md) against them before applying [any](rules/traits/any-b1.md "Any Alignment Trait") effects of the hex. If this [Strike](rules/actions/strike.md) misses, the hex has no effect. -**Special.** If your hair already has the [reach](rules/traits/reach.md) trait, it instead gains the [sweep](rules/traits/sweep.md) trait. +**Special.** If your hair already has the [reach](rules/traits/reach.md "Reach Weapon Trait") trait, it instead gains the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait. *Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* %% #compendium/src/pf2e/frp3 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/denier-of-destruction-ec6.md b/compendium/feats/denier-of-destruction-ec6.md index 6b2f5e11e..e94f19d4f 100644 --- a/compendium/feats/denier-of-destruction-ec6.md +++ b/compendium/feats/denier-of-destruction-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Denier Of Destruction"] --- # Denier Of Destruction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: healing font - **Trigger** Any ally within 30 feet that you can heal with your [heal](compendium/spells/heal.md) spell would take damage from an attack or effect from a source you can observe. diff --git a/compendium/feats/deny-support-aoe3.md b/compendium/feats/deny-support-aoe3.md index 63b911c41..f112d06f1 100644 --- a/compendium/feats/deny-support-aoe3.md +++ b/compendium/feats/deny-support-aoe3.md @@ -8,7 +8,7 @@ tags: aliases: ["Deny Support"] --- # Deny Support *Feat 10* -[rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Help either the Washboard Dogs or the Diobel Sweepers destroy their rival diff --git a/compendium/feats/deny-the-songs-of-war-sot2.md b/compendium/feats/deny-the-songs-of-war-sot2.md index 4f1e782d7..518bd19e6 100644 --- a/compendium/feats/deny-the-songs-of-war-sot2.md +++ b/compendium/feats/deny-the-songs-of-war-sot2.md @@ -7,7 +7,7 @@ tags: aliases: ["Deny The Songs Of War"] --- # Deny The Songs Of War *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) diff --git a/compendium/feats/derring-do-apg.md b/compendium/feats/derring-do-apg.md index 777090ab6..1e640faa3 100644 --- a/compendium/feats/derring-do-apg.md +++ b/compendium/feats/derring-do-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Derring-do"] --- # Derring-do *Feat 10* -[fortune](rules/traits/fortune.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus for having panache applies ([Tumble Through](rules/actions/tumble-through.md) and any skill actions listed in your swashbuckler's style). diff --git a/compendium/feats/desiccating-inhalation-botd.md b/compendium/feats/desiccating-inhalation-botd.md index 95d34a12b..806af4f8b 100644 --- a/compendium/feats/desiccating-inhalation-botd.md +++ b/compendium/feats/desiccating-inhalation-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Desiccating Inhalation"] --- # Desiccating Inhalation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Frequency**: once per hour diff --git a/compendium/feats/desperate-finisher.md b/compendium/feats/desperate-finisher.md index efb820c8f..df47b9f08 100644 --- a/compendium/feats/desperate-finisher.md +++ b/compendium/feats/desperate-finisher.md @@ -7,13 +7,13 @@ tags: aliases: ["Desperate Finisher"] --- # Desperate Finisher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Trigger** You complete the last action on your turn, and your turn has not ended yet. -- **Requirements**: You meet the requirements to use an action with the [press](rules/traits/press.md) trait. +- **Requirements**: You meet the requirements to use an action with the [press](rules/traits/press.md "Press Combat Trait") trait. - **Activity** Reaction -You throw everything into one last press. Use a single action that you know with the [press](rules/traits/press.md) trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn. +You throw everything into one last press. Use a single action that you know with the [press](rules/traits/press.md "Press Combat Trait") trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn. *Source: Core Rulebook p. 152* %% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/desperate-prayer-apg.md b/compendium/feats/desperate-prayer-apg.md index d95a7a8b7..e18bffbcd 100644 --- a/compendium/feats/desperate-prayer-apg.md +++ b/compendium/feats/desperate-prayer-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Desperate Prayer"] --- # Desperate Prayer [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Frequency**: once per day - **Trigger** You begin your turn and have no Focus Points in your pool. diff --git a/compendium/feats/destructive-block-apg.md b/compendium/feats/destructive-block-apg.md index 724131d38..910f4a149 100644 --- a/compendium/feats/destructive-block-apg.md +++ b/compendium/feats/destructive-block-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Destructive Block"] --- # Destructive Block *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) diff --git a/compendium/feats/detectives-readiness-apg.md b/compendium/feats/detectives-readiness-apg.md index cfc231620..105fe2d25 100644 --- a/compendium/feats/detectives-readiness-apg.md +++ b/compendium/feats/detectives-readiness-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Detective's Readiness"] --- # Detective's Readiness *Feat 4* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your circumstance bonus from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) on saving throws (and their DCs, as normal) against the subject of a lead, and you can use [Clue In](rules/actions/clue-in-apg.md) to assist an ally's saving throw against that subject. diff --git a/compendium/feats/determination.md b/compendium/feats/determination.md index cd6abd9e0..1941df064 100644 --- a/compendium/feats/determination.md +++ b/compendium/feats/determination.md @@ -8,7 +8,7 @@ tags: aliases: ["Determination"] --- # Determination [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](rules/traits/concentrate.md) [fighter](rules/traits/fighter.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") - **Frequency**: once per day - **Activity** Single Action diff --git a/compendium/feats/determined-dash-apg.md b/compendium/feats/determined-dash-apg.md index 1996cd79b..e927d3ace 100644 --- a/compendium/feats/determined-dash-apg.md +++ b/compendium/feats/determined-dash-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Determined Dash"] --- # Determined Dash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Two-Action diff --git a/compendium/feats/determined-lore-seeker-lopsg.md b/compendium/feats/determined-lore-seeker-lopsg.md index 6ba45b4ad..2f7e186bc 100644 --- a/compendium/feats/determined-lore-seeker-lopsg.md +++ b/compendium/feats/determined-lore-seeker-lopsg.md @@ -7,13 +7,13 @@ tags: aliases: ["Determined Lore Seeker"] --- # Determined Lore Seeker *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lore Seeker](compendium/feats/lore-seeker-locg.md) You've mastered useful spells that let you find [hidden](rules/conditions.md#Hidden) truths others might miss, and a preferred spell comes naturally to you. When you gain this feat, choose one of the innate spells granted by the [Lore](compendium/skills.md#Lore) Seeker feat: comprehend language, restore senses, or see invisibility. You can cast this spell three times per day instead of once per day. -When you cast any of the spells granted by [Lore](compendium/skills.md#Lore) Seeker as innate spells, they gain additional effects. When you cast [comprehend language](compendium/spells/comprehend-language.md), the spell is heightened to 4th level. When you cast [restore senses](compendium/spells/restore-senses.md),the spell is heightened to half your level, rounded up. When you cast [see invisibility](compendium/spells/see-invisibility.md), for the duration of the spell you can use an action, which has the [concentrate](rules/traits/concentrate.md) trait, to see [invisible](rules/conditions.md#Invisible) creatures normally (instead of seeing them as translucent shapes that are [concealed](rules/conditions.md#Concealed) to you) until the end of your next turn. +When you cast any of the spells granted by [Lore](compendium/skills.md#Lore) Seeker as innate spells, they gain additional effects. When you cast [comprehend language](compendium/spells/comprehend-language.md), the spell is heightened to 4th level. When you cast [restore senses](compendium/spells/restore-senses.md),the spell is heightened to half your level, rounded up. When you cast [see invisibility](compendium/spells/see-invisibility.md), for the duration of the spell you can use an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to see [invisible](rules/conditions.md#Invisible) creatures normally (instead of seeing them as translucent shapes that are [concealed](rules/conditions.md#Concealed) to you) until the end of your next turn. *Source: Lost Omens: Pathfinder Society Guide p. 46* %% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/detonating-spell-lokl.md b/compendium/feats/detonating-spell-lokl.md index 875ca842e..a080f120a 100644 --- a/compendium/feats/detonating-spell-lokl.md +++ b/compendium/feats/detonating-spell-lokl.md @@ -14,7 +14,7 @@ tags: aliases: ["Detonating Spell"] --- # Detonating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) [wizard](rules/traits/wizard.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Access**: Knights of Lastwall have access to this feat. - **Activity** Single Action diff --git a/compendium/feats/devastating-spellstrike-som.md b/compendium/feats/devastating-spellstrike-som.md index 62657b061..54faf6d7f 100644 --- a/compendium/feats/devastating-spellstrike-som.md +++ b/compendium/feats/devastating-spellstrike-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Devastating Spellstrike"] --- # Devastating Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), inexorable iron hybrid study, [Spellstrike](rules/actions/spellstrike-som.md) - **Requirements**: You are in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance and your [Spellstrike](rules/actions/spellstrike-som.md) is charged. diff --git a/compendium/feats/devil-in-plain-sight-loag.md b/compendium/feats/devil-in-plain-sight-loag.md index 70feae582..acc44cbb7 100644 --- a/compendium/feats/devil-in-plain-sight-loag.md +++ b/compendium/feats/devil-in-plain-sight-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Devil In Plain Sight"] --- # Devil In Plain Sight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [polymorph](rules/traits/polymorph.md) [tiefling](rules/traits/tiefling-b1.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Two-Action diff --git a/compendium/feats/devil-magic-apg.md b/compendium/feats/devil-magic-apg.md index 672b29c95..491b75f0f 100644 --- a/compendium/feats/devil-magic-apg.md +++ b/compendium/feats/devil-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Devil Magic"] --- # Devil Magic *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Hellspawn](compendium/feats/hellspawn-apg.md) diff --git a/compendium/feats/devilish-wiles-loag.md b/compendium/feats/devilish-wiles-loag.md index 314efbc4d..945394f11 100644 --- a/compendium/feats/devilish-wiles-loag.md +++ b/compendium/feats/devilish-wiles-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Devilish Wiles"] --- # Devilish Wiles *Feat 5* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") Traditionally, fiends are exceptionally good at persuading people to do things, even when their targets know it's a bad idea. You're also rather good at it, compelling the weak and weak-willed to your bidding. You can cast [charm](compendium/spells/charm.md) once per day as a 1st-level divine innate spell. diff --git a/compendium/feats/devils-advocate-locg.md b/compendium/feats/devils-advocate-locg.md index 1af4c8c39..d72f155cd 100644 --- a/compendium/feats/devils-advocate-locg.md +++ b/compendium/feats/devils-advocate-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Devil's Advocate"] --- # Devil's Advocate *Feat 1* -[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Chelaxian nationality diff --git a/compendium/feats/devils-eye-da.md b/compendium/feats/devils-eye-da.md index d40147ad5..85b6dcda0 100644 --- a/compendium/feats/devils-eye-da.md +++ b/compendium/feats/devils-eye-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Devil's Eye"] --- # Devil's Eye *Feat 4* -[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You made a bargain with a devil or won a legal case or other similar duel of wits against a devil. @@ -18,9 +18,9 @@ You gain the Objection reaction. You also become an expert in [Legal Lore](compe ```ad-embed-ability title: Objection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") -- **Trigger**: You're about to attempt a saving throw against a [linguistic](rules/traits/linguistic.md) effect +- **Trigger**: You're about to attempt a saving throw against a [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") effect **Effect** Your devil's eye crackles with infernal glee as you discover a loophole in the wording of the triggering effect. You roll your saving throw twice, taking the higher result. %% #trait/fortune %% diff --git a/compendium/feats/devoted-focus.md b/compendium/feats/devoted-focus.md index 2a7ce1dfa..fe2519b8c 100644 --- a/compendium/feats/devoted-focus.md +++ b/compendium/feats/devoted-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Devoted Focus"] --- # Devoted Focus *Feat 10* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: devotion spells diff --git a/compendium/feats/devoted-guardian-lokl.md b/compendium/feats/devoted-guardian-lokl.md index 2c4e8dcc1..3cb53ce33 100644 --- a/compendium/feats/devoted-guardian-lokl.md +++ b/compendium/feats/devoted-guardian-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Devoted Guardian"] --- # Devoted Guardian [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Requirements**: Your last action was to [Raise a Shield](rules/actions/raise-a-shield.md). diff --git a/compendium/feats/diabolic-certitude-lowg.md b/compendium/feats/diabolic-certitude-lowg.md index a12b2efcb..96ae65885 100644 --- a/compendium/feats/diabolic-certitude-lowg.md +++ b/compendium/feats/diabolic-certitude-lowg.md @@ -8,7 +8,7 @@ tags: aliases: ["Diabolic Certitude"] --- # Diabolic Certitude [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) - **Trigger** Your turn begins and you can observe a devil. diff --git a/compendium/feats/diamond-fists.md b/compendium/feats/diamond-fists.md index c1348185c..3c6be021a 100644 --- a/compendium/feats/diamond-fists.md +++ b/compendium/feats/diamond-fists.md @@ -7,10 +7,10 @@ tags: aliases: ["Diamond Fists"] --- # Diamond Fists *Feat 18* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") -Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the [forceful](rules/traits/forceful.md) trait. Any that already had this trait instead increase their weapon damage dice by one step. +Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the [forceful](rules/traits/forceful.md "Forceful Weapon Trait") trait. Any that already had this trait instead increase their weapon damage dice by one step. *Source: Core Rulebook p. 165* %% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/diamond-soul.md b/compendium/feats/diamond-soul.md index 4d65bba25..1d318c0d5 100644 --- a/compendium/feats/diamond-soul.md +++ b/compendium/feats/diamond-soul.md @@ -7,7 +7,7 @@ tags: aliases: ["Diamond Soul"] --- # Diamond Soul *Feat 12* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic. diff --git a/compendium/feats/didactic-strike-apg.md b/compendium/feats/didactic-strike-apg.md index eda72fd73..77078770a 100644 --- a/compendium/feats/didactic-strike-apg.md +++ b/compendium/feats/didactic-strike-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Didactic Strike"] --- # Didactic Strike *Feat 16* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: [Shared Stratagem](compendium/feats/shared-stratagem-apg.md) diff --git a/compendium/feats/diehard.md b/compendium/feats/diehard.md index dcc62049e..05d2c016a 100644 --- a/compendium/feats/diehard.md +++ b/compendium/feats/diehard.md @@ -7,7 +7,7 @@ tags: aliases: ["Diehard"] --- # Diehard *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") It takes more to kill you than most. You die from the [dying](rules/conditions.md#Dying) condition at [dying](rules/conditions.md#Dying), rather than [dying](rules/conditions.md#Dying). diff --git a/compendium/feats/different-worlds-aoa3.md b/compendium/feats/different-worlds-aoa3.md index 00fa320af..51578909e 100644 --- a/compendium/feats/different-worlds-aoa3.md +++ b/compendium/feats/different-worlds-aoa3.md @@ -8,7 +8,7 @@ tags: aliases: ["Different Worlds"] --- # Different Worlds *Feat 1* -[general](rules/traits/general.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: ability to select ancestry feats from multiple ancestries diff --git a/compendium/feats/dig-quickly-ec3.md b/compendium/feats/dig-quickly-ec3.md index 0862ae164..94efadab8 100644 --- a/compendium/feats/dig-quickly-ec3.md +++ b/compendium/feats/dig-quickly-ec3.md @@ -8,7 +8,7 @@ tags: aliases: ["Dig Quickly"] --- # Dig Quickly [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[manipulate](rules/traits/manipulate.md) [shoony](rules/traits/shoony-ec3.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") - **Requirements**: You are standing on dirt, sand, snow, or similar particulate material. - **Activity** Two-Action diff --git a/compendium/feats/dig-up-secrets-lome.md b/compendium/feats/dig-up-secrets-lome.md index 4f0544300..0599ea564 100644 --- a/compendium/feats/dig-up-secrets-lome.md +++ b/compendium/feats/dig-up-secrets-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Dig Up Secrets"] --- # Dig Up Secrets *Feat 9* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") You are an endless well of knowledge and can remember several vital pieces of information at once. You can cast [hypercognition](compendium/spells/hypercognition.md) as an innate occult spell once per day. diff --git a/compendium/feats/dimensional-disappearance-som.md b/compendium/feats/dimensional-disappearance-som.md index 1e7785e4c..a61abefc8 100644 --- a/compendium/feats/dimensional-disappearance-som.md +++ b/compendium/feats/dimensional-disappearance-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Dimensional Disappearance"] --- # Dimensional Disappearance *Feat 10* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: dimensional assault focus spell, laughing shadow hybrid study diff --git a/compendium/feats/dire-form-loag.md b/compendium/feats/dire-form-loag.md index 382c3ba97..550049747 100644 --- a/compendium/feats/dire-form-loag.md +++ b/compendium/feats/dire-form-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Dire Form"] --- # Dire Form *Feat 13* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") Your hybrid shape is a hulking beast. While in your hybrid shape, you gain the effects of [enlarge](compendium/spells/enlarge.md). diff --git a/compendium/feats/directed-audience-apg.md b/compendium/feats/directed-audience-apg.md index 1c1b0362d..e13597348 100644 --- a/compendium/feats/directed-audience-apg.md +++ b/compendium/feats/directed-audience-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Directed Audience"] --- # Directed Audience *Feat 2* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell's area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone. diff --git a/compendium/feats/directed-channel.md b/compendium/feats/directed-channel.md index 018525e20..e55269559 100644 --- a/compendium/feats/directed-channel.md +++ b/compendium/feats/directed-channel.md @@ -7,7 +7,7 @@ tags: aliases: ["Directed Channel"] --- # Directed Channel *Feat 4* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation. diff --git a/compendium/feats/directed-poison-lotgb.md b/compendium/feats/directed-poison-lotgb.md index 379d50f8d..66fefdc09 100644 --- a/compendium/feats/directed-poison-lotgb.md +++ b/compendium/feats/directed-poison-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Directed Poison"] --- # Directed Poison *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [cloudkill](compendium/spells/cloudkill.md) diff --git a/compendium/feats/directional-bombs.md b/compendium/feats/directional-bombs.md index 3e6faeff9..3a172165b 100644 --- a/compendium/feats/directional-bombs.md +++ b/compendium/feats/directional-bombs.md @@ -7,10 +7,10 @@ tags: aliases: ["Directional Bombs"] --- # Directional Bombs *Feat 6* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the [splash](rules/traits/splash.md) trait, instead of splashing all squares adjacent to the target, you can treat the target's space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target's square closest to you is the first affected square of the cone. +You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the [splash](rules/traits/splash.md "Splash Weapon Trait") trait, instead of splashing all squares adjacent to the target, you can treat the target's space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target's square closest to you is the first affected square of the cone. ## Directional Bombs leads to... diff --git a/compendium/feats/dirge-of-doom.md b/compendium/feats/dirge-of-doom.md index 17af8c04e..748c2215a 100644 --- a/compendium/feats/dirge-of-doom.md +++ b/compendium/feats/dirge-of-doom.md @@ -7,7 +7,7 @@ tags: aliases: ["Dirge Of Doom"] --- # Dirge Of Doom *Feat 6* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You learn the [dirge of doom](compendium/spells/dirge-of-doom.md) composition cantrip, which frightens your enemies. diff --git a/compendium/feats/disarming-assault-apg.md b/compendium/feats/disarming-assault-apg.md index 7ff14dc3c..5df67c961 100644 --- a/compendium/feats/disarming-assault-apg.md +++ b/compendium/feats/disarming-assault-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Disarming Assault"] --- # Disarming Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) - **Activity** Single Action diff --git a/compendium/feats/disarming-block-apg.md b/compendium/feats/disarming-block-apg.md index e0fe63722..c541fd8f5 100644 --- a/compendium/feats/disarming-block-apg.md +++ b/compendium/feats/disarming-block-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Disarming Block"] --- # Disarming Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) - **Trigger** You [Shield Block](compendium/feats/shield-block.md) a melee [Strike](rules/actions/strike.md) made with a held weapon. diff --git a/compendium/feats/disarming-flair-apg.md b/compendium/feats/disarming-flair-apg.md index 68b2e5685..ddb5e6951 100644 --- a/compendium/feats/disarming-flair-apg.md +++ b/compendium/feats/disarming-flair-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Disarming Flair"] --- # Disarming Flair *Feat 1* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md), the circumstance bonus and penalty from [Disarm](rules/actions/disarm.md) last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an [Interact](rules/actions/interact.md) action to adjust their grip and remove this effect. diff --git a/compendium/feats/disarming-smile-gw3.md b/compendium/feats/disarming-smile-gw3.md new file mode 100644 index 000000000..5df7a8476 --- /dev/null +++ b/compendium/feats/disarming-smile-gw3.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw3 +- trait/archetype +- trait/concentrate +- trait/emotion +- trait/mental +- trait/visual +aliases: ["Disarming Smile"] +--- +# Disarming Smile [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") + +- **Prerequisites**: Twilight Speaker Dedication +- **Trigger** You are the target of a melee attack and the attacker has not rolled yet. +- **Requirements**: You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker. +- **Activity** Reaction + +With a wide, sincere smile, you give your attacker pause. You attempt a [Diplomacy](compendium/skills.md#Diplomacy) check against the triggering attacker's Will DC. After you use Disarming Smile, all creatures who witnessed you use it are temporarily immune to your Disarming Smile for the next 24 hours. + +> [!success-degree] +> - **Critical Success** Your enemy ceases their attack. The attack fails and the triggering target can't attempt [hostile](rules/conditions.md#Hostile) actions against you until the beginning of its next turn or until you (or your allies) take [hostile](rules/conditions.md#Hostile) actions against the enemy (or its allies). You can begin talking to the creature on your next turn to attempt another [Diplomacy](compendium/skills.md#Diplomacy) check; on a success, you sustain the effect until the beginning of your next turn, to a maximum of 1 minute. Talking on subsequent rounds requires that you be able to communicate with the target creature and imparts the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits to the action. +> - **Success** Your foe pauses momentarily. Their attack fails, but they can attempt further attacks against you. +> - **Failure** The target's attack is unaffected. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 78* +%% #compendium/src/pf2e/gw3 #trait/archetype #trait/concentrate #trait/emotion #trait/mental #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/disarming-stance.md b/compendium/feats/disarming-stance.md index 9655507fe..9640eabc7 100644 --- a/compendium/feats/disarming-stance.md +++ b/compendium/feats/disarming-stance.md @@ -8,7 +8,7 @@ tags: aliases: ["Disarming Stance"] --- # Disarming Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. diff --git a/compendium/feats/disarming-twist.md b/compendium/feats/disarming-twist.md index dc2322f12..f188469e3 100644 --- a/compendium/feats/disarming-twist.md +++ b/compendium/feats/disarming-twist.md @@ -8,7 +8,7 @@ tags: aliases: ["Disarming Twist"] --- # Disarming Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. diff --git a/compendium/feats/discerning-gaze-ngd.md b/compendium/feats/discerning-gaze-ngd.md index 0baf85dd8..32f7fa101 100644 --- a/compendium/feats/discerning-gaze-ngd.md +++ b/compendium/feats/discerning-gaze-ngd.md @@ -7,13 +7,13 @@ tags: aliases: ["Discerning Gaze"] --- # Discerning Gaze *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). -If you use [Sense Motive](rules/actions/sense-motive.md) on a creature you have currently condemned with Harsh Judgment, your GM rolls the [Perception](compendium/skills.md#Perception) check twice and takes the higher result (this is a [fortune](rules/traits/fortune.md) effect). +If you use [Sense Motive](rules/actions/sense-motive.md) on a creature you have currently condemned with Harsh Judgment, your GM rolls the [Perception](compendium/skills.md#Perception) check twice and takes the higher result (this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect). *Source: Night of the Gray Death p. 65* %% #compendium/src/pf2e/ngd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/discerning-strike-lopsg.md b/compendium/feats/discerning-strike-lopsg.md index 10938dee4..cd1a117dc 100644 --- a/compendium/feats/discerning-strike-lopsg.md +++ b/compendium/feats/discerning-strike-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Discerning Strike"] --- # Discerning Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), [Thorough Reports](compendium/feats/thorough-reports-lowg.md) - **Requirements**: You have successfully identified the target with [Recall Knowledge](rules/actions/recall-knowledge.md) during this combat. diff --git a/compendium/feats/disciple-of-shade-som.md b/compendium/feats/disciple-of-shade-som.md index e3275a47b..47d246b0d 100644 --- a/compendium/feats/disciple-of-shade-som.md +++ b/compendium/feats/disciple-of-shade-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Disciple Of Shade"] --- # Disciple Of Shade *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) diff --git a/compendium/feats/disciples-breath-apg.md b/compendium/feats/disciples-breath-apg.md index f9ef2915b..162945701 100644 --- a/compendium/feats/disciples-breath-apg.md +++ b/compendium/feats/disciples-breath-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Disciple's Breath"] --- # Disciple's Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md), [dragon breath](compendium/spells/dragon-breath.md) sorcerer bloodline spell - **Activity** Two-Action diff --git a/compendium/feats/discordant-voice-apg.md b/compendium/feats/discordant-voice-apg.md index 29d976889..569da0ad0 100644 --- a/compendium/feats/discordant-voice-apg.md +++ b/compendium/feats/discordant-voice-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Discordant Voice"] --- # Discordant Voice *Feat 18* -[bard](rules/traits/bard.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[bard](rules/traits/bard.md "Bard Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: [inspire courage](compendium/spells/inspire-courage.md) diff --git a/compendium/feats/discreet-inquiry-apg.md b/compendium/feats/discreet-inquiry-apg.md index e1a3a90ee..8c243b169 100644 --- a/compendium/feats/discreet-inquiry-apg.md +++ b/compendium/feats/discreet-inquiry-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Discreet Inquiry"] --- # Discreet Inquiry *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/disengaging-twist-lotgb.md b/compendium/feats/disengaging-twist-lotgb.md index ad8e9d4e4..d601a7500 100644 --- a/compendium/feats/disengaging-twist-lotgb.md +++ b/compendium/feats/disengaging-twist-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Disengaging Twist"] --- # Disengaging Twist [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Trigger** A creature gives you the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition. diff --git a/compendium/feats/disk-rider-lotgb.md b/compendium/feats/disk-rider-lotgb.md index 8c0228007..b4de8a320 100644 --- a/compendium/feats/disk-rider-lotgb.md +++ b/compendium/feats/disk-rider-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Disk Rider"] --- # Disk Rider *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [floating disk](compendium/spells/floating-disk.md) diff --git a/compendium/feats/disorienting-opening-apg.md b/compendium/feats/disorienting-opening-apg.md index 2634fea1e..11fd8be33 100644 --- a/compendium/feats/disorienting-opening-apg.md +++ b/compendium/feats/disorienting-opening-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Disorienting Opening"] --- # Disorienting Opening *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Attack of Opportunity](rules/actions/attack-of-opportunity.md) diff --git a/compendium/feats/disorienting-venom-lome.md b/compendium/feats/disorienting-venom-lome.md index d825ab83a..333890377 100644 --- a/compendium/feats/disorienting-venom-lome.md +++ b/compendium/feats/disorienting-venom-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Disorienting Venom"] --- # Disorienting Venom *Feat 9* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") - **Prerequisites**: Venomous Anadi diff --git a/compendium/feats/dispelling-slice.md b/compendium/feats/dispelling-slice.md index 41270cd42..6a16e00d3 100644 --- a/compendium/feats/dispelling-slice.md +++ b/compendium/feats/dispelling-slice.md @@ -7,7 +7,7 @@ tags: aliases: ["Dispelling Slice"] --- # Dispelling Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/dispelling-spellstrike-som.md b/compendium/feats/dispelling-spellstrike-som.md index 642f11a90..53f78780e 100644 --- a/compendium/feats/dispelling-spellstrike-som.md +++ b/compendium/feats/dispelling-spellstrike-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Dispelling Spellstrike"] --- # Dispelling Spellstrike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) - **Requirements**: Your [Spellstrike](rules/actions/spellstrike-som.md) is charged. diff --git a/compendium/feats/disrupt-ki.md b/compendium/feats/disrupt-ki.md index ea1ec83f3..96816943e 100644 --- a/compendium/feats/disrupt-ki.md +++ b/compendium/feats/disrupt-ki.md @@ -8,7 +8,7 @@ tags: aliases: ["Disrupt Ki"] --- # Disrupt Ki [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[monk](rules/traits/monk.md) [negative](rules/traits/negative.md) +[monk](rules/traits/monk.md "Monk Class Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Activity** Two-Action diff --git a/compendium/feats/disrupt-prey.md b/compendium/feats/disrupt-prey.md index 0a09966eb..f3366a619 100644 --- a/compendium/feats/disrupt-prey.md +++ b/compendium/feats/disrupt-prey.md @@ -7,9 +7,9 @@ tags: aliases: ["Disrupt Prey"] --- # Disrupt Prey [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") -- **Trigger** Your hunted prey is within your reach, and it uses a [manipulate](rules/traits/manipulate.md) action, uses a [move](rules/traits/move.md) action, or leaves a square during a move action it's using. +- **Trigger** Your hunted prey is within your reach, and it uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action, uses a [move](rules/traits/move.md "Move Combat Trait") action, or leaves a square during a move action it's using. - **Activity** Reaction Make a melee [Strike](rules/actions/strike.md) against your prey. If the attack is a critical hit, you disrupt the triggering action. diff --git a/compendium/feats/disrupting-strikes-frp1.md b/compendium/feats/disrupting-strikes-frp1.md index 91cdb6b30..765d204c3 100644 --- a/compendium/feats/disrupting-strikes-frp1.md +++ b/compendium/feats/disrupting-strikes-frp1.md @@ -7,7 +7,7 @@ tags: aliases: ["Disrupting Strikes"] --- # Disrupting Strikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) - **Activity** Single Action diff --git a/compendium/feats/disruptive-stance.md b/compendium/feats/disruptive-stance.md index ba6fbde51..6eb814963 100644 --- a/compendium/feats/disruptive-stance.md +++ b/compendium/feats/disruptive-stance.md @@ -8,7 +8,7 @@ tags: aliases: ["Disruptive Stance"] --- # Disruptive Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/disruptive-stare-loil.md b/compendium/feats/disruptive-stare-loil.md index ae4b56b57..b8afe07a5 100644 --- a/compendium/feats/disruptive-stare-loil.md +++ b/compendium/feats/disruptive-stare-loil.md @@ -9,9 +9,9 @@ tags: aliases: ["Disruptive Stare"] --- # Disruptive Stare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[mental](rules/traits/mental.md) [nagaji](rules/traits/nagaji-loil.md) [visual](rules/traits/visual.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Trigger** A creature within 30 feet attempts to [Cast a Spell](rules/actions/cast-a-spell.md) with the [concentrate](rules/traits/concentrate.md) trait. +- **Trigger** A creature within 30 feet attempts to [Cast a Spell](rules/actions/cast-a-spell.md) with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. - **Activity** Reaction Your frigid gaze can turn a foe's blood to ice. The triggering creature must attempt a Will save against your class DC or spell DC, whichever is higher. It then becomes temporarily immune for 24 hours. diff --git a/compendium/feats/distant-cackle-lome.md b/compendium/feats/distant-cackle-lome.md index 66bf51ff6..b09c69fd6 100644 --- a/compendium/feats/distant-cackle-lome.md +++ b/compendium/feats/distant-cackle-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Distant Cackle"] --- # Distant Cackle *Feat 5* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") - **Prerequisites**: witch gnoll heritage diff --git a/compendium/feats/distant-wandering-da.md b/compendium/feats/distant-wandering-da.md index ac34267ab..47fbe7195 100644 --- a/compendium/feats/distant-wandering-da.md +++ b/compendium/feats/distant-wandering-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Distant Wandering"] --- # Distant Wandering [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Activity** Single Action diff --git a/compendium/feats/distracting-feint.md b/compendium/feats/distracting-feint.md index ad4546abb..d60d625e7 100644 --- a/compendium/feats/distracting-feint.md +++ b/compendium/feats/distracting-feint.md @@ -7,7 +7,7 @@ tags: aliases: ["Distracting Feint"] --- # Distracting Feint *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: Scoundrel racket diff --git a/compendium/feats/distracting-flattery-apg.md b/compendium/feats/distracting-flattery-apg.md index 46a34d95d..40fb6f813 100644 --- a/compendium/feats/distracting-flattery-apg.md +++ b/compendium/feats/distracting-flattery-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Distracting Flattery"] --- # Distracting Flattery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) - **Trigger** You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. diff --git a/compendium/feats/distracting-performance-apg.md b/compendium/feats/distracting-performance-apg.md index d5fa85334..4afac5133 100644 --- a/compendium/feats/distracting-performance-apg.md +++ b/compendium/feats/distracting-performance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Distracting Performance"] --- # Distracting Performance *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Performance](compendium/skills.md#Performance) diff --git a/compendium/feats/distracting-shadows.md b/compendium/feats/distracting-shadows.md index 507559f02..b4114f096 100644 --- a/compendium/feats/distracting-shadows.md +++ b/compendium/feats/distracting-shadows.md @@ -7,7 +7,7 @@ tags: aliases: ["Distracting Shadows"] --- # Distracting Shadows *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You have learned to remain [hidden](rules/conditions.md#Hidden) by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) actions, though you still can't use such creatures as cover for other uses, such as the [Take Cover](rules/actions/take-cover.md) action. diff --git a/compendium/feats/distracting-shot.md b/compendium/feats/distracting-shot.md index 22d91a14f..ed91948c3 100644 --- a/compendium/feats/distracting-shot.md +++ b/compendium/feats/distracting-shot.md @@ -7,7 +7,7 @@ tags: aliases: ["Distracting Shot"] --- # Distracting Shot *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it's [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. diff --git a/compendium/feats/distracting-spellstrike-som.md b/compendium/feats/distracting-spellstrike-som.md index 0965d3442..a1efb761e 100644 --- a/compendium/feats/distracting-spellstrike-som.md +++ b/compendium/feats/distracting-spellstrike-som.md @@ -7,13 +7,13 @@ tags: aliases: ["Distracting Spellstrike"] --- # Distracting Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: laughing shadow hybrid study, [Spellstrike](rules/actions/spellstrike-som.md) - **Requirements**: You're in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance and have a hand free. - **Activity** Two-Action -You weave distracting magic with one hand to enhance your [Spellstrike](rules/actions/spellstrike-som.md). Make a [Spellstrike](rules/actions/spellstrike-som.md) and [Feint](rules/actions/feint.md) against the target of your [Strike](rules/actions/strike.md). Do this immediately before making the [Strike](rules/actions/strike.md), but after choosing your target. The [Feint](rules/actions/feint.md) gains the [arcane](rules/traits/arcane.md), [illusion](rules/traits/illusion.md), and [visual](rules/traits/visual.md) traits, and it always has the basic effects of a [Feint](rules/actions/feint.md), rather than applying any adjustments or alternate effects from other feats or abilities. +You weave distracting magic with one hand to enhance your [Spellstrike](rules/actions/spellstrike-som.md). Make a [Spellstrike](rules/actions/spellstrike-som.md) and [Feint](rules/actions/feint.md) against the target of your [Strike](rules/actions/strike.md). Do this immediately before making the [Strike](rules/actions/strike.md), but after choosing your target. The [Feint](rules/actions/feint.md) gains the [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [illusion](rules/traits/illusion.md "Illusion School Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") traits, and it always has the basic effects of a [Feint](rules/actions/feint.md), rather than applying any adjustments or alternate effects from other feats or abilities. *Source: Secrets of Magic p. 44* %% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/disturbing-defense-sli.md b/compendium/feats/disturbing-defense-sli.md index c423f7d08..4f75638fb 100644 --- a/compendium/feats/disturbing-defense-sli.md +++ b/compendium/feats/disturbing-defense-sli.md @@ -7,7 +7,7 @@ tags: aliases: ["Disturbing Defense"] --- # Disturbing Defense *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) diff --git a/compendium/feats/disturbing-knowledge-apg.md b/compendium/feats/disturbing-knowledge-apg.md index cafa0dc05..655cfa4be 100644 --- a/compendium/feats/disturbing-knowledge-apg.md +++ b/compendium/feats/disturbing-knowledge-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Disturbing Knowledge"] --- # Disturbing Knowledge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 7* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [general](rules/traits/general.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [general](rules/traits/general.md "General Feat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Occultism](compendium/skills.md#Occultism) - **Activity** Two-Action diff --git a/compendium/feats/diverse-armor-expert.md b/compendium/feats/diverse-armor-expert.md index 94cb5241e..00176a03d 100644 --- a/compendium/feats/diverse-armor-expert.md +++ b/compendium/feats/diverse-armor-expert.md @@ -7,7 +7,7 @@ tags: aliases: ["Diverse Armor Expert"] --- # Diverse Armor Expert *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md), expert in unarmored defense or one or more types of armor diff --git a/compendium/feats/diverse-lore-da.md b/compendium/feats/diverse-lore-da.md index f9a67ca04..5f86ae856 100644 --- a/compendium/feats/diverse-lore-da.md +++ b/compendium/feats/diverse-lore-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Diverse Lore"] --- # Diverse Lore *Feat 1* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to [Recall Knowledge](rules/actions/recall-knowledge.md) with [Esoteric Lore](compendium/skills.md#Lore) to [Recall Knowledge](rules/actions/recall-knowledge.md) about any topic, not just the usual topics available for [Esoteric Lore](compendium/skills.md#Lore). Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your [Esoteric Lore](compendium/skills.md#Lore) check to the DC to [Recall Knowledge](rules/actions/recall-knowledge.md) for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the [Recall Knowledge](rules/actions/recall-knowledge.md) check. diff --git a/compendium/feats/diverse-mystery-apg.md b/compendium/feats/diverse-mystery-apg.md index 84f954b4b..2a2fbd95b 100644 --- a/compendium/feats/diverse-mystery-apg.md +++ b/compendium/feats/diverse-mystery-apg.md @@ -7,15 +7,15 @@ tags: aliases: ["Diverse Mystery"] --- # Diverse Mystery *Feat 16* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Prerequisites**: [Advanced Revelation](compendium/feats/advanced-revelation-apg.md) You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell. -When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal [curse](rules/traits/curse.md) effects you gain from casting a revelation spell. This additional minor [curse](rules/traits/curse.md) effect remains until your next daily preparations. Any ability that lets you cast a revelation spell without increasing the severity of your curse also prevents you from gaining this additional [curse](rules/traits/curse.md) effect. +When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal [curse](rules/traits/curse.md "Curse Effect Trait") effects you gain from casting a revelation spell. This additional minor [curse](rules/traits/curse.md "Curse Effect Trait") effect remains until your next daily preparations. Any ability that lets you cast a revelation spell without increasing the severity of your curse also prevents you from gaining this additional [curse](rules/traits/curse.md "Curse Effect Trait") effect. -You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's [curse](rules/traits/curse.md) effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or either of these criteria would be met once you finish [Casting the Spell](rules/actions/cast-a-spell.md). +You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's [curse](rules/traits/curse.md "Curse Effect Trait") effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or either of these criteria would be met once you finish [Casting the Spell](rules/actions/cast-a-spell.md). *Source: Advanced Player's Guide p. 81* %% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/diverse-recognition-lopsg.md b/compendium/feats/diverse-recognition-lopsg.md index d0d9358c4..fe825c81b 100644 --- a/compendium/feats/diverse-recognition-lopsg.md +++ b/compendium/feats/diverse-recognition-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Diverse Recognition"] --- # Diverse Recognition [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), master in a skill used to [Recall Knowledge](rules/actions/recall-knowledge.md) - **Frequency**: once per round diff --git a/compendium/feats/diverse-weapon-expert.md b/compendium/feats/diverse-weapon-expert.md index dcc274fb6..592f50f07 100644 --- a/compendium/feats/diverse-weapon-expert.md +++ b/compendium/feats/diverse-weapon-expert.md @@ -7,7 +7,7 @@ tags: aliases: ["Diverse Weapon Expert"] --- # Diverse Weapon Expert *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md), expert in any kind of weapon or unarmed attack diff --git a/compendium/feats/diverting-vortex-apg.md b/compendium/feats/diverting-vortex-apg.md index d099df4d5..3b014455a 100644 --- a/compendium/feats/diverting-vortex-apg.md +++ b/compendium/feats/diverting-vortex-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Diverting Vortex"] --- # Diverting Vortex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Requirements**: Your most recent action was to cast a noncantrip spell. - **Activity** Single Action diff --git a/compendium/feats/divine-access-apg.md b/compendium/feats/divine-access-apg.md index de1b19fde..a4b2f7956 100644 --- a/compendium/feats/divine-access-apg.md +++ b/compendium/feats/divine-access-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Access"] --- # Divine Access *Feat 4* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list). Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire. diff --git a/compendium/feats/divine-aegis-apg.md b/compendium/feats/divine-aegis-apg.md index 250331b24..e4bf6369f 100644 --- a/compendium/feats/divine-aegis-apg.md +++ b/compendium/feats/divine-aegis-apg.md @@ -9,12 +9,12 @@ tags: aliases: ["Divine Aegis"] --- # Divine Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") -- **Trigger** You attempt a saving throw against a [magical](rules/traits/magical.md) effect, but you haven't rolled yet. +- **Trigger** You attempt a saving throw against a [magical](rules/traits/magical.md "Magical Item Trait") effect, but you haven't rolled yet. - **Activity** Reaction -You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other [divine](rules/traits/divine.md) effects. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine [magical](rules/traits/magical.md) effects, but you also take a –1 circumstance penalty to saves against [divine](rules/traits/divine.md) effects. +You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other [divine](rules/traits/divine.md "Divine Tradition Trait") effects. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine [magical](rules/traits/magical.md "Magical Item Trait") effects, but you also take a –1 circumstance penalty to saves against [divine](rules/traits/divine.md "Divine Tradition Trait") effects. *Source: Advanced Player's Guide p. 79* %% #compendium/src/pf2e/apg #trait/abjuration #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/divine-ally.md b/compendium/feats/divine-ally.md index 80a5ad6e5..ddbe5eee8 100644 --- a/compendium/feats/divine-ally.md +++ b/compendium/feats/divine-ally.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Ally"] --- # Divine Ally *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) diff --git a/compendium/feats/divine-breadth.md b/compendium/feats/divine-breadth.md index 7bce81338..e8938538b 100644 --- a/compendium/feats/divine-breadth.md +++ b/compendium/feats/divine-breadth.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Breadth"] --- # Divine Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md) diff --git a/compendium/feats/divine-countermeasures-apg.md b/compendium/feats/divine-countermeasures-apg.md index 752070905..0d4930369 100644 --- a/compendium/feats/divine-countermeasures-apg.md +++ b/compendium/feats/divine-countermeasures-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Divine Countermeasures"] --- # Divine Countermeasures *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") -You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against [divine](rules/traits/divine.md) effects. +You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against [divine](rules/traits/divine.md "Divine Tradition Trait") effects. *Source: Advanced Player's Guide p. 36* %% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/divine-disharmony-da.md b/compendium/feats/divine-disharmony-da.md index f1e1a7df0..04adee69f 100644 --- a/compendium/feats/divine-disharmony-da.md +++ b/compendium/feats/divine-disharmony-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Divine Disharmony"] --- # Divine Disharmony [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Activity** Single Action diff --git a/compendium/feats/divine-effusion-apg.md b/compendium/feats/divine-effusion-apg.md index 8adf14344..68e480c22 100644 --- a/compendium/feats/divine-effusion-apg.md +++ b/compendium/feats/divine-effusion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Effusion"] --- # Divine Effusion *Feat 18* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels. diff --git a/compendium/feats/divine-emissary-lokl.md b/compendium/feats/divine-emissary-lokl.md index 698e7af3e..21b928bf8 100644 --- a/compendium/feats/divine-emissary-lokl.md +++ b/compendium/feats/divine-emissary-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Divine Emissary"] --- # Divine Emissary *Feat 6* -[sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Access**: Knights of Lastwall have access to this feat. - **Prerequisites**: a familiar, you follow a good-aligned deity or patron @@ -18,7 +18,7 @@ Your familiar is a divine emissary, sent to you by your deity or patron and infu **Erudite** Your familiar has incredible religious knowledge. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to [Aid](rules/actions/aid.md) you on a [Religion](compendium/skills.md#Religion) check (it still has to prepare to help you as normal for the [Aid](rules/actions/aid.md) reaction). It automatically succeeds its check to [Aid](rules/actions/aid.md) you with [Religion](compendium/skills.md#Religion) checks or automatically critically succeeds if you're a master in [Religion](compendium/skills.md#Religion). -**Luminous** Your familiar glows with a comforting light. It sheds bright light in a 30-foot radius and dim light for the next 30 feet. It can suppress or resume this light by using an action, which has the [concentrate](rules/traits/concentrate.md) trait. +**Luminous** Your familiar glows with a comforting light. It sheds bright light in a 30-foot radius and dim light for the next 30 feet. It can suppress or resume this light by using an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. **Medic** Your familiar can draw upon the power of your deity to [Cast a Spell](rules/actions/cast-a-spell.md) once per day. The familiar can cast the 1-action version of heal at a level 2 levels lower than your highest-level spell slot, which it can cast only on you. You must be able to cast 3rd-level spells from spell slots to select this ability. diff --git a/compendium/feats/divine-evolution.md b/compendium/feats/divine-evolution.md index 9a445af91..fdee980f5 100644 --- a/compendium/feats/divine-evolution.md +++ b/compendium/feats/divine-evolution.md @@ -8,7 +8,7 @@ tags: aliases: ["Divine Evolution"] --- # Divine Evolution *Feat 4* -[divine](rules/traits/divine.md) [sorcerer](rules/traits/sorcerer.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline that grants divine spells diff --git a/compendium/feats/divine-grace.md b/compendium/feats/divine-grace.md index 6370b7364..d5cf3e62b 100644 --- a/compendium/feats/divine-grace.md +++ b/compendium/feats/divine-grace.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Grace"] --- # Divine Grace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Trigger** You attempt a save against a spell, before you roll. - **Activity** Reaction diff --git a/compendium/feats/divine-guidance.md b/compendium/feats/divine-guidance.md index a612cb073..6e8e71c86 100644 --- a/compendium/feats/divine-guidance.md +++ b/compendium/feats/divine-guidance.md @@ -8,7 +8,7 @@ tags: aliases: ["Divine Guidance"] --- # Divine Guidance *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/divine-healing-lokl.md b/compendium/feats/divine-healing-lokl.md index 6d5e54eda..70373eff0 100644 --- a/compendium/feats/divine-healing-lokl.md +++ b/compendium/feats/divine-healing-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Healing"] --- # Divine Healing *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in religion, worship a deity with a divine font that grants heal diff --git a/compendium/feats/divine-health.md b/compendium/feats/divine-health.md index b2de1a499..b72ed4f61 100644 --- a/compendium/feats/divine-health.md +++ b/compendium/feats/divine-health.md @@ -7,11 +7,11 @@ tags: aliases: ["Divine Health"] --- # Divine Health *Feat 4* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good -Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against [diseases](rules/traits/disease.md). In addition, if you roll a success on a save against a disease, you get a critical success instead. +Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead. *Source: Core Rulebook p. 111* %% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/divine-reflexes.md b/compendium/feats/divine-reflexes.md index 5119388bb..bee4ae0a3 100644 --- a/compendium/feats/divine-reflexes.md +++ b/compendium/feats/divine-reflexes.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Reflexes"] --- # Divine Reflexes *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") At the start of each of your turns, you gain an additional reaction that you can use only for your champion's reaction. diff --git a/compendium/feats/divine-wall.md b/compendium/feats/divine-wall.md index 31d4b8a8a..0d7c7cfd6 100644 --- a/compendium/feats/divine-wall.md +++ b/compendium/feats/divine-wall.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Wall"] --- # Divine Wall *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Requirements**: You are wielding a shield. diff --git a/compendium/feats/divine-weapon.md b/compendium/feats/divine-weapon.md index 191a886e6..2ad9da337 100644 --- a/compendium/feats/divine-weapon.md +++ b/compendium/feats/divine-weapon.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Weapon"] --- # Divine Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Frequency**: once per turn - **Trigger** You finish [Casting a Spell](rules/actions/cast-a-spell.md) using one of your divine spell slots on your turn. diff --git a/compendium/feats/diviner-sense-apg.md b/compendium/feats/diviner-sense-apg.md index 2cfd97aef..2a22e02db 100644 --- a/compendium/feats/diviner-sense-apg.md +++ b/compendium/feats/diviner-sense-apg.md @@ -9,10 +9,10 @@ tags: aliases: ["Diviner Sense"] --- # Diviner Sense *Feat 12* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [wizard](rules/traits/wizard.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") -You sense magical dangers. When using the [Detect Magic](rules/actions/detect-magic.md) exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a [magical](rules/traits/magical.md) effect or magic item and is in range of your [detect magic](compendium/spells/detect-magic.md). +You sense magical dangers. When using the [Detect Magic](rules/actions/detect-magic.md) exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a [magical](rules/traits/magical.md "Magical Item Trait") effect or magic item and is in range of your [detect magic](compendium/spells/detect-magic.md). *Source: Advanced Player's Guide p. 143* %% #compendium/src/pf2e/apg #trait/divination #trait/fortune #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/djinni-magic-loag.md b/compendium/feats/djinni-magic-loag.md index 39d347f05..e4a42d407 100644 --- a/compendium/feats/djinni-magic-loag.md +++ b/compendium/feats/djinni-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Djinni Magic"] --- # Djinni Magic *Feat 9* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") The magic of djinn runs through your blood. You can cast [gust of wind](compendium/spells/gust-of-wind.md) and [invisibility](compendium/spells/invisibility.md) once per day each as 2nd-level arcane innate spells. diff --git a/compendium/feats/doctors-visitation-apg.md b/compendium/feats/doctors-visitation-apg.md index eac8effaf..24c7a36d9 100644 --- a/compendium/feats/doctors-visitation-apg.md +++ b/compendium/feats/doctors-visitation-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Doctor's Visitation"] --- # Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) - **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) diff --git a/compendium/feats/dodge-away-apg.md b/compendium/feats/dodge-away-apg.md index 58e622c30..6723c52b7 100644 --- a/compendium/feats/dodge-away-apg.md +++ b/compendium/feats/dodge-away-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dodge Away"] --- # Dodge Away [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) - **Trigger** You are the target of a melee attack. diff --git a/compendium/feats/dodging-roll-apg.md b/compendium/feats/dodging-roll-apg.md index 129ac77ce..6b927285b 100644 --- a/compendium/feats/dodging-roll-apg.md +++ b/compendium/feats/dodging-roll-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dodging Roll"] --- # Dodging Roll [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics) - **Trigger** You take damage from an area effect that allows a Reflex save. diff --git a/compendium/feats/dogfang-bite-loag.md b/compendium/feats/dogfang-bite-loag.md index 217c92ff3..fdeb08b0f 100644 --- a/compendium/feats/dogfang-bite-loag.md +++ b/compendium/feats/dogfang-bite-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Dogfang Bite"] --- # Dogfang Bite *Feat 5* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: dogtooth tengu heritage diff --git a/compendium/feats/domain-acumen-apg.md b/compendium/feats/domain-acumen-apg.md index 30f04ea2d..375f49d20 100644 --- a/compendium/feats/domain-acumen-apg.md +++ b/compendium/feats/domain-acumen-apg.md @@ -7,12 +7,12 @@ tags: aliases: ["Domain Acumen"] --- # Domain Acumen *Feat 2* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell. -It gains the [cursebound](rules/traits/cursebound-apg.md) trait. Increase the number of Focus Points in your focus pool by 1. +It gains the [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") trait. Increase the number of Focus Points in your focus pool by 1. *Source: Advanced Player's Guide p. 79* %% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/domain-fluency-apg.md b/compendium/feats/domain-fluency-apg.md index e23cff4bb..7710aa144 100644 --- a/compendium/feats/domain-fluency-apg.md +++ b/compendium/feats/domain-fluency-apg.md @@ -7,13 +7,13 @@ tags: aliases: ["Domain Fluency"] --- # Domain Fluency *Feat 12* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Prerequisites**: initial domain spell You command a deep understanding of the divine domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. -You gain an advanced domain spell from that domain, which you cast as a revelation spell, causing it to gain the [cursebound](rules/traits/cursebound-apg.md) trait. Increase the number of Focus Points in your focus pool by 1. +You gain an advanced domain spell from that domain, which you cast as a revelation spell, causing it to gain the [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") trait. Increase the number of Focus Points in your focus pool by 1. *Source: Advanced Player's Guide p. 80* %% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/domain-focus.md b/compendium/feats/domain-focus.md index c43d8c8a8..abe70d630 100644 --- a/compendium/feats/domain-focus.md +++ b/compendium/feats/domain-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Domain Focus"] --- # Domain Focus *Feat 12* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: one or more domain spells diff --git a/compendium/feats/domain-initiate.md b/compendium/feats/domain-initiate.md index 5689f3b58..4c9b04b7f 100644 --- a/compendium/feats/domain-initiate.md +++ b/compendium/feats/domain-initiate.md @@ -7,7 +7,7 @@ tags: aliases: ["Domain Initiate"] --- # Domain Initiate *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in [Table 8–2: Domains](rules/tables/domains.md). diff --git a/compendium/feats/domain-wellspring.md b/compendium/feats/domain-wellspring.md index b2eed74b2..4228cdae6 100644 --- a/compendium/feats/domain-wellspring.md +++ b/compendium/feats/domain-wellspring.md @@ -7,7 +7,7 @@ tags: aliases: ["Domain Wellspring"] --- # Domain Wellspring *Feat 18* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Domain Focus](compendium/feats/domain-focus.md) diff --git a/compendium/feats/dominating-gaze-botd.md b/compendium/feats/dominating-gaze-botd.md index 63530aa92..d561cacd3 100644 --- a/compendium/feats/dominating-gaze-botd.md +++ b/compendium/feats/dominating-gaze-botd.md @@ -8,11 +8,11 @@ tags: aliases: ["Dominating Gaze"] --- # Dominating Gaze *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Manipulative Charm](compendium/feats/manipulative-charm-botd.md) -You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level [dominate](compendium/spells/dominate.md) as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the [visual](rules/traits/visual.md) trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't [Cast the Spell](rules/actions/cast-a-spell.md) again within 24 hours. If you are destroyed, all your [dominate](compendium/spells/dominate.md) spells from Dominating Gaze immediately end. +You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level [dominate](compendium/spells/dominate.md) as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the [visual](rules/traits/visual.md "Visual Effect Trait") trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't [Cast the Spell](rules/actions/cast-a-spell.md) again within 24 hours. If you are destroyed, all your [dominate](compendium/spells/dominate.md) spells from Dominating Gaze immediately end. *Source: Book of the Dead p. 59* %% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/dominion-aura-loil.md b/compendium/feats/dominion-aura-loil.md index 29f2598ff..57f753b8b 100644 --- a/compendium/feats/dominion-aura-loil.md +++ b/compendium/feats/dominion-aura-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Dominion Aura"] --- # Dominion Aura [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[aura](rules/traits/aura.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [tiefling](rules/traits/tiefling-b1.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Faultspawn](compendium/feats/faultspawn-loil.md) - **Frequency**: once per day diff --git a/compendium/feats/dormant-eruption-da.md b/compendium/feats/dormant-eruption-da.md index 4eccbda90..d42cbf7d9 100644 --- a/compendium/feats/dormant-eruption-da.md +++ b/compendium/feats/dormant-eruption-da.md @@ -9,15 +9,15 @@ tags: aliases: ["Dormant Eruption"] --- # Dormant Eruption *Feat 14* -[aftermath](rules/traits/aftermath-da.md) [fire](rules/traits/fire.md) [rare](rules/traits/rare.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [fire](rules/traits/fire.md) trait or an enemy's ability that has the [fire](rules/traits/fire.md) trait. +- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait or an enemy's ability that has the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait. A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature [Strikes](rules/actions/strike.md) you with a melee attack or touches you, it takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). You gain the Thermal Eruption action. ```ad-embed-ability title: Thermal Eruption[two-actions] -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [primal](rules/traits/primal.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") You concentrate your thermal energy and explode it outward. All creatures in a 20-foot emanation take `14d6` fire damage with a basic Reflex save. Afterward, you lose all effects of the Dormant Eruption feat until your next daily preparations. %% #trait/evocation #trait/fire #trait/primal %% diff --git a/compendium/feats/double-prey.md b/compendium/feats/double-prey.md index 976a42137..3bfb23796 100644 --- a/compendium/feats/double-prey.md +++ b/compendium/feats/double-prey.md @@ -7,7 +7,7 @@ tags: aliases: ["Double Prey"] --- # Double Prey *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You can focus on two foes at once, hunting both of them down. When you use the [Hunt Prey](rules/actions/hunt-prey.md) action, you can pick two creatures as your prey. diff --git a/compendium/feats/double-shot.md b/compendium/feats/double-shot.md index 0f1179f1a..c1b801c60 100644 --- a/compendium/feats/double-shot.md +++ b/compendium/feats/double-shot.md @@ -8,9 +8,9 @@ tags: aliases: ["Double Shot"] --- # Double Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") -- **Requirements**: You are wielding a ranged weapon with [reload <0>](rules/traits/reload.md). +- **Requirements**: You are wielding a ranged weapon with [reload <0>](rules/traits/reload-0.md "Reload Weapon Trait"). - **Activity** Two-Action You shoot twice in blindingly fast succession. Make two [Strikes](rules/actions/strike.md), each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. diff --git a/compendium/feats/double-slice.md b/compendium/feats/double-slice.md index 9f54bf37e..16eabda73 100644 --- a/compendium/feats/double-slice.md +++ b/compendium/feats/double-slice.md @@ -7,12 +7,12 @@ tags: aliases: ["Double Slice"] --- # Double Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Requirements**: You are wielding two melee weapons, each in a different hand. - **Activity** Two-Action -You lash out at your foe with both weapons. Make two [Strikes](rules/actions/strike.md), one with each of your two melee weapons, each using your current multiple attack penalty. Both [Strikes](rules/actions/strike.md) must have the same target. If the second [Strike](rules/actions/strike.md) is made with a weapon that doesn't have the [agile](rules/traits/agile.md) trait, it takes a –2 penalty. +You lash out at your foe with both weapons. Make two [Strikes](rules/actions/strike.md), one with each of your two melee weapons, each using your current multiple attack penalty. Both [Strikes](rules/actions/strike.md) must have the same target. If the second [Strike](rules/actions/strike.md) is made with a weapon that doesn't have the [agile](rules/traits/agile.md "Agile Weapon Trait") trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both [Strikes](rules/actions/strike.md) and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. diff --git a/compendium/feats/doublespeak-apg.md b/compendium/feats/doublespeak-apg.md index 72c50de24..20fe0b2d6 100644 --- a/compendium/feats/doublespeak-apg.md +++ b/compendium/feats/doublespeak-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Doublespeak"] --- # Doublespeak *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master at [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/dousing-spell-som.md b/compendium/feats/dousing-spell-som.md index cab2c4558..233e2f49b 100644 --- a/compendium/feats/dousing-spell-som.md +++ b/compendium/feats/dousing-spell-som.md @@ -9,14 +9,14 @@ tags: aliases: ["Dousing Spell"] --- # Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) [water](rules/traits/water.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) - **Activity** Single Action You enhance your spell with elemental water, soaking the target. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) targeting a single creature, you soak the target of the spell with water. -If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](rules/traits/water.md) trait (causing it to deal extra damage to creatures with weakness to water). +If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](rules/traits/water.md "Water Energy & Element Trait") trait (causing it to deal extra damage to creatures with weakness to water). *Source: Secrets of Magic p. 206* %% #compendium/src/pf2e/som #trait/archetype #trait/metamagic #trait/water %% \ No newline at end of file diff --git a/compendium/feats/dracomancer-apg.md b/compendium/feats/dracomancer-apg.md index e2248799d..40088eedf 100644 --- a/compendium/feats/dracomancer-apg.md +++ b/compendium/feats/dracomancer-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dracomancer"] --- # Dracomancer *Feat 9* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") Your inborn arcane power manifests as your exemplar's most time-honored spells. Choose one 1st-level spell and one 2nd-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as presented on pages 104–126 of the Bestiary (such as [alarm](compendium/spells/alarm.md), [blur](compendium/spells/blur.md), [invisibility](compendium/spells/invisibility.md), and [true strike](compendium/spells/true-strike.md) for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. diff --git a/compendium/feats/draconic-arrogance-apg.md b/compendium/feats/draconic-arrogance-apg.md index 5c107848b..15eb8d973 100644 --- a/compendium/feats/draconic-arrogance-apg.md +++ b/compendium/feats/draconic-arrogance-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Draconic Arrogance"] --- # Draconic Arrogance *Feat 1* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: dragon instinct -Few can sway you from your goals while the fury of combat fills you. While [raging](rules/actions/rage.md), you gain a +2 status bonus to saving throws against [emotion](rules/traits/emotion.md) effects. +Few can sway you from your goals while the fury of combat fills you. While [raging](rules/actions/rage.md), you gain a +2 status bonus to saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. *Source: Advanced Player's Guide p. 108* %% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/draconic-scent-apg.md b/compendium/feats/draconic-scent-apg.md index 2c63fa639..d6d3c8b9a 100644 --- a/compendium/feats/draconic-scent-apg.md +++ b/compendium/feats/draconic-scent-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Draconic Scent"] --- # Draconic Scent *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) diff --git a/compendium/feats/draconic-sycophant-loag.md b/compendium/feats/draconic-sycophant-loag.md index 6216bec28..0b93bbecf 100644 --- a/compendium/feats/draconic-sycophant-loag.md +++ b/compendium/feats/draconic-sycophant-loag.md @@ -7,12 +7,12 @@ tags: aliases: ["Draconic Sycophant"] --- # Draconic Sycophant *Feat 1* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") -You have an affect that dragonkind find unusually pleasing—and when that fails, you know when to duck. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks and saving throws against dragons. In addition, whenever you meet a creature with the [dragon](rules/traits/dragon.md) trait in a social situation, you can attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) on that creature immediately, rather than after conversing for 1 minute; you take a –5 penalty to this check. If you fail, you can choose to engage in 1 minute of conversation and then attempt a new check rather than accept the failure or critical failure result. +You have an affect that dragonkind find unusually pleasing—and when that fails, you know when to duck. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks and saving throws against dragons. In addition, whenever you meet a creature with the [dragon](rules/traits/dragon.md "Dragon Creature Type Trait") trait in a social situation, you can attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) on that creature immediately, rather than after conversing for 1 minute; you take a –5 penalty to this check. If you fail, you can choose to engage in 1 minute of conversation and then attempt a new check rather than accept the failure or critical failure result. -**Special.** If you have the [Glad-Hand](compendium/feats/glad-hand.md) skill feat, you don't take the penalty to your immediate [Diplomacy](compendium/skills.md#Diplomacy) check if the target has the [dragon](rules/traits/dragon.md) trait. +**Special.** If you have the [Glad-Hand](compendium/feats/glad-hand.md) skill feat, you don't take the penalty to your immediate [Diplomacy](compendium/skills.md#Diplomacy) check if the target has the [dragon](rules/traits/dragon.md "Dragon Creature Type Trait") trait. *Source: Lost Omens: Ancestry Guide p. 38* %% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/compendium/feats/drag-down-aaws.md b/compendium/feats/drag-down-aaws.md index 03661ccaa..efa7bf52c 100644 --- a/compendium/feats/drag-down-aaws.md +++ b/compendium/feats/drag-down-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Drag Down"] --- # Drag Down [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") - **Activity** Two-Action diff --git a/compendium/feats/dragging-strike-apg.md b/compendium/feats/dragging-strike-apg.md index 5553d946d..b72576dd0 100644 --- a/compendium/feats/dragging-strike-apg.md +++ b/compendium/feats/dragging-strike-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Dragging Strike"] --- # Dragging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/dragon-arcana-apg.md b/compendium/feats/dragon-arcana-apg.md index ecc1c7ccd..20d162e1d 100644 --- a/compendium/feats/dragon-arcana-apg.md +++ b/compendium/feats/dragon-arcana-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dragon Arcana"] --- # Dragon Arcana *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: ability to cast spells from spell slots, [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) diff --git a/compendium/feats/dragon-disciple-dedication-apg.md b/compendium/feats/dragon-disciple-dedication-apg.md index cfe953df9..4410e3c95 100644 --- a/compendium/feats/dragon-disciple-dedication-apg.md +++ b/compendium/feats/dragon-disciple-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Dragon Disciple Dedication"] --- # Dragon Disciple Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. @@ -28,7 +28,7 @@ You choose to study or worship one type of dragon, and your focus grants you a m > [!pf2-note] > [^1]Mwangi Expanse, p.76 -You also gain a +1 circumstance bonus to saving throws against [sleep](rules/traits/sleep.md) effects and effects that would make you [paralyzed](rules/conditions.md#Paralyzed). +You also gain a +1 circumstance bonus to saving throws against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects and effects that would make you [paralyzed](rules/conditions.md#Paralyzed). **Special.** You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the [sorcerer archetype](compendium/character/archetypes/sorcerer.md), you must choose the draconic bloodline. diff --git a/compendium/feats/dragon-grip-loag.md b/compendium/feats/dragon-grip-loag.md index 74eee2539..3df57b068 100644 --- a/compendium/feats/dragon-grip-loag.md +++ b/compendium/feats/dragon-grip-loag.md @@ -8,11 +8,11 @@ tags: aliases: ["Dragon Grip"] --- # Dragon Grip *Feat 9* -[orc](rules/traits/orc.md) [uncommon](rules/traits/uncommon.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Beast Trainer](compendium/feats/beast-trainer-apg.md) -Your hold has a unique draconic connection. You gain a +2 circumstance bonus when you attempt to [Make an Impression](rules/actions/make-an-impression.md) on a creature with the [dragon](rules/traits/dragon.md) trait. +Your hold has a unique draconic connection. You gain a +2 circumstance bonus when you attempt to [Make an Impression](rules/actions/make-an-impression.md) on a creature with the [dragon](rules/traits/dragon.md "Dragon Creature Type Trait") trait. You gain access to the Riding Drake animal companion. diff --git a/compendium/feats/dragon-prince-locg.md b/compendium/feats/dragon-prince-locg.md index 91846f544..485c751a7 100644 --- a/compendium/feats/dragon-prince-locg.md +++ b/compendium/feats/dragon-prince-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dragon Prince"] --- # Dragon Prince *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Dragon Spit](compendium/feats/dragon-spit-locg.md) diff --git a/compendium/feats/dragon-roar.md b/compendium/feats/dragon-roar.md index 106cb3f93..8d1512713 100644 --- a/compendium/feats/dragon-roar.md +++ b/compendium/feats/dragon-roar.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragon Roar"] --- # Dragon Roar [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Dragon Stance](compendium/feats/dragon-stance.md) - **Requirements**: You are in Dragon Stance. diff --git a/compendium/feats/dragon-shape.md b/compendium/feats/dragon-shape.md index d6c73555d..076fab230 100644 --- a/compendium/feats/dragon-shape.md +++ b/compendium/feats/dragon-shape.md @@ -7,7 +7,7 @@ tags: aliases: ["Dragon Shape"] --- # Dragon Shape *Feat 12* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Soaring Shape](compendium/feats/soaring-shape.md) diff --git a/compendium/feats/dragon-spit-locg.md b/compendium/feats/dragon-spit-locg.md index fdcdf7077..633e7aad6 100644 --- a/compendium/feats/dragon-spit-locg.md +++ b/compendium/feats/dragon-spit-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dragon Spit"] --- # Dragon Spit *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: Tian-Dan ethnicity diff --git a/compendium/feats/dragon-stance.md b/compendium/feats/dragon-stance.md index 3554b92bb..1e0e4cfb5 100644 --- a/compendium/feats/dragon-stance.md +++ b/compendium/feats/dragon-stance.md @@ -8,12 +8,12 @@ tags: aliases: ["Dragon Stance"] --- # Dragon Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal `1d10` bludgeoning damage. They are in the brawling group and have the [backswing](rules/traits/backswing.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal `1d10` bludgeoning damage. They are in the brawling group and have the [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Dragon Stance, you can ignore the first square of difficult terrain while [Striding](rules/actions/stride.md). diff --git a/compendium/feats/dragon-transformation.md b/compendium/feats/dragon-transformation.md index 699e0afb2..381f8e02e 100644 --- a/compendium/feats/dragon-transformation.md +++ b/compendium/feats/dragon-transformation.md @@ -13,12 +13,12 @@ tags: aliases: ["Dragon Transformation"] --- # Dragon Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [instinct](rules/traits/instinct.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [rage](rules/traits/rage.md) [transmutation](rules/traits/transmutation.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rage](rules/traits/rage.md "Rage Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: dragon instinct, [Dragon's Rage Wings](compendium/feats/dragons-rage-wings.md) - **Activity** Single Action -You transform into a ferocious Large dragon, gaining the effects of 6th-level [dragon form](compendium/spells/dragon-form.md) except that you use your own AC and attack modifier; you also apply your extra damage from [Rage](rules/actions/rage.md), and the Breath Weapon uses your class DC. The action to [Dismiss](rules/actions/dismiss.md) the transformation gains the [rage](rules/traits/rage.md) trait. +You transform into a ferocious Large dragon, gaining the effects of 6th-level [dragon form](compendium/spells/dragon-form.md) except that you use your own AC and attack modifier; you also apply your extra damage from [Rage](rules/actions/rage.md), and the Breath Weapon uses your class DC. The action to [Dismiss](rules/actions/dismiss.md) the transformation gains the [rage](rules/traits/rage.md "Rage Combat Trait") trait. At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon [Strikes](rules/actions/strike.md) increases to +12, and you gain a +14 status bonus to your breath weapon damage. diff --git a/compendium/feats/dragonblood-paragon-loag.md b/compendium/feats/dragonblood-paragon-loag.md index ba08f98ee..0d533c421 100644 --- a/compendium/feats/dragonblood-paragon-loag.md +++ b/compendium/feats/dragonblood-paragon-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Dragonblood Paragon"] --- # Dragonblood Paragon *Feat 9* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: strongjaw kobold heritage, venomtail kobold heritage, [Dracomancer](compendium/feats/dracomancer-apg.md), or [Kobold Breath](compendium/feats/kobold-breath-apg.md) @@ -17,7 +17,7 @@ Dracomancer Increase the number of times you can cast each of the granted 1st- a Kobold Breath Creatures that critically fail their save against your Kobold Breath take `3d4` [persistent damage](rules/conditions.md#Persistent%20Damage) of the type dealt by your draconic patron. -Strongjaw Kobold Your jaws unarmed attack gains the [deadly ](rules/traits/deadly.md) trait. +Strongjaw Kobold Your jaws unarmed attack gains the [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") trait. Venomtail Kobold You produce enough venom to use the [Tail Toxin](rules/actions/tail-toxin-apg.md) action twice per day. diff --git a/compendium/feats/dragons-breath-apg.md b/compendium/feats/dragons-breath-apg.md index beba9b064..ce671396e 100644 --- a/compendium/feats/dragons-breath-apg.md +++ b/compendium/feats/dragons-breath-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dragon's Breath"] --- # Dragon's Breath *Feat 9* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: [Kobold Breath](compendium/feats/kobold-breath-apg.md) diff --git a/compendium/feats/dragons-presence-apg.md b/compendium/feats/dragons-presence-apg.md index 1056c1a20..5bf508d4b 100644 --- a/compendium/feats/dragons-presence-apg.md +++ b/compendium/feats/dragons-presence-apg.md @@ -7,12 +7,12 @@ tags: aliases: ["Dragon's Presence"] --- # Dragon's Presence *Feat 1* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes) -When you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead. When you roll a failure against a [fear](rules/traits/fear.md) effect, you get a critical failure instead. +When you roll a success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead. When you roll a failure against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical failure instead. In addition, when you attempt to [Demoralize](rules/actions/demoralize.md) a foe of your level or lower, you gain a +1 circumstance bonus to the [Intimidation](compendium/skills.md#Intimidation) check. diff --git a/compendium/feats/dragons-rage-breath.md b/compendium/feats/dragons-rage-breath.md index ff6ac7273..12c17b10a 100644 --- a/compendium/feats/dragons-rage-breath.md +++ b/compendium/feats/dragons-rage-breath.md @@ -12,7 +12,7 @@ tags: aliases: ["Dragon's Rage Breath"] --- # Dragon's Rage Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[arcane](rules/traits/arcane.md) [barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [instinct](rules/traits/instinct.md) [rage](rules/traits/rage.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: dragon instinct - **Requirements**: You haven't used this ability since you last Raged. diff --git a/compendium/feats/dragons-rage-wings.md b/compendium/feats/dragons-rage-wings.md index 952d9a559..12ebde716 100644 --- a/compendium/feats/dragons-rage-wings.md +++ b/compendium/feats/dragons-rage-wings.md @@ -12,7 +12,7 @@ tags: aliases: ["Dragon's Rage Wings"] --- # Dragon's Rage Wings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[barbarian](rules/traits/barbarian.md) [instinct](rules/traits/instinct.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [rage](rules/traits/rage.md) [transmutation](rules/traits/transmutation.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rage](rules/traits/rage.md "Rage Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: dragon instinct - **Activity** Single Action diff --git a/compendium/feats/dragonslayer-oath.md b/compendium/feats/dragonslayer-oath.md index bc195d0c4..b94008f30 100644 --- a/compendium/feats/dragonslayer-oath.md +++ b/compendium/feats/dragonslayer-oath.md @@ -8,7 +8,7 @@ tags: aliases: ["Dragonslayer Oath"] --- # Dragonslayer Oath *Feat 2* -[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) +[champion](rules/traits/champion.md "Champion Class Trait") [oath](rules/traits/oath.md "Oath Feat Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/drain-emotion-loil.md b/compendium/feats/drain-emotion-loil.md index ddf0d14f5..70799ab7d 100644 --- a/compendium/feats/drain-emotion-loil.md +++ b/compendium/feats/drain-emotion-loil.md @@ -9,13 +9,13 @@ tags: aliases: ["Drain Emotion"] --- # Drain Emotion [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) - **Frequency**: once per day - **Activity** Two-Action -You touch an adjacent creature and attempt to draw out its excess emotion. Attempt a counteract check against a single [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect affecting the touched creature. If you succeed, you gain temporary Hit Points equal to your level for a number of rounds equal to your Charisma modifier (minimum 1 round). +You touch an adjacent creature and attempt to draw out its excess emotion. Attempt a counteract check against a single [emotion](rules/traits/emotion.md "Emotion Effect Trait") or [fear](rules/traits/fear.md "Fear Effect Trait") effect affecting the touched creature. If you succeed, you gain temporary Hit Points equal to your level for a number of rounds equal to your Charisma modifier (minimum 1 round). **Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). diff --git a/compendium/feats/drain-soul-cage-botd.md b/compendium/feats/drain-soul-cage-botd.md index 783f71413..4092507a5 100644 --- a/compendium/feats/drain-soul-cage-botd.md +++ b/compendium/feats/drain-soul-cage-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Drain Soul Cage"] --- # Drain Soul Cage *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), [Drain Bonded Item](rules/actions/drain-bonded-item.md), spellbook diff --git a/compendium/feats/draw-from-the-land-som.md b/compendium/feats/draw-from-the-land-som.md index ea1a7669d..c55b101a2 100644 --- a/compendium/feats/draw-from-the-land-som.md +++ b/compendium/feats/draw-from-the-land-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Draw From The Land"] --- # Draw From The Land [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) - **Requirements**: You gained a terrain attunement benefit this turn, and it matched the terrain you're in. diff --git a/compendium/feats/dread-marshal-stance-apg.md b/compendium/feats/dread-marshal-stance-apg.md index c86efb8cf..bd77166b5 100644 --- a/compendium/feats/dread-marshal-stance-apg.md +++ b/compendium/feats/dread-marshal-stance-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Dread Marshal Stance"] --- # Dread Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Single Action diff --git a/compendium/feats/dread-striker.md b/compendium/feats/dread-striker.md index ddbc0aca1..ea28b42bc 100644 --- a/compendium/feats/dread-striker.md +++ b/compendium/feats/dread-striker.md @@ -7,7 +7,7 @@ tags: aliases: ["Dread Striker"] --- # Dread Striker *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You capitalize on your enemies' fear to slip past their defenses. Any creature that has the [frightened](rules/conditions.md#Frightened) condition is also [flat-footed](rules/conditions.md#Flat-footed) against your attacks. diff --git a/compendium/feats/dream-guise-da.md b/compendium/feats/dream-guise-da.md index 0eaa823b6..2aa2cd144 100644 --- a/compendium/feats/dream-guise-da.md +++ b/compendium/feats/dream-guise-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Dream Guise"] --- # Dream Guise [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Requirements**: wandering reverie subconscious mind - **Activity** Single Action diff --git a/compendium/feats/dream-logic-da.md b/compendium/feats/dream-logic-da.md index 56ce7b945..ae06ccf3f 100644 --- a/compendium/feats/dream-logic-da.md +++ b/compendium/feats/dream-logic-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Dream Logic"] --- # Dream Logic *Feat 14* -[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) diff --git a/compendium/feats/dream-magic-da.md b/compendium/feats/dream-magic-da.md index 8f075012a..0d5ba1ad3 100644 --- a/compendium/feats/dream-magic-da.md +++ b/compendium/feats/dream-magic-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Dream Magic"] --- # Dream Magic *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) diff --git a/compendium/feats/dream-may-apg.md b/compendium/feats/dream-may-apg.md index f9aa3265d..0ce8ed8be 100644 --- a/compendium/feats/dream-may-apg.md +++ b/compendium/feats/dream-may-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Dream May"] --- # Dream May *Feat 1* -[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against [sleep](rules/traits/sleep.md) effects and effects that cause or alter dreams. +You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects and effects that cause or alter dreams. In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed) conditions you have by 2 instead of by 1. diff --git a/compendium/feats/drenching-mist-lotgb.md b/compendium/feats/drenching-mist-lotgb.md index fd58030a7..0e151ee38 100644 --- a/compendium/feats/drenching-mist-lotgb.md +++ b/compendium/feats/drenching-mist-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Drenching Mist"] --- # Drenching Mist *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) diff --git a/compendium/feats/drive-back-lokl.md b/compendium/feats/drive-back-lokl.md index 4359f5d3c..1eb1cd208 100644 --- a/compendium/feats/drive-back-lokl.md +++ b/compendium/feats/drive-back-lokl.md @@ -8,14 +8,14 @@ tags: aliases: ["Drive Back"] --- # Drive Back [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) - **Trigger** An enemy within your reach [Strikes](rules/actions/strike.md) an ally adjacent to you. - **Requirements**: You have your shield raised. - **Activity** Reaction -You push the enemy back and attempt to intercede between the foe and your ally. You attempt to [Shove](rules/actions/shove.md) the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the [shove](rules/traits/shove.md) trait for this [Shove](rules/actions/shove.md) attempt. If the [shove](rules/actions/shove.md) succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally. +You push the enemy back and attempt to intercede between the foe and your ally. You attempt to [Shove](rules/actions/shove.md) the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the [shove](rules/traits/shove.md "Shove Weapon Trait") trait for this [Shove](rules/actions/shove.md) attempt. If the [shove](rules/actions/shove.md) succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally. *Source: Lost Omens: Knights of Lastwall p. 80* %% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/drow-shootist-dedication-av3.md b/compendium/feats/drow-shootist-dedication-av3.md index 6c076c114..148bb60a0 100644 --- a/compendium/feats/drow-shootist-dedication-av3.md +++ b/compendium/feats/drow-shootist-dedication-av3.md @@ -9,7 +9,7 @@ tags: aliases: ["Drow Shootist Dedication"] --- # Drow Shootist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in the [hand crossbow](compendium/equipment/items/hand-crossbow.md) diff --git a/compendium/feats/druid-dedication.md b/compendium/feats/druid-dedication.md index 0226281be..334eee826 100644 --- a/compendium/feats/druid-dedication.md +++ b/compendium/feats/druid-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Druid Dedication"] --- # Druid Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Wisdom 14 diff --git a/compendium/feats/dual-energy-heart-som.md b/compendium/feats/dual-energy-heart-som.md index db956ce89..2b81d41b5 100644 --- a/compendium/feats/dual-energy-heart-som.md +++ b/compendium/feats/dual-energy-heart-som.md @@ -8,11 +8,11 @@ tags: aliases: ["Dual Energy Heart"] --- # Dual Energy Heart *Feat 4* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Energy Heart](compendium/feats/energy-heart-som.md) -A second energy dwells in your eidolon. Choose an additional energy damage type. Your unarmed attack that deals energy damage gains the [versatile](rules/traits/versatile.md) trait for the second energy damage type, and your eidolon gains resistance to the second type of energy damage equal to half your level. +A second energy dwells in your eidolon. Choose an additional energy damage type. Your unarmed attack that deals energy damage gains the [versatile](rules/traits/versatile.md "Versatile Weapon Trait") trait for the second energy damage type, and your eidolon gains resistance to the second type of energy damage equal to half your level. *Source: Secrets of Magic p. 69* %% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/dual-finisher-apg.md b/compendium/feats/dual-finisher-apg.md index a4d02a136..bdaac8626 100644 --- a/compendium/feats/dual-finisher-apg.md +++ b/compendium/feats/dual-finisher-apg.md @@ -8,12 +8,12 @@ tags: aliases: ["Dual Finisher"] --- # Dual Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Requirements**: You wield two melee weapons, one in each hand. - **Activity** Single Action -You split your attacks. Make two melee [Strikes](rules/actions/strike.md), one with each required weapon, each against a different foe. If the second [Strike](rules/actions/strike.md) is made with a non-[agile](rules/traits/agile.md) weapon, it takes a –2 penalty. +You split your attacks. Make two melee [Strikes](rules/actions/strike.md), one with each required weapon, each against a different foe. If the second [Strike](rules/actions/strike.md) is made with a non-[agile](rules/traits/agile.md "Agile Weapon Trait") weapon, it takes a –2 penalty. Increase your multiple attack penalty only after attempting both [Strikes](rules/actions/strike.md). diff --git a/compendium/feats/dual-handed-assault.md b/compendium/feats/dual-handed-assault.md index c7122d1a2..ce6f746b4 100644 --- a/compendium/feats/dual-handed-assault.md +++ b/compendium/feats/dual-handed-assault.md @@ -8,12 +8,12 @@ tags: aliases: ["Dual-handed Assault"] --- # Dual-handed Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Requirements**: You are wielding a one-handed melee weapon and have a free hand. - **Activity** Single Action -You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a [Strike](rules/actions/strike.md) with the required weapon. You quickly switch your grip during the [Strike](rules/actions/strike.md) in order to make the attack with two hands. If the weapon doesn't normally have the [two-hand](rules/traits/two-hand.md) trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the [two-hand](rules/traits/two-hand.md) trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon's number of damage dice. When the [Strike](rules/actions/strike.md) is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free. +You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a [Strike](rules/actions/strike.md) with the required weapon. You quickly switch your grip during the [Strike](rules/actions/strike.md) in order to make the attack with two hands. If the weapon doesn't normally have the [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon's number of damage dice. When the [Strike](rules/actions/strike.md) is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free. *Source: Core Rulebook p. 146* %% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/dual-onslaught-apg.md b/compendium/feats/dual-onslaught-apg.md index ca3b3aabc..084713ebd 100644 --- a/compendium/feats/dual-onslaught-apg.md +++ b/compendium/feats/dual-onslaught-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dual Onslaught"] --- # Dual Onslaught *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Dual-Weapon Dedication diff --git a/compendium/feats/dual-studies-som.md b/compendium/feats/dual-studies-som.md index 89283b269..2d5285b67 100644 --- a/compendium/feats/dual-studies-som.md +++ b/compendium/feats/dual-studies-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Dual Studies"] --- # Dual Studies *Feat 1* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") You and your eidolon have some skills you practice on your own. Choose two skills. Your eidolon becomes trained in one of those skills and you become trained in the other skill. At 7th level, you each become an expert in the chosen skills. diff --git a/compendium/feats/dual-thrower-apg.md b/compendium/feats/dual-thrower-apg.md index d60addcdc..cfa7639d8 100644 --- a/compendium/feats/dual-thrower-apg.md +++ b/compendium/feats/dual-thrower-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dual Thrower"] --- # Dual Thrower *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) diff --git a/compendium/feats/dual-weapon-blitz-apg.md b/compendium/feats/dual-weapon-blitz-apg.md index 1d1984cde..60a341db5 100644 --- a/compendium/feats/dual-weapon-blitz-apg.md +++ b/compendium/feats/dual-weapon-blitz-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dual-Weapon Blitz"] --- # Dual-Weapon Blitz [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) - **Requirements**: You are wielding two one-handed melee weapons, each in a different hand. diff --git a/compendium/feats/dual-weapon-reload-apg.md b/compendium/feats/dual-weapon-reload-apg.md index 26b4b71c6..d5fa365ba 100644 --- a/compendium/feats/dual-weapon-reload-apg.md +++ b/compendium/feats/dual-weapon-reload-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dual-Weapon Reload"] --- # Dual-Weapon Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) - **Requirements**: You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. diff --git a/compendium/feats/dual-weapon-warrior-dedication-apg.md b/compendium/feats/dual-weapon-warrior-dedication-apg.md index 74b8f4943..168f0f8eb 100644 --- a/compendium/feats/dual-weapon-warrior-dedication-apg.md +++ b/compendium/feats/dual-weapon-warrior-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Dual-Weapon Warrior Dedication"] --- # Dual-Weapon Warrior Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You're exceptional in your use of two weapons. You gain the [Double Slice](compendium/feats/double-slice.md) fighter feat. This serves as Double Slice for the purpose of meeting prerequisites. diff --git a/compendium/feats/dualborn-loag.md b/compendium/feats/dualborn-loag.md index e6e9fc648..85b8cf5d2 100644 --- a/compendium/feats/dualborn-loag.md +++ b/compendium/feats/dualborn-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Dualborn"] --- # Dualborn *Feat 1* -[lineage](rules/traits/lineage-apg.md) [suli](rules/traits/suli-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") Your suli heritage can be traced back to two geniekin ancestors of opposing elements, or to an elemental ancestor that embodied two combined elements. diff --git a/compendium/feats/dualistic-synergy-locg.md b/compendium/feats/dualistic-synergy-locg.md index 1db3072f9..6a2712e08 100644 --- a/compendium/feats/dualistic-synergy-locg.md +++ b/compendium/feats/dualistic-synergy-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Dualistic Synergy"] --- # Dualistic Synergy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) - **Activity** Single Action diff --git a/compendium/feats/dubious-knowledge.md b/compendium/feats/dubious-knowledge.md index de99cedd2..aa93fa22c 100644 --- a/compendium/feats/dubious-knowledge.md +++ b/compendium/feats/dubious-knowledge.md @@ -8,7 +8,7 @@ tags: aliases: ["Dubious Knowledge"] --- # Dubious Knowledge *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in a skill with the [Recall Knowledge](rules/actions/recall-knowledge.md) action diff --git a/compendium/feats/duel-spell-advantage-da.md b/compendium/feats/duel-spell-advantage-da.md index 0d824f4d4..f9b48bf9f 100644 --- a/compendium/feats/duel-spell-advantage-da.md +++ b/compendium/feats/duel-spell-advantage-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Duel Spell Advantage"] --- # Duel Spell Advantage *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) diff --git a/compendium/feats/dueling-dance-apg.md b/compendium/feats/dueling-dance-apg.md index b4f08dd02..469202e1f 100644 --- a/compendium/feats/dueling-dance-apg.md +++ b/compendium/feats/dueling-dance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Dueling Dance"] --- # Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[stance](rules/traits/stance.md "Stance Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md) - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. diff --git a/compendium/feats/dueling-dance.md b/compendium/feats/dueling-dance.md index b7c865916..18258d704 100644 --- a/compendium/feats/dueling-dance.md +++ b/compendium/feats/dueling-dance.md @@ -8,7 +8,7 @@ tags: aliases: ["Dueling Dance"] --- # Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md) - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. diff --git a/compendium/feats/dueling-parry-apg.md b/compendium/feats/dueling-parry-apg.md index 6d1a6bff7..ff57989eb 100644 --- a/compendium/feats/dueling-parry-apg.md +++ b/compendium/feats/dueling-parry-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dueling Parry"] --- # Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - **Activity** Single Action diff --git a/compendium/feats/dueling-parry.md b/compendium/feats/dueling-parry.md index 574d5cd64..e57373daa 100644 --- a/compendium/feats/dueling-parry.md +++ b/compendium/feats/dueling-parry.md @@ -7,7 +7,7 @@ tags: aliases: ["Dueling Parry"] --- # Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - **Activity** Single Action diff --git a/compendium/feats/dueling-riposte.md b/compendium/feats/dueling-riposte.md index a339571f2..7aa248f3b 100644 --- a/compendium/feats/dueling-riposte.md +++ b/compendium/feats/dueling-riposte.md @@ -7,7 +7,7 @@ tags: aliases: ["Dueling Riposte"] --- # Dueling Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md) - **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. diff --git a/compendium/feats/duelist-dedication-apg.md b/compendium/feats/duelist-dedication-apg.md index 5407f97e2..49e6d5d4e 100644 --- a/compendium/feats/duelist-dedication-apg.md +++ b/compendium/feats/duelist-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Duelist Dedication"] --- # Duelist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in light armor and simple weapons diff --git a/compendium/feats/duelists-challenge-apg.md b/compendium/feats/duelists-challenge-apg.md index 3d283a4f3..850775fb5 100644 --- a/compendium/feats/duelists-challenge-apg.md +++ b/compendium/feats/duelists-challenge-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Duelist's Challenge"] --- # Duelist's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) - **Activity** Single Action diff --git a/compendium/feats/duelists-edge-lowg.md b/compendium/feats/duelists-edge-lowg.md index fe691d950..c0a0addec 100644 --- a/compendium/feats/duelists-edge-lowg.md +++ b/compendium/feats/duelists-edge-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Duelist's Edge"] --- # Duelist's Edge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) - **Trigger** You roll initiative, and you can observe at least one opponent. diff --git a/compendium/feats/duskwalker-lore-apg.md b/compendium/feats/duskwalker-lore-apg.md index c06cb20ea..1440940ef 100644 --- a/compendium/feats/duskwalker-lore-apg.md +++ b/compendium/feats/duskwalker-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Duskwalker Lore"] --- # Duskwalker Lore *Feat 1* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage. You gain the trained proficiency rank in [Medicine](compendium/skills.md#Medicine) and [Religion](compendium/skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Boneyard Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/duskwalker-magic-apg.md b/compendium/feats/duskwalker-magic-apg.md index 3f27522b9..74b1e270b 100644 --- a/compendium/feats/duskwalker-magic-apg.md +++ b/compendium/feats/duskwalker-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Duskwalker Magic"] --- # Duskwalker Magic *Feat 9* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast [augury](compendium/spells/augury.md) and [gentle repose](compendium/spells/gentle-repose.md) each once per day as 2nd-level divine innate spells. diff --git a/compendium/feats/dustsoul-loag.md b/compendium/feats/dustsoul-loag.md index 4265a748c..5c1529510 100644 --- a/compendium/feats/dustsoul-loag.md +++ b/compendium/feats/dustsoul-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Dustsoul"] --- # Dustsoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [oread](rules/traits/oread-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") Your earth elemental ancestor's influence manifests in you as dust and dirt, like the soil of a field or the hot desert sands. You gain the trained proficiency rank in [Survival](compendium/skills.md#Survival). If you would automatically become trained in [Survival](compendium/skills.md#Survival) (from your background or class, for example), you instead become trained in a skill of your choice. You can sustain yourself on dirt and ash instead of normal food and water. diff --git a/compendium/feats/dwarven-doughtiness-apg.md b/compendium/feats/dwarven-doughtiness-apg.md index 770893d02..2a447d003 100644 --- a/compendium/feats/dwarven-doughtiness-apg.md +++ b/compendium/feats/dwarven-doughtiness-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dwarven Doughtiness"] --- # Dwarven Doughtiness *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your [frightened](rules/conditions.md#Frightened) condition by 2 instead of 1. diff --git a/compendium/feats/dwarven-lore.md b/compendium/feats/dwarven-lore.md index f3f15c3b3..06cedf485 100644 --- a/compendium/feats/dwarven-lore.md +++ b/compendium/feats/dwarven-lore.md @@ -7,7 +7,7 @@ tags: aliases: ["Dwarven Lore"] --- # Dwarven Lore *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Religion](compendium/skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Dwarven Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/dwarven-reinforcement-apg.md b/compendium/feats/dwarven-reinforcement-apg.md index 14de568a6..689fee212 100644 --- a/compendium/feats/dwarven-reinforcement-apg.md +++ b/compendium/feats/dwarven-reinforcement-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dwarven Reinforcement"] --- # Dwarven Reinforcement *Feat 5* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/dwarven-weapon-cunning.md b/compendium/feats/dwarven-weapon-cunning.md index 8d742a5ed..568702f99 100644 --- a/compendium/feats/dwarven-weapon-cunning.md +++ b/compendium/feats/dwarven-weapon-cunning.md @@ -7,7 +7,7 @@ tags: aliases: ["Dwarven Weapon Cunning"] --- # Dwarven Weapon Cunning *Feat 5* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: [Dwarven Weapon Familiarity](compendium/feats/dwarven-weapon-familiarity.md) diff --git a/compendium/feats/dwarven-weapon-expertise.md b/compendium/feats/dwarven-weapon-expertise.md index 85390d1ae..8d585cd17 100644 --- a/compendium/feats/dwarven-weapon-expertise.md +++ b/compendium/feats/dwarven-weapon-expertise.md @@ -7,7 +7,7 @@ tags: aliases: ["Dwarven Weapon Expertise"] --- # Dwarven Weapon Expertise *Feat 13* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: [Dwarven Weapon Familiarity](compendium/feats/dwarven-weapon-familiarity.md) diff --git a/compendium/feats/dwarven-weapon-familiarity.md b/compendium/feats/dwarven-weapon-familiarity.md index 869c4b606..e34f67f24 100644 --- a/compendium/feats/dwarven-weapon-familiarity.md +++ b/compendium/feats/dwarven-weapon-familiarity.md @@ -7,7 +7,7 @@ tags: aliases: ["Dwarven Weapon Familiarity"] --- # Dwarven Weapon Familiarity *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the [battle axe](compendium/equipment/items/battle-axe.md), [pick](compendium/equipment/items/pick.md), and [warhammer](compendium/equipment/items/warhammer.md). diff --git a/compendium/feats/earned-glory-apg.md b/compendium/feats/earned-glory-apg.md index 04fcf3985..0c08d5136 100644 --- a/compendium/feats/earned-glory-apg.md +++ b/compendium/feats/earned-glory-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Earned Glory"] --- # Earned Glory *Feat 1* -[half-elf](rules/traits/half-elf.md) +[half-elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") Elves are often skeptical of their half-elven kin, and you are experienced at telling stories of your accomplishments to gain their respect. You are trained in [Performance](compendium/skills.md#Performance). If you would automatically become trained in [Performance](compendium/skills.md#Performance) (from your background or class, for example), you instead become trained in a skill of your choice. diff --git a/compendium/feats/earthsense-loag.md b/compendium/feats/earthsense-loag.md index 2c741881a..26266ceb0 100644 --- a/compendium/feats/earthsense-loag.md +++ b/compendium/feats/earthsense-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Earthsense"] --- # Earthsense *Feat 9* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") Your connection to earth and stone allows you to feel the slightest displacement that disturbs them, down to the shift of a pebble. You gain [tremorsense](rules/abilities/tremorsense.md) as an imprecise sense with a range of 30 feet. diff --git a/compendium/feats/earworm-apg.md b/compendium/feats/earworm-apg.md index 542b7a6c0..5fbc3a2c3 100644 --- a/compendium/feats/earworm-apg.md +++ b/compendium/feats/earworm-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Earworm"] --- # Earworm *Feat 14* -[bard](rules/traits/bard.md) [exploration](rules/traits/exploration.md) +[bard](rules/traits/bard.md "Bard Class Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") By endlessly repeating a motif, you implant an earworm, a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity. diff --git a/compendium/feats/easily-dismissed-locg.md b/compendium/feats/easily-dismissed-locg.md index 4fe168fb7..0ff8ae031 100644 --- a/compendium/feats/easily-dismissed-locg.md +++ b/compendium/feats/easily-dismissed-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Easily Dismissed"] --- # Easily Dismissed *Feat 5* -[halfling](rules/traits/halfling.md) [uncommon](rules/traits/uncommon.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Chelaxian nationality diff --git a/compendium/feats/eat-fortune-apg.md b/compendium/feats/eat-fortune-apg.md index 5976cbf08..e8588953c 100644 --- a/compendium/feats/eat-fortune-apg.md +++ b/compendium/feats/eat-fortune-apg.md @@ -10,15 +10,15 @@ tags: aliases: ["Eat Fortune"] --- # Eat Fortune [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [tengu](rules/traits/tengu-b1.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Frequency**: once per day -- **Trigger** A creature within 60 feet uses a [fortune](rules/traits/fortune.md) or [misfortune](rules/traits/misfortune.md) effect. +- **Trigger** A creature within 60 feet uses a [fortune](rules/traits/fortune.md "Fortune Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. - **Activity** Reaction As someone tries to twist fate, you consume the interference. -The triggering effect is disrupted. If it's a [misfortune](rules/traits/misfortune.md) effect, Eat Fortune gains the [fortune](rules/traits/fortune.md) trait; if it's a [fortune](rules/traits/fortune.md) effect, Eat Fortune gains the [misfortune](rules/traits/misfortune.md) trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a [fortune](rules/traits/fortune.md) effect with Eat Fortune and then apply a [misfortune](rules/traits/misfortune.md) effect to the same roll. +The triggering effect is disrupted. If it's a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, Eat Fortune gains the [fortune](rules/traits/fortune.md "Fortune Effect Trait") trait; if it's a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect, Eat Fortune gains the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect with Eat Fortune and then apply a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect to the same roll. ## Eat Fortune leads to... diff --git a/compendium/feats/ebb-and-flow-apg.md b/compendium/feats/ebb-and-flow-apg.md index b4a27e6e0..54974be89 100644 --- a/compendium/feats/ebb-and-flow-apg.md +++ b/compendium/feats/ebb-and-flow-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Ebb And Flow"] --- # Ebb And Flow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Versatile Font](compendium/feats/versatile-font.md) - **Activity** Single Action diff --git a/compendium/feats/echo-of-the-fallen-da.md b/compendium/feats/echo-of-the-fallen-da.md index 297ba9f07..d8b158cad 100644 --- a/compendium/feats/echo-of-the-fallen-da.md +++ b/compendium/feats/echo-of-the-fallen-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Echo of the Fallen"] --- # Echo of the Fallen *Feat 4* -[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You helped to lay a haunt, ghost, or spirit to rest. @@ -16,9 +16,9 @@ With the utmost gratitude for your help in releasing them from their unearthly c ```ad-embed-ability title: Accept Echo [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Material Plane using your body, and you gain a +4 status bonus to all saves against [possession](rules/traits/possession.md) effects, as the possessing spirit protects you from other possessions. +You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Material Plane using your body, and you gain a +4 status bonus to all saves against [possession](rules/traits/possession.md "Possession Effect Trait") effects, as the possessing spirit protects you from other possessions. This state lasts for 10 minutes, after which the echo disappears completely until the next time you make your daily preparations. You can [Dismiss](rules/actions/dismiss.md) this effect. diff --git a/compendium/feats/echoes-in-stone-apg.md b/compendium/feats/echoes-in-stone-apg.md index 05f76eb49..088c303d6 100644 --- a/compendium/feats/echoes-in-stone-apg.md +++ b/compendium/feats/echoes-in-stone-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Echoes In Stone"] --- # Echoes In Stone [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[concentrate](rules/traits/concentrate.md) [dwarf](rules/traits/dwarf.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Requirements**: You are standing on a stone or earthen surface. - **Activity** Single Action diff --git a/compendium/feats/echoing-channel.md b/compendium/feats/echoing-channel.md index f1d796a54..f4a0843ab 100644 --- a/compendium/feats/echoing-channel.md +++ b/compendium/feats/echoing-channel.md @@ -9,7 +9,7 @@ tags: aliases: ["Echoing Channel"] --- # Echoing Channel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/echoing-spell-apg.md b/compendium/feats/echoing-spell-apg.md index 61f43ecff..cc4881510 100644 --- a/compendium/feats/echoing-spell-apg.md +++ b/compendium/feats/echoing-spell-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Echoing Spell"] --- # Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/eclectic-obsession-locg.md b/compendium/feats/eclectic-obsession-locg.md index 360b47684..8bb89bcf9 100644 --- a/compendium/feats/eclectic-obsession-locg.md +++ b/compendium/feats/eclectic-obsession-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Eclectic Obsession"] --- # Eclectic Obsession *Feat 5* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: [Gnome Obsession](compendium/feats/gnome-obsession.md) - **Frequency**: once per day diff --git a/compendium/feats/eclectic-polymath.md b/compendium/feats/eclectic-polymath.md index f6582f460..541ed60a5 100644 --- a/compendium/feats/eclectic-polymath.md +++ b/compendium/feats/eclectic-polymath.md @@ -7,7 +7,7 @@ tags: aliases: ["Eclectic Polymath"] --- # Eclectic Polymath *Feat 12* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: [Esoteric Polymath](compendium/feats/esoteric-polymath.md) diff --git a/compendium/feats/eclectic-skill.md b/compendium/feats/eclectic-skill.md index 05693b604..ae1e04ca1 100644 --- a/compendium/feats/eclectic-skill.md +++ b/compendium/feats/eclectic-skill.md @@ -7,7 +7,7 @@ tags: aliases: ["Eclectic Skill"] --- # Eclectic Skill *Feat 8* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Polymath muse, master in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/eclectic-sword-mastery-loag.md b/compendium/feats/eclectic-sword-mastery-loag.md index ebb79fdbc..749735d05 100644 --- a/compendium/feats/eclectic-sword-mastery-loag.md +++ b/compendium/feats/eclectic-sword-mastery-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Eclectic Sword Mastery"] --- # Eclectic Sword Mastery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[concentrate](rules/traits/concentrate.md) [tengu](rules/traits/tengu-b1.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Eclectic Sword Training](compendium/feats/eclectic-sword-training-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/eclectic-sword-training-apg.md b/compendium/feats/eclectic-sword-training-apg.md index 830f2afc8..914163496 100644 --- a/compendium/feats/eclectic-sword-training-apg.md +++ b/compendium/feats/eclectic-sword-training-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Eclectic Sword Training"] --- # Eclectic Sword Training *Feat 9* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md) diff --git a/compendium/feats/eclipsed-vitality-lokl.md b/compendium/feats/eclipsed-vitality-lokl.md index 9e59a6b8b..cd03efe09 100644 --- a/compendium/feats/eclipsed-vitality-lokl.md +++ b/compendium/feats/eclipsed-vitality-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Eclipsed Vitality"] --- # Eclipsed Vitality *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) or [Scout Dedication](compendium/feats/scout-dedication-apg.md), master in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/edgewatch-detective-dedication-aoe1.md b/compendium/feats/edgewatch-detective-dedication-aoe1.md index 1063a3d60..8d71ecdc7 100644 --- a/compendium/feats/edgewatch-detective-dedication-aoe1.md +++ b/compendium/feats/edgewatch-detective-dedication-aoe1.md @@ -9,7 +9,7 @@ tags: aliases: ["Edgewatch Detective Dedication"] --- # Edgewatch Detective Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Intelligence 14 or Wisdom 14 diff --git a/compendium/feats/educate-allies-apg.md b/compendium/feats/educate-allies-apg.md index 7fb425771..7dec51d3b 100644 --- a/compendium/feats/educate-allies-apg.md +++ b/compendium/feats/educate-allies-apg.md @@ -9,10 +9,10 @@ tags: aliases: ["Educate Allies"] --- # Educate Allies [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[abjuration](rules/traits/abjuration.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Well-Versed](compendium/feats/well-versed-apg.md) -- **Trigger** An ally benefiting from one of your composition spells is subject to an effect with the [auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md), [linguistic](rules/traits/linguistic.md), [sonic](rules/traits/sonic.md), or [visual](rules/traits/visual.md) trait. +- **Trigger** An ally benefiting from one of your composition spells is subject to an effect with the [auditory](rules/traits/auditory.md "Auditory Effect Trait"), [illusion](rules/traits/illusion.md "Illusion School Trait"), [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait"), [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait"), or [visual](rules/traits/visual.md "Visual Effect Trait") trait. - **Activity** Reaction You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn. diff --git a/compendium/feats/educated-assessment-locg.md b/compendium/feats/educated-assessment-locg.md index 7deae713b..453fdd647 100644 --- a/compendium/feats/educated-assessment-locg.md +++ b/compendium/feats/educated-assessment-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Educated Assessment"] --- # Educated Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [secret](rules/traits/secret.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Activity** Single Action diff --git a/compendium/feats/eerie-compression-loag.md b/compendium/feats/eerie-compression-loag.md index 89926741d..1a701243c 100644 --- a/compendium/feats/eerie-compression-loag.md +++ b/compendium/feats/eerie-compression-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Eerie Compression"] --- # Eerie Compression *Feat 9* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") - **Prerequisites**: Medium size diff --git a/compendium/feats/eerie-environs-da.md b/compendium/feats/eerie-environs-da.md index 84eea5bd5..bc745cab5 100644 --- a/compendium/feats/eerie-environs-da.md +++ b/compendium/feats/eerie-environs-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Eerie Environs"] --- # Eerie Environs *Feat 8* -[druid](rules/traits/druid.md) [ranger](rules/traits/ranger.md) +[druid](rules/traits/druid.md "Druid Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation), trained in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/eerie-flicker-da.md b/compendium/feats/eerie-flicker-da.md index 26a25a14b..0dea30b4f 100644 --- a/compendium/feats/eerie-flicker-da.md +++ b/compendium/feats/eerie-flicker-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Eerie Flicker"] --- # Eerie Flicker [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[conjuration](rules/traits/conjuration.md) [deviant](rules/traits/deviant-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Trigger** A enemy's [Strike](rules/actions/strike.md) would hit you and you weren't already [concealed](rules/conditions.md#Concealed), [hidden](rules/conditions.md#Hidden), or [undetected](rules/conditions.md#Undetected) by that enemy. - **Activity** Reaction diff --git a/compendium/feats/eerie-proclamation-da.md b/compendium/feats/eerie-proclamation-da.md index 0c7f676fa..9e57e0f59 100644 --- a/compendium/feats/eerie-proclamation-da.md +++ b/compendium/feats/eerie-proclamation-da.md @@ -16,7 +16,7 @@ tags: aliases: ["Eerie Proclamation"] --- # Eerie Proclamation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [curse](rules/traits/curse.md) [druid](rules/traits/druid.md) [linguistic](rules/traits/linguistic.md) [manipulate](rules/traits/manipulate.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [druid](rules/traits/druid.md "Druid Class Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism), expert in [Survival](compendium/skills.md#Survival) - **Frequency**: once per hour diff --git a/compendium/feats/eerie-traces-da.md b/compendium/feats/eerie-traces-da.md index 0405eb4ff..492b25a14 100644 --- a/compendium/feats/eerie-traces-da.md +++ b/compendium/feats/eerie-traces-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Eerie Traces"] --- # Eerie Traces *Feat 8* -[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) [ranger](rules/traits/ranger.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation), trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/efficient-alchemy-aoa6.md b/compendium/feats/efficient-alchemy-aoa6.md index 12498e167..5057c6c06 100644 --- a/compendium/feats/efficient-alchemy-aoa6.md +++ b/compendium/feats/efficient-alchemy-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Efficient Alchemy"] --- # Efficient Alchemy *Feat 20* -[alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Your daily preparations are particularly efficient and plentiful. When using your infused reagents to create alchemical items during your daily preparations, you make a batch of three of a given item instead of a batch of two, or a batch of four if your field normally lets you create three of that item. diff --git a/compendium/feats/efficient-alchemy.md b/compendium/feats/efficient-alchemy.md index 4cf7fb803..d8c0a5682 100644 --- a/compendium/feats/efficient-alchemy.md +++ b/compendium/feats/efficient-alchemy.md @@ -7,10 +7,10 @@ tags: aliases: ["Efficient Alchemy"] --- # Efficient Alchemy *Feat 4* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. When spending downtime to [Craft](rules/actions/craft.md) [alchemical](rules/traits/alchemical.md) items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy. +Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. When spending downtime to [Craft](rules/actions/craft.md) [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy. *Source: Core Rulebook p. 77* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/efficient-rituals-apg.md b/compendium/feats/efficient-rituals-apg.md index bd14615b7..0ebe05c26 100644 --- a/compendium/feats/efficient-rituals-apg.md +++ b/compendium/feats/efficient-rituals-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Efficient Rituals"] --- # Efficient Rituals *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) diff --git a/compendium/feats/effortless-captivation-lotgb.md b/compendium/feats/effortless-captivation-lotgb.md index 4d6e9f4eb..3397d56f0 100644 --- a/compendium/feats/effortless-captivation-lotgb.md +++ b/compendium/feats/effortless-captivation-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Effortless Captivation"] --- # Effortless Captivation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) - **Trigger** Your turn begins. diff --git a/compendium/feats/effortless-concentration-apg.md b/compendium/feats/effortless-concentration-apg.md index 27bde7893..32f6bfdcb 100644 --- a/compendium/feats/effortless-concentration-apg.md +++ b/compendium/feats/effortless-concentration-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Effortless Concentration"] --- # Effortless Concentration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Trigger** Your turn begins. - **Activity** Free Action diff --git a/compendium/feats/effortless-concentration-bard.md b/compendium/feats/effortless-concentration-bard.md index 77016c3e2..3b4e81433 100644 --- a/compendium/feats/effortless-concentration-bard.md +++ b/compendium/feats/effortless-concentration-bard.md @@ -7,7 +7,7 @@ tags: aliases: ["Effortless Concentration (Bard)"] --- # Effortless Concentration (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Trigger** Your turn begins. - **Activity** Free Action diff --git a/compendium/feats/effortless-concentration-druid.md b/compendium/feats/effortless-concentration-druid.md index 7fbdd8ecc..cf47aa2ce 100644 --- a/compendium/feats/effortless-concentration-druid.md +++ b/compendium/feats/effortless-concentration-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Effortless Concentration (Druid)"] --- # Effortless Concentration (Druid) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Trigger** Your turn begins. - **Activity** Free Action diff --git a/compendium/feats/effortless-concentration-som.md b/compendium/feats/effortless-concentration-som.md index 4bcb2a13b..46abde78f 100644 --- a/compendium/feats/effortless-concentration-som.md +++ b/compendium/feats/effortless-concentration-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Effortless Concentration"] --- # Effortless Concentration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Trigger** Your turn begins. - **Activity** Free Action diff --git a/compendium/feats/effortless-concentration-sorcerer.md b/compendium/feats/effortless-concentration-sorcerer.md index 97acc40bd..296e672fb 100644 --- a/compendium/feats/effortless-concentration-sorcerer.md +++ b/compendium/feats/effortless-concentration-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Effortless Concentration (Sorcerer)"] --- # Effortless Concentration (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Trigger** Your turn begins. - **Activity** Free Action diff --git a/compendium/feats/effortless-concentration-wizard.md b/compendium/feats/effortless-concentration-wizard.md index 523e8cc66..59f1648a5 100644 --- a/compendium/feats/effortless-concentration-wizard.md +++ b/compendium/feats/effortless-concentration-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Effortless Concentration (Wizard)"] --- # Effortless Concentration (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Trigger** Your turn begins. - **Activity** Free Action diff --git a/compendium/feats/effortless-reach-frp2.md b/compendium/feats/effortless-reach-frp2.md index b8633d92b..0b8409d70 100644 --- a/compendium/feats/effortless-reach-frp2.md +++ b/compendium/feats/effortless-reach-frp2.md @@ -8,12 +8,12 @@ tags: aliases: ["Effortless Reach"] --- # Effortless Reach *Feat 18* -[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Focusing the powers of your ki to augment your blows, you stretch and lengthen your body in ways that defy logic. -Your unarmed attacks gain the [reach](rules/traits/reach.md) trait. +Your unarmed attacks gain the [reach](rules/traits/reach.md "Reach Weapon Trait") trait. *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* %% #compendium/src/pf2e/frp2 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/efreeti-magic-loag.md b/compendium/feats/efreeti-magic-loag.md index ed21f83b7..13cc53447 100644 --- a/compendium/feats/efreeti-magic-loag.md +++ b/compendium/feats/efreeti-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Efreeti Magic"] --- # Efreeti Magic *Feat 9* -[ifrit](rules/traits/ifrit-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") The magic of your efreeti ancestors flows through you. You can cast [enlarge](compendium/spells/enlarge.md) and [illusory object](compendium/spells/illusory-object.md) once per day each as 2nd-level arcane innate spells. diff --git a/compendium/feats/eidetic-ear-lome.md b/compendium/feats/eidetic-ear-lome.md index d8270dd7e..478c6e29c 100644 --- a/compendium/feats/eidetic-ear-lome.md +++ b/compendium/feats/eidetic-ear-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Eidetic Ear"] --- # Eidetic Ear *Feat 1* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") You have an amazing memory for sound. You gain the Assurance ([Performance](compendium/skills.md#Performance)) feat. diff --git a/compendium/feats/eidetic-memorization-lopsg.md b/compendium/feats/eidetic-memorization-lopsg.md index 5393f0c5c..4d99dfcb3 100644 --- a/compendium/feats/eidetic-memorization-lopsg.md +++ b/compendium/feats/eidetic-memorization-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Eidetic Memorization"] --- # Eidetic Memorization [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Activity** Three-Action diff --git a/compendium/feats/eidolons-opportunity-som.md b/compendium/feats/eidolons-opportunity-som.md index dd68a5485..abcd3013d 100644 --- a/compendium/feats/eidolons-opportunity-som.md +++ b/compendium/feats/eidolons-opportunity-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Eidolon's Opportunity"] --- # Eidolon's Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Trigger** A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - **Activity** Reaction diff --git a/compendium/feats/eidolons-wrath-som.md b/compendium/feats/eidolons-wrath-som.md index 688a7c0fe..14e5038d0 100644 --- a/compendium/feats/eidolons-wrath-som.md +++ b/compendium/feats/eidolons-wrath-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Eidolon's Wrath"] --- # Eidolon's Wrath *Feat 6* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon gains the [eidolon's wrath](compendium/spells/eidolons-wrath-som.md) focus spell, which it casts, instead of you. You determine the damage type when you gain the feat: acid, cold, electricity, fire, negative, positive, or sonic. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment. Increase the number of Focus Points in your focus pool by 1. As normal, your eidolon shares your Focus Points. diff --git a/compendium/feats/elaborate-flourish-apg.md b/compendium/feats/elaborate-flourish-apg.md index 6091adb67..6e3b2c343 100644 --- a/compendium/feats/elaborate-flourish-apg.md +++ b/compendium/feats/elaborate-flourish-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Elaborate Flourish"] --- # Elaborate Flourish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/elaborate-scroll-esoterica-da.md b/compendium/feats/elaborate-scroll-esoterica-da.md index 46a20a699..355c6950b 100644 --- a/compendium/feats/elaborate-scroll-esoterica-da.md +++ b/compendium/feats/elaborate-scroll-esoterica-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Elaborate Scroll Esoterica"] --- # Elaborate Scroll Esoterica *Feat 12* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Scroll Esoterica diff --git a/compendium/feats/elaborate-talisman-esoterica-da.md b/compendium/feats/elaborate-talisman-esoterica-da.md index 1a621f162..bb4055467 100644 --- a/compendium/feats/elaborate-talisman-esoterica-da.md +++ b/compendium/feats/elaborate-talisman-esoterica-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Elaborate Talisman Esoterica"] --- # Elaborate Talisman Esoterica *Feat 8* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Talisman Esoterica diff --git a/compendium/feats/elastic-mutagen.md b/compendium/feats/elastic-mutagen.md index ecc3bd858..f3cdc9ae3 100644 --- a/compendium/feats/elastic-mutagen.md +++ b/compendium/feats/elastic-mutagen.md @@ -7,7 +7,7 @@ tags: aliases: ["Elastic Mutagen"] --- # Elastic Mutagen *Feat 10* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen, you can stretch your legs and [Step](rules/actions/step.md) up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from [Squeezing](rules/actions/squeeze.md). diff --git a/compendium/feats/elbow-breaker-lotgb.md b/compendium/feats/elbow-breaker-lotgb.md index f08aa01bb..627809493 100644 --- a/compendium/feats/elbow-breaker-lotgb.md +++ b/compendium/feats/elbow-breaker-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Elbow Breaker"] --- # Elbow Breaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/eldritch-archer-dedication-apg.md b/compendium/feats/eldritch-archer-dedication-apg.md index c26143fa2..e1d1c360f 100644 --- a/compendium/feats/eldritch-archer-dedication-apg.md +++ b/compendium/feats/eldritch-archer-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Eldritch Archer Dedication"] --- # Eldritch Archer Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: expert in at least one type of bow diff --git a/compendium/feats/eldritch-calm-loil.md b/compendium/feats/eldritch-calm-loil.md index c33727902..411fafaa5 100644 --- a/compendium/feats/eldritch-calm-loil.md +++ b/compendium/feats/eldritch-calm-loil.md @@ -7,13 +7,13 @@ tags: aliases: ["Eldritch Calm"] --- # Eldritch Calm *Feat 13* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) -Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey. While you are not emotionless, and indeed might be [prone](rules/conditions.md#Prone) to fits of odd moods and tempers, many perceive you as having an aura of unshakable tranquility. When you roll a critical failure against an [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect, you get a failure instead. Once per day in place of attempting a saving throw against an [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect, you can automatically treat your result as though you had rolled a 20; this is a [fortune](rules/traits/fortune.md) effect. +Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey. While you are not emotionless, and indeed might be [prone](rules/conditions.md#Prone) to fits of odd moods and tempers, many perceive you as having an aura of unshakable tranquility. When you roll a critical failure against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") or [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a failure instead. Once per day in place of attempting a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") or [fear](rules/traits/fear.md "Fear Effect Trait") effect, you can automatically treat your result as though you had rolled a 20; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. -However, your extraordinary emotional detachment makes it difficult to encourage you. You reduce any bonus you gain from an [emotion](rules/traits/emotion.md) effect by 1. +However, your extraordinary emotional detachment makes it difficult to encourage you. You reduce any bonus you gain from an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect by 1. **Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). diff --git a/compendium/feats/eldritch-debilitations-apg.md b/compendium/feats/eldritch-debilitations-apg.md index c9974f098..31973a1ca 100644 --- a/compendium/feats/eldritch-debilitations-apg.md +++ b/compendium/feats/eldritch-debilitations-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Eldritch Debilitations"] --- # Eldritch Debilitations *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: eldritch trickster racket, [Debilitating Strike](rules/actions/debilitating-strike.md) diff --git a/compendium/feats/eldritch-nails-apg.md b/compendium/feats/eldritch-nails-apg.md index 1b631f98b..c259136b0 100644 --- a/compendium/feats/eldritch-nails-apg.md +++ b/compendium/feats/eldritch-nails-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Eldritch Nails"] --- # Eldritch Nails *Feat 4* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") -Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals `1d6` slashing damage. Your nails are in the brawling group and have the [agile](rules/traits/agile.md) and [unarmed](rules/traits/unarmed.md) traits. +Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals `1d6` slashing damage. Your nails are in the brawling group and have the [agile](rules/traits/agile.md "Agile Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. You can etch your nails with runes with the same cost and restrictions as for etching runes onto handwraps of mighty blows; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks. diff --git a/compendium/feats/eldritch-researcher-dedication-av2.md b/compendium/feats/eldritch-researcher-dedication-av2.md index 4e61352ce..5a2812ad1 100644 --- a/compendium/feats/eldritch-researcher-dedication-av2.md +++ b/compendium/feats/eldritch-researcher-dedication-av2.md @@ -9,7 +9,7 @@ tags: aliases: ["Eldritch Researcher Dedication"] --- # Eldritch Researcher Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Arcana](compendium/skills.md#Arcana) and [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/electric-counter-frp2.md b/compendium/feats/electric-counter-frp2.md index 197209fdf..82b184098 100644 --- a/compendium/feats/electric-counter-frp2.md +++ b/compendium/feats/electric-counter-frp2.md @@ -10,7 +10,7 @@ tags: aliases: ["Electric Counter"] --- # Electric Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) electric +[evocation](rules/traits/evocation.md "Evocation School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") electric - **Prerequisites**: [Wild Winds Initiate](compendium/feats/wild-winds-initiate.md) - **Trigger** You would take damage. diff --git a/compendium/feats/elemental-assault-loag.md b/compendium/feats/elemental-assault-loag.md index d8e66ae01..62226c1ba 100644 --- a/compendium/feats/elemental-assault-loag.md +++ b/compendium/feats/elemental-assault-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Elemental Assault"] --- # Elemental Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[arcane](rules/traits/arcane.md) [concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [suli](rules/traits/suli-b2.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Single Action diff --git a/compendium/feats/elemental-bulwark-loag.md b/compendium/feats/elemental-bulwark-loag.md index aabebd6c7..9ff4faece 100644 --- a/compendium/feats/elemental-bulwark-loag.md +++ b/compendium/feats/elemental-bulwark-loag.md @@ -7,9 +7,9 @@ tags: aliases: ["Elemental Bulwark"] --- # Elemental Bulwark [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[suli](rules/traits/suli-b2.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") -- **Trigger** An enemy is about to damage you with cold, electricity, or fire, or with a spell that has the air, earth, [fire](rules/traits/fire.md), or [water](rules/traits/water.md) trait. +- **Trigger** An enemy is about to damage you with cold, electricity, or fire, or with a spell that has the air, earth, [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait. - **Activity** Reaction You call upon the corresponding elements of your suli heritage to resist the effect. diff --git a/compendium/feats/elemental-embellish-loag.md b/compendium/feats/elemental-embellish-loag.md index 300f48cb6..7238a569c 100644 --- a/compendium/feats/elemental-embellish-loag.md +++ b/compendium/feats/elemental-embellish-loag.md @@ -7,12 +7,12 @@ tags: aliases: ["Elemental Embellish"] --- # Elemental Embellish *Feat 1* -[suli](rules/traits/suli-b2.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") You can summon a harmless but impressive elemental display. You become trained in [Intimidation](compendium/skills.md#Intimidation). If you would automatically become trained in [Intimidation](compendium/skills.md#Intimidation) (from your background or class, for example), you instead become trained in a skill of your choice. -When you [Demoralize](rules/actions/demoralize.md) a foe, if you choose to [Demoralize](rules/actions/demoralize.md) via an elemental display, [Demoralize](rules/actions/demoralize.md) loses the [auditory](rules/traits/auditory.md) trait and gains the [visual](rules/traits/visual.md) trait, and you don't take a penalty when you attempt to [Demoralize](rules/actions/demoralize.md) a creature that doesn't understand your language. +When you [Demoralize](rules/actions/demoralize.md) a foe, if you choose to [Demoralize](rules/actions/demoralize.md) via an elemental display, [Demoralize](rules/actions/demoralize.md) loses the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait and gains the [visual](rules/traits/visual.md "Visual Effect Trait") trait, and you don't take a penalty when you attempt to [Demoralize](rules/actions/demoralize.md) a creature that doesn't understand your language. *Source: Lost Omens: Ancestry Guide p. 111* %% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/compendium/feats/elemental-eyes-loag.md b/compendium/feats/elemental-eyes-loag.md index d09ebff00..f5eaea1f0 100644 --- a/compendium/feats/elemental-eyes-loag.md +++ b/compendium/feats/elemental-eyes-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Elemental Eyes"] --- # Elemental Eyes *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") - **Prerequisites**: low-light vision diff --git a/compendium/feats/elemental-familiar-som.md b/compendium/feats/elemental-familiar-som.md index c6e99ad1d..34b8cec1b 100644 --- a/compendium/feats/elemental-familiar-som.md +++ b/compendium/feats/elemental-familiar-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Elemental Familiar"] --- # Elemental Familiar *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md), Familiar @@ -15,7 +15,7 @@ Your familiar becomes an elemental spirit capable of taking on aspects of the fo Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. -Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching [elemental](rules/traits/elemental.md) trait. You can't select more than one elemental familiar ability at a time. +Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait. You can't select more than one elemental familiar ability at a time. - **Air** If your familiar stays completely still for 1 round, it becomes [invisible](rules/conditions.md#Invisible) until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. - **Earth** Your familiar gains resistance to physical damage (except adamantine) equal to half your level. diff --git a/compendium/feats/elemental-fist.md b/compendium/feats/elemental-fist.md index 90f2fd520..91cf4dc02 100644 --- a/compendium/feats/elemental-fist.md +++ b/compendium/feats/elemental-fist.md @@ -7,11 +7,11 @@ tags: aliases: ["Elemental Fist"] --- # Elemental Fist *Feat 2* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Ki Strike](compendium/feats/ki-strike.md) -You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast [ki strike](compendium/spells/ki-strike.md), in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the [air](rules/traits/air.md) trait), a chunk of stone (dealing bludgeoning damage and gaining the [earth](rules/traits/earth.md) trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the [water](rules/traits/water.md) trait). +You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast [ki strike](compendium/spells/ki-strike.md), in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the [air](rules/traits/air.md "Air Energy & Element Trait") trait), a chunk of stone (dealing bludgeoning damage and gaining the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the [water](rules/traits/water.md "Water Energy & Element Trait") trait). *Source: Core Rulebook p. 160* %% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/elemental-lore-loag.md b/compendium/feats/elemental-lore-loag.md index f9d0e0454..63da869ea 100644 --- a/compendium/feats/elemental-lore-loag.md +++ b/compendium/feats/elemental-lore-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Elemental Lore"] --- # Elemental Lore *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") You've devoted yourself to researching the secrets of the Inner Sphere. You gain the trained proficiency in your choice of [Survival](compendium/skills.md#Survival) and either [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature). If you would automatically become trained in [Survival](compendium/skills.md#Survival) (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in the [Lore](compendium/skills.md#Lore) associated with your Elemental Plane of origin (such as Plane of [Fire Lore](compendium/skills.md#Lore)). diff --git a/compendium/feats/elemental-shape.md b/compendium/feats/elemental-shape.md index 8935d16c5..b5e92e4cf 100644 --- a/compendium/feats/elemental-shape.md +++ b/compendium/feats/elemental-shape.md @@ -7,7 +7,7 @@ tags: aliases: ["Elemental Shape"] --- # Elemental Shape *Feat 10* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) diff --git a/compendium/feats/elemental-summons-apg.md b/compendium/feats/elemental-summons-apg.md index 2bb4b45a4..da447bf24 100644 --- a/compendium/feats/elemental-summons-apg.md +++ b/compendium/feats/elemental-summons-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Elemental Summons"] --- # Elemental Summons *Feat 4* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") You can call the four elements to you. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a [summon elemental](compendium/spells/summon-elemental.md) spell of the same level. diff --git a/compendium/feats/elemental-trade-loag.md b/compendium/feats/elemental-trade-loag.md index ae8cd6b5a..0acfb6626 100644 --- a/compendium/feats/elemental-trade-loag.md +++ b/compendium/feats/elemental-trade-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Elemental Trade"] --- # Elemental Trade *Feat 1* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") You have a strong connection with stone and metal. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting). If you would automatically become trained in [Crafting](compendium/skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat for both Stonemasonry and Blacksmithing. diff --git a/compendium/feats/elemental-wrath-locg.md b/compendium/feats/elemental-wrath-locg.md index d15305910..bcfa92d0b 100644 --- a/compendium/feats/elemental-wrath-locg.md +++ b/compendium/feats/elemental-wrath-locg.md @@ -7,10 +7,10 @@ tags: aliases: ["Elemental Wrath"] --- # Elemental Wrath *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") -You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the [acid splash](compendium/spells/acid-splash.md) cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the [acid](rules/traits/acid.md) trait. A cantrip is heightened to a spell level equal to half your level rounded up. +You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the [acid splash](compendium/spells/acid-splash.md) cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the [acid](rules/traits/acid.md "Acid Energy & Element Trait") trait. A cantrip is heightened to a spell level equal to half your level rounded up. *Source: Lost Omens: Character Guide p. 26* %% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elementalist-dedication-som.md b/compendium/feats/elementalist-dedication-som.md index f9bcf944b..aa40e5659 100644 --- a/compendium/feats/elementalist-dedication-som.md +++ b/compendium/feats/elementalist-dedication-som.md @@ -9,11 +9,11 @@ tags: aliases: ["Elementalist Dedication"] --- # Elementalist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: elemental magic -Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](rules/traits/elemental.md) trait. This attunement lasts until you next make your daily preparations. +Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait. This attunement lasts until you next make your daily preparations. **Special.** You can't select another dedication feat until you've gained two other feats from the elementalist archetype. diff --git a/compendium/feats/elf-atavism.md b/compendium/feats/elf-atavism.md index 5860b7653..e304708b1 100644 --- a/compendium/feats/elf-atavism.md +++ b/compendium/feats/elf-atavism.md @@ -7,7 +7,7 @@ tags: aliases: ["Elf Atavism"] --- # Elf Atavism *Feat 1* -[half-elf](rules/traits/half-elf.md) +[half-elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors' heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can't select a heritage that depends on or improves an elven feature you don't have. For example, you couldn't gain the cavern elf's [darkvision](rules/abilities/darkvision.md) ability if you didn't have [low-light vision](rules/abilities/low-light-vision.md). In these cases, at the GM's discretion, you might gain a different benefit. diff --git a/compendium/feats/elf-step.md b/compendium/feats/elf-step.md index 3af770b86..7c159b747 100644 --- a/compendium/feats/elf-step.md +++ b/compendium/feats/elf-step.md @@ -7,7 +7,7 @@ tags: aliases: ["Elf Step"] --- # Elf Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/elite-dracomancer-apg.md b/compendium/feats/elite-dracomancer-apg.md index 61baead7d..66c1ad36b 100644 --- a/compendium/feats/elite-dracomancer-apg.md +++ b/compendium/feats/elite-dracomancer-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Elite Dracomancer"] --- # Elite Dracomancer *Feat 13* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: [Dracomancer](compendium/feats/dracomancer-apg.md) diff --git a/compendium/feats/elucidating-mercy-apg.md b/compendium/feats/elucidating-mercy-apg.md index 0bd081c2f..26c77ef3c 100644 --- a/compendium/feats/elucidating-mercy-apg.md +++ b/compendium/feats/elucidating-mercy-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Elucidating Mercy"] --- # Elucidating Mercy *Feat 10* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Mercy](compendium/feats/mercy.md) diff --git a/compendium/feats/elude-the-divine-lol.md b/compendium/feats/elude-the-divine-lol.md index 18cae22c8..7b73dff28 100644 --- a/compendium/feats/elude-the-divine-lol.md +++ b/compendium/feats/elude-the-divine-lol.md @@ -7,11 +7,11 @@ tags: aliases: ["Elude The Divine"] --- # Elude The Divine *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) -You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the [Slippery Secrets](compendium/feats/slippery-secrets.md) skill feat, and its benefits also apply against [divination](rules/traits/divination.md) effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. +You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the [Slippery Secrets](compendium/feats/slippery-secrets.md) skill feat, and its benefits also apply against [divination](rules/traits/divination.md "Divination School Trait") effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. *Source: Lost Omens: Legends p. 101* %% #compendium/src/pf2e/lol #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/elude-trouble-loag.md b/compendium/feats/elude-trouble-loag.md index aed7504c2..abb29e181 100644 --- a/compendium/feats/elude-trouble-loag.md +++ b/compendium/feats/elude-trouble-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Elude Trouble"] --- # Elude Trouble [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Trigger** A creature misses you with a melee attack. - **Activity** Reaction diff --git a/compendium/feats/elven-aloofness-apg.md b/compendium/feats/elven-aloofness-apg.md index 6443e374b..64f64d411 100644 --- a/compendium/feats/elven-aloofness-apg.md +++ b/compendium/feats/elven-aloofness-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Elven Aloofness"] --- # Elven Aloofness *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to [Coerce](rules/actions/coerce.md) you using [Intimidation](compendium/skills.md#Intimidation), it gets a critical failure instead (and thus can't try to [Coerce](rules/actions/coerce.md) you again for 1 week). When a non-elf attempts to [Demoralize](rules/actions/demoralize.md) you, you become temporarily immune for 1 day, instead of 10 minutes. diff --git a/compendium/feats/elven-instincts-locg.md b/compendium/feats/elven-instincts-locg.md index 6a40e6b32..c582e164d 100644 --- a/compendium/feats/elven-instincts-locg.md +++ b/compendium/feats/elven-instincts-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Elven Instincts"] --- # Elven Instincts *Feat 5* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") Your senses let you react rapidly. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled [Perception](compendium/skills.md#Perception) or not. diff --git a/compendium/feats/elven-lore.md b/compendium/feats/elven-lore.md index 9769732ee..3f9c7f703 100644 --- a/compendium/feats/elven-lore.md +++ b/compendium/feats/elven-lore.md @@ -7,7 +7,7 @@ tags: aliases: ["Elven Lore"] --- # Elven Lore *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in [Arcana](compendium/skills.md#Arcana) and [Nature](compendium/skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Elven Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/elven-verve-locg.md b/compendium/feats/elven-verve-locg.md index 07f2767c4..e976d2d94 100644 --- a/compendium/feats/elven-verve-locg.md +++ b/compendium/feats/elven-verve-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Elven Verve"] --- # Elven Verve *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), or [slowed](rules/conditions.md#Slowed) conditions. When you would be [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), or [slowed](rules/conditions.md#Slowed) for at least 2 rounds, reduce that duration by 1 round. diff --git a/compendium/feats/elven-weapon-elegance.md b/compendium/feats/elven-weapon-elegance.md index 7d91b2b2f..905d2bf93 100644 --- a/compendium/feats/elven-weapon-elegance.md +++ b/compendium/feats/elven-weapon-elegance.md @@ -7,7 +7,7 @@ tags: aliases: ["Elven Weapon Elegance"] --- # Elven Weapon Elegance *Feat 5* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: [Elven Weapon Familiarity](compendium/feats/elven-weapon-familiarity.md) diff --git a/compendium/feats/elven-weapon-expertise.md b/compendium/feats/elven-weapon-expertise.md index 7e52deb24..8cad6e920 100644 --- a/compendium/feats/elven-weapon-expertise.md +++ b/compendium/feats/elven-weapon-expertise.md @@ -7,7 +7,7 @@ tags: aliases: ["Elven Weapon Expertise"] --- # Elven Weapon Expertise *Feat 13* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: [Elven Weapon Familiarity](compendium/feats/elven-weapon-familiarity.md) diff --git a/compendium/feats/elven-weapon-familiarity.md b/compendium/feats/elven-weapon-familiarity.md index 12b4c21ee..db8a297ec 100644 --- a/compendium/feats/elven-weapon-familiarity.md +++ b/compendium/feats/elven-weapon-familiarity.md @@ -7,7 +7,7 @@ tags: aliases: ["Elven Weapon Familiarity"] --- # Elven Weapon Familiarity *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") You favor bows and other elegant weapons. You are trained with [longbows](compendium/equipment/items/longbow.md), [composite longbows](compendium/equipment/items/composite-longbow.md), [longswords](compendium/equipment/items/longsword.md), [rapiers](compendium/equipment/items/rapier.md), [shortbows](compendium/equipment/items/shortbow.md), and [composite shortbows](compendium/equipment/items/composite-shortbow.md). diff --git a/compendium/feats/elysiums-cadence-da.md b/compendium/feats/elysiums-cadence-da.md index 3e2ec393a..dfdec81e6 100644 --- a/compendium/feats/elysiums-cadence-da.md +++ b/compendium/feats/elysiums-cadence-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Elysium's Cadence"] --- # Elysium's Cadence *Feat 6* -[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You've partied extensively with an azata or entered a romantic relationship with an azata. @@ -16,7 +16,7 @@ You've been ensnared by an azata's infectious enthusiasm for life, love, and fre ```ad-embed-ability title: Set Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Trigger**: You attempt a check to remove or counteract an effect with the [confused](rules/conditions.md#Confused), [controlled](rules/conditions.md#Controlled), [fascinated](rules/conditions.md#Fascinated), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), or [restrained](rules/conditions.md#Restrained) conditions diff --git a/compendium/feats/emancipators-mask-sot6.md b/compendium/feats/emancipators-mask-sot6.md index 9daac5428..08981ab98 100644 --- a/compendium/feats/emancipators-mask-sot6.md +++ b/compendium/feats/emancipators-mask-sot6.md @@ -10,11 +10,11 @@ tags: aliases: ["Emancipator's Mask"] --- # Emancipator's Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Druid Dedication or Wizard Dedication -Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. The GM might decide that this [fortune](rules/traits/fortune.md) effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to [Escape](rules/actions/escape.md) +Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. The GM might decide that this [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to [Escape](rules/actions/escape.md) *Source: Strength of Thousands #6: Shadows of the Ancients p. 78* %% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/embed-aeon-stone-som.md b/compendium/feats/embed-aeon-stone-som.md index 9f0f99426..f570be189 100644 --- a/compendium/feats/embed-aeon-stone-som.md +++ b/compendium/feats/embed-aeon-stone-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Embed Aeon Stone"] --- # Embed Aeon Stone *Feat 2* -[archetype](rules/traits/archetype.md) [downtime](rules/traits/downtime.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md), trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/emberkin-loag.md b/compendium/feats/emberkin-loag.md index 95b36cd65..cd213098b 100644 --- a/compendium/feats/emberkin-loag.md +++ b/compendium/feats/emberkin-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Emberkin"] --- # Emberkin *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against [fire](rules/traits/fire.md) effects, and your perception is unaffected by non-magical flames, fog and smoke. +A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against [fire](rules/traits/fire.md "Fire Energy & Element Trait") effects, and your perception is unaffected by non-magical flames, fog and smoke. ## Emberkin leads to... diff --git a/compendium/feats/embers-eyes-loag.md b/compendium/feats/embers-eyes-loag.md index be45e1a8c..b348c1666 100644 --- a/compendium/feats/embers-eyes-loag.md +++ b/compendium/feats/embers-eyes-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Ember's Eyes"] --- # Ember's Eyes *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") Your eyes blaze with inner flame. You gain [low-light vision](rules/abilities/low-light-vision.md), or you gain [darkvision](rules/abilities/darkvision.md) if your ancestry already has [low-light vision](rules/abilities/low-light-vision.md). diff --git a/compendium/feats/emblazon-antimagic.md b/compendium/feats/emblazon-antimagic.md index 3e6e8d4ed..e61d73ec2 100644 --- a/compendium/feats/emblazon-antimagic.md +++ b/compendium/feats/emblazon-antimagic.md @@ -7,7 +7,7 @@ tags: aliases: ["Emblazon Antimagic"] --- # Emblazon Antimagic *Feat 12* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Emblazon Armament](compendium/feats/emblazon-armament.md) diff --git a/compendium/feats/emblazon-armament.md b/compendium/feats/emblazon-armament.md index 2eb567054..b9d2ea8ac 100644 --- a/compendium/feats/emblazon-armament.md +++ b/compendium/feats/emblazon-armament.md @@ -8,7 +8,7 @@ tags: aliases: ["Emblazon Armament"] --- # Emblazon Armament *Feat 2* -[cleric](rules/traits/cleric.md) [exploration](rules/traits/exploration.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn't fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents. diff --git a/compendium/feats/emblazon-divinity-aoa6.md b/compendium/feats/emblazon-divinity-aoa6.md index 861863574..171340f02 100644 --- a/compendium/feats/emblazon-divinity-aoa6.md +++ b/compendium/feats/emblazon-divinity-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Emblazon Divinity"] --- # Emblazon Divinity *Feat 20* -[cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Emblazon Armament](compendium/feats/emblazon-armament.md) diff --git a/compendium/feats/emblazon-energy.md b/compendium/feats/emblazon-energy.md index 31fd4f19c..3a25e5634 100644 --- a/compendium/feats/emblazon-energy.md +++ b/compendium/feats/emblazon-energy.md @@ -7,7 +7,7 @@ tags: aliases: ["Emblazon Energy"] --- # Emblazon Energy *Feat 8* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Emblazon Armament](compendium/feats/emblazon-armament.md) @@ -15,12 +15,12 @@ With elemental forces, you make your emblazoned symbols more potent. When you Em These effects have the same restrictions as the base options. -- **Shield** Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield's circumstance bonus to saving throws against that damage type and can use [Shield Block](compendium/feats/shield-block.md) against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as [fire](rules/traits/fire.md)). +- **Shield** Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield's circumstance bonus to saving throws against that damage type and can use [Shield Block](compendium/feats/shield-block.md) against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as [fire](rules/traits/fire.md "Fire Energy & Element Trait")). - **Weapon** Choose acid, cold, electricity, fire, or sonic The weapon deals an extra `1d4` damage of that type. -Increase this extra damage to `1d6` if you have a domain spell with a trait matching that type (such as [fire](rules/traits/fire.md)). +Increase this extra damage to `1d6` if you have a domain spell with a trait matching that type (such as [fire](rules/traits/fire.md "Fire Energy & Element Trait")). *Source: Core Rulebook p. 124* %% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/embodied-dragoon-subjectivity-loil.md b/compendium/feats/embodied-dragoon-subjectivity-loil.md index ec53c993c..fefac304e 100644 --- a/compendium/feats/embodied-dragoon-subjectivity-loil.md +++ b/compendium/feats/embodied-dragoon-subjectivity-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Embodied Dragoon Subjectivity"] --- # Embodied Dragoon Subjectivity *Feat 9* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") When your allies call for swift reinforcements or lightning raids, you're ready to answer. Your titanic form encompasses both cavalry and rider so that you're able to traverse vast distances and exploit opportunities in the theater of war. Your pores distend and extrude copious amounts of blood, subcutaneous fat, and lymphatic fluid for you to harden and flash-sculpt into gliding wings or a swift-hurtling mount. diff --git a/compendium/feats/embodied-dreadnought-subjectivity-loil.md b/compendium/feats/embodied-dreadnought-subjectivity-loil.md index 6cee469d3..3a1e15f45 100644 --- a/compendium/feats/embodied-dreadnought-subjectivity-loil.md +++ b/compendium/feats/embodied-dreadnought-subjectivity-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Embodied Dreadnought Subjectivity"] --- # Embodied Dreadnought Subjectivity *Feat 5* -[fleshwarp](rules/traits/fleshwarp-loag.md) [uncommon](rules/traits/uncommon.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You're from Nex. - **Prerequisites**: cataphract fleshwarp heritage diff --git a/compendium/feats/embodied-legionary-subjectivity-loil.md b/compendium/feats/embodied-legionary-subjectivity-loil.md index 565d39d4f..1f16f818f 100644 --- a/compendium/feats/embodied-legionary-subjectivity-loil.md +++ b/compendium/feats/embodied-legionary-subjectivity-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Embodied Legionary Subjectivity"] --- # Embodied Legionary Subjectivity *Feat 1* -[fleshwarp](rules/traits/fleshwarp-loag.md) [uncommon](rules/traits/uncommon.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You're from Nex. - **Prerequisites**: cataphract fleshwarp heritage diff --git a/compendium/feats/embrace-the-pain-apg.md b/compendium/feats/embrace-the-pain-apg.md index be2525aed..81c983eba 100644 --- a/compendium/feats/embrace-the-pain-apg.md +++ b/compendium/feats/embrace-the-pain-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Embrace The Pain"] --- # Embrace The Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Trigger** A creature damages you with a melee attack. - **Activity** Reaction diff --git a/compendium/feats/emerald-boughs-accustomation-locg.md b/compendium/feats/emerald-boughs-accustomation-locg.md index d8a055ae3..ee555e4ca 100644 --- a/compendium/feats/emerald-boughs-accustomation-locg.md +++ b/compendium/feats/emerald-boughs-accustomation-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Emerald Boughs Accustomation"] --- # Emerald Boughs Accustomation *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation, expert in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/emerald-boughs-hideaway-locg.md b/compendium/feats/emerald-boughs-hideaway-locg.md index 1824751b0..37d5b65b4 100644 --- a/compendium/feats/emerald-boughs-hideaway-locg.md +++ b/compendium/feats/emerald-boughs-hideaway-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Emerald Boughs Hideaway"] --- # Emerald Boughs Hideaway *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation diff --git a/compendium/feats/emergency-medical-assistance-lopsg.md b/compendium/feats/emergency-medical-assistance-lopsg.md index 8221caec6..c50188a4d 100644 --- a/compendium/feats/emergency-medical-assistance-lopsg.md +++ b/compendium/feats/emergency-medical-assistance-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Emergency Medical Assistance"] --- # Emergency Medical Assistance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), master in [Medicine](compendium/skills.md#Medicine) - **Requirements**: An adjacent ally is suffering [persistent damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/feats/emergency-targe-som.md b/compendium/feats/emergency-targe-som.md index 0b7f07a9c..03ddeb5b1 100644 --- a/compendium/feats/emergency-targe-som.md +++ b/compendium/feats/emergency-targe-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Emergency Targe"] --- # Emergency Targe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: sparkling targe hybrid study - **Trigger** An enemy hits you with a melee [Strike](rules/actions/strike.md) or a melee spell attack roll, or you fail a save against an enemy's spell. diff --git a/compendium/feats/emissary-of-peace-lokl.md b/compendium/feats/emissary-of-peace-lokl.md index 11f6c8202..65ea8602d 100644 --- a/compendium/feats/emissary-of-peace-lokl.md +++ b/compendium/feats/emissary-of-peace-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Emissary of Peace"] --- # Emissary of Peace [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), master in [Diplomacy](compendium/skills.md#Diplomacy) - **Activity** Three-Action diff --git a/compendium/feats/emotional-partitions-loil.md b/compendium/feats/emotional-partitions-loil.md index f7c6fca17..ba4dc20d3 100644 --- a/compendium/feats/emotional-partitions-loil.md +++ b/compendium/feats/emotional-partitions-loil.md @@ -7,10 +7,10 @@ tags: aliases: ["Emotional Partitions"] --- # Emotional Partitions *Feat 1* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") -You have created strong mental partitions in your mind to filter out negative emotional influences. You gain a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. +You have created strong mental partitions in your mind to filter out negative emotional influences. You gain a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a critical success instead. *Source: Lost Omens: Impossible Lands p. 43* %% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/compendium/feats/emotional-surge-da.md b/compendium/feats/emotional-surge-da.md index 07d2a3455..6aef9e58c 100644 --- a/compendium/feats/emotional-surge-da.md +++ b/compendium/feats/emotional-surge-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Emotional Surge"] --- # Emotional Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Requirements**: emotional acceptance subconscious mind - **Activity** Single Action diff --git a/compendium/feats/emotionless-loag.md b/compendium/feats/emotionless-loag.md index 8a6eb6d46..638e56e3f 100644 --- a/compendium/feats/emotionless-loag.md +++ b/compendium/feats/emotionless-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Emotionless"] --- # Emotionless *Feat 1* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") -Your malfunctioning emotional processors make it difficult for you to feel strong emotions. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md) and [fear](rules/traits/fear.md) effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect, you get a critical success instead. +Your malfunctioning emotional processors make it difficult for you to feel strong emotions. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") and [fear](rules/traits/fear.md "Fear Effect Trait") effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") or [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead. *Source: Lost Omens: Ancestry Guide p. 73* %% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/compendium/feats/empathetic-envoy-gw3.md b/compendium/feats/empathetic-envoy-gw3.md new file mode 100644 index 000000000..b970a8bc9 --- /dev/null +++ b/compendium/feats/empathetic-envoy-gw3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw3 +- trait/archetype +aliases: ["Empathetic Envoy"] +--- +# Empathetic Envoy *Feat 4* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: Twilight Speaker Dedication + +You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes. If a creature's attitude towards you becomes lower over the course of a social interaction (for example, from [friendly](rules/conditions.md#Friendly) to [indifferent](rules/conditions.md#Indifferent), or from [indifferent](rules/conditions.md#Indifferent) to [unfriendly](rules/conditions.md#Unfriendly)), their impression of you returns to its starting level an hour after the social interaction ends. This ability has no effect if the creature you are interacting with becomes [hostile](rules/conditions.md#Hostile). + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 78* +%% #compendium/src/pf2e/gw3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/empathetic-plea-apg.md b/compendium/feats/empathetic-plea-apg.md index 28fc78b76..791ac8f5f 100644 --- a/compendium/feats/empathetic-plea-apg.md +++ b/compendium/feats/empathetic-plea-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Empathetic Plea"] --- # Empathetic Plea [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [gnome](rules/traits/gnome.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) - **Trigger** You are attacked by a creature that you haven't yet acted [hostile](rules/conditions.md#Hostile) toward. You must use this reaction before the creature rolls its attack. diff --git a/compendium/feats/empathic-calm-loil.md b/compendium/feats/empathic-calm-loil.md index 13b1b0c5b..7c566e7da 100644 --- a/compendium/feats/empathic-calm-loil.md +++ b/compendium/feats/empathic-calm-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Empathic Calm"] --- # Empathic Calm *Feat 5* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") Once per day, you can cast either calm emotions or sanctuary as an innate occult spell, heightened to half your level rounded up. diff --git a/compendium/feats/emphatic-emissary-gw3.md b/compendium/feats/emphatic-emissary-gw3.md new file mode 100644 index 000000000..8f739c548 --- /dev/null +++ b/compendium/feats/emphatic-emissary-gw3.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw3 +- trait/archetype +aliases: ["Emphatic Emissary"] +--- +# Emphatic Emissary [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: Disarming Smile +- **Trigger** You roll initiative. +- **Activity** Reaction + +You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows. You gain a +2 circumstance bonus on your initiative roll. During your first turn in combat, you can use your Disarming Smile, targeting every [hostile](rules/conditions.md#Hostile) intelligent humanoid creature that can see you but has yet to act. If you choose to sustain your Disarming Smile, you sustain the effect for only one creature, as normal. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 79* +%% #compendium/src/pf2e/gw3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/empty-body.md b/compendium/feats/empty-body.md index f043f65d9..ec1d8e07a 100644 --- a/compendium/feats/empty-body.md +++ b/compendium/feats/empty-body.md @@ -7,7 +7,7 @@ tags: aliases: ["Empty Body"] --- # Empty Body *Feat 18* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/empyreal-aura-lokl.md b/compendium/feats/empyreal-aura-lokl.md index 0d43c1b23..aa631ace3 100644 --- a/compendium/feats/empyreal-aura-lokl.md +++ b/compendium/feats/empyreal-aura-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Empyreal Aura"] --- # Empyreal Aura *Feat 20* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") - **Prerequisites**: Knight Vigilant, legendary in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/empyreal-blessing-apg.md b/compendium/feats/empyreal-blessing-apg.md index 43d61965e..1a3832682 100644 --- a/compendium/feats/empyreal-blessing-apg.md +++ b/compendium/feats/empyreal-blessing-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Empyreal Blessing"] --- # Empyreal Blessing *Feat 5* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself. You can cast [bless](compendium/spells/bless.md) once per day as a 1st-level divine innate spell. diff --git a/compendium/feats/enchanting-arrow-apg.md b/compendium/feats/enchanting-arrow-apg.md index 88ce22964..97e9f48db 100644 --- a/compendium/feats/enchanting-arrow-apg.md +++ b/compendium/feats/enchanting-arrow-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Enchanting Arrow"] --- # Enchanting Arrow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/encouraging-words-gmg.md b/compendium/feats/encouraging-words-gmg.md index 312742ff7..aba5c890d 100644 --- a/compendium/feats/encouraging-words-gmg.md +++ b/compendium/feats/encouraging-words-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Encouraging Words"] --- # Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[auditory](rules/traits/auditory.md) [general](rules/traits/general.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [general](rules/traits/general.md "General Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) - **Requirements**: The target ally lost Stamina Points within the last round. diff --git a/compendium/feats/endemic-herbs-apg.md b/compendium/feats/endemic-herbs-apg.md index bb827824f..0939e9d1f 100644 --- a/compendium/feats/endemic-herbs-apg.md +++ b/compendium/feats/endemic-herbs-apg.md @@ -7,16 +7,16 @@ tags: aliases: ["Endemic Herbs"] --- # Endemic Herbs *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), trained in [Survival](compendium/skills.md#Survival) During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive (Core Rulebook 75), so you can't include another additive without spoiling the item. - **Aquatic** Gain a +1 circumstance bonus to Fortitude saves. -- **Arctic** For 1 hour, treat environmental [cold](rules/traits/cold.md) effects as if they were one step less severe. +- **Arctic** For 1 hour, treat environmental [cold](rules/traits/cold.md "Cold Energy & Element Trait") effects as if they were one step less severe. - **Desert** For 1 hour, treat environmental heat effects as if they were one step less severe. -- **Forest** Gain a +2 circumstance bonus to saves against [disease](rules/traits/disease.md) and [poison](rules/traits/poison.md) effects. +- **Forest** Gain a +2 circumstance bonus to saves against [disease](rules/traits/disease.md "Disease Effect Trait") and [poison](rules/traits/poison.md "Poison Effect Trait") effects. - **Mountain** Gain a +1 circumstance bonus to Reflex saves. - **Plains** Gain a +1 circumstance bonus to Will saves. - **Swamp** Remove one source of [persistent bleed damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/feats/endless-memories-loil.md b/compendium/feats/endless-memories-loil.md index 581c5fe9e..f04f39b46 100644 --- a/compendium/feats/endless-memories-loil.md +++ b/compendium/feats/endless-memories-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Endless Memories"] --- # Endless Memories *Feat 9* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") - **Prerequisites**: Ancient Memories diff --git a/compendium/feats/endurance-of-the-rooted-tree-ec6.md b/compendium/feats/endurance-of-the-rooted-tree-ec6.md index 1f4366ef2..11bf5bd7d 100644 --- a/compendium/feats/endurance-of-the-rooted-tree-ec6.md +++ b/compendium/feats/endurance-of-the-rooted-tree-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Endurance Of The Rooted Tree"] --- # Endurance Of The Rooted Tree *Feat 20* -[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Wholeness of Body](compendium/feats/wholeness-of-body.md) diff --git a/compendium/feats/endure-deaths-touch-locg.md b/compendium/feats/endure-deaths-touch-locg.md index 30c5725bd..a65826fef 100644 --- a/compendium/feats/endure-deaths-touch-locg.md +++ b/compendium/feats/endure-deaths-touch-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Endure Death's Touch"] --- # Endure Death's Touch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in medium or heavy armor - **Trigger** An undead hits you with an unarmed attack. diff --git a/compendium/feats/enduring-alchemy.md b/compendium/feats/enduring-alchemy.md index 177decddc..6b3804d08 100644 --- a/compendium/feats/enduring-alchemy.md +++ b/compendium/feats/enduring-alchemy.md @@ -7,7 +7,7 @@ tags: aliases: ["Enduring Alchemy"] --- # Enduring Alchemy *Feat 4* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using [Quick Alchemy](rules/actions/quick-alchemy.md) to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn. diff --git a/compendium/feats/enduring-debilitation-aoa6.md b/compendium/feats/enduring-debilitation-aoa6.md index 5a51e9e09..b8d873ac5 100644 --- a/compendium/feats/enduring-debilitation-aoa6.md +++ b/compendium/feats/enduring-debilitation-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Enduring Debilitation"] --- # Enduring Debilitation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Debilitating Strike](rules/actions/debilitating-strike.md) - **Frequency**: once per minute diff --git a/compendium/feats/enduring-quickness.md b/compendium/feats/enduring-quickness.md index c39077c40..e25a7ad75 100644 --- a/compendium/feats/enduring-quickness.md +++ b/compendium/feats/enduring-quickness.md @@ -7,7 +7,7 @@ tags: aliases: ["Enduring Quickness"] --- # Enduring Quickness *Feat 20* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") You move as fast and as high as the wind itself. You're permanently [quickened](rules/conditions.md#Quickened). You can use your extra action to [Stride](rules/actions/stride.md) or [Leap](rules/actions/leap.md), or to provide one of the actions needed for a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). diff --git a/compendium/feats/energetic-resonance-apg.md b/compendium/feats/energetic-resonance-apg.md index a57a9e583..e94a01fdd 100644 --- a/compendium/feats/energetic-resonance-apg.md +++ b/compendium/feats/energetic-resonance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Energetic Resonance"] --- # Energetic Resonance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Trigger** You would take acid, cold, electricity, fire, or sonic damage from a spell. - **Requirements**: You have an unexpended spell slot of a level equal to or higher than the triggering spell. diff --git a/compendium/feats/energize-wings-loag.md b/compendium/feats/energize-wings-loag.md index 4f7f4f3e2..d8b340be1 100644 --- a/compendium/feats/energize-wings-loag.md +++ b/compendium/feats/energize-wings-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Energize Wings"] --- # Energize Wings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[concentrate](rules/traits/concentrate.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [sprite](rules/traits/sprite-b1.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Evanescent Wings](compendium/feats/evanescent-wings-loag.md) - **Frequency**: once per hour diff --git a/compendium/feats/energized-font.md b/compendium/feats/energized-font.md index dc7271e03..9050dc03c 100644 --- a/compendium/feats/energized-font.md +++ b/compendium/feats/energized-font.md @@ -7,7 +7,7 @@ tags: aliases: ["Energized Font"] --- # Energized Font [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells - **Frequency**: once per day diff --git a/compendium/feats/energy-ablation-apg.md b/compendium/feats/energy-ablation-apg.md index d36344f83..24bf6fac0 100644 --- a/compendium/feats/energy-ablation-apg.md +++ b/compendium/feats/energy-ablation-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Energy Ablation"] --- # Energy Ablation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Activity** Single Action diff --git a/compendium/feats/energy-blessed-locg.md b/compendium/feats/energy-blessed-locg.md index 4794094b6..3e9e873d6 100644 --- a/compendium/feats/energy-blessed-locg.md +++ b/compendium/feats/energy-blessed-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Energy Blessed"] --- # Energy Blessed *Feat 9* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: elemental heart dwarf heritage (page 19) diff --git a/compendium/feats/energy-fusion-apg.md b/compendium/feats/energy-fusion-apg.md index 23b061a78..b9ae11f11 100644 --- a/compendium/feats/energy-fusion-apg.md +++ b/compendium/feats/energy-fusion-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Energy Fusion"] --- # Energy Fusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/energy-heart-som.md b/compendium/feats/energy-heart-som.md index ca5dc8980..f21f054f9 100644 --- a/compendium/feats/energy-heart-som.md +++ b/compendium/feats/energy-heart-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Energy Heart"] --- # Energy Heart *Feat 1* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon's heart beats with energy. Choose an energy damage type other than force. One of its unarmed attacks changes its damage type to the chosen type, and it gains resistance to that type equal to half your level (minimum 1). diff --git a/compendium/feats/energy-resistance-som.md b/compendium/feats/energy-resistance-som.md index 6ce11c48c..dbbf00768 100644 --- a/compendium/feats/energy-resistance-som.md +++ b/compendium/feats/energy-resistance-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Energy Resistance"] --- # Energy Resistance *Feat 8* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Energy Heart](compendium/feats/energy-heart-som.md) diff --git a/compendium/feats/energy-ward-apg.md b/compendium/feats/energy-ward-apg.md index 3c95b5178..33555e146 100644 --- a/compendium/feats/energy-ward-apg.md +++ b/compendium/feats/energy-ward-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Energy Ward"] --- # Energy Ward [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Frequency**: once per turn - **Requirements**: Your most recent action was to cast a non-cantrip spell that dealt energy damage. diff --git a/compendium/feats/enervating-wail-da.md b/compendium/feats/enervating-wail-da.md index a7d56a162..62d3ee6f0 100644 --- a/compendium/feats/enervating-wail-da.md +++ b/compendium/feats/enervating-wail-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Enervating Wail"] --- # Enervating Wail [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[auditory](rules/traits/auditory.md) [deviant](rules/traits/deviant-da.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Activity** Two-Action @@ -19,7 +19,7 @@ You release a terrible wail that tears at the spirits of all nearby. All living creatures in a 20-foot emanation take negative damage with a basic Fortitude save. The damage is `4d6`, plus `1d6` for every level you have beyond 6th. -**Awakening** Your scream echoes in the mind. You can choose to emit a silent psychic wail instead, which changes the damage type to mental, changes the save to a Will save, removes the [auditory](rules/traits/auditory.md) trait, and adds the [mental](rules/traits/mental.md) trait. +**Awakening** Your scream echoes in the mind. You can choose to emit a silent psychic wail instead, which changes the damage type to mental, changes the save to a Will save, removes the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, and adds the [mental](rules/traits/mental.md "Mental Effect Trait") trait. **Awakening** Your wail saps your foes' strength. In addition to the normal effects, living creatures in the area are [enfeebled](rules/conditions.md#Enfeebled) for 1 round on a success (but not a critical success), [enfeebled](rules/conditions.md#Enfeebled) for 1 minute on a failure, and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute on a critical failure. diff --git a/compendium/feats/enforce-oath-apg.md b/compendium/feats/enforce-oath-apg.md index e917e6f36..93790677e 100644 --- a/compendium/feats/enforce-oath-apg.md +++ b/compendium/feats/enforce-oath-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Enforce Oath"] --- # Enforce Oath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: You've sworn to an oath against a specific type of creature. - **Frequency**: once per hour diff --git a/compendium/feats/enforced-order-loag.md b/compendium/feats/enforced-order-loag.md index 5cfde3bee..ebcd21d3d 100644 --- a/compendium/feats/enforced-order-loag.md +++ b/compendium/feats/enforced-order-loag.md @@ -7,11 +7,11 @@ tags: aliases: ["Enforced Order"] --- # Enforced Order *Feat 13* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Lawbringer](compendium/feats/lawbringer-apg.md) -You never fail to strike down the ever-expanding reaches of chaos. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional lawful damage and have the [lawful](rules/traits/lawful.md) and [magical](rules/traits/magical.md) traits. +You never fail to strike down the ever-expanding reaches of chaos. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional lawful damage and have the [lawful](rules/traits/lawful.md "Lawful Alignment Trait") and [magical](rules/traits/magical.md "Magical Item Trait") traits. *Source: Lost Omens: Ancestry Guide p. 12* %% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/enhanced-familiar-druid.md b/compendium/feats/enhanced-familiar-druid.md index 1351f5b57..e542dd74d 100644 --- a/compendium/feats/enhanced-familiar-druid.md +++ b/compendium/feats/enhanced-familiar-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Druid)"] --- # Enhanced Familiar (Druid) *Feat 2* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: a familiar diff --git a/compendium/feats/enhanced-familiar-magus-som.md b/compendium/feats/enhanced-familiar-magus-som.md index 383b64c32..195073c2a 100644 --- a/compendium/feats/enhanced-familiar-magus-som.md +++ b/compendium/feats/enhanced-familiar-magus-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Magus)"] --- # Enhanced Familiar (Magus) *Feat 2* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: a familiar diff --git a/compendium/feats/enhanced-familiar-sorcerer.md b/compendium/feats/enhanced-familiar-sorcerer.md index 210771851..c0a780fea 100644 --- a/compendium/feats/enhanced-familiar-sorcerer.md +++ b/compendium/feats/enhanced-familiar-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Sorcerer)"] --- # Enhanced Familiar (Sorcerer) *Feat 2* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: a familiar diff --git a/compendium/feats/enhanced-familiar-thaumaturge-da.md b/compendium/feats/enhanced-familiar-thaumaturge-da.md index 8647dd370..ad65176f4 100644 --- a/compendium/feats/enhanced-familiar-thaumaturge-da.md +++ b/compendium/feats/enhanced-familiar-thaumaturge-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Thaumaturge)"] --- # Enhanced Familiar (Thaumaturge) *Feat 2* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: a familiar diff --git a/compendium/feats/enhanced-familiar-witch-apg.md b/compendium/feats/enhanced-familiar-witch-apg.md index 123be1da5..a0fa04a9f 100644 --- a/compendium/feats/enhanced-familiar-witch-apg.md +++ b/compendium/feats/enhanced-familiar-witch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Witch)"] --- # Enhanced Familiar (Witch) *Feat 2* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: a familiar diff --git a/compendium/feats/enhanced-familiar-wizard.md b/compendium/feats/enhanced-familiar-wizard.md index c42b5e4aa..c3c99ed6d 100644 --- a/compendium/feats/enhanced-familiar-wizard.md +++ b/compendium/feats/enhanced-familiar-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Wizard)"] --- # Enhanced Familiar (Wizard) *Feat 2* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: a familiar diff --git a/compendium/feats/enhanced-psychopomp-familiar-botd.md b/compendium/feats/enhanced-psychopomp-familiar-botd.md index e63450ba5..c94ebba48 100644 --- a/compendium/feats/enhanced-psychopomp-familiar-botd.md +++ b/compendium/feats/enhanced-psychopomp-familiar-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Psychopomp Familiar"] --- # Enhanced Psychopomp Familiar *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychopomp Familiar](compendium/feats/psychopomp-familiar-botd.md) diff --git a/compendium/feats/enigmas-knowledge-apg.md b/compendium/feats/enigmas-knowledge-apg.md index e0cf057c2..b807edddb 100644 --- a/compendium/feats/enigmas-knowledge-apg.md +++ b/compendium/feats/enigmas-knowledge-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Enigma's Knowledge"] --- # Enigma's Knowledge *Feat 12* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: [Assured Knowledge](compendium/feats/assured-knowledge-apg.md) diff --git a/compendium/feats/enlarge-companion-apg.md b/compendium/feats/enlarge-companion-apg.md index 010d346a4..46b08ce3e 100644 --- a/compendium/feats/enlarge-companion-apg.md +++ b/compendium/feats/enlarge-companion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Enlarge Companion"] --- # Enlarge Companion *Feat 8* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: an animal companion, warden spells diff --git a/compendium/feats/enlightened-presence.md b/compendium/feats/enlightened-presence.md index 77765afaa..8c5ccb188 100644 --- a/compendium/feats/enlightened-presence.md +++ b/compendium/feats/enlightened-presence.md @@ -10,10 +10,10 @@ tags: aliases: ["Enlightened Presence"] --- # Enlightened Presence *Feat 16* -[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") -You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against [mental](rules/traits/mental.md) effects. +You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects. *Source: Core Rulebook p. 165* %% #compendium/src/pf2e/crb #trait/aura #trait/emotion #trait/mental #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/enshroud-soul-cage-botd.md b/compendium/feats/enshroud-soul-cage-botd.md index e6c284ebd..7c6aa3416 100644 --- a/compendium/feats/enshroud-soul-cage-botd.md +++ b/compendium/feats/enshroud-soul-cage-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Enshroud Soul Cage"] --- # Enshroud Soul Cage *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md) diff --git a/compendium/feats/ensnaring-wrappings-botd.md b/compendium/feats/ensnaring-wrappings-botd.md index 72506098b..ab12a12ec 100644 --- a/compendium/feats/ensnaring-wrappings-botd.md +++ b/compendium/feats/ensnaring-wrappings-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Ensnaring Wrappings"] --- # Ensnaring Wrappings [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Mummy Dedication, expert in [Athletics](compendium/skills.md#Athletics) - **Trigger** Your [Strike](rules/actions/strike.md) deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you. diff --git a/compendium/feats/enthralling-allure-apg.md b/compendium/feats/enthralling-allure-apg.md index ca0578c1a..3d31e83eb 100644 --- a/compendium/feats/enthralling-allure-apg.md +++ b/compendium/feats/enthralling-allure-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Enthralling Allure"] --- # Enthralling Allure *Feat 5* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") The powers of domination employed by your progenitors have manifested in you as well. Once per day, you can cast [charm](compendium/spells/charm.md) as a 1st-level divine innate spell. diff --git a/compendium/feats/enticing-dwelling-botd.md b/compendium/feats/enticing-dwelling-botd.md index 3851ccbe8..c9fa3e5fc 100644 --- a/compendium/feats/enticing-dwelling-botd.md +++ b/compendium/feats/enticing-dwelling-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Enticing Dwelling"] --- # Enticing Dwelling *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) diff --git a/compendium/feats/entities-from-afar-av2.md b/compendium/feats/entities-from-afar-av2.md index a94c5552b..4421d56fb 100644 --- a/compendium/feats/entities-from-afar-av2.md +++ b/compendium/feats/entities-from-afar-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Entities From Afar"] --- # Entities From Afar *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) diff --git a/compendium/feats/entitys-strike-da.md b/compendium/feats/entitys-strike-da.md index 141014916..cc7476b92 100644 --- a/compendium/feats/entitys-strike-da.md +++ b/compendium/feats/entitys-strike-da.md @@ -7,13 +7,13 @@ tags: aliases: ["Entity's Strike"] --- # Entity's Strike *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. -Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals `1d6` damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, [finesse](rules/traits/finesse.md), and [magical](rules/traits/magical.md) traits. +Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals `1d6` damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [magical](rules/traits/magical.md "Magical Item Trait") traits. *Source: Dark Archive p. 140* %% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/entourage-locg.md b/compendium/feats/entourage-locg.md index 67bd91ff3..425219558 100644 --- a/compendium/feats/entourage-locg.md +++ b/compendium/feats/entourage-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Entourage"] --- # Entourage *Feat 7* -[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Diplomacy](compendium/skills.md#Diplomacy), [Hobnobber](compendium/feats/hobnobber.md) diff --git a/compendium/feats/entreat-with-forebears-apg.md b/compendium/feats/entreat-with-forebears-apg.md index 24bccc59d..067eb1f8a 100644 --- a/compendium/feats/entreat-with-forebears-apg.md +++ b/compendium/feats/entreat-with-forebears-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Entreat With Forebears"] --- # Entreat With Forebears *Feat 2* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: a bloodline that corresponds with a creature trait -Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Deception](compendium/skills.md#Deception), and [Intimidation](compendium/skills.md#Intimidation) checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) and saving throws against such creatures. For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the [aberration](rules/traits/aberration.md) trait. The GM is the final arbiter of which creatures match your bloodline. +Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Deception](compendium/skills.md#Deception), and [Intimidation](compendium/skills.md#Intimidation) checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) and saving throws against such creatures. For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the [aberration](rules/traits/aberration.md "Aberration Creature Type Trait") trait. The GM is the final arbiter of which creatures match your bloodline. *Source: Advanced Player's Guide p. 139* %% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/entwined-energy-ki-frp1.md b/compendium/feats/entwined-energy-ki-frp1.md index a1471d608..c9c473eca 100644 --- a/compendium/feats/entwined-energy-ki-frp1.md +++ b/compendium/feats/entwined-energy-ki-frp1.md @@ -8,7 +8,7 @@ tags: aliases: ["Entwined Energy Ki"] --- # Entwined Energy Ki *Feat 10* -[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You can transform your inner power into a type of energy to empower your ki abilities. When you gain this feat, choose either acid, cold, electricity, fire, or sonic damage. When you cast [ki blast](compendium/spells/ki-blast.md) (Core Rulebook 401), you can choose to have the spell deal the type of damage you chose instead of force damage. When you cast [ki form](compendium/spells/ki-form-apg.md) or [ki strike](compendium/spells/ki-strike.md), add the type of damage you chose to the list of damage types you can select for the spell. diff --git a/compendium/feats/envenom-fangs-locg.md b/compendium/feats/envenom-fangs-locg.md index 21360a6d4..441ef4c0a 100644 --- a/compendium/feats/envenom-fangs-locg.md +++ b/compendium/feats/envenom-fangs-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Envenom Fangs"] --- # Envenom Fangs [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: [Sharp Fangs](compendium/feats/sharp-fangs-locg.md) - **Frequency**: a number of times per day equal to your level diff --git a/compendium/feats/envenom-strike-loil.md b/compendium/feats/envenom-strike-loil.md index 3ba7a0f0c..861c7638d 100644 --- a/compendium/feats/envenom-strike-loil.md +++ b/compendium/feats/envenom-strike-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Envenom Strike"] --- # Envenom Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") - **Prerequisites**: you possess a [Strike](rules/actions/strike.md) from a nagaji heritage or ancestry feat that deals poison damage - **Frequency**: once per 10 minutes diff --git a/compendium/feats/envenomed-edge-lome.md b/compendium/feats/envenomed-edge-lome.md index b61859d25..234a6610c 100644 --- a/compendium/feats/envenomed-edge-lome.md +++ b/compendium/feats/envenomed-edge-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Envenomed Edge"] --- # Envenomed Edge *Feat 13* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points. When you critically hit using a [Strike](rules/actions/strike.md) with a weapon or unarmed attack and deal slashing or piercing damage with that [Strike](rules/actions/strike.md), you deal an additional `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage) to your target. diff --git a/compendium/feats/environmental-explorer-lopsg.md b/compendium/feats/environmental-explorer-lopsg.md index fbdf47429..549a7af7d 100644 --- a/compendium/feats/environmental-explorer-lopsg.md +++ b/compendium/feats/environmental-explorer-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Environmental Explorer"] --- # Environmental Explorer *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/environmental-grace-logm.md b/compendium/feats/environmental-grace-logm.md index 1bcf9edd5..8fc834251 100644 --- a/compendium/feats/environmental-grace-logm.md +++ b/compendium/feats/environmental-grace-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Environmental Grace"] --- # Environmental Grace *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Survival](compendium/skills.md#Survival); deity who grants the cold, fire, nature, or travel domain diff --git a/compendium/feats/ephemeral-tracking-apg.md b/compendium/feats/ephemeral-tracking-apg.md index 43f8e9cba..f60bc6300 100644 --- a/compendium/feats/ephemeral-tracking-apg.md +++ b/compendium/feats/ephemeral-tracking-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ephemeral Tracking"] --- # Ephemeral Tracking *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: expert in [Survival](compendium/skills.md#Survival), warden spells diff --git a/compendium/feats/equitable-defense-loil.md b/compendium/feats/equitable-defense-loil.md index 934d98c1f..c1bf5d487 100644 --- a/compendium/feats/equitable-defense-loil.md +++ b/compendium/feats/equitable-defense-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Equitable Defense"] --- # Equitable Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/escape-timeline-da.md b/compendium/feats/escape-timeline-da.md index 7571b22e7..753973298 100644 --- a/compendium/feats/escape-timeline-da.md +++ b/compendium/feats/escape-timeline-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Escape Timeline"] --- # Escape Timeline [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per day diff --git a/compendium/feats/eschew-materials.md b/compendium/feats/eschew-materials.md index b9aaf9e54..8d146c4e3 100644 --- a/compendium/feats/eschew-materials.md +++ b/compendium/feats/eschew-materials.md @@ -7,7 +7,7 @@ tags: aliases: ["Eschew Materials"] --- # Eschew Materials *Feat 1* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") You can use clever workarounds to replicate the arcane essence of certain materials. When [Casting a Spell](rules/actions/cast-a-spell.md) that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry. diff --git a/compendium/feats/esoteric-oath-apg.md b/compendium/feats/esoteric-oath-apg.md index 97b8a7506..18d6bf39e 100644 --- a/compendium/feats/esoteric-oath-apg.md +++ b/compendium/feats/esoteric-oath-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Esoteric Oath"] --- # Esoteric Oath *Feat 2* -[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) +[champion](rules/traits/champion.md "Champion Class Trait") [oath](rules/traits/oath.md "Oath Feat Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/esoteric-polymath.md b/compendium/feats/esoteric-polymath.md index a0360b9bf..480d21d80 100644 --- a/compendium/feats/esoteric-polymath.md +++ b/compendium/feats/esoteric-polymath.md @@ -7,7 +7,7 @@ tags: aliases: ["Esoteric Polymath"] --- # Esoteric Polymath *Feat 2* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Polymath muse diff --git a/compendium/feats/esoteric-reflexes-da.md b/compendium/feats/esoteric-reflexes-da.md index 09cc8de83..a166349d0 100644 --- a/compendium/feats/esoteric-reflexes-da.md +++ b/compendium/feats/esoteric-reflexes-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Esoteric Reflexes"] --- # Esoteric Reflexes *Feat 14* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: an implement that grants a reaction diff --git a/compendium/feats/esoteric-warden-da.md b/compendium/feats/esoteric-warden-da.md index 4261e8b8e..24dfda5a7 100644 --- a/compendium/feats/esoteric-warden-da.md +++ b/compendium/feats/esoteric-warden-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Esoteric Warden"] --- # Esoteric Warden *Feat 2* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) diff --git a/compendium/feats/esteemed-visitor-ec3.md b/compendium/feats/esteemed-visitor-ec3.md index 288655b28..993d17d83 100644 --- a/compendium/feats/esteemed-visitor-ec3.md +++ b/compendium/feats/esteemed-visitor-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Esteemed Visitor"] --- # Esteemed Visitor *Feat 1* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") Your polite manners and natural ability to comfort others make it easy for you to break down cultural barriers and earn strangers' trust. While you are in a settlement, when you roll a critical failure on a [Diplomacy](compendium/skills.md#Diplomacy) check to [Gather Information](rules/actions/gather-information.md) or [Make an Impression](rules/actions/make-an-impression.md), you get a failure instead. diff --git a/compendium/feats/eternal-bane.md b/compendium/feats/eternal-bane.md index 337942ee7..0c074d01f 100644 --- a/compendium/feats/eternal-bane.md +++ b/compendium/feats/eternal-bane.md @@ -7,7 +7,7 @@ tags: aliases: ["Eternal Bane"] --- # Eternal Bane *Feat 16* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: evil alignment diff --git a/compendium/feats/eternal-blessing.md b/compendium/feats/eternal-blessing.md index c18b112ed..5e023eca8 100644 --- a/compendium/feats/eternal-blessing.md +++ b/compendium/feats/eternal-blessing.md @@ -7,7 +7,7 @@ tags: aliases: ["Eternal Blessing"] --- # Eternal Blessing *Feat 16* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: good alignment diff --git a/compendium/feats/eternal-boost-som.md b/compendium/feats/eternal-boost-som.md index e900de3ee..845893d11 100644 --- a/compendium/feats/eternal-boost-som.md +++ b/compendium/feats/eternal-boost-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Eternal Boost"] --- # Eternal Boost *Feat 20* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your link with your eidolon is so intense that you continuously reinforce its abilities. You are permanently [quickened](rules/conditions.md#Quickened); you can use your extra action only to cast [boost eidolon](compendium/spells/boost-eidolon-som.md) or [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md). While in exploration mode, you can declare that you are also continually casting [boost eidolon](compendium/spells/boost-eidolon-som.md) or [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md) even while using a different exploration activity. If you do, even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn. diff --git a/compendium/feats/eternal-composition.md b/compendium/feats/eternal-composition.md index ea8aaa954..290e0d3c3 100644 --- a/compendium/feats/eternal-composition.md +++ b/compendium/feats/eternal-composition.md @@ -7,7 +7,7 @@ tags: aliases: ["Eternal Composition"] --- # Eternal Composition *Feat 18* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Maestro muse diff --git a/compendium/feats/eternal-elixir.md b/compendium/feats/eternal-elixir.md index 26375ab4f..c344fbd3d 100644 --- a/compendium/feats/eternal-elixir.md +++ b/compendium/feats/eternal-elixir.md @@ -7,11 +7,11 @@ tags: aliases: ["Eternal Elixir"] --- # Eternal Elixir *Feat 16* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Extend Elixir](compendium/feats/extend-elixir.md) -Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the [elixir](rules/traits/elixir.md) and [infused](rules/traits/infused.md) traits and a duration of 1 minute or more, you can make the elixir's duration indefinite. You can do so only if the elixir's level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends. +Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the [elixir](rules/traits/elixir.md "Elixir Item Trait") and [infused](rules/traits/infused.md "Infused Item Trait") traits and a duration of 1 minute or more, you can make the elixir's duration indefinite. You can do so only if the elixir's level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends. *Source: Core Rulebook p. 80* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/eternal-memories-loil.md b/compendium/feats/eternal-memories-loil.md index f6f7fdd0e..4c7f37b60 100644 --- a/compendium/feats/eternal-memories-loil.md +++ b/compendium/feats/eternal-memories-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Eternal Memories"] --- # Eternal Memories [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") - **Prerequisites**: Endless Memories - **Frequency**: once per day diff --git a/compendium/feats/eternal-wings-apg.md b/compendium/feats/eternal-wings-apg.md index 7b84fb937..1e9e43ab9 100644 --- a/compendium/feats/eternal-wings-apg.md +++ b/compendium/feats/eternal-wings-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Eternal Wings"] --- # Eternal Wings *Feat 17* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Celestial Wings](compendium/feats/celestial-wings-apg.md) diff --git a/compendium/feats/eternal-wings-loag.md b/compendium/feats/eternal-wings-loag.md index 2d2212f5e..d81ca8992 100644 --- a/compendium/feats/eternal-wings-loag.md +++ b/compendium/feats/eternal-wings-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Eternal Wings"] --- # Eternal Wings *Feat 17* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") - **Prerequisites**: [Wings of Air](compendium/feats/wings-of-air-loag.md) diff --git a/compendium/feats/evade-doom-loag.md b/compendium/feats/evade-doom-loag.md index 58237eeb5..a5ca4d102 100644 --- a/compendium/feats/evade-doom-loag.md +++ b/compendium/feats/evade-doom-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Evade Doom"] --- # Evade Doom *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") You can elude supernatural disaster. When you would gain the [doomed](rules/conditions.md#Doomed) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [doomed](rules/conditions.md#Doomed) condition. diff --git a/compendium/feats/evanescent-wings-loag.md b/compendium/feats/evanescent-wings-loag.md index 1e21e879c..35c8a4d78 100644 --- a/compendium/feats/evanescent-wings-loag.md +++ b/compendium/feats/evanescent-wings-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Evanescent Wings"] --- # Evanescent Wings *Feat 1* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") -You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single [Interact](rules/actions/interact.md) action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the [move](rules/traits/move.md) trait. +You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single [Interact](rules/actions/interact.md) action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the [move](rules/traits/move.md "Move Combat Trait") trait. ## Evanescent Wings leads to... diff --git a/compendium/feats/evangelize-logm.md b/compendium/feats/evangelize-logm.md index 9dc5b7a10..bcad609f4 100644 --- a/compendium/feats/evangelize-logm.md +++ b/compendium/feats/evangelize-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Evangelize"] --- # Evangelize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[auditory](rules/traits/auditory.md) [general](rules/traits/general.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [general](rules/traits/general.md "General Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Diplomacy](compendium/skills.md#Diplomacy), you follow a deity or philosophy - **Activity** Single Action diff --git a/compendium/feats/evasiveness-apg.md b/compendium/feats/evasiveness-apg.md index 0e459508c..f96855788 100644 --- a/compendium/feats/evasiveness-apg.md +++ b/compendium/feats/evasiveness-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Evasiveness"] --- # Evasiveness *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md), expert in Reflex saves diff --git a/compendium/feats/evasiveness.md b/compendium/feats/evasiveness.md index 8993743c6..5b689e786 100644 --- a/compendium/feats/evasiveness.md +++ b/compendium/feats/evasiveness.md @@ -7,7 +7,7 @@ tags: aliases: ["Evasiveness"] --- # Evasiveness *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md), expert in Reflex saves diff --git a/compendium/feats/ever-dreaming-da.md b/compendium/feats/ever-dreaming-da.md index 5b8d98ec3..cd5b6bd8d 100644 --- a/compendium/feats/ever-dreaming-da.md +++ b/compendium/feats/ever-dreaming-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Ever Dreaming"] --- # Ever Dreaming *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) diff --git a/compendium/feats/ever-vigilant-senses-som.md b/compendium/feats/ever-vigilant-senses-som.md index f6800f58a..33bd94541 100644 --- a/compendium/feats/ever-vigilant-senses-som.md +++ b/compendium/feats/ever-vigilant-senses-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Ever-vigilant Senses"] --- # Ever-vigilant Senses *Feat 16* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon has enhanced senses. It gains a +2 circumstance bonus to [Perception](compendium/skills.md#Perception), and can't be flanked except by creatures that are higher level than it. It can see [invisible](rules/conditions.md#Invisible) creatures and objects; they appear translucent and are [concealed](rules/conditions.md#Concealed). When your eidolon moves within 30 feet of an illusion that can be 0, the GM rolls a secret check to 0 it, even if your eidolon didn't spend an action to [Interact](rules/actions/interact.md). diff --git a/compendium/feats/everdistant-defense-frp3.md b/compendium/feats/everdistant-defense-frp3.md index dcc059a65..b472374de 100644 --- a/compendium/feats/everdistant-defense-frp3.md +++ b/compendium/feats/everdistant-defense-frp3.md @@ -10,7 +10,7 @@ tags: aliases: ["Everdistant Defense"] --- # Everdistant Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[abjuration](rules/traits/abjuration.md) [champion](rules/traits/champion.md) [divine](rules/traits/divine.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [champion](rules/traits/champion.md "Champion Class Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Trigger** A creature within your aura is targeted by a ranged attack or a creature moves through your aura. - **Requirements**: You have at least one aura from a champion feat or feature. diff --git a/compendium/feats/everstand-stance-locg.md b/compendium/feats/everstand-stance-locg.md index 34b2dac87..5321397d9 100644 --- a/compendium/feats/everstand-stance-locg.md +++ b/compendium/feats/everstand-stance-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Everstand Stance"] --- # Everstand Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Requirements**: You are wielding a shield. - **Activity** Single Action diff --git a/compendium/feats/everstand-strike-locg.md b/compendium/feats/everstand-strike-locg.md index b6d1e35d3..2baf641c2 100644 --- a/compendium/feats/everstand-strike-locg.md +++ b/compendium/feats/everstand-strike-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Everstand Strike"] --- # Everstand Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [press](rules/traits/press.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Everstand Stance](compendium/feats/everstand-stance-locg.md) - **Requirements**: You are wielding a shield in two hands. diff --git a/compendium/feats/everyone-duck-locg.md b/compendium/feats/everyone-duck-locg.md index 105e2f8a8..1e4e7375a 100644 --- a/compendium/feats/everyone-duck-locg.md +++ b/compendium/feats/everyone-duck-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Everyone Duck!"] --- # Everyone Duck! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Trigger** You fail, but don't critically fail, an attempt to [Disable a Device](rules/actions/disable-a-device.md) on a trap. diff --git a/compendium/feats/everyones-a-suspect-apg.md b/compendium/feats/everyones-a-suspect-apg.md index 25e4dec4c..84878afd5 100644 --- a/compendium/feats/everyones-a-suspect-apg.md +++ b/compendium/feats/everyones-a-suspect-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Everyone's A Suspect"] --- # Everyone's A Suspect *Feat 20* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least 1 minute, you automatically [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) with that creature as the subject. You can have any number of such leads at any given time, and when you [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) again, you don't give up any of these automatic subjects. diff --git a/compendium/feats/exacting-strike.md b/compendium/feats/exacting-strike.md index a156b9f68..82d03afc5 100644 --- a/compendium/feats/exacting-strike.md +++ b/compendium/feats/exacting-strike.md @@ -8,7 +8,7 @@ tags: aliases: ["Exacting Strike"] --- # Exacting Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/execution-ngd.md b/compendium/feats/execution-ngd.md index 3304ab334..7a32ccc44 100644 --- a/compendium/feats/execution-ngd.md +++ b/compendium/feats/execution-ngd.md @@ -8,7 +8,7 @@ tags: aliases: ["Execution"] --- # Execution [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - **Requirements**: You have condemned a foe with [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md). diff --git a/compendium/feats/executioner-weapon-training-ngd.md b/compendium/feats/executioner-weapon-training-ngd.md index 014f6c352..e6093d456 100644 --- a/compendium/feats/executioner-weapon-training-ngd.md +++ b/compendium/feats/executioner-weapon-training-ngd.md @@ -7,7 +7,7 @@ tags: aliases: ["Executioner Weapon Training"] --- # Executioner Weapon Training *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners diff --git a/compendium/feats/exhort-the-faithful-apg.md b/compendium/feats/exhort-the-faithful-apg.md index 8082be768..9fd97b3ec 100644 --- a/compendium/feats/exhort-the-faithful-apg.md +++ b/compendium/feats/exhort-the-faithful-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Exhort The Faithful"] --- # Exhort The Faithful *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Religion](compendium/skills.md#Religion), follower of a specific religion diff --git a/compendium/feats/exorcist-dedication-botd.md b/compendium/feats/exorcist-dedication-botd.md index 0db1e187a..71f2f131a 100644 --- a/compendium/feats/exorcist-dedication-botd.md +++ b/compendium/feats/exorcist-dedication-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Exorcist Dedication"] --- # Exorcist Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) @@ -18,11 +18,11 @@ As an exorcist, you do more than just collect spirits: you also help rid them of You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a [helpful](rules/conditions.md#Helpful) effect as they depart for the afterlife. -Any actions you gain from the exorcist archetype gain either the [divine](rules/traits/divine.md) or [occult](rules/traits/occult.md) trait, depending on whether you used [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. +Any actions you gain from the exorcist archetype gain either the [divine](rules/traits/divine.md "Divine Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") trait, depending on whether you used [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. ```ad-embed-ability title: Spirit's Mercy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Cost**: 1 spirit wisp or remnant - **Trigger**: You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead diff --git a/compendium/feats/expand-aura-apg.md b/compendium/feats/expand-aura-apg.md index 00ca25888..7694ba595 100644 --- a/compendium/feats/expand-aura-apg.md +++ b/compendium/feats/expand-aura-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Expand Aura"] --- # Expand Aura [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[champion](rules/traits/champion.md) [concentrate](rules/traits/concentrate.md) +[champion](rules/traits/champion.md "Champion Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: You have at least one aura from a champion feat or feature. - **Activity** Single Action diff --git a/compendium/feats/expand-spiral-botd.md b/compendium/feats/expand-spiral-botd.md index ee8393347..b516ed572 100644 --- a/compendium/feats/expand-spiral-botd.md +++ b/compendium/feats/expand-spiral-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Expand Spiral"] --- # Expand Spiral *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spiral Sworn](compendium/feats/spiral-sworn-botd.md) diff --git a/compendium/feats/expanded-domain-initiate-logm.md b/compendium/feats/expanded-domain-initiate-logm.md index 4847dca02..54e4dc92f 100644 --- a/compendium/feats/expanded-domain-initiate-logm.md +++ b/compendium/feats/expanded-domain-initiate-logm.md @@ -7,7 +7,7 @@ tags: aliases: ["Expanded Domain Initiate"] --- # Expanded Domain Initiate *Feat 4* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Domain Initiate](compendium/feats/domain-initiate.md) diff --git a/compendium/feats/expanded-luck-apg.md b/compendium/feats/expanded-luck-apg.md index 340757209..5544a2891 100644 --- a/compendium/feats/expanded-luck-apg.md +++ b/compendium/feats/expanded-luck-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expanded Luck"] --- # Expanded Luck *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) diff --git a/compendium/feats/expanded-senses-som.md b/compendium/feats/expanded-senses-som.md index afe737fb5..2cf1722d9 100644 --- a/compendium/feats/expanded-senses-som.md +++ b/compendium/feats/expanded-senses-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Expanded Senses"] --- # Expanded Senses *Feat 1* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon evolves more acute senses. Your eidolon gains [low-light vision](rules/abilities/low-light-vision.md) and [darkvision](rules/abilities/darkvision.md), as well as [scent](rules/abilities/scent.md) as an imprecise sense with a range of 30 feet. diff --git a/compendium/feats/expanded-splash.md b/compendium/feats/expanded-splash.md index eee57b8f2..77044ca46 100644 --- a/compendium/feats/expanded-splash.md +++ b/compendium/feats/expanded-splash.md @@ -7,11 +7,11 @@ tags: aliases: ["Expanded Splash"] --- # Expanded Splash *Feat 10* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Calculated Splash](compendium/feats/calculated-splash.md) -The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an [alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) and that bomb has the [splash](rules/traits/splash.md) trait, you can add your Intelligence modifier to the bomb's usual splash damage, and it deals splash damage to every creature within 10 feet of the target. +The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") and that bomb has the [splash](rules/traits/splash.md "Splash Weapon Trait") trait, you can add your Intelligence modifier to the bomb's usual splash damage, and it deals splash damage to every creature within 10 feet of the target. ## Expanded Splash leads to... diff --git a/compendium/feats/expansive-spellstrike-som.md b/compendium/feats/expansive-spellstrike-som.md index efa7625b4..f9495c088 100644 --- a/compendium/feats/expansive-spellstrike-som.md +++ b/compendium/feats/expansive-spellstrike-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Expansive Spellstrike"] --- # Expansive Spellstrike *Feat 2* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) @@ -16,7 +16,7 @@ You've adapted a wider array of spells to work with your attacks. Rather than ne - If your [Strike](rules/actions/strike.md) critically fails, the spell is lost with no effect. - Creatures use their normal defenses against the spell, such as saving throws. - If the spell lets you select a number of targets, it instead targets only the creature you attacked with your [Strike](rules/actions/strike.md). -- If the spell has an area, the target must be in that area. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a [reach](rules/traits/reach.md) weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the [Strike](rules/actions/strike.md) still targets only one creature. +- If the spell has an area, the target must be in that area. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a [reach](rules/traits/reach.md "Reach Weapon Trait") weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the [Strike](rules/actions/strike.md) still targets only one creature. *Source: Secrets of Magic p. 43* %% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/compendium/feats/expeditious-advance-lowg.md b/compendium/feats/expeditious-advance-lowg.md index 860b1e45f..98d3ca57b 100644 --- a/compendium/feats/expeditious-advance-lowg.md +++ b/compendium/feats/expeditious-advance-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expeditious Advance"] --- # Expeditious Advance *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) - **Requirements**: You are unarmored or wearing light armor. diff --git a/compendium/feats/expeditious-search.md b/compendium/feats/expeditious-search.md index 7fb4b392e..417f8fbd5 100644 --- a/compendium/feats/expeditious-search.md +++ b/compendium/feats/expeditious-search.md @@ -7,7 +7,7 @@ tags: aliases: ["Expeditious Search"] --- # Expeditious Search *Feat 7* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: master in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/experienced-professional.md b/compendium/feats/experienced-professional.md index 11744b209..d51104e61 100644 --- a/compendium/feats/experienced-professional.md +++ b/compendium/feats/experienced-professional.md @@ -8,7 +8,7 @@ tags: aliases: ["Experienced Professional"] --- # Experienced Professional *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Lore](compendium/skills.md#Lore) diff --git a/compendium/feats/experienced-smuggler.md b/compendium/feats/experienced-smuggler.md index 95a32906b..5cb7f1314 100644 --- a/compendium/feats/experienced-smuggler.md +++ b/compendium/feats/experienced-smuggler.md @@ -8,7 +8,7 @@ tags: aliases: ["Experienced Smuggler"] --- # Experienced Smuggler *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/experienced-tracker.md b/compendium/feats/experienced-tracker.md index 4acdc3388..b4a8056ce 100644 --- a/compendium/feats/experienced-tracker.md +++ b/compendium/feats/experienced-tracker.md @@ -8,7 +8,7 @@ tags: aliases: ["Experienced Tracker"] --- # Experienced Tracker *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/expert-alchemy.md b/compendium/feats/expert-alchemy.md index 7fb66e205..5239b715c 100644 --- a/compendium/feats/expert-alchemy.md +++ b/compendium/feats/expert-alchemy.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Alchemy"] --- # Expert Alchemy *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md), expert in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/expert-backstabber-apg.md b/compendium/feats/expert-backstabber-apg.md index 2e4d64d6e..85488bf8f 100644 --- a/compendium/feats/expert-backstabber-apg.md +++ b/compendium/feats/expert-backstabber-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Expert Backstabber"] --- # Expert Backstabber *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) -When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) foe with a weapon that has the [backstabber](rules/traits/backstabber.md) weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. +When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) foe with a weapon that has the [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. *Source: Advanced Player's Guide p. 158* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-bard-spellcasting.md b/compendium/feats/expert-bard-spellcasting.md index d9ae8fb01..75d6a0668 100644 --- a/compendium/feats/expert-bard-spellcasting.md +++ b/compendium/feats/expert-bard-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Bard Spellcasting"] --- # Expert Bard Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md), master in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/expert-captivator-spellcasting-lotgb.md b/compendium/feats/expert-captivator-spellcasting-lotgb.md index 4ceeddf5f..93e4898c5 100644 --- a/compendium/feats/expert-captivator-spellcasting-lotgb.md +++ b/compendium/feats/expert-captivator-spellcasting-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Captivator Spellcasting"] --- # Expert Captivator Spellcasting *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) diff --git a/compendium/feats/expert-cathartic-spellcasting-som.md b/compendium/feats/expert-cathartic-spellcasting-som.md index 868167d41..8208952fa 100644 --- a/compendium/feats/expert-cathartic-spellcasting-som.md +++ b/compendium/feats/expert-cathartic-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Cathartic Spellcasting"] --- # Expert Cathartic Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Cathartic Spellcasting](compendium/feats/basic-cathartic-spellcasting-som.md) diff --git a/compendium/feats/expert-cleric-spellcasting.md b/compendium/feats/expert-cleric-spellcasting.md index daf94b29a..4f8c489fc 100644 --- a/compendium/feats/expert-cleric-spellcasting.md +++ b/compendium/feats/expert-cleric-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Cleric Spellcasting"] --- # Expert Cleric Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md), master in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/expert-combat-eidolon-som.md b/compendium/feats/expert-combat-eidolon-som.md index 88de9fc88..982b809aa 100644 --- a/compendium/feats/expert-combat-eidolon-som.md +++ b/compendium/feats/expert-combat-eidolon-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Combat Eidolon"] --- # Expert Combat Eidolon *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) diff --git a/compendium/feats/expert-disassembly-apg.md b/compendium/feats/expert-disassembly-apg.md index dbc580b76..3f76b4e35 100644 --- a/compendium/feats/expert-disassembly-apg.md +++ b/compendium/feats/expert-disassembly-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Expert Disassembly"] --- # Expert Disassembly *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) diff --git a/compendium/feats/expert-drill-sergeant-locg.md b/compendium/feats/expert-drill-sergeant-locg.md index aff0c5fae..c4fbe6a22 100644 --- a/compendium/feats/expert-drill-sergeant-locg.md +++ b/compendium/feats/expert-drill-sergeant-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Drill Sergeant"] --- # Expert Drill Sergeant *Feat 5* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You know how to get the most out of your allies. While exploring, when you are leading and allies are [Following the Expert](rules/actions/follow-the-expert.md), you grant a +3 circumstance bonus instead of +2 if you're an expert in the applicable skill, and a +4 circumstance bonus if you're a master. diff --git a/compendium/feats/expert-druid-spellcasting.md b/compendium/feats/expert-druid-spellcasting.md index 6d205817e..422579c6b 100644 --- a/compendium/feats/expert-druid-spellcasting.md +++ b/compendium/feats/expert-druid-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Druid Spellcasting"] --- # Expert Druid Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md), master in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/expert-eldritch-archer-spellcasting-apg.md b/compendium/feats/expert-eldritch-archer-spellcasting-apg.md index 8047cbc94..d9867bcf3 100644 --- a/compendium/feats/expert-eldritch-archer-spellcasting-apg.md +++ b/compendium/feats/expert-eldritch-archer-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Eldritch Archer Spellcasting"] --- # Expert Eldritch Archer Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Eldritch Archer Spellcasting](compendium/feats/basic-eldritch-archer-spellcasting-apg.md) diff --git a/compendium/feats/expert-herbalism-apg.md b/compendium/feats/expert-herbalism-apg.md index fc63907b6..715d22005 100644 --- a/compendium/feats/expert-herbalism-apg.md +++ b/compendium/feats/expert-herbalism-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Herbalism"] --- # Expert Herbalism *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/expert-longevity.md b/compendium/feats/expert-longevity.md index dba9e0097..b90c2eb22 100644 --- a/compendium/feats/expert-longevity.md +++ b/compendium/feats/expert-longevity.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Longevity"] --- # Expert Longevity *Feat 9* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: [Ancestral Longevity](compendium/feats/ancestral-longevity.md) diff --git a/compendium/feats/expert-magus-spellcasting-som.md b/compendium/feats/expert-magus-spellcasting-som.md index 707bafc9c..9cf9e19f3 100644 --- a/compendium/feats/expert-magus-spellcasting-som.md +++ b/compendium/feats/expert-magus-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Magus Spellcasting"] --- # Expert Magus Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Magus Spellcasting](compendium/feats/basic-magus-spellcasting-som.md), master in [Arcana](compendium/skills.md#Arcana) diff --git a/compendium/feats/expert-oracle-spellcasting-apg.md b/compendium/feats/expert-oracle-spellcasting-apg.md index 2df9a5b2a..f19e1f21d 100644 --- a/compendium/feats/expert-oracle-spellcasting-apg.md +++ b/compendium/feats/expert-oracle-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Oracle Spellcasting"] --- # Expert Oracle Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md), master in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/expert-poisoner-apg.md b/compendium/feats/expert-poisoner-apg.md index 819078551..af3323ac3 100644 --- a/compendium/feats/expert-poisoner-apg.md +++ b/compendium/feats/expert-poisoner-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Poisoner"] --- # Expert Poisoner *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), expert in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/expert-psychic-spellcasting-da.md b/compendium/feats/expert-psychic-spellcasting-da.md index 5a98be347..60435c50e 100644 --- a/compendium/feats/expert-psychic-spellcasting-da.md +++ b/compendium/feats/expert-psychic-spellcasting-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Psychic Spellcasting"] --- # Expert Psychic Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Psychic Spellcasting](compendium/feats/basic-psychic-spellcasting-da.md), master in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/expert-scroll-cache-apg.md b/compendium/feats/expert-scroll-cache-apg.md index 5c6af96a2..befa23c2d 100644 --- a/compendium/feats/expert-scroll-cache-apg.md +++ b/compendium/feats/expert-scroll-cache-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Scroll Cache"] --- # Expert Scroll Cache *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Scroll Cache](compendium/feats/basic-scroll-cache-apg.md) diff --git a/compendium/feats/expert-snowcasting-tv.md b/compendium/feats/expert-snowcasting-tv.md index a4a36c11b..a527d8e05 100644 --- a/compendium/feats/expert-snowcasting-tv.md +++ b/compendium/feats/expert-snowcasting-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Snowcasting"] --- # Expert Snowcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") You draw ever more magical cold into your being, learning how to manipulate it to your whims. You gain the expert spellcasting benefits. diff --git a/compendium/feats/expert-sorcerer-spellcasting.md b/compendium/feats/expert-sorcerer-spellcasting.md index 274ced4b7..5873d2b19 100644 --- a/compendium/feats/expert-sorcerer-spellcasting.md +++ b/compendium/feats/expert-sorcerer-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Sorcerer Spellcasting"] --- # Expert Sorcerer Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md); master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), depending on bloodline diff --git a/compendium/feats/expert-spellcasting-som.md b/compendium/feats/expert-spellcasting-som.md index 7a4f7672f..9caffdb60 100644 --- a/compendium/feats/expert-spellcasting-som.md +++ b/compendium/feats/expert-spellcasting-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Expert Spellcasting"] --- # Expert Spellcasting *Feat 12* -[[class]](rules/traits/any-class-som.md) [pervasive magic](rules/traits/pervasive-magic-som.md) [rare](rules/traits/rare.md) +[[class]](rules/traits/class-som.md "Any Class Class Trait") [pervasive magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Basic Spellcasting](compendium/feats/basic-spellcasting-som.md) diff --git a/compendium/feats/expert-summoner-spellcasting-som.md b/compendium/feats/expert-summoner-spellcasting-som.md index d766de80c..479b11f75 100644 --- a/compendium/feats/expert-summoner-spellcasting-som.md +++ b/compendium/feats/expert-summoner-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Summoner Spellcasting"] --- # Expert Summoner Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Summoner Spellcasting](compendium/feats/basic-summoner-spellcasting-som.md), master in the skill associated with your eidolon's tradition diff --git a/compendium/feats/expert-witch-spellcasting-apg.md b/compendium/feats/expert-witch-spellcasting-apg.md index 3588bc23a..7f00dca31 100644 --- a/compendium/feats/expert-witch-spellcasting-apg.md +++ b/compendium/feats/expert-witch-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Witch Spellcasting"] --- # Expert Witch Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md), master in the skill associated with your patron's tradition diff --git a/compendium/feats/expert-wizard-spellcasting.md b/compendium/feats/expert-wizard-spellcasting.md index 84668c980..917a0a103 100644 --- a/compendium/feats/expert-wizard-spellcasting.md +++ b/compendium/feats/expert-wizard-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Expert Wizard Spellcasting"] --- # Expert Wizard Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md), master in [Arcana](compendium/skills.md#Arcana) diff --git a/compendium/feats/exploitive-bomb.md b/compendium/feats/exploitive-bomb.md index f75ebe3b5..85854ed9d 100644 --- a/compendium/feats/exploitive-bomb.md +++ b/compendium/feats/exploitive-bomb.md @@ -8,7 +8,7 @@ tags: aliases: ["Exploitive Bomb"] --- # Exploitive Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Frequency**: once per round - **Trigger** You craft an alchemical bomb using [Quick Alchemy](rules/actions/quick-alchemy.md) that's at least 2 levels lower than your advanced alchemy level. diff --git a/compendium/feats/explosive-death-drop-lopsg.md b/compendium/feats/explosive-death-drop-lopsg.md index c28e27b99..45f9f6a71 100644 --- a/compendium/feats/explosive-death-drop-lopsg.md +++ b/compendium/feats/explosive-death-drop-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Explosive Death Drop"] --- # Explosive Death Drop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fire](rules/traits/fire.md) [monk](rules/traits/monk.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Blazing Talon Surge](compendium/feats/blazing-talon-surge-lopsg.md) - **Requirements**: You are in Rain of Embers Stance and have a target [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/express-rider-apg.md b/compendium/feats/express-rider-apg.md index 236ebb1e1..538cf58ad 100644 --- a/compendium/feats/express-rider-apg.md +++ b/compendium/feats/express-rider-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Express Rider"] --- # Express Rider *Feat 1* -[exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [move](rules/traits/move.md) [skill](rules/traits/skill.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [move](rules/traits/move.md "Move Combat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/extend-armament-alignment.md b/compendium/feats/extend-armament-alignment.md index 27f6b80b7..e2a3aeb74 100644 --- a/compendium/feats/extend-armament-alignment.md +++ b/compendium/feats/extend-armament-alignment.md @@ -7,7 +7,7 @@ tags: aliases: ["Extend Armament Alignment"] --- # Extend Armament Alignment *Feat 14* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Align Armament](compendium/feats/align-armament.md) diff --git a/compendium/feats/extend-boost-som.md b/compendium/feats/extend-boost-som.md index 509745893..6f1a23e46 100644 --- a/compendium/feats/extend-boost-som.md +++ b/compendium/feats/extend-boost-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Extend Boost"] --- # Extend Boost *Feat 1* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") You can increase the duration of your eidolon's boosts. You learn the [extend boost](compendium/spells/extend-boost-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/extend-elixir.md b/compendium/feats/extend-elixir.md index 1060436ed..123365c40 100644 --- a/compendium/feats/extend-elixir.md +++ b/compendium/feats/extend-elixir.md @@ -7,10 +7,10 @@ tags: aliases: ["Extend Elixir"] --- # Extend Elixir *Feat 12* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the [elixir](rules/traits/elixir.md) and [infused](rules/traits/infused.md) traits and a duration of 1 minute or longer, that elixir's duration is doubled. +Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the [elixir](rules/traits/elixir.md "Elixir Item Trait") and [infused](rules/traits/infused.md "Infused Item Trait") traits and a duration of 1 minute or longer, that elixir's duration is doubled. ## Extend Elixir leads to... diff --git a/compendium/feats/extinguish-light-loag.md b/compendium/feats/extinguish-light-loag.md index 450f54a4d..e73478fe8 100644 --- a/compendium/feats/extinguish-light-loag.md +++ b/compendium/feats/extinguish-light-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Extinguish Light"] --- # Extinguish Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Frequency**: once every 10 minutes - **Activity** Two-Action diff --git a/compendium/feats/extra-squishy-apg.md b/compendium/feats/extra-squishy-apg.md index 31f8065b2..45e73f8a0 100644 --- a/compendium/feats/extra-squishy-apg.md +++ b/compendium/feats/extra-squishy-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Extra Squishy"] --- # Extra Squishy *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: unbreakable goblin heritage diff --git a/compendium/feats/extradimensional-stash-frp3.md b/compendium/feats/extradimensional-stash-frp3.md index 527d9067c..ba3c123fb 100644 --- a/compendium/feats/extradimensional-stash-frp3.md +++ b/compendium/feats/extradimensional-stash-frp3.md @@ -9,7 +9,7 @@ tags: aliases: ["Extradimensional Stash"] --- # Extradimensional Stash *Feat 20* -[extradimensional](rules/traits/extradimensional.md) [rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: legendary in [Thievery](compendium/skills.md#Thievery) diff --git a/compendium/feats/exude-abyssal-corruption-da.md b/compendium/feats/exude-abyssal-corruption-da.md index bb5fce99f..a724962b0 100644 --- a/compendium/feats/exude-abyssal-corruption-da.md +++ b/compendium/feats/exude-abyssal-corruption-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Exude Abyssal Corruption"] --- # Exude Abyssal Corruption [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [poison](rules/traits/poison.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a demon - **Activity** Single Action diff --git a/compendium/feats/eye-for-numbers-apg.md b/compendium/feats/eye-for-numbers-apg.md index c694f968a..f4fd6076d 100644 --- a/compendium/feats/eye-for-numbers-apg.md +++ b/compendium/feats/eye-for-numbers-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Eye For Numbers"] --- # Eye For Numbers [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Society](compendium/skills.md#Society) - **Activity** Single Action diff --git a/compendium/feats/eye-for-treasure-apg.md b/compendium/feats/eye-for-treasure-apg.md index 3c8fc0fe8..659e13ff1 100644 --- a/compendium/feats/eye-for-treasure-apg.md +++ b/compendium/feats/eye-for-treasure-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Eye For Treasure"] --- # Eye For Treasure *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") You know good artisanship when you see it and can wax poetic about crafting techniques and forms. diff --git a/compendium/feats/eye-of-ozem-lowg.md b/compendium/feats/eye-of-ozem-lowg.md index dd53a5560..4a88bc56e 100644 --- a/compendium/feats/eye-of-ozem-lowg.md +++ b/compendium/feats/eye-of-ozem-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Eye Of Ozem"] --- # Eye Of Ozem *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), expert in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/eye-of-the-arclords-lowg.md b/compendium/feats/eye-of-the-arclords-lowg.md index 61ce9660e..40716e62e 100644 --- a/compendium/feats/eye-of-the-arclords-lowg.md +++ b/compendium/feats/eye-of-the-arclords-lowg.md @@ -9,14 +9,14 @@ tags: aliases: ["Eye Of The Arclords"] --- # Eye Of The Arclords [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are a member of the Arclords of Nex. - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Arcane Sense](compendium/feats/arcane-sense.md) - **Frequency**: once per day - **Activity** Single Action -You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the [concentrate](rules/traits/concentrate.md) trait. It can remain open for 2 minutes if you're a master in [Arcana](compendium/skills.md#Arcana), or 5 minutes if you're legendary. While the eye is open, you gain the following benefits: you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain [darkvision](rules/abilities/darkvision.md); you gain a +2 status bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) [undetected](rules/conditions.md#Undetected) and [hidden](rules/conditions.md#Hidden) creatures and to your [Perception](compendium/skills.md#Perception) DC against [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). After your third eye closes, you are [dazzled](rules/conditions.md#Dazzled) for an amount of time equal to how long you had it open. +You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. It can remain open for 2 minutes if you're a master in [Arcana](compendium/skills.md#Arcana), or 5 minutes if you're legendary. While the eye is open, you gain the following benefits: you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain [darkvision](rules/abilities/darkvision.md); you gain a +2 status bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) [undetected](rules/conditions.md#Undetected) and [hidden](rules/conditions.md#Hidden) creatures and to your [Perception](compendium/skills.md#Perception) DC against [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). After your third eye closes, you are [dazzled](rules/conditions.md#Dazzled) for an amount of time equal to how long you had it open. *Source: Lost Omens: World Guide p. 81* %% #compendium/src/pf2e/lowg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/eyes-of-night-apg.md b/compendium/feats/eyes-of-night-apg.md index d949e61c2..b5d16b8e2 100644 --- a/compendium/feats/eyes-of-night-apg.md +++ b/compendium/feats/eyes-of-night-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Eyes Of Night"] --- # Eyes Of Night *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") - **Prerequisites**: low-light vision diff --git a/compendium/feats/fabricated-connections-apg.md b/compendium/feats/fabricated-connections-apg.md index bc6f66ae8..ac8e0e2d6 100644 --- a/compendium/feats/fabricated-connections-apg.md +++ b/compendium/feats/fabricated-connections-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Fabricated Connections"] --- # Fabricated Connections *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md); master in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/fade-away-locg.md b/compendium/feats/fade-away-locg.md index 5d0b39710..64a47d159 100644 --- a/compendium/feats/fade-away-locg.md +++ b/compendium/feats/fade-away-locg.md @@ -7,11 +7,11 @@ tags: aliases: ["Fade Away"] --- # Fade Away *Feat 9* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Easily Dismissed](compendium/feats/easily-dismissed-locg.md) -Your ability to blend into the background allows you to fade away entirely or appear innocuous even to [magical](rules/traits/magical.md) effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day. +Your ability to blend into the background allows you to fade away entirely or appear innocuous even to [magical](rules/traits/magical.md "Magical Item Trait") effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day. *Source: Lost Omens: Character Guide p. 45* %% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/fading-lol.md b/compendium/feats/fading-lol.md index 73ce57e8e..3d33fd69c 100644 --- a/compendium/feats/fading-lol.md +++ b/compendium/feats/fading-lol.md @@ -9,7 +9,7 @@ tags: aliases: ["Fading"] --- # Fading [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Prerequisites**: [Crimson Shroud](compendium/feats/crimson-shroud-lowg.md) - **Frequency**: once per Crimson Shroud diff --git a/compendium/feats/fake-it-till-you-make-it-da.md b/compendium/feats/fake-it-till-you-make-it-da.md index 601bd158e..1ec2a5731 100644 --- a/compendium/feats/fake-it-till-you-make-it-da.md +++ b/compendium/feats/fake-it-till-you-make-it-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Fake It Till You Make It"] --- # Fake It Till You Make It *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) diff --git a/compendium/feats/false-faith-aoa4.md b/compendium/feats/false-faith-aoa4.md index 7703c4388..727985c17 100644 --- a/compendium/feats/false-faith-aoa4.md +++ b/compendium/feats/false-faith-aoa4.md @@ -7,7 +7,7 @@ tags: aliases: ["False Faith"] --- # False Faith *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: worshipper of [Droskar](compendium/setting/deities/droskar-logm.md) diff --git a/compendium/feats/familiar-conduit-apg.md b/compendium/feats/familiar-conduit-apg.md index 5155cdadc..b1afcef60 100644 --- a/compendium/feats/familiar-conduit-apg.md +++ b/compendium/feats/familiar-conduit-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Familiar Conduit"] --- # Familiar Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md), able to cast spells - **Requirements**: You have line of effect to your familiar. diff --git a/compendium/feats/familiar-foe-lokl.md b/compendium/feats/familiar-foe-lokl.md index b1b071dc6..330fefa3b 100644 --- a/compendium/feats/familiar-foe-lokl.md +++ b/compendium/feats/familiar-foe-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Familiar Foe"] --- # Familiar Foe *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), expert in [Religion](compendium/skills.md#Religion) or [Undead Lore](compendium/skills.md#Lore) diff --git a/compendium/feats/familiar-form-lopsg.md b/compendium/feats/familiar-form-lopsg.md index 912e3e878..df6cf68ab 100644 --- a/compendium/feats/familiar-form-lopsg.md +++ b/compendium/feats/familiar-form-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Familiar Form"] --- # Familiar Form *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) diff --git a/compendium/feats/familiar-magus-som.md b/compendium/feats/familiar-magus-som.md index b3103886a..2f4c1b725 100644 --- a/compendium/feats/familiar-magus-som.md +++ b/compendium/feats/familiar-magus-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Familiar (Magus)"] --- # Familiar (Magus) *Feat 1* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") You make a pact with a creature that helps you with your martial endeavors and assists your spellcasting. You gain a familiar. diff --git a/compendium/feats/familiar-mascot-apg.md b/compendium/feats/familiar-mascot-apg.md index 2b7965cfa..462cd0bef 100644 --- a/compendium/feats/familiar-mascot-apg.md +++ b/compendium/feats/familiar-mascot-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Familiar Mascot"] --- # Familiar Mascot *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) diff --git a/compendium/feats/familiar-master-dedication-apg.md b/compendium/feats/familiar-master-dedication-apg.md index 7fd5b0c36..c343d7205 100644 --- a/compendium/feats/familiar-master-dedication-apg.md +++ b/compendium/feats/familiar-master-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Familiar Master Dedication"] --- # Familiar Master Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the [Enhanced Familiar](compendium/feats/enhanced-familiar-wizard.md) feat. diff --git a/compendium/feats/familiar-oddities-da.md b/compendium/feats/familiar-oddities-da.md index 480bc6e17..b606cd7d9 100644 --- a/compendium/feats/familiar-oddities-da.md +++ b/compendium/feats/familiar-oddities-da.md @@ -8,11 +8,11 @@ tags: aliases: ["Familiar Oddities"] --- # Familiar Oddities *Feat 2* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md), trained in [Occultism](compendium/skills.md#Occultism) or [Curse Lore](compendium/skills.md#Lore) -Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to [Identify Magic](rules/actions/identify-magic.md) on a cursed item or a spell that has the [curse](rules/traits/curse.md) trait. +Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to [Identify Magic](rules/actions/identify-magic.md) on a cursed item or a spell that has the [curse](rules/traits/curse.md "Curse Effect Trait") trait. *Source: Dark Archive p. 169* %% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/familiar-sorcerer.md b/compendium/feats/familiar-sorcerer.md index d69aac308..df062ee4b 100644 --- a/compendium/feats/familiar-sorcerer.md +++ b/compendium/feats/familiar-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Familiar (Sorcerer)"] --- # Familiar (Sorcerer) *Feat 1* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") An animal serves you and assists your spellcasting. You gain a familiar. diff --git a/compendium/feats/familiar-thaumaturge-da.md b/compendium/feats/familiar-thaumaturge-da.md index ec834e5dc..0bc6ec5e4 100644 --- a/compendium/feats/familiar-thaumaturge-da.md +++ b/compendium/feats/familiar-thaumaturge-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Familiar (Thaumaturge)"] --- # Familiar (Thaumaturge) *Feat 1* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you've called forth a creature that now serves as your constant companion in your studies of the supernatural. You gain a familiar. diff --git a/compendium/feats/familiar-wizard.md b/compendium/feats/familiar-wizard.md index 076a6c47e..34b55284e 100644 --- a/compendium/feats/familiar-wizard.md +++ b/compendium/feats/familiar-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Familiar (Wizard)"] --- # Familiar (Wizard) *Feat 1* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") You make a pact with creature that serves you and assists your spellcasting. You gain a familiar. diff --git a/compendium/feats/familiars-eyes-apg.md b/compendium/feats/familiars-eyes-apg.md index c46cda5b1..78b77631e 100644 --- a/compendium/feats/familiars-eyes-apg.md +++ b/compendium/feats/familiars-eyes-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Familiar's Eyes"] --- # Familiar's Eyes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [witch](rules/traits/witch-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: a familiar - **Activity** Single Action diff --git a/compendium/feats/familiars-language-apg.md b/compendium/feats/familiars-language-apg.md index a62eec7cc..1ffc74b11 100644 --- a/compendium/feats/familiars-language-apg.md +++ b/compendium/feats/familiars-language-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Familiar's Language"] --- # Familiar's Language *Feat 2* -[divination](rules/traits/divination.md) [witch](rules/traits/witch-apg.md) +[divination](rules/traits/divination.md "Divination School Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: a familiar diff --git a/compendium/feats/fancy-moves-apg.md b/compendium/feats/fancy-moves-apg.md index f1d3ed236..ff26328ee 100644 --- a/compendium/feats/fancy-moves-apg.md +++ b/compendium/feats/fancy-moves-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Fancy Moves"] --- # Fancy Moves *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md), expert in [Performance](compendium/skills.md#Performance) diff --git a/compendium/feats/fanes-escape-lopsg.md b/compendium/feats/fanes-escape-lopsg.md index 393a6e80f..561699609 100644 --- a/compendium/feats/fanes-escape-lopsg.md +++ b/compendium/feats/fanes-escape-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Fane's Escape"] --- # Fane's Escape [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) - **Requirements**: You have a deck of playing cards in your possession. diff --git a/compendium/feats/fanes-fourberie-lopsg.md b/compendium/feats/fanes-fourberie-lopsg.md index cea015628..6f89c95b3 100644 --- a/compendium/feats/fanes-fourberie-lopsg.md +++ b/compendium/feats/fanes-fourberie-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Fane's Fourberie"] --- # Fane's Fourberie [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[rogue](rules/traits/rogue.md) [stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Activity** Single Action diff --git a/compendium/feats/fang-sharpener-locg.md b/compendium/feats/fang-sharpener-locg.md index fd6695127..80e93b2d8 100644 --- a/compendium/feats/fang-sharpener-locg.md +++ b/compendium/feats/fang-sharpener-locg.md @@ -7,11 +7,11 @@ tags: aliases: ["Fang Sharpener"] --- # Fang Sharpener *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: irongut goblin or razortooth goblin heritage -You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you're an irongut goblin, you gain a jaws unarmed attack that deals `1d4` piercing damage, and if you're a razortooth goblin, your jaws unarmed attack deals `1d8` piercing damage and loses the [finesse](rules/traits/finesse.md) trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) per weapon damage die. +You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you're an irongut goblin, you gain a jaws unarmed attack that deals `1d4` piercing damage, and if you're a razortooth goblin, your jaws unarmed attack deals `1d8` piercing damage and loses the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) per weapon damage die. ## Fang Sharpener leads to... diff --git a/compendium/feats/fangs-apg.md b/compendium/feats/fangs-apg.md index 02c947b29..1fb6b6596 100644 --- a/compendium/feats/fangs-apg.md +++ b/compendium/feats/fangs-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Fangs"] --- # Fangs *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") -Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals `1d6` piercing damage. Your fangs are in the brawling group and have the [grapple](rules/traits/grapple.md) and [unarmed](rules/traits/unarmed.md) traits. +Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals `1d6` piercing damage. Your fangs are in the brawling group and have the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. *Source: Advanced Player's Guide p. 33* %% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/fantastic-leap.md b/compendium/feats/fantastic-leap.md index 0d48ce133..37cc88470 100644 --- a/compendium/feats/fantastic-leap.md +++ b/compendium/feats/fantastic-leap.md @@ -7,7 +7,7 @@ tags: aliases: ["Fantastic Leap"] --- # Fantastic Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/far-lobber.md b/compendium/feats/far-lobber.md index 359e9e996..f18d856a7 100644 --- a/compendium/feats/far-lobber.md +++ b/compendium/feats/far-lobber.md @@ -7,7 +7,7 @@ tags: aliases: ["Far Lobber"] --- # Far Lobber *Feat 1* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. diff --git a/compendium/feats/far-shot.md b/compendium/feats/far-shot.md index 237e52a1d..4e42b8c33 100644 --- a/compendium/feats/far-shot.md +++ b/compendium/feats/far-shot.md @@ -7,7 +7,7 @@ tags: aliases: ["Far Shot"] --- # Far Shot *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons' range increments. diff --git a/compendium/feats/far-throw-apg.md b/compendium/feats/far-throw-apg.md index d507cee59..6d8b86791 100644 --- a/compendium/feats/far-throw-apg.md +++ b/compendium/feats/far-throw-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Far Throw"] --- # Far Throw *Feat 6* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") When you [Strike](rules/actions/strike.md) with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty. diff --git a/compendium/feats/farabellus-flip-lopsg.md b/compendium/feats/farabellus-flip-lopsg.md index 0a6aff9c6..d76662ded 100644 --- a/compendium/feats/farabellus-flip-lopsg.md +++ b/compendium/feats/farabellus-flip-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Farabellus Flip"] --- # Farabellus Flip [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[barbarian](rules/traits/barbarian.md) [fighter](rules/traits/fighter.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) and medium armor - **Trigger** An enemy targets you with a melee [Strike](rules/actions/strike.md). diff --git a/compendium/feats/fascinating-performance.md b/compendium/feats/fascinating-performance.md index bc521a2cf..166756621 100644 --- a/compendium/feats/fascinating-performance.md +++ b/compendium/feats/fascinating-performance.md @@ -8,11 +8,11 @@ tags: aliases: ["Fascinating Performance"] --- # Fascinating Performance *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) -When you [Perform](rules/actions/perform.md), compare your result to the Will DC of one observer. If you succeed, the target is [fascinated](rules/conditions.md#Fascinated) by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the [Perform](rules/actions/perform.md) action gains the [incapacitation](rules/traits/incapacitation.md) trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in [Performance](compendium/skills.md#Performance), you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time. +When you [Perform](rules/actions/perform.md), compare your result to the Will DC of one observer. If you succeed, the target is [fascinated](rules/conditions.md#Fascinated) by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the [Perform](rules/actions/perform.md) action gains the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in [Performance](compendium/skills.md#Performance), you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time. ## Fascinating Performance leads to... diff --git a/compendium/feats/fast-channel.md b/compendium/feats/fast-channel.md index f75b48c6a..bb5ee36ab 100644 --- a/compendium/feats/fast-channel.md +++ b/compendium/feats/fast-channel.md @@ -7,7 +7,7 @@ tags: aliases: ["Fast Channel"] --- # Fast Channel *Feat 14* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: harmful font or healing font diff --git a/compendium/feats/fast-movement.md b/compendium/feats/fast-movement.md index 3b5c9a817..44e7f2ed8 100644 --- a/compendium/feats/fast-movement.md +++ b/compendium/feats/fast-movement.md @@ -7,7 +7,7 @@ tags: aliases: ["Fast Movement"] --- # Fast Movement *Feat 4* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed. diff --git a/compendium/feats/fast-recovery.md b/compendium/feats/fast-recovery.md index 0543c282a..9ec7f463c 100644 --- a/compendium/feats/fast-recovery.md +++ b/compendium/feats/fast-recovery.md @@ -7,11 +7,11 @@ tags: aliases: ["Fast Recovery"] --- # Fast Recovery *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: Constitution 14 -Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing [disease](rules/traits/disease.md) or [poison](rules/traits/poison.md), you reduce its stage by 2, or by 1 against a [virulent](rules/traits/virulent.md) disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your [drained](rules/conditions.md#Drained) condition by 2 when you rest for a night instead of by 1. +Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing [disease](rules/traits/disease.md "Disease Effect Trait") or [poison](rules/traits/poison.md "Poison Effect Trait"), you reduce its stage by 2, or by 1 against a [virulent](rules/traits/virulent.md "Virulent Item Trait") disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your [drained](rules/conditions.md#Drained) condition by 2 when you rest for a night instead of by 1. *Source: Core Rulebook p. 261* %% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/fatal-aria.md b/compendium/feats/fatal-aria.md index c89572201..65f25d451 100644 --- a/compendium/feats/fatal-aria.md +++ b/compendium/feats/fatal-aria.md @@ -7,7 +7,7 @@ tags: aliases: ["Fatal Aria"] --- # Fatal Aria *Feat 20* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the [fatal aria](compendium/spells/fatal-aria.md) composition spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/faultspawn-loil.md b/compendium/feats/faultspawn-loil.md index ce394550b..5a2656044 100644 --- a/compendium/feats/faultspawn-loil.md +++ b/compendium/feats/faultspawn-loil.md @@ -8,14 +8,14 @@ tags: aliases: ["Faultspawn"] --- # Faultspawn *Feat 1* -[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works. You also have some vestigial signs of your previous incarnation, such as a second set of shoulder blades without usable arms, a set of mostly closed eyes where no eyes belong, or strange scarring reminiscent of a mouth. You gain the Find Fault reaction. ```ad-embed-ability title: Find Fault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Trigger**: You attempt a saving throw against a spell or magic effect but haven't rolled yet diff --git a/compendium/feats/favor-of-heaven-loag.md b/compendium/feats/favor-of-heaven-loag.md index d2db6cf23..7bfc8b2e6 100644 --- a/compendium/feats/favor-of-heaven-loag.md +++ b/compendium/feats/favor-of-heaven-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Favor Of Heaven"] --- # Favor Of Heaven *Feat 17* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") You're one of Hei Feng's chosen people and have the authority of the Celestial Court on your side. Once per day, you can cast a 6th-level [spirit blast](compendium/spells/spirit-blast.md) as a divine innate spell. In addition, you gain resistance 5 to both good and evil damage. diff --git a/compendium/feats/favorable-winds-loag.md b/compendium/feats/favorable-winds-loag.md index 968c38871..8444c015c 100644 --- a/compendium/feats/favorable-winds-loag.md +++ b/compendium/feats/favorable-winds-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Favorable Winds"] --- # Favorable Winds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[air](rules/traits/air.md) [changeling](rules/traits/changeling-b1.md) [concentrate](rules/traits/concentrate.md) [occult](rules/traits/occult.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Virga May](compendium/feats/virga-may-loag.md) - **Activity** Single Action diff --git a/compendium/feats/favored-enemy.md b/compendium/feats/favored-enemy.md index c02eb4ed0..093473588 100644 --- a/compendium/feats/favored-enemy.md +++ b/compendium/feats/favored-enemy.md @@ -7,7 +7,7 @@ tags: aliases: ["Favored Enemy"] --- # Favored Enemy *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can [Hunt Prey](rules/actions/hunt-prey.md) as a free action, designating that enemy. diff --git a/compendium/feats/favored-terrain.md b/compendium/feats/favored-terrain.md index 5e1676416..9e93d6c41 100644 --- a/compendium/feats/favored-terrain.md +++ b/compendium/feats/favored-terrain.md @@ -7,7 +7,7 @@ tags: aliases: ["Favored Terrain"] --- # Favored Terrain *Feat 2* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain. diff --git a/compendium/feats/fearsome-brute.md b/compendium/feats/fearsome-brute.md index 89a03d203..f861963f1 100644 --- a/compendium/feats/fearsome-brute.md +++ b/compendium/feats/fearsome-brute.md @@ -7,7 +7,7 @@ tags: aliases: ["Fearsome Brute"] --- # Fearsome Brute *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for [Strikes](rules/actions/strike.md) against [frightened](rules/conditions.md#Frightened) creatures. The bonus is equal to double the target's [frightened](rules/conditions.md#Frightened) value. If you have master proficiency in [Intimidation](compendium/skills.md#Intimidation), increase the bonus to triple the target's [frightened](rules/conditions.md#Frightened) value. diff --git a/compendium/feats/fearsome-fangs-tv.md b/compendium/feats/fearsome-fangs-tv.md index 44448ae5e..b75e7d2e0 100644 --- a/compendium/feats/fearsome-fangs-tv.md +++ b/compendium/feats/fearsome-fangs-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Fearsome Fangs"] --- # Fearsome Fangs *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Ursine Avenger Form diff --git a/compendium/feats/feast-botd.md b/compendium/feats/feast-botd.md index 21d5e2af6..2f406d7c3 100644 --- a/compendium/feats/feast-botd.md +++ b/compendium/feats/feast-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Feast"] --- # Feast [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Requirements**: You are adjacent to a [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. diff --git a/compendium/feats/feather-step.md b/compendium/feats/feather-step.md index 5d1fcb654..2c3a3d3fe 100644 --- a/compendium/feats/feather-step.md +++ b/compendium/feats/feather-step.md @@ -7,7 +7,7 @@ tags: aliases: ["Feather Step"] --- # Feather Step *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: Dexterity 14 diff --git a/compendium/feats/feathered-cloak-loag.md b/compendium/feats/feathered-cloak-loag.md index 0280a882a..e5fd468c8 100644 --- a/compendium/feats/feathered-cloak-loag.md +++ b/compendium/feats/feathered-cloak-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Feathered Cloak"] --- # Feathered Cloak *Feat 5* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") To blend in with the grounded and wingless, you fold your wings just so on your back, creating the illusion of a feathered cloak. You receive a +2 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) a version of yourself who is not a strix. diff --git a/compendium/feats/feats.md b/compendium/feats/feats.md index c647dff84..ae015fbbf 100644 --- a/compendium/feats/feats.md +++ b/compendium/feats/feats.md @@ -334,6 +334,7 @@ cssclass: pf2e,pf2e-index - [Bespell Weapon (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-sorcerer.md) - [Bespell Weapon (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-wizard.md) - [Bestiary Scholar, *Feat 10*](bestiary-scholar-lopsg.md) +- [Betraying Shank [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](betraying-shank-gw3.md) - [Between The Scales, *Feat 9*](between-the-scales-apg.md) - [Big Mouth, *Feat 9*](big-mouth-apg.md) - [Biographical Eye, *Feat 7*](biographical-eye-apg.md) @@ -813,6 +814,7 @@ cssclass: pf2e,pf2e-index - [Disarming Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](disarming-assault-apg.md) - [Disarming Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](disarming-block-apg.md) - [Disarming Flair, *Feat 1*](disarming-flair-apg.md) +- [Disarming Smile [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](disarming-smile-gw3.md) - [Disarming Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](disarming-stance.md) - [Disarming Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](disarming-twist.md) - [Discerning Gaze, *Feat 6*](discerning-gaze-ngd.md) @@ -1044,8 +1046,10 @@ cssclass: pf2e,pf2e-index - [Emotional Partitions, *Feat 1*](emotional-partitions-loil.md) - [Emotional Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](emotional-surge-da.md) - [Emotionless, *Feat 1*](emotionless-loag.md) +- [Empathetic Envoy, *Feat 4*](empathetic-envoy-gw3.md) - [Empathetic Plea [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](empathetic-plea-apg.md) - [Empathic Calm, *Feat 5*](empathic-calm-loil.md) +- [Emphatic Emissary [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](emphatic-emissary-gw3.md) - [Empty Body, *Feat 18*](empty-body.md) - [Empyreal Aura, *Feat 20*](empyreal-aura-lokl.md) - [Empyreal Blessing, *Feat 5*](empyreal-blessing-apg.md) @@ -1641,6 +1645,7 @@ cssclass: pf2e,pf2e-index - [Idol Threat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](idol-threat-loil.md) - [Idyllkin, *Feat 1*](idyllkin-loag.md) - [Illusion Sense, *Feat 1*](illusion-sense.md) +- [Ilverani Purist, *Feat 8*](ilverani-purist-gw3.md) - [Immortal Bear, *Feat 20*](immortal-bear-tv.md) - [Impaling Briars, *Feat 16*](impaling-briars.md) - [Impaling Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](impaling-finisher-apg.md) @@ -2116,7 +2121,7 @@ cssclass: pf2e,pf2e-index - [Monk Resiliency, *Feat 4*](monk-resiliency.md) - [Monkey Spirits, *Feat 13*](monkey-spirits-loil.md) - [Monk's Flurry, *Feat 10*](monks-flurry.md) -- [Monster Hunter, *Feat 1*](monster-hunter.md) +- [Monster Hunter, *Feat 1*](compendium/feats/monster-hunter.md) - [Monster Warden, *Feat 2*](monster-warden.md) - [Monstrosity Shape, *Feat 16*](monstrosity-shape.md) - [Monstrous Peacemaker, *Feat 1*](monstrous-peacemaker.md) @@ -3403,6 +3408,7 @@ cssclass: pf2e,pf2e-index - [Tusks, *Feat 1*](tusks-apg.md) - [Tusks, *Feat 1*](tusks-locg.md) - [Tweak Appearances, *Feat 2*](tweak-appearances-aoa3.md) +- [Twilight Speaker Dedication, *Feat 2*](twilight-speaker-dedication-gw3.md) - [Twin Distraction, *Feat 4*](twin-distraction-apg.md) - [Twin Eidolon, *Feat 20*](twin-eidolon-som.md) - [Twin Feint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](twin-feint.md) @@ -3692,6 +3698,7 @@ cssclass: pf2e,pf2e-index - [Woodland Stride, *Feat 4*](woodland-stride.md) - [Words Of Unraveling, *Feat 12*](words-of-unraveling-av2.md) - [Work Yourself Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](work-yourself-up-som.md) +- [World-Wise Vigilance, *Feat 8*](world-wise-vigilance-gw3.md) - [Worldsphere Gravity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](worldsphere-gravity-frp3.md) - [Wortwitch, *Feat 1*](wortwitch-apg.md) - [Wounded Rage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](wounded-rage.md) diff --git a/compendium/feats/feed-on-pain-loag.md b/compendium/feats/feed-on-pain-loag.md index 292e82870..061b8864e 100644 --- a/compendium/feats/feed-on-pain-loag.md +++ b/compendium/feats/feed-on-pain-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Feed On Pain"] --- # Feed On Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") - **Prerequisites**: [Adhyabhau](compendium/feats/adhyabhau-loag.md) - **Frequency**: once per hour diff --git a/compendium/feats/felicitous-riposte-apg.md b/compendium/feats/felicitous-riposte-apg.md index 92bc7c3d9..5ec1a82f4 100644 --- a/compendium/feats/felicitous-riposte-apg.md +++ b/compendium/feats/felicitous-riposte-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Felicitous Riposte"] --- # Felicitous Riposte *Feat 16* -[fortune](rules/traits/fortune.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") You take advantage of your foe's openings with uncanny odds. When you make an [Opportune Riposte](rules/actions/opportune-riposte-apg.md), roll twice on the attack roll and take the better result. diff --git a/compendium/feats/fell-rider-loag.md b/compendium/feats/fell-rider-loag.md index 483b6974e..a99d44bb8 100644 --- a/compendium/feats/fell-rider-loag.md +++ b/compendium/feats/fell-rider-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fell Rider"] --- # Fell Rider *Feat 9* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") - **Prerequisites**: animal companion diff --git a/compendium/feats/felling-shot.md b/compendium/feats/felling-shot.md index 7fc4ec0c2..63c38d22c 100644 --- a/compendium/feats/felling-shot.md +++ b/compendium/feats/felling-shot.md @@ -7,7 +7,7 @@ tags: aliases: ["Felling Shot"] --- # Felling Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/felling-strike.md b/compendium/feats/felling-strike.md index 8acb01902..d132d5329 100644 --- a/compendium/feats/felling-strike.md +++ b/compendium/feats/felling-strike.md @@ -7,7 +7,7 @@ tags: aliases: ["Felling Strike"] --- # Felling Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/feral-mutagen.md b/compendium/feats/feral-mutagen.md index daf7cc3bb..b8eb7b889 100644 --- a/compendium/feats/feral-mutagen.md +++ b/compendium/feats/feral-mutagen.md @@ -7,10 +7,10 @@ tags: aliases: ["Feral Mutagen"] --- # Feral Mutagen *Feat 8* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you're affected by a bestial mutagen, you gain the mutagen's item bonus to your [Intimidation](compendium/skills.md#Intimidation) checks. In addition, your claws and jaws are increasingly vicious, and they gain the [deadly ](rules/traits/deadly.md) trait. Finally, you can increase the mutagen's penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step. +Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you're affected by a bestial mutagen, you gain the mutagen's item bonus to your [Intimidation](compendium/skills.md#Intimidation) checks. In addition, your claws and jaws are increasingly vicious, and they gain the [deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") trait. Finally, you can increase the mutagen's penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step. *Source: Core Rulebook p. 79* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/ferocious-beasts-apg.md b/compendium/feats/ferocious-beasts-apg.md index 5e9ac5e73..ee04bcb86 100644 --- a/compendium/feats/ferocious-beasts-apg.md +++ b/compendium/feats/ferocious-beasts-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ferocious Beasts"] --- # Ferocious Beasts *Feat 13* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Beast Trainer](compendium/feats/beast-trainer-apg.md) or animal companion, [Orc Ferocity](compendium/feats/orc-ferocity.md) diff --git a/compendium/feats/ferocious-gust-loag.md b/compendium/feats/ferocious-gust-loag.md index eda4881ef..8ad6b4e98 100644 --- a/compendium/feats/ferocious-gust-loag.md +++ b/compendium/feats/ferocious-gust-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Ferocious Gust"] --- # Ferocious Gust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[air](rules/traits/air.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [strix](rules/traits/strix-loag.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") - **Frequency**: once per 10 minutes - **Activity** Two-Action diff --git a/compendium/feats/ferocious-shape.md b/compendium/feats/ferocious-shape.md index 38efaa48c..59be60997 100644 --- a/compendium/feats/ferocious-shape.md +++ b/compendium/feats/ferocious-shape.md @@ -7,7 +7,7 @@ tags: aliases: ["Ferocious Shape"] --- # Ferocious Shape *Feat 8* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) diff --git a/compendium/feats/festering-wounds-botd.md b/compendium/feats/festering-wounds-botd.md index 722a9534a..b818af9fb 100644 --- a/compendium/feats/festering-wounds-botd.md +++ b/compendium/feats/festering-wounds-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Festering Wounds"] --- # Festering Wounds *Feat 12* -[archetype](rules/traits/archetype.md) [disease](rules/traits/disease.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) diff --git a/compendium/feats/fetchling-lore-loag.md b/compendium/feats/fetchling-lore-loag.md index e2ddc4b3a..585d6a0b1 100644 --- a/compendium/feats/fetchling-lore-loag.md +++ b/compendium/feats/fetchling-lore-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fetchling Lore"] --- # Fetchling Lore *Feat 1* -[fetchling](rules/traits/fetchling-b2.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") You've learned obscure lessons about your fellow fetchlings. You're trained in [Occultism](compendium/skills.md#Occultism) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Shadow Plane Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/feverish-enzymes-botd.md b/compendium/feats/feverish-enzymes-botd.md index bcd4a7a31..a91fb4dc7 100644 --- a/compendium/feats/feverish-enzymes-botd.md +++ b/compendium/feats/feverish-enzymes-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Feverish Enzymes"] --- # Feverish Enzymes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) - **Activity** Two-Action diff --git a/compendium/feats/fey-ascension-loil.md b/compendium/feats/fey-ascension-loil.md index d771554c7..f40f6c776 100644 --- a/compendium/feats/fey-ascension-loil.md +++ b/compendium/feats/fey-ascension-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Fey Ascension"] --- # Fey Ascension *Feat 9* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) @@ -16,13 +16,13 @@ The fey influence on your form and features grows even more powerful and notable You gain one of the following features and abilities; this must be the same animal or fey type as you chose for [Fey Influence](compendium/feats/fey-influence-loil.md). - **Anteater** You become an expert in primal DCs and spell attack rolls. You can cast [slow](compendium/spells/slow.md) as an innate primal spell once per day. -- **Cat** Sith You laugh off the outraged curses of those you have tricked or wronged. Whenever a creature targets you with a [misfortune](rules/traits/misfortune.md) effect, make a DC 13 flat check. On a success, you are unaffected. +- **Cat** Sith You laugh off the outraged curses of those you have tricked or wronged. Whenever a creature targets you with a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, make a DC 13 flat check. On a success, you are unaffected. - **Cursed** Bluebird You have enough control over your curse to turn a bane into a minor blessing. Once per day, you can temporarily transform yourself or an ally into a blue bird, as a 4th-level [pest form](compendium/spells/pest-form.md) (bird only) targeting one willing creature. -- **Dryad** Your hair becomes intermixed with delicate but razor-edged leaves that move as you command. You gain a leaves ranged unarmed attack that deals `1d6` slashing damage. Your leaves are in the dart weapon group and have the [magical](rules/traits/magical.md) and [unarmed](rules/traits/unarmed.md) traits. +- **Dryad** Your hair becomes intermixed with delicate but razor-edged leaves that move as you command. You gain a leaves ranged unarmed attack that deals `1d6` slashing damage. Your leaves are in the dart weapon group and have the [magical](rules/traits/magical.md "Magical Item Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. - **Faun** You can cast [charm](compendium/spells/charm.md), sleep, and triple time as innate primal spells once per day each. Whenever you cast one of these spells, you can [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md) as part of the activity. - **Gremlin** You become an expert in primal DCs and spell attack rolls. You can cast [mad monkeys](compendium/spells/mad-monkeys-apg.md) (Advanced Player's Guide 222) as an innate primal spell once per day. - **Monarch** Once per day, you gain the ability to manifest a pair of exquisite butterfly wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings. -- **Unicorn** You become trained in [Medicine](compendium/skills.md#Medicine), or an expert if you were already trained. You gain a +2 status bonus to saves against [poison](rules/traits/poison.md) and [charm](rules/traits/charm-b1.md) effects. +- **Unicorn** You become trained in [Medicine](compendium/skills.md#Medicine), or an expert if you were already trained. You gain a +2 status bonus to saves against [poison](rules/traits/poison.md "Poison Effect Trait") and [charm](rules/traits/charm-b1.md "Charm Trait") effects. **Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). diff --git a/compendium/feats/fey-caller.md b/compendium/feats/fey-caller.md index d307540cd..f0ffbc2f4 100644 --- a/compendium/feats/fey-caller.md +++ b/compendium/feats/fey-caller.md @@ -7,7 +7,7 @@ tags: aliases: ["Fey Caller"] --- # Fey Caller *Feat 8* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add [illusory disguise](compendium/spells/illusory-disguise.md), [illusory object](compendium/spells/illusory-object.md), [illusory scene](compendium/spells/illusory-scene.md), and [veil](compendium/spells/veil.md) to your spell list as primal spells. diff --git a/compendium/feats/fey-cantrips-loag.md b/compendium/feats/fey-cantrips-loag.md index 5c39cdf34..1f78aa931 100644 --- a/compendium/feats/fey-cantrips-loag.md +++ b/compendium/feats/fey-cantrips-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fey Cantrips"] --- # Fey Cantrips *Feat 1* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") You've learned the cantrips sprites have used since time immemorial. You gain [dancing lights](compendium/spells/dancing-lights.md) and [ghost sound](compendium/spells/ghost-sound.md) as primal innate cantrips. If you have the grig heritage, you also gain [detect magic](compendium/spells/detect-magic.md), and if you have the draxie heritage, you gain [prestidigitation](compendium/spells/prestidigitation.md). diff --git a/compendium/feats/fey-disguise-loag.md b/compendium/feats/fey-disguise-loag.md index a6fe0fa25..1352d17ec 100644 --- a/compendium/feats/fey-disguise-loag.md +++ b/compendium/feats/fey-disguise-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fey Disguise"] --- # Fey Disguise *Feat 5* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") You can disguise yourself with magical illusions. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) once per day as a 1st-level primal innate spell. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level. diff --git a/compendium/feats/fey-fellowship.md b/compendium/feats/fey-fellowship.md index 27e31039e..cfba88d82 100644 --- a/compendium/feats/fey-fellowship.md +++ b/compendium/feats/fey-fellowship.md @@ -7,10 +7,10 @@ tags: aliases: ["Fey Fellowship"] --- # Fey Fellowship *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") -Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both [Perception](compendium/skills.md#Perception) checks and saving throws against [fey](rules/traits/fey.md). +Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both [Perception](compendium/skills.md#Perception) checks and saving throws against [fey](rules/traits/fey.md "Fey Creature Type Trait"). In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. diff --git a/compendium/feats/fey-influence-loil.md b/compendium/feats/fey-influence-loil.md index 8e8e09ce0..edffc5a45 100644 --- a/compendium/feats/fey-influence-loil.md +++ b/compendium/feats/fey-influence-loil.md @@ -7,10 +7,10 @@ tags: aliases: ["Fey Influence"] --- # Fey Influence *Feat 5* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") -You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the [fey](rules/traits/fey.md) trait and one of the following features that grants an innate primal spell that can be used once per day. +You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the [fey](rules/traits/fey.md "Fey Creature Type Trait") trait and one of the following features that grants an innate primal spell that can be used once per day. - **Anteater** You can launch your tongue forward as a deadly attack, gaining [grim tendrils](compendium/spells/grim-tendrils.md). - **Cat Sith** You have catlike features and can appear as a mundane cat with [pest form](compendium/spells/pest-form.md) (cat only). diff --git a/compendium/feats/fey-life-da.md b/compendium/feats/fey-life-da.md index 540c5e163..0b86930e0 100644 --- a/compendium/feats/fey-life-da.md +++ b/compendium/feats/fey-life-da.md @@ -11,13 +11,13 @@ tags: aliases: ["Fey Life"] --- # Fey Life *Feat 16* -[aftermath](rules/traits/aftermath-da.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You helped to save a fey from a terrible fate, and you're not a fey. There are some fates worse than death–and you worked to save a fey from one such fate. In return, your life became bound to theirs. Fey magic has since become a part of you, bringing the vibrant colors of the First World to you and all that surrounds you. Your skin, hair, all that you touch, and anything within 5 feet of you changes to the most brilliant hues possible, though the colors fade as you cease to touch an object or you move away. You gain the ability to cast [summon fey](compendium/spells/summon-fey.md) as a 7th-level primal innate spell once per day. At 18th level the spell heightens to 8th level, and at 20th level it heightens to 9th level. -The first time you die after gaining this feat, the bond you made with the fey invokes the power of the First World to return you to life. Immediately after [dying](rules/conditions.md#Dying), you revive, becoming conscious (and [wounded](rules/conditions.md#Wounded) as normal) at 27 Hit Points, and you gain the [fey](rules/traits/fey.md) trait. Your eyes become a rainbow of colors, and you take on a visual aspect of the fey with whom you are bound, such as by growing wings, horns, or a plantlike body. The change has no [mechanical](rules/traits/mechanical.md) effect; for instance, the wings wouldn't allow you to fly, nor would horns grant a horn unarmed attack. +The first time you die after gaining this feat, the bond you made with the fey invokes the power of the First World to return you to life. Immediately after [dying](rules/conditions.md#Dying), you revive, becoming conscious (and [wounded](rules/conditions.md#Wounded) as normal) at 27 Hit Points, and you gain the [fey](rules/traits/fey.md "Fey Creature Type Trait") trait. Your eyes become a rainbow of colors, and you take on a visual aspect of the fey with whom you are bound, such as by growing wings, horns, or a plantlike body. The change has no [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") effect; for instance, the wings wouldn't allow you to fly, nor would horns grant a horn unarmed attack. The second time you die, you reawaken in the First World with the full appearance of the fey that was bound to you. You become an NPC, unconcerned with your old mortal life. You can be returned to your previous life in the Material Plane by having allies spend 3 days building a shrine to the First World, giving three offerings that hold deep sentimental value for you or another, and holding a raucous, three-day long feast. diff --git a/compendium/feats/fey-magic-loag.md b/compendium/feats/fey-magic-loag.md index 3dc57cd05..54c181ade 100644 --- a/compendium/feats/fey-magic-loag.md +++ b/compendium/feats/fey-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fey Magic"] --- # Fey Magic *Feat 9* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") You can use faerie magic to hide yourself and expose [hidden](rules/conditions.md#Hidden) foes. You can cast [faerie fire](compendium/spells/faerie-fire.md) and [invisibility](compendium/spells/invisibility.md) each once per day as primal innate spells. diff --git a/compendium/feats/fey-skin-loag.md b/compendium/feats/fey-skin-loag.md index d09f58950..5ded79b3f 100644 --- a/compendium/feats/fey-skin-loag.md +++ b/compendium/feats/fey-skin-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fey Skin"] --- # Fey Skin *Feat 13* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") While you are more susceptible to cold iron than most of the Wingless, you also have an incredible resilience and a deeper connection to the healing energies of the First World. Increase your maximum Hit Points by an amount equal to your level. If you rest for 10 minutes, brilliant light from the First World seeps into your form from your wings (or the spot where your wings would be), causing you to regain a number of Hit Points equal to your level; this is cumulative with any Hit Points you regain from [Treat Wounds](rules/actions/treat-wounds.md). However, you gain weakness 5 to cold iron. diff --git a/compendium/feats/fey-tracker-loil.md b/compendium/feats/fey-tracker-loil.md index 3f0a81f37..41e75b037 100644 --- a/compendium/feats/fey-tracker-loil.md +++ b/compendium/feats/fey-tracker-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Fey Tracker"] --- # Fey Tracker *Feat 6* -[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") gunslinger - **Prerequisites**: Greenwatch Initiate diff --git a/compendium/feats/fey-transcendence-loil.md b/compendium/feats/fey-transcendence-loil.md index 13d94475b..e985fbf80 100644 --- a/compendium/feats/fey-transcendence-loil.md +++ b/compendium/feats/fey-transcendence-loil.md @@ -7,11 +7,11 @@ tags: aliases: ["Fey Transcendence"] --- # Fey Transcendence *Feat 17* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) -You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend. You gain a +2 status bonus to saves against illusion, [emotion](rules/traits/emotion.md), and [enchantment](rules/traits/enchantment.md) effects, and you can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on and to make very simple Requests of animals and plants. You regain twice the number of Hit Points when resting in a natural wooded area, such as a forest or jungle. You have weakness to cold iron equal to half your level. +You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend. You gain a +2 status bonus to saves against illusion, [emotion](rules/traits/emotion.md "Emotion Effect Trait"), and [enchantment](rules/traits/enchantment.md "Enchantment School Trait") effects, and you can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on and to make very simple Requests of animals and plants. You regain twice the number of Hit Points when resting in a natural wooded area, such as a forest or jungle. You have weakness to cold iron equal to half your level. **Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). diff --git a/compendium/feats/feys-trickery-da.md b/compendium/feats/feys-trickery-da.md index bab4f9216..68fe6a181 100644 --- a/compendium/feats/feys-trickery-da.md +++ b/compendium/feats/feys-trickery-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Fey's Trickery"] --- # Fey's Trickery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a fey - **Frequency**: once per hour diff --git a/compendium/feats/fiendish-eyes-apg.md b/compendium/feats/fiendish-eyes-apg.md index 41e279a0b..519474718 100644 --- a/compendium/feats/fiendish-eyes-apg.md +++ b/compendium/feats/fiendish-eyes-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Fiendish Eyes"] --- # Fiendish Eyes *Feat 1* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: low-light vision diff --git a/compendium/feats/fiendish-form-apg.md b/compendium/feats/fiendish-form-apg.md index d723cbaef..c5b4104b4 100644 --- a/compendium/feats/fiendish-form-apg.md +++ b/compendium/feats/fiendish-form-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Fiendish Form"] --- # Fiendish Form *Feat 18* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tenets of evil -Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain [darkvision](rules/abilities/darkvision.md) if you don't already have it, and you gain the [fiend](rules/traits/fiend.md) trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil). +Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain [darkvision](rules/abilities/darkvision.md) if you don't already have it, and you gain the [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil). *Source: Advanced Player's Guide p. 121* %% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/fiendish-lore-apg.md b/compendium/feats/fiendish-lore-apg.md index c8fab60f5..8f9ef7222 100644 --- a/compendium/feats/fiendish-lore-apg.md +++ b/compendium/feats/fiendish-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Fiendish Lore"] --- # Fiendish Lore *Feat 1* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") You were raised by a tiefling or a fiendish relative, or you've devoted yourself to researching the secrets of the fiendish realms. You gain the trained proficiency rank in [Intimidation](compendium/skills.md#Intimidation) and [Religion](compendium/skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. diff --git a/compendium/feats/fiendish-mount-apg.md b/compendium/feats/fiendish-mount-apg.md index 5c4221dd4..58891b023 100644 --- a/compendium/feats/fiendish-mount-apg.md +++ b/compendium/feats/fiendish-mount-apg.md @@ -8,13 +8,13 @@ tags: aliases: ["Fiendish Mount"] --- # Fiendish Mount *Feat 20* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: divine ally (steed), tenets of evil Your steed ally manifests a suite of powerful and sinister gifts granted to it by your deity. It gains [darkvision](rules/abilities/darkvision.md), its maximum Hit Points increase by 40, and it gains weakness 10 to good damage. -Additionally, it grows wings appropriate for a servitor of your deity (such as bat wings for a devil), granting it a fly Speed equal to its Speed. It gains the [fiend](rules/traits/fiend.md) trait and the trait appropriate to the type of servitor it has become (such as daemon, demon, or devil). +Additionally, it grows wings appropriate for a servitor of your deity (such as bat wings for a devil), granting it a fly Speed equal to its Speed. It gains the [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait and the trait appropriate to the type of servitor it has become (such as daemon, demon, or devil). *Source: Advanced Player's Guide p. 121* %% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/fiendish-resistance-apg.md b/compendium/feats/fiendish-resistance-apg.md index 432ee59bf..0235297d7 100644 --- a/compendium/feats/fiendish-resistance-apg.md +++ b/compendium/feats/fiendish-resistance-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Fiendish Resistance"] --- # Fiendish Resistance *Feat 5* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") Your connection to your fiendish forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. diff --git a/compendium/feats/fiendish-strikes-apg.md b/compendium/feats/fiendish-strikes-apg.md index c64e0d8fb..869e83546 100644 --- a/compendium/feats/fiendish-strikes-apg.md +++ b/compendium/feats/fiendish-strikes-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Fiendish Strikes"] --- # Fiendish Strikes *Feat 13* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -Your festering connection to the forces of evil infuses your weapons with debilitating malevolence, tearing down creatures of good with every attack. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional evil damage and have the [evil](rules/traits/evil.md) and [magical](rules/traits/magical.md) traits. +Your festering connection to the forces of evil infuses your weapons with debilitating malevolence, tearing down creatures of good with every attack. All your weapon and unarmed [Strikes](rules/actions/strike.md) deal 1 additional evil damage and have the [evil](rules/traits/evil.md "Evil Alignment Trait") and [magical](rules/traits/magical.md "Magical Item Trait") traits. *Source: Advanced Player's Guide p. 41* %% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/fiendish-wings-apg.md b/compendium/feats/fiendish-wings-apg.md index db958d4a8..ba300c874 100644 --- a/compendium/feats/fiendish-wings-apg.md +++ b/compendium/feats/fiendish-wings-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Fiendish Wings"] --- # Fiendish Wings [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[divine](rules/traits/divine.md) [morph](rules/traits/morph.md) [tiefling](rules/traits/tiefling-b1.md) [transmutation](rules/traits/transmutation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/fiendish-word-apg.md b/compendium/feats/fiendish-word-apg.md index d01e10c90..6aae72e85 100644 --- a/compendium/feats/fiendish-word-apg.md +++ b/compendium/feats/fiendish-word-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Fiendish Word"] --- # Fiendish Word *Feat 17* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") You can call forth a blasphemous word from the fiendish realms to punish your foes. Once per day, you can cast [divine decree](compendium/spells/divine-decree.md) as a 7th-level divine innate spell. You must choose evil for the spell, and you can [Cast the Spell](rules/actions/cast-a-spell.md) regardless of whether you have a deity or what their alignment is. diff --git a/compendium/feats/fiends-door-apg.md b/compendium/feats/fiends-door-apg.md index db210c985..007123c23 100644 --- a/compendium/feats/fiends-door-apg.md +++ b/compendium/feats/fiends-door-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Fiend's Door"] --- # Fiend's Door *Feat 13* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast [dimension door](compendium/spells/dimension-door.md) as a 5th-level divine innate spell. diff --git a/compendium/feats/fiendsbane-oath.md b/compendium/feats/fiendsbane-oath.md index 78c7accc6..67af90a49 100644 --- a/compendium/feats/fiendsbane-oath.md +++ b/compendium/feats/fiendsbane-oath.md @@ -8,7 +8,7 @@ tags: aliases: ["Fiendsbane Oath"] --- # Fiendsbane Oath *Feat 2* -[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) +[champion](rules/traits/champion.md "Champion Class Trait") [oath](rules/traits/oath.md "Oath Feat Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/fiery-retort-som.md b/compendium/feats/fiery-retort-som.md index fa7d1afe6..ba0d98b43 100644 --- a/compendium/feats/fiery-retort-som.md +++ b/compendium/feats/fiery-retort-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Fiery Retort"] --- # Fiery Retort [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[druid](rules/traits/druid.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[druid](rules/traits/druid.md "Druid Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Prerequisites**: flame order - **Frequency**: once per minute diff --git a/compendium/feats/fighter-dedication.md b/compendium/feats/fighter-dedication.md index 3268f2ba5..8a0685b75 100644 --- a/compendium/feats/fighter-dedication.md +++ b/compendium/feats/fighter-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Fighter Dedication"] --- # Fighter Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Dexterity 14 diff --git a/compendium/feats/fighter-resiliency.md b/compendium/feats/fighter-resiliency.md index 334b02df9..f1d60d08b 100644 --- a/compendium/feats/fighter-resiliency.md +++ b/compendium/feats/fighter-resiliency.md @@ -7,7 +7,7 @@ tags: aliases: ["Fighter Resiliency"] --- # Fighter Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier diff --git a/compendium/feats/fighting-horn-loil.md b/compendium/feats/fighting-horn-loil.md index 46d73cc2c..8acbe9586 100644 --- a/compendium/feats/fighting-horn-loil.md +++ b/compendium/feats/fighting-horn-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Fighting Horn"] --- # Fighting Horn *Feat 5* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Prerequisites**: Puncturing Horn or xyloshi diff --git a/compendium/feats/final-form-loag.md b/compendium/feats/final-form-loag.md index dba8d38a1..c7ada1d74 100644 --- a/compendium/feats/final-form-loag.md +++ b/compendium/feats/final-form-loag.md @@ -12,7 +12,7 @@ tags: aliases: ["Final Form"] --- # Final Form [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 17* -[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [morph](rules/traits/morph.md) [tiefling](rules/traits/tiefling-b1.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Frequency**: once per day - **Activity** Three-Action diff --git a/compendium/feats/final-rest-lokl.md b/compendium/feats/final-rest-lokl.md index a258b1f87..6a3008ac7 100644 --- a/compendium/feats/final-rest-lokl.md +++ b/compendium/feats/final-rest-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Final Rest"] --- # Final Rest *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/feats/finest-trick-loag.md b/compendium/feats/finest-trick-loag.md index 023f33ff9..a8c318e9d 100644 --- a/compendium/feats/finest-trick-loag.md +++ b/compendium/feats/finest-trick-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Finest Trick"] --- # Finest Trick *Feat 13* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Devil in Plain Sight](compendium/feats/devil-in-plain-sight-loag.md) diff --git a/compendium/feats/finishing-follow-through-apg.md b/compendium/feats/finishing-follow-through-apg.md index 499cdecde..0b18dc6d9 100644 --- a/compendium/feats/finishing-follow-through-apg.md +++ b/compendium/feats/finishing-follow-through-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Finishing Follow-through"] --- # Finishing Follow-through *Feat 2* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") Finishing a foe maintains your swagger. You gain panache if your finisher brings the target to 0 HP (or brings the highest-level target to 0 HP, if your finisher attacks multiple targets). diff --git a/compendium/feats/finishing-precision-apg.md b/compendium/feats/finishing-precision-apg.md index 67094533e..fe7acf4af 100644 --- a/compendium/feats/finishing-precision-apg.md +++ b/compendium/feats/finishing-precision-apg.md @@ -7,13 +7,13 @@ tags: aliases: ["Finishing Precision"] --- # Finishing Precision *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) You've learned how to land daring blows when you have panache. You gain the precise strike|swashbuckler|apg|1 class feature but you deal 1 additional damage on a hit and `1d6` damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. -Basic Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([finisher](rules/traits/finisher-apg.md), [swashbuckler](rules/traits/swashbuckler-apg.md)) You make a graceful, deadly attack. Make a [Strike](rules/actions/strike.md); if you hit and your weapon qualifies for precise strike, you deal the full `1d6` damage from precise strike. +Basic Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([finisher](rules/traits/finisher-apg.md "Finisher Combat Trait"), [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait")) You make a graceful, deadly attack. Make a [Strike](rules/actions/strike.md); if you hit and your weapon qualifies for precise strike, you deal the full `1d6` damage from precise strike. *Source: Advanced Player's Guide p. 153* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/finned-ridges-loag.md b/compendium/feats/finned-ridges-loag.md index 9929ab101..3b3d31d3d 100644 --- a/compendium/feats/finned-ridges-loag.md +++ b/compendium/feats/finned-ridges-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Finned Ridges"] --- # Finned Ridges *Feat 5* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") The ridges and flaps of your skin steer you through the water. You gain a swim Speed of 15 feet. diff --git a/compendium/feats/fire-lung-som.md b/compendium/feats/fire-lung-som.md index 47b9347f8..92e4a6cb2 100644 --- a/compendium/feats/fire-lung-som.md +++ b/compendium/feats/fire-lung-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Fire Lung"] --- # Fire Lung *Feat 1* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: flame order diff --git a/compendium/feats/fire-resistance-som.md b/compendium/feats/fire-resistance-som.md index c828b64ce..59d413257 100644 --- a/compendium/feats/fire-resistance-som.md +++ b/compendium/feats/fire-resistance-som.md @@ -7,13 +7,13 @@ tags: aliases: ["Fire Resistance"] --- # Fire Resistance *Feat 4* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: flame order Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you. -You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against [fire](rules/traits/fire.md) effects. +You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against [fire](rules/traits/fire.md "Fire Energy & Element Trait") effects. *Source: Secrets of Magic p. 199* %% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/firebrand-braggart-dedication-locg.md b/compendium/feats/firebrand-braggart-dedication-locg.md index 379c1eb32..9b658f157 100644 --- a/compendium/feats/firebrand-braggart-dedication-locg.md +++ b/compendium/feats/firebrand-braggart-dedication-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Firebrand Braggart Dedication"] --- # Firebrand Braggart Dedication [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Charisma 14, second mark member of the Firebrands - **Activity** Single Action diff --git a/compendium/feats/firesight-loag.md b/compendium/feats/firesight-loag.md index 5e2ae35b5..19e8c58a9 100644 --- a/compendium/feats/firesight-loag.md +++ b/compendium/feats/firesight-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Firesight"] --- # Firesight *Feat 5* -[ifrit](rules/traits/ifrit-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") You can see through the haze of flame. You automatically succeed at the flat check to target a [concealed](rules/conditions.md#Concealed) creature if that creature is [concealed](rules/conditions.md#Concealed) only by smoke and fire. diff --git a/compendium/feats/first-frost-tv.md b/compendium/feats/first-frost-tv.md index dbc65341c..3fef87fa6 100644 --- a/compendium/feats/first-frost-tv.md +++ b/compendium/feats/first-frost-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["First Frost"] --- # First Frost *Feat 2* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold. You learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with the [frost's touch](compendium/spells/frosts-touch-tv.md) and [ray of frost](compendium/spells/ray-of-frost.md) cantrips. You're trained in spell attack rolls and spell DCs for arcane spells. diff --git a/compendium/feats/first-revelation-apg.md b/compendium/feats/first-revelation-apg.md index ee1ad90c9..3e4dd5960 100644 --- a/compendium/feats/first-revelation-apg.md +++ b/compendium/feats/first-revelation-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["First Revelation"] --- # First Revelation *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) -You gain your mystery's initial revelation spell. Casting this spell progresses your oracular curse|oracle|apg|1||curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate [curse](rules/traits/curse.md) effect, you become [flat-footed](rules/conditions.md#Flat-footed) in addition to the effects of the minor curse. +You gain your mystery's initial revelation spell. Casting this spell progresses your oracular curse|oracle|apg|1||curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate [curse](rules/traits/curse.md "Curse Effect Trait") effect, you become [flat-footed](rules/conditions.md#Flat-footed) in addition to the effects of the minor curse. If you don't have one, you gain a focus pool of 1 Focus Point. diff --git a/compendium/feats/first-world-adept.md b/compendium/feats/first-world-adept.md index 647a9e8e9..a40af8c91 100644 --- a/compendium/feats/first-world-adept.md +++ b/compendium/feats/first-world-adept.md @@ -7,7 +7,7 @@ tags: aliases: ["First World Adept"] --- # First World Adept *Feat 9* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: at least one primal innate spell diff --git a/compendium/feats/first-world-magic.md b/compendium/feats/first-world-magic.md index 05fe95a5f..c6c7ad0eb 100644 --- a/compendium/feats/first-world-magic.md +++ b/compendium/feats/first-world-magic.md @@ -7,7 +7,7 @@ tags: aliases: ["First World Magic"] --- # First World Magic *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/flamboyant-athlete-apg.md b/compendium/feats/flamboyant-athlete-apg.md index 049676abd..c54cf0501 100644 --- a/compendium/feats/flamboyant-athlete-apg.md +++ b/compendium/feats/flamboyant-athlete-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Flamboyant Athlete"] --- # Flamboyant Athlete *Feat 4* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/flamboyant-cruelty-lol.md b/compendium/feats/flamboyant-cruelty-lol.md index 0af8610c6..2b821b4e6 100644 --- a/compendium/feats/flamboyant-cruelty-lol.md +++ b/compendium/feats/flamboyant-cruelty-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Flamboyant Cruelty"] --- # Flamboyant Cruelty *Feat 8* -[rare](rules/traits/rare.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") You love to kick your enemies when they're down, and you look fabulous when you do. diff --git a/compendium/feats/flamboyant-leap-apg.md b/compendium/feats/flamboyant-leap-apg.md index 0262238f3..72e590f64 100644 --- a/compendium/feats/flamboyant-leap-apg.md +++ b/compendium/feats/flamboyant-leap-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Flamboyant Leap"] --- # Flamboyant Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics), [Flamboyant Athlete](compendium/feats/flamboyant-athlete-apg.md) - **Requirements**: You are capable of using a finisher. diff --git a/compendium/feats/flame-jump-loag.md b/compendium/feats/flame-jump-loag.md index 1cc29825c..29fec9a1f 100644 --- a/compendium/feats/flame-jump-loag.md +++ b/compendium/feats/flame-jump-loag.md @@ -13,7 +13,7 @@ tags: aliases: ["Flame Jump"] --- # Flame Jump *Feat 13* -[aasimar](rules/traits/aasimar-apg.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [exploration](rules/traits/exploration.md) [fire](rules/traits/fire.md) [manipulate](rules/traits/manipulate.md) [teleportation](rules/traits/teleportation.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Prerequisites**: [Emberkin](compendium/feats/emberkin-loag.md) - **Frequency**: once per day diff --git a/compendium/feats/flash-your-badge-ooa1.md b/compendium/feats/flash-your-badge-ooa1.md index 8f1fea913..5b95ce428 100644 --- a/compendium/feats/flash-your-badge-ooa1.md +++ b/compendium/feats/flash-your-badge-ooa1.md @@ -7,12 +7,12 @@ tags: aliases: ["Flash Your Badge"] --- # Flash Your Badge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication, master in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Two-Action -You make a fearsome show of your authority. Roll [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) each creature in a 30-foot cone. When you do so, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md) trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. +You make a fearsome show of your authority. Roll [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md) each creature in a 30-foot cone. When you do so, [Demoralize](rules/actions/demoralize.md) gains the [visual](rules/traits/visual.md "Visual Effect Trait") trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* %% #compendium/src/pf2e/ooa1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/flashing-shield-lokl.md b/compendium/feats/flashing-shield-lokl.md index 0917dc54e..6e110e5dc 100644 --- a/compendium/feats/flashing-shield-lokl.md +++ b/compendium/feats/flashing-shield-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Flashing Shield"] --- # Flashing Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), you worship a good-aligned deity - **Trigger** You use the Shield Block reaction, and the opponent that triggered the Shield Block is undead and adjacent to you. diff --git a/compendium/feats/fledgling-flight-loag.md b/compendium/feats/fledgling-flight-loag.md index 2b80d9cad..5ffef2cc7 100644 --- a/compendium/feats/fledgling-flight-loag.md +++ b/compendium/feats/fledgling-flight-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fledgling Flight"] --- # Fledgling Flight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") - **Frequency**: once per round - **Activity** Single Action diff --git a/compendium/feats/fleet-tempo-sot2.md b/compendium/feats/fleet-tempo-sot2.md index 7121660ef..49c056e10 100644 --- a/compendium/feats/fleet-tempo-sot2.md +++ b/compendium/feats/fleet-tempo-sot2.md @@ -9,7 +9,7 @@ tags: aliases: ["Fleet Tempo"] --- # Fleet Tempo [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) - **Frequency**: once per hour diff --git a/compendium/feats/fleet.md b/compendium/feats/fleet.md index 536d97078..0ae2bb12b 100644 --- a/compendium/feats/fleet.md +++ b/compendium/feats/fleet.md @@ -7,7 +7,7 @@ tags: aliases: ["Fleet"] --- # Fleet *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") You move more quickly on foot. Your Speed increases by 5 feet. diff --git a/compendium/feats/fleeting-shadow-apg.md b/compendium/feats/fleeting-shadow-apg.md index 2d762e2ec..c6a7195ed 100644 --- a/compendium/feats/fleeting-shadow-apg.md +++ b/compendium/feats/fleeting-shadow-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Fleeting Shadow"] --- # Fleeting Shadow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/flensing-slice-apg.md b/compendium/feats/flensing-slice-apg.md index 49eb625bd..d4ed6fd27 100644 --- a/compendium/feats/flensing-slice-apg.md +++ b/compendium/feats/flensing-slice-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Flensing Slice"] --- # Flensing Slice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) - **Requirements**: Your last action was a Double Slice, and both attacks hit the target. diff --git a/compendium/feats/flexible-form-loil.md b/compendium/feats/flexible-form-loil.md index d287cfb3a..fbb8efbe2 100644 --- a/compendium/feats/flexible-form-loil.md +++ b/compendium/feats/flexible-form-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Flexible Form"] --- # Flexible Form *Feat 1* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") - **Prerequisites**: any heritage except strong oak diff --git a/compendium/feats/flexible-halcyon-spellcasting-locg.md b/compendium/feats/flexible-halcyon-spellcasting-locg.md index 545d5199b..53977f133 100644 --- a/compendium/feats/flexible-halcyon-spellcasting-locg.md +++ b/compendium/feats/flexible-halcyon-spellcasting-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Flexible Halcyon Spellcasting"] --- # Flexible Halcyon Spellcasting *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md) diff --git a/compendium/feats/flexible-ritualist-apg.md b/compendium/feats/flexible-ritualist-apg.md index 83ee66fad..f37e18ce7 100644 --- a/compendium/feats/flexible-ritualist-apg.md +++ b/compendium/feats/flexible-ritualist-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Flexible Ritualist"] --- # Flexible Ritualist *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) diff --git a/compendium/feats/flexible-spellcaster-dedication-som.md b/compendium/feats/flexible-spellcaster-dedication-som.md index b3ad0223a..d85a3ec6f 100644 --- a/compendium/feats/flexible-spellcaster-dedication-som.md +++ b/compendium/feats/flexible-spellcaster-dedication-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Flexible Spellcaster Dedication"] --- # Flexible Spellcaster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: flexible spell preparation diff --git a/compendium/feats/flexible-studies-apg.md b/compendium/feats/flexible-studies-apg.md index abce4426a..0d17ccffe 100644 --- a/compendium/feats/flexible-studies-apg.md +++ b/compendium/feats/flexible-studies-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Flexible Studies"] --- # Flexible Studies *Feat 1* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. diff --git a/compendium/feats/flexible-tail-loag.md b/compendium/feats/flexible-tail-loag.md index f1db87529..57f82c01e 100644 --- a/compendium/feats/flexible-tail-loag.md +++ b/compendium/feats/flexible-tail-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Flexible Tail"] --- # Flexible Tail *Feat 5* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You can perform simple [Interact](rules/actions/interact.md) actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. diff --git a/compendium/feats/flexible-transmogrification-som.md b/compendium/feats/flexible-transmogrification-som.md index c3a4e6667..d5f3aa961 100644 --- a/compendium/feats/flexible-transmogrification-som.md +++ b/compendium/feats/flexible-transmogrification-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Flexible Transmogrification"] --- # Flexible Transmogrification *Feat 12* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") You've learned how to transmogrify your eidolon to suit the circumstances of the day. Each day, choose one evolution feat of 6th level or lower during your daily preparations. Your eidolon gains that feat until your next daily preparations. diff --git a/compendium/feats/flicker-lowg.md b/compendium/feats/flicker-lowg.md index 331ea3368..cfbd6dcd9 100644 --- a/compendium/feats/flicker-lowg.md +++ b/compendium/feats/flicker-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Flicker"] --- # Flicker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) - **Activity** Single Action diff --git a/compendium/feats/flinging-blow-apg.md b/compendium/feats/flinging-blow-apg.md index c463107a7..0820d6819 100644 --- a/compendium/feats/flinging-blow-apg.md +++ b/compendium/feats/flinging-blow-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Flinging Blow"] --- # Flinging Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/flinging-shove.md b/compendium/feats/flinging-shove.md index 000e10f34..9e924b5c4 100644 --- a/compendium/feats/flinging-shove.md +++ b/compendium/feats/flinging-shove.md @@ -7,7 +7,7 @@ tags: aliases: ["Flinging Shove"] --- # Flinging Shove *Feat 12* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Aggressive Block](compendium/feats/aggressive-block.md) or [Brutish Shove](compendium/feats/brutish-shove.md) diff --git a/compendium/feats/flourish-and-ruin-loag.md b/compendium/feats/flourish-and-ruin-loag.md index 21716ec4b..d86a65f46 100644 --- a/compendium/feats/flourish-and-ruin-loag.md +++ b/compendium/feats/flourish-and-ruin-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Flourish And Ruin"] --- # Flourish And Ruin *Feat 17* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes. diff --git a/compendium/feats/flourishing-finish-aoe3.md b/compendium/feats/flourishing-finish-aoe3.md index 3fcb17176..29817905b 100644 --- a/compendium/feats/flourishing-finish-aoe3.md +++ b/compendium/feats/flourishing-finish-aoe3.md @@ -10,7 +10,7 @@ tags: aliases: ["Flourishing Finish"] --- # Flourishing Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Provocator Dedication](compendium/feats/provocator-dedication-aoe3.md) - **Requirements**: Your last action was a [Strike](rules/actions/strike.md) that dropped an opponent to 0 Hit Points. diff --git a/compendium/feats/flower-magic-loil.md b/compendium/feats/flower-magic-loil.md index 8adf55505..2f30f5f61 100644 --- a/compendium/feats/flower-magic-loil.md +++ b/compendium/feats/flower-magic-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Flower Magic"] --- # Flower Magic *Feat 9* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") Certain magics in the world flow easily through your sap. You can cast [barkskin](compendium/spells/barkskin.md) and tree shape as 2nd-level arcane innate spells once per day each. A [tree shape](compendium/spells/tree-shape.md) spell you cast this way transforms you into a Large flowering plant like a rosebush or lilac bush instead of a tree. diff --git a/compendium/feats/fluid-contortionist-loag.md b/compendium/feats/fluid-contortionist-loag.md index 260c08f0a..3dae0fb13 100644 --- a/compendium/feats/fluid-contortionist-loag.md +++ b/compendium/feats/fluid-contortionist-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fluid Contortionist"] --- # Fluid Contortionist *Feat 5* -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") You can ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to [Squeeze](rules/actions/squeeze.md). When you roll a critical failure on a check to [Squeeze](rules/actions/squeeze.md), you get a failure instead, and when you roll a success, you get a critical success instead. diff --git a/compendium/feats/flurry-of-maneuvers.md b/compendium/feats/flurry-of-maneuvers.md index c409051d9..2cbad0e7c 100644 --- a/compendium/feats/flurry-of-maneuvers.md +++ b/compendium/feats/flurry-of-maneuvers.md @@ -7,7 +7,7 @@ tags: aliases: ["Flurry Of Maneuvers"] --- # Flurry Of Maneuvers *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/flying-blade-apg.md b/compendium/feats/flying-blade-apg.md index 414753ed5..571061a1d 100644 --- a/compendium/feats/flying-blade-apg.md +++ b/compendium/feats/flying-blade-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Flying Blade"] --- # Flying Blade *Feat 1* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: precise strike -You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged [Strikes](rules/actions/strike.md) you make with a [thrown](rules/traits/thrown.md) weapon within that weapon's first range increment. The thrown weapon must be an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) weapon. This also allows you to make a thrown weapon ranged [Strike](rules/actions/strike.md) for [Confident Finisher](rules/actions/confident-finisher-apg.md) and any other finisher that includes a [Strike](rules/actions/strike.md) that can benefit from your precise strike. +You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged [Strikes](rules/actions/strike.md) you make with a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon within that weapon's first range increment. The thrown weapon must be an [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapon. This also allows you to make a thrown weapon ranged [Strike](rules/actions/strike.md) for [Confident Finisher](rules/actions/confident-finisher-apg.md) and any other finisher that includes a [Strike](rules/actions/strike.md) that can benefit from your precise strike. *Source: Advanced Player's Guide p. 88* %% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/flying-kick.md b/compendium/feats/flying-kick.md index 790d8e4cb..622c645af 100644 --- a/compendium/feats/flying-kick.md +++ b/compendium/feats/flying-kick.md @@ -7,7 +7,7 @@ tags: aliases: ["Flying Kick"] --- # Flying Kick [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/focus-ally-lopsg.md b/compendium/feats/focus-ally-lopsg.md index cb4b99220..33928216c 100644 --- a/compendium/feats/focus-ally-lopsg.md +++ b/compendium/feats/focus-ally-lopsg.md @@ -8,10 +8,10 @@ tags: aliases: ["Focus Ally"] --- # Focus Ally [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) -- **Trigger** An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the [incapacitation](rules/traits/incapacitation.md) trait. +- **Trigger** An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. - **Activity** Reaction You're so focused on your allies that you can help them to recenter when something would take them out of the fight. Your ally rerolls the failed saving throw. That ally must take the second result. diff --git a/compendium/feats/focused-cat-nap-loag.md b/compendium/feats/focused-cat-nap-loag.md index 16c300faf..6ead29af7 100644 --- a/compendium/feats/focused-cat-nap-loag.md +++ b/compendium/feats/focused-cat-nap-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Focused Cat Nap"] --- # Focused Cat Nap *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Cat Nap](compendium/feats/cat-nap-loag.md), focus pool diff --git a/compendium/feats/focused-fascination-apg.md b/compendium/feats/focused-fascination-apg.md index 9b65718b1..413f914f0 100644 --- a/compendium/feats/focused-fascination-apg.md +++ b/compendium/feats/focused-fascination-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Focused Fascination"] --- # Focused Fascination *Feat 1* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: [Fascinating Performance](compendium/feats/fascinating-performance.md) diff --git a/compendium/feats/focused-juggler-ec1.md b/compendium/feats/focused-juggler-ec1.md index 1d6fddb7b..fd669fb65 100644 --- a/compendium/feats/focused-juggler-ec1.md +++ b/compendium/feats/focused-juggler-ec1.md @@ -10,7 +10,7 @@ tags: aliases: ["Focused Juggler"] --- # Focused Juggler [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) - **Trigger** Your turn begins. diff --git a/compendium/feats/focused-shot-apg.md b/compendium/feats/focused-shot-apg.md index cebd4d674..3345fbf0d 100644 --- a/compendium/feats/focused-shot-apg.md +++ b/compendium/feats/focused-shot-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Focused Shot"] --- # Focused Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](rules/traits/concentrate.md) [monk](rules/traits/monk.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Monastic Archer Stance](compendium/feats/monastic-archer-stance-apg.md) - **Requirements**: You are in [Monastic Archer Stance](compendium/feats/monastic-archer-stance-apg.md). diff --git a/compendium/feats/foil-senses.md b/compendium/feats/foil-senses.md index 50204a7fd..537dd10a4 100644 --- a/compendium/feats/foil-senses.md +++ b/compendium/feats/foil-senses.md @@ -8,7 +8,7 @@ tags: aliases: ["Foil Senses"] --- # Foil Senses *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/folk-dowsing-da.md b/compendium/feats/folk-dowsing-da.md index 222771d05..c0459c89e 100644 --- a/compendium/feats/folk-dowsing-da.md +++ b/compendium/feats/folk-dowsing-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Folk Dowsing"] --- # Folk Dowsing *Feat 3* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/folklorist-dedication-sot2.md b/compendium/feats/folklorist-dedication-sot2.md index 33ab7fb24..b0140b61d 100644 --- a/compendium/feats/folklorist-dedication-sot2.md +++ b/compendium/feats/folklorist-dedication-sot2.md @@ -9,7 +9,7 @@ tags: aliases: ["Folklorist Dedication"] --- # Folklorist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) @@ -17,9 +17,9 @@ You are a master archivist and entertainer, capable of pulling wisdom from the t ```ad-embed-ability title: Spin Tale [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") -You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) effects that have no mechanical impact other than illustrating your tale. +You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") effects that have no mechanical impact other than illustrating your tale. %% #trait/auditory #trait/linguistic %% ``` diff --git a/compendium/feats/folksy-patter-apg.md b/compendium/feats/folksy-patter-apg.md index 6e8471c4a..83fb23b64 100644 --- a/compendium/feats/folksy-patter-apg.md +++ b/compendium/feats/folksy-patter-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Folksy Patter"] --- # Folksy Patter *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as "Danger assassin flee" or "Meet me moonrise"). Your intended listener can attempt a [Perception](compendium/skills.md#Perception) check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC to discern your meaning. Any bonuses or penalties to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) apply. diff --git a/compendium/feats/folktales-lore-sot2.md b/compendium/feats/folktales-lore-sot2.md index 6fef88d41..0ae87d3ea 100644 --- a/compendium/feats/folktales-lore-sot2.md +++ b/compendium/feats/folktales-lore-sot2.md @@ -7,7 +7,7 @@ tags: aliases: ["Folktales Lore"] --- # Folktales Lore *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) diff --git a/compendium/feats/follow-up-assault-apg.md b/compendium/feats/follow-up-assault-apg.md index 61fb9d0c0..a78590cd5 100644 --- a/compendium/feats/follow-up-assault-apg.md +++ b/compendium/feats/follow-up-assault-apg.md @@ -8,12 +8,12 @@ tags: aliases: ["Follow-up Assault"] --- # Follow-up Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Requirements**: You used your previous action to make a melee [Strike](rules/actions/strike.md) that missed. - **Activity** Single Action -Even in the face of failure you press the attack, determined to succeed. Make a [Strike](rules/actions/strike.md) with the same weapon, adding the effects of the [backswing](rules/traits/backswing.md) and [forceful](rules/traits/forceful.md) weapon traits. +Even in the face of failure you press the attack, determined to succeed. Make a [Strike](rules/actions/strike.md) with the same weapon, adding the effects of the [backswing](rules/traits/backswing.md "Backswing Weapon Trait") and [forceful](rules/traits/forceful.md "Forceful Weapon Trait") weapon traits. *Source: Advanced Player's Guide p. 110* %% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/follow-up-strike-apg.md b/compendium/feats/follow-up-strike-apg.md index 7601f76d5..46a1bd7f8 100644 --- a/compendium/feats/follow-up-strike-apg.md +++ b/compendium/feats/follow-up-strike-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Follow-up Strike"] --- # Follow-up Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) - **Requirements**: Your last action was a missed [Strike](rules/actions/strike.md) with a melee unarmed attack. diff --git a/compendium/feats/font-of-knowledge-locg.md b/compendium/feats/font-of-knowledge-locg.md index be1791ed3..6bfbf5371 100644 --- a/compendium/feats/font-of-knowledge-locg.md +++ b/compendium/feats/font-of-knowledge-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Font Of Knowledge"] --- # Font Of Knowledge *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/feats/foolproof-instructions-lopsg.md b/compendium/feats/foolproof-instructions-lopsg.md index d53d88707..6766a2fd7 100644 --- a/compendium/feats/foolproof-instructions-lopsg.md +++ b/compendium/feats/foolproof-instructions-lopsg.md @@ -7,11 +7,11 @@ tags: aliases: ["Foolproof Instructions"] --- # Foolproof Instructions *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) -You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the [manipulate](rules/traits/manipulate.md) trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers. +You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers. > [!success-degree] > - **Success** For the rest of the ally's turn, they can spend actions to [Cast the Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/feats/for-love-for-lightning-lokl.md b/compendium/feats/for-love-for-lightning-lokl.md index 42e924eee..77d152838 100644 --- a/compendium/feats/for-love-for-lightning-lokl.md +++ b/compendium/feats/for-love-for-lightning-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["For Love, for Lightning"] --- # For Love, for Lightning *Feat 12* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Access**: A character who performs a specialized mission for Clarethe Iomedar has access to this option. - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) diff --git a/compendium/feats/forager.md b/compendium/feats/forager.md index 26343a257..4a18ed887 100644 --- a/compendium/feats/forager.md +++ b/compendium/feats/forager.md @@ -8,7 +8,7 @@ tags: aliases: ["Forager"] --- # Forager *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/force-fang-som.md b/compendium/feats/force-fang-som.md index 8f955fd98..1721ed02e 100644 --- a/compendium/feats/force-fang-som.md +++ b/compendium/feats/force-fang-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Force Fang"] --- # Force Fang *Feat 2* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: focus pool diff --git a/compendium/feats/forced-entry-locg.md b/compendium/feats/forced-entry-locg.md index ac4e7ce8a..f436dba5d 100644 --- a/compendium/feats/forced-entry-locg.md +++ b/compendium/feats/forced-entry-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Forced Entry"] --- # Forced Entry *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics), [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/forceful-push-lotgb.md b/compendium/feats/forceful-push-lotgb.md index d91d23090..63a6d4831 100644 --- a/compendium/feats/forceful-push-lotgb.md +++ b/compendium/feats/forceful-push-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Forceful Push"] --- # Forceful Push *Feat 4* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) diff --git a/compendium/feats/forceful-shot-lopsg.md b/compendium/feats/forceful-shot-lopsg.md index a795b1711..d10505914 100644 --- a/compendium/feats/forceful-shot-lopsg.md +++ b/compendium/feats/forceful-shot-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Forceful Shot"] --- # Forceful Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [press](rules/traits/press.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [press](rules/traits/press.md "Press Combat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) - **Activity** Single Action diff --git a/compendium/feats/forcible-energy-apg.md b/compendium/feats/forcible-energy-apg.md index 66d1b9f01..4b372545d 100644 --- a/compendium/feats/forcible-energy-apg.md +++ b/compendium/feats/forcible-energy-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Forcible Energy"] --- # Forcible Energy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Activity** Single Action diff --git a/compendium/feats/forensic-acumen-apg.md b/compendium/feats/forensic-acumen-apg.md index 7c608cc9f..f49c2b2d3 100644 --- a/compendium/feats/forensic-acumen-apg.md +++ b/compendium/feats/forensic-acumen-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Forensic Acumen"] --- # Forensic Acumen *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/foresee-danger-apg.md b/compendium/feats/foresee-danger-apg.md index 1a885572e..a87507dc7 100644 --- a/compendium/feats/foresee-danger-apg.md +++ b/compendium/feats/foresee-danger-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Foresee Danger"] --- # Foresee Danger [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Trigger** A creature targets you with an attack and you can see the attacker. - **Activity** Reaction diff --git a/compendium/feats/foreseen-failure-da.md b/compendium/feats/foreseen-failure-da.md index 2bc30966d..3618b24ff 100644 --- a/compendium/feats/foreseen-failure-da.md +++ b/compendium/feats/foreseen-failure-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Foreseen Failure"] --- # Foreseen Failure [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Frequency**: once per day - **Trigger** A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws. diff --git a/compendium/feats/forest-stealth-locg.md b/compendium/feats/forest-stealth-locg.md index 019f99ecf..1d1250457 100644 --- a/compendium/feats/forest-stealth-locg.md +++ b/compendium/feats/forest-stealth-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Forest Stealth"] --- # Forest Stealth [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: Expert in [Stealth](compendium/skills.md#Stealth) - **Requirements**: You are in a forest or jungle environment near an environmental feature that would allow you to [Take Cover](rules/actions/take-cover.md) diff --git a/compendium/feats/forestall-curse-apg.md b/compendium/feats/forestall-curse-apg.md index 898f188e6..183634818 100644 --- a/compendium/feats/forestall-curse-apg.md +++ b/compendium/feats/forestall-curse-apg.md @@ -9,12 +9,12 @@ tags: aliases: ["Forestall Curse"] --- # Forestall Curse [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Frequency**: once per day - **Activity** Single Action -You've learned to forestall the effects of your curse somewhat. If the next action you use is to cast a [revelation](rules/traits/revelation.md) spell, the severity of your curse doesn't increase. +You've learned to forestall the effects of your curse somewhat. If the next action you use is to cast a [revelation](rules/traits/revelation.md "Revelation Effect Trait") spell, the severity of your curse doesn't increase. *Source: Advanced Player's Guide p. 80* %% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/forge-days-rest-locg.md b/compendium/feats/forge-days-rest-locg.md index 887328b8f..e4aa4b4dd 100644 --- a/compendium/feats/forge-days-rest-locg.md +++ b/compendium/feats/forge-days-rest-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Forge-day's Rest"] --- # Forge-day's Rest *Feat 1* -[dwarf](rules/traits/dwarf.md) [uncommon](rules/traits/uncommon.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: underground dwarf ethnicity diff --git a/compendium/feats/forgotten-presence-da.md b/compendium/feats/forgotten-presence-da.md index bdf810056..8f765de4f 100644 --- a/compendium/feats/forgotten-presence-da.md +++ b/compendium/feats/forgotten-presence-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Forgotten Presence"] --- # Forgotten Presence *Feat 8* -[druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") The world conspires to keep you forgotten and [unnoticed](rules/conditions.md#Unnoticed)— memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to [Recall Knowledge](rules/actions/recall-knowledge.md) about you take a –2 circumstance penalty. diff --git a/compendium/feats/forlorn.md b/compendium/feats/forlorn.md index 08023b43e..687c667ad 100644 --- a/compendium/feats/forlorn.md +++ b/compendium/feats/forlorn.md @@ -7,10 +7,10 @@ tags: aliases: ["Forlorn"] --- # Forlorn *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") -Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. +Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a critical success instead. *Source: Core Rulebook p. 40* %% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/form-control.md b/compendium/feats/form-control.md index 47aeeabbc..8efcd9d98 100644 --- a/compendium/feats/form-control.md +++ b/compendium/feats/form-control.md @@ -9,7 +9,7 @@ tags: aliases: ["Form Control"] --- # Form Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[druid](rules/traits/druid.md "Druid Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: Strength 14, [Wild Shape](compendium/feats/wild-shape.md) - **Activity** Single Action diff --git a/compendium/feats/form-lock-apg.md b/compendium/feats/form-lock-apg.md index e475a1416..53c59d682 100644 --- a/compendium/feats/form-lock-apg.md +++ b/compendium/feats/form-lock-apg.md @@ -8,12 +8,12 @@ tags: aliases: ["Form Lock"] --- # Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[attack](rules/traits/attack.md) [monk](rules/traits/monk.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). - **Activity** Single Action -Your ability to control your own ki empowers you to pressure other creatures into resuming their true forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md) effect currently affecting your target. If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. +Your ability to control your own ki empowers you to pressure other creatures into resuming their true forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect currently affecting your target. If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. *Source: Advanced Player's Guide p. 130* %% #compendium/src/pf2e/apg #trait/attack #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/form-lock-lotgb.md b/compendium/feats/form-lock-lotgb.md index d015dd287..39c026182 100644 --- a/compendium/feats/form-lock-lotgb.md +++ b/compendium/feats/form-lock-lotgb.md @@ -8,13 +8,13 @@ tags: aliases: ["Form Lock"] --- # Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). - **Activity** Single Action -Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md) effect currently affecting the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. +Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an [Athletics](compendium/skills.md#Athletics) check to counteract a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect currently affecting the creature you have [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). If the target is somehow under the effect of multiple [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. *Source: Lost Omens: The Grand Bazaar p. 127* %% #compendium/src/pf2e/lotgb #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/compendium/feats/form-of-the-bat-apg.md b/compendium/feats/form-of-the-bat-apg.md index 3abf49d7f..141dec55b 100644 --- a/compendium/feats/form-of-the-bat-apg.md +++ b/compendium/feats/form-of-the-bat-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Form Of The Bat"] --- # Form Of The Bat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[concentrate](rules/traits/concentrate.md) [dhampir](rules/traits/dhampir-b1.md) [divine](rules/traits/divine.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Frequency**: once per hour - **Activity** Single Action diff --git a/compendium/feats/form-of-the-fiend-apg.md b/compendium/feats/form-of-the-fiend-apg.md index 1ae14e18a..536b03f7d 100644 --- a/compendium/feats/form-of-the-fiend-apg.md +++ b/compendium/feats/form-of-the-fiend-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Form Of The Fiend"] --- # Form Of The Fiend *Feat 1* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") Part of your body has an obvious, fiendish appearance. Your hands end in razor-sharp claws, you have hooves instead of feet, sharp teeth fill your mouth, or a whipping tail extends from your spine. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits. diff --git a/compendium/feats/form-retention-apg.md b/compendium/feats/form-retention-apg.md index 55b4818a8..da3fce4c6 100644 --- a/compendium/feats/form-retention-apg.md +++ b/compendium/feats/form-retention-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Form Retention"] --- # Form Retention *Feat 8* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") -You have trained your mind and body to tolerate [polymorph](rules/traits/polymorph.md) magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 levels higher than normal. This doesn't grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared [animal form](compendium/spells/animal-form.md) in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be [Dismissed](rules/actions/dismiss.md), that doesn't change. +You have trained your mind and body to tolerate [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 levels higher than normal. This doesn't grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared [animal form](compendium/spells/animal-form.md) in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be [Dismissed](rules/actions/dismiss.md), that doesn't change. *Source: Advanced Player's Guide p. 142* %% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/formation-master-locg.md b/compendium/feats/formation-master-locg.md index 450f93940..416d3f568 100644 --- a/compendium/feats/formation-master-locg.md +++ b/compendium/feats/formation-master-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Formation Master"] --- # Formation Master *Feat 13* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") - **Prerequisites**: [Formation Training](compendium/feats/formation-training-locg.md) diff --git a/compendium/feats/formation-training-locg.md b/compendium/feats/formation-training-locg.md index 3e6b3188a..c0cf69431 100644 --- a/compendium/feats/formation-training-locg.md +++ b/compendium/feats/formation-training-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Formation Training"] --- # Formation Training *Feat 5* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") - **Prerequisites**: trained in all martial weapons diff --git a/compendium/feats/fortified-flesh-lowg.md b/compendium/feats/fortified-flesh-lowg.md index c49c1acc1..e13c3f640 100644 --- a/compendium/feats/fortified-flesh-lowg.md +++ b/compendium/feats/fortified-flesh-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Fortified Flesh"] --- # Fortified Flesh *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) diff --git a/compendium/feats/fortified-mind-loil.md b/compendium/feats/fortified-mind-loil.md index 67d06a1c6..ee33c365c 100644 --- a/compendium/feats/fortified-mind-loil.md +++ b/compendium/feats/fortified-mind-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Fortified Mind"] --- # Fortified Mind *Feat 9* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") Your mind is unusually resilient and resistant to influence. When you would gain the [fascinated](rules/conditions.md#Fascinated) or [stupefied](rules/conditions.md#Stupefied) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [fascinated](rules/conditions.md#Fascinated) or [stupefied](rules/conditions.md#Stupefied) condition. diff --git a/compendium/feats/fortify-shield-loag.md b/compendium/feats/fortify-shield-loag.md index 801531b5b..c512d4f78 100644 --- a/compendium/feats/fortify-shield-loag.md +++ b/compendium/feats/fortify-shield-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fortify Shield"] --- # Fortify Shield [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") - **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) - **Frequency**: once per day diff --git a/compendium/feats/fortuitous-shift-locg.md b/compendium/feats/fortuitous-shift-locg.md index 0fadfe8c5..25dcd27b9 100644 --- a/compendium/feats/fortuitous-shift-locg.md +++ b/compendium/feats/fortuitous-shift-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Fortuitous Shift"] --- # Fortuitous Shift *Feat 9* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: [Unexpected Shift](compendium/feats/unexpected-shift-locg.md) diff --git a/compendium/feats/fountain-of-secrets-lome.md b/compendium/feats/fountain-of-secrets-lome.md index 716c2505e..e0e744394 100644 --- a/compendium/feats/fountain-of-secrets-lome.md +++ b/compendium/feats/fountain-of-secrets-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Fountain Of Secrets"] --- # Fountain Of Secrets [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") - **Frequency**: once per round - **Activity** Free Action diff --git a/compendium/feats/fox-trick-loag.md b/compendium/feats/fox-trick-loag.md index 82349f9cd..2c97b606f 100644 --- a/compendium/feats/fox-trick-loag.md +++ b/compendium/feats/fox-trick-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fox Trick"] --- # Fox Trick [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") - **Frequency**: once per hour - **Activity** Free Action diff --git a/compendium/feats/foxfire-loag.md b/compendium/feats/foxfire-loag.md index 9d135075b..eb760379d 100644 --- a/compendium/feats/foxfire-loag.md +++ b/compendium/feats/foxfire-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Foxfire"] --- # Foxfire *Feat 1* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") -A crack of your tail sparks wisps of blue energy. Choose either electricity or fire when you gain this feat. You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals `1d4` damage of the chosen type (no ability modifier is added to the damage roll). Your foxfire attack is in the sling weapon group and has the [magical](rules/traits/magical.md) trait. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. +A crack of your tail sparks wisps of blue energy. Choose either electricity or fire when you gain this feat. You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals `1d4` damage of the chosen type (no ability modifier is added to the damage roll). Your foxfire attack is in the sling weapon group and has the [magical](rules/traits/magical.md "Magical Item Trait") trait. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. **Special.** If you are a frozen wind kitsune, your foxfire deals cold damage instead of electricity or fire. diff --git a/compendium/feats/freeze-it-locg.md b/compendium/feats/freeze-it-locg.md index da064198a..660cb0aec 100644 --- a/compendium/feats/freeze-it-locg.md +++ b/compendium/feats/freeze-it-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Freeze It!"] --- # Freeze It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: snow goblin heritage - **Activity** Single Action diff --git a/compendium/feats/fresh-ingredients-apg.md b/compendium/feats/fresh-ingredients-apg.md index d49e39450..980b1ffce 100644 --- a/compendium/feats/fresh-ingredients-apg.md +++ b/compendium/feats/fresh-ingredients-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Fresh Ingredients"] --- # Fresh Ingredients *Feat 2* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/friendform-lome.md b/compendium/feats/friendform-lome.md index bf670d757..9c7dec935 100644 --- a/compendium/feats/friendform-lome.md +++ b/compendium/feats/friendform-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Friendform"] --- # Friendform *Feat 5* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") The shared bond between you and your allies allows you to act on their behalf. diff --git a/compendium/feats/friendly-toss-apg.md b/compendium/feats/friendly-toss-apg.md index 8be8f3315..1a21b5f4c 100644 --- a/compendium/feats/friendly-toss-apg.md +++ b/compendium/feats/friendly-toss-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Friendly Toss"] --- # Friendly Toss [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[barbarian](rules/traits/barbarian.md) [manipulate](rules/traits/manipulate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Requirements**: You are adjacent to an ally and have one or more hands free. - **Activity** Two-Action diff --git a/compendium/feats/frighten-undead-botd.md b/compendium/feats/frighten-undead-botd.md index 02d2b6da8..5c0a57097 100644 --- a/compendium/feats/frighten-undead-botd.md +++ b/compendium/feats/frighten-undead-botd.md @@ -7,12 +7,12 @@ tags: aliases: ["Frighten Undead"] --- # Frighten Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md), trained in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Single Action -Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [Demoralize](rules/actions/demoralize.md) an undead target using your [Religion](compendium/skills.md#Religion) modifier instead of your [Intimidation](compendium/skills.md#Intimidation) modifier if it's higher. If you use your [Religion](compendium/skills.md#Religion) modifier, the [Demoralize](rules/actions/demoralize.md) action loses the [emotion](rules/traits/emotion.md) and [mental](rules/traits/mental.md) traits, as your faith connects to the undead on an instinctual level. +Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [Demoralize](rules/actions/demoralize.md) an undead target using your [Religion](compendium/skills.md#Religion) modifier instead of your [Intimidation](compendium/skills.md#Intimidation) modifier if it's higher. If you use your [Religion](compendium/skills.md#Religion) modifier, the [Demoralize](rules/actions/demoralize.md) action loses the [emotion](rules/traits/emotion.md "Emotion Effect Trait") and [mental](rules/traits/mental.md "Mental Effect Trait") traits, as your faith connects to the undead on an instinctual level. ## Frighten Undead leads to... diff --git a/compendium/feats/frightening-appearance-apg.md b/compendium/feats/frightening-appearance-apg.md index ea2c0c522..549f1dad2 100644 --- a/compendium/feats/frightening-appearance-apg.md +++ b/compendium/feats/frightening-appearance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Frightening Appearance"] --- # Frightening Appearance *Feat 12* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Startling Appearance](compendium/feats/startling-appearance-loag.md) diff --git a/compendium/feats/frightful-aura-botd.md b/compendium/feats/frightful-aura-botd.md index 5c3e61c81..a582c3e1d 100644 --- a/compendium/feats/frightful-aura-botd.md +++ b/compendium/feats/frightful-aura-botd.md @@ -11,7 +11,7 @@ tags: aliases: ["Frightful Aura"] --- # Frightful Aura *Feat 18* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md), master in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/frightful-condemnation-ngd.md b/compendium/feats/frightful-condemnation-ngd.md index f776375a4..1548ce56e 100644 --- a/compendium/feats/frightful-condemnation-ngd.md +++ b/compendium/feats/frightful-condemnation-ngd.md @@ -11,7 +11,7 @@ tags: aliases: ["Frightful Condemnation"] --- # Frightful Condemnation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - **Trigger** You hit your condemned foe with a melee [Strike](rules/actions/strike.md) in the same turn during which you condemned it with Harsh Judgment. diff --git a/compendium/feats/frightful-moan-botd.md b/compendium/feats/frightful-moan-botd.md index ed95d6faf..b07240853 100644 --- a/compendium/feats/frightful-moan-botd.md +++ b/compendium/feats/frightful-moan-botd.md @@ -13,7 +13,7 @@ tags: aliases: ["Frightful Moan"] --- # Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/frostbite-runes-lomm.md b/compendium/feats/frostbite-runes-lomm.md index bcbed2ac5..74efa801d 100644 --- a/compendium/feats/frostbite-runes-lomm.md +++ b/compendium/feats/frostbite-runes-lomm.md @@ -9,11 +9,11 @@ tags: aliases: ["Frostbite Runes"] --- # Frostbite Runes *Feat 12* -[archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) -Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against [evil](rules/traits/evil.md) and [necromancy](rules/traits/necromancy.md) spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the [negative healing](rules/abilities/negative-healing-b2.md) ability, like dhampir. +Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against [evil](rules/traits/evil.md "Evil Alignment Trait") and [necromancy](rules/traits/necromancy.md "Necromancy School Trait") spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the [negative healing](rules/abilities/negative-healing-b2.md) ability, like dhampir. ## Frostbite Runes leads to... diff --git a/compendium/feats/frozen-breadth-tv.md b/compendium/feats/frozen-breadth-tv.md index 57219490e..766bfbf51 100644 --- a/compendium/feats/frozen-breadth-tv.md +++ b/compendium/feats/frozen-breadth-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Frozen Breadth"] --- # Frozen Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") Your attunement to arcane cold enhances the depths of your growing power. Increase the number of spells in your repertoire and number of spell slots you gain from gelid shard archetype feats by 1 for each spell level other than your two highest gelid shard spell slots. diff --git a/compendium/feats/fully-flighted-loag.md b/compendium/feats/fully-flighted-loag.md index 45e5e9511..69abac112 100644 --- a/compendium/feats/fully-flighted-loag.md +++ b/compendium/feats/fully-flighted-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Fully Flighted"] --- # Fully Flighted *Feat 13* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") - **Prerequisites**: [Juvenile Flight](compendium/feats/juvenile-flight-loag.md) diff --git a/compendium/feats/fulminating-synergy-locg.md b/compendium/feats/fulminating-synergy-locg.md index d3a10d5e9..0fd7ff665 100644 --- a/compendium/feats/fulminating-synergy-locg.md +++ b/compendium/feats/fulminating-synergy-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Fulminating Synergy"] --- # Fulminating Synergy *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md) diff --git a/compendium/feats/fumesoul-loag.md b/compendium/feats/fumesoul-loag.md index 2073a2eed..7d9451bb2 100644 --- a/compendium/feats/fumesoul-loag.md +++ b/compendium/feats/fumesoul-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Fumesoul"] --- # Fumesoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [sylph](rules/traits/sylph-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") The air inside you asserts itself as a toxic miasma, inuring you to most poisons. You gain resistance to poison equal to half your level (minimum 1). diff --git a/compendium/feats/furious-bully.md b/compendium/feats/furious-bully.md index d18b4a1d5..8cedf9313 100644 --- a/compendium/feats/furious-bully.md +++ b/compendium/feats/furious-bully.md @@ -7,11 +7,11 @@ tags: aliases: ["Furious Bully"] --- # Furious Bully *Feat 8* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) -You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks for [attack](rules/traits/attack.md) actions. +You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks for [attack](rules/traits/attack.md "Attack Combat Trait") actions. *Source: Core Rulebook p. 91* %% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/furious-finish.md b/compendium/feats/furious-finish.md index 053614f17..9c1fc0596 100644 --- a/compendium/feats/furious-finish.md +++ b/compendium/feats/furious-finish.md @@ -8,7 +8,7 @@ tags: aliases: ["Furious Finish"] --- # Furious Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/furious-focus.md b/compendium/feats/furious-focus.md index 0d4d3587f..ba363d53e 100644 --- a/compendium/feats/furious-focus.md +++ b/compendium/feats/furious-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Furious Focus"] --- # Furious Focus *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Power Attack](compendium/feats/power-attack.md) diff --git a/compendium/feats/furious-grab.md b/compendium/feats/furious-grab.md index 69983b647..a6f6c8e98 100644 --- a/compendium/feats/furious-grab.md +++ b/compendium/feats/furious-grab.md @@ -8,9 +8,9 @@ tags: aliases: ["Furious Grab"] --- # Furious Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") -- **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md), and either you have a hand free or your [Strike](rules/actions/strike.md) used a [grapple](rules/traits/grapple.md) weapon. +- **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md), and either you have a hand free or your [Strike](rules/actions/strike.md) used a [grapple](rules/traits/grapple.md "Grapple Weapon Trait") weapon. - **Activity** Single Action You grab your foe while it's distracted by your attack. The foe you hit becomes [grabbed](rules/conditions.md#Grabbed), as if you had succeeded at an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the foe. diff --git a/compendium/feats/furious-sprint.md b/compendium/feats/furious-sprint.md index f0dc210f8..37f812fea 100644 --- a/compendium/feats/furious-sprint.md +++ b/compendium/feats/furious-sprint.md @@ -8,7 +8,7 @@ tags: aliases: ["Furious Sprint"] --- # Furious Sprint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Two-Action diff --git a/compendium/feats/furious-vengeance-apg.md b/compendium/feats/furious-vengeance-apg.md index aa7091cd9..cc2503e84 100644 --- a/compendium/feats/furious-vengeance-apg.md +++ b/compendium/feats/furious-vengeance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Furious Vengeance"] --- # Furious Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: fury instinct - **Trigger** An enemy within your melee reach critically hits you with a melee [Strike](rules/actions/strike.md). diff --git a/compendium/feats/fuse-stance.md b/compendium/feats/fuse-stance.md index 6c3c660f1..6232e84cc 100644 --- a/compendium/feats/fuse-stance.md +++ b/compendium/feats/fuse-stance.md @@ -7,7 +7,7 @@ tags: aliases: ["Fuse Stance"] --- # Fuse Stance *Feat 20* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: at least two stances diff --git a/compendium/feats/fused-polearm-som.md b/compendium/feats/fused-polearm-som.md index 5d4c6ccd7..e3f1a6968 100644 --- a/compendium/feats/fused-polearm-som.md +++ b/compendium/feats/fused-polearm-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Fused Polearm"] --- # Fused Polearm *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) - **Requirements**: Your arcane bonded item is a polearm. diff --git a/compendium/feats/fused-staff-som.md b/compendium/feats/fused-staff-som.md index 09118a845..746fbff71 100644 --- a/compendium/feats/fused-staff-som.md +++ b/compendium/feats/fused-staff-som.md @@ -9,11 +9,11 @@ tags: aliases: ["Fused Staff"] --- # Fused Staff *Feat 8* -[arcane](rules/traits/arcane.md) [magus](rules/traits/magus-som.md) [transmutation](rules/traits/transmutation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) -When you prepare a staff, you can hold it up to a weapon to merge the two items. You can switch the fused item's form from the weapon to the staff or vice versa as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. When the item is in staff form, you can [Cast the Spells](rules/actions/cast-a-spell.md) from the staff and benefit from any other abilities the staff grants. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don't share any other runes or specific abilities. +When you prepare a staff, you can hold it up to a weapon to merge the two items. You can switch the fused item's form from the weapon to the staff or vice versa as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. When the item is in staff form, you can [Cast the Spells](rules/actions/cast-a-spell.md) from the staff and benefit from any other abilities the staff grants. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don't share any other runes or specific abilities. You can [Cast Spells](rules/actions/cast-a-spell.md) from the staff as part of a [Spellstrike](rules/actions/spellstrike-som.md) even when the staff is in weapon form. Otherwise, you can't cast the staff's spells while it's in weapon form. diff --git a/compendium/feats/future-spell-learning-da.md b/compendium/feats/future-spell-learning-da.md index 95e435efc..57b3ebe6b 100644 --- a/compendium/feats/future-spell-learning-da.md +++ b/compendium/feats/future-spell-learning-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Future Spell Learning"] --- # Future Spell Learning *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) diff --git a/compendium/feats/gang-up.md b/compendium/feats/gang-up.md index 1a3e2b454..bdd342bba 100644 --- a/compendium/feats/gang-up.md +++ b/compendium/feats/gang-up.md @@ -7,7 +7,7 @@ tags: aliases: ["Gang Up"] --- # Gang Up *Feat 6* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You and your allies harry an opponent in concert. Any enemy is [flat-footed](rules/conditions.md#Flat-footed) against your melee attacks due to flanking as long as the enemy is within both your reach and your ally's. Your allies must still flank an enemy for it to be [flat-footed](rules/conditions.md#Flat-footed) to them. diff --git a/compendium/feats/ganzi-gaze-loag.md b/compendium/feats/ganzi-gaze-loag.md index 0a5836385..8cba3bcc8 100644 --- a/compendium/feats/ganzi-gaze-loag.md +++ b/compendium/feats/ganzi-gaze-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Ganzi Gaze"] --- # Ganzi Gaze *Feat 1* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") You have unusual sensory abilities passed down from your chaotic forebears. You gain [low-light vision](rules/abilities/low-light-vision.md). If you already have [low-light vision](rules/abilities/low-light-vision.md), you gain [darkvision](rules/abilities/darkvision.md) instead. diff --git a/compendium/feats/gaping-flesh-loag.md b/compendium/feats/gaping-flesh-loag.md index 8e9cc9011..62a36e8b2 100644 --- a/compendium/feats/gaping-flesh-loag.md +++ b/compendium/feats/gaping-flesh-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Gaping Flesh"] --- # Gaping Flesh [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** A creature you are aware of damages you with a melee [Strike](rules/actions/strike.md). diff --git a/compendium/feats/garden-path-aoa3.md b/compendium/feats/garden-path-aoa3.md index ec4c8b5dd..61aee6581 100644 --- a/compendium/feats/garden-path-aoa3.md +++ b/compendium/feats/garden-path-aoa3.md @@ -8,11 +8,11 @@ tags: aliases: ["Garden Path"] --- # Garden Path *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) -You can guide your crop to move without notice. When you and any of your crop are [Avoiding Notice](rules/actions/avoid-notice.md), you can choose one member of your crop to temporarily gain the benefits of the [Quiet Allies](compendium/feats/quiet-allies.md) skill feat until the group is no longer [Avoiding Notice](rules/actions/avoid-notice.md). The group rolls two checks instead of one, using the higher die roll. This is a [fortune](rules/traits/fortune.md) effect. +You can guide your crop to move without notice. When you and any of your crop are [Avoiding Notice](rules/actions/avoid-notice.md), you can choose one member of your crop to temporarily gain the benefits of the [Quiet Allies](compendium/feats/quiet-allies.md) skill feat until the group is no longer [Avoiding Notice](rules/actions/avoid-notice.md). The group rolls two checks instead of one, using the higher die roll. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. *Source: Age of Ashes #3: Tomorrow Must Burn p. 75* %% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/gardeners-resolve-ngd.md b/compendium/feats/gardeners-resolve-ngd.md index 4028f83b6..6409b8acc 100644 --- a/compendium/feats/gardeners-resolve-ngd.md +++ b/compendium/feats/gardeners-resolve-ngd.md @@ -8,11 +8,11 @@ tags: aliases: ["Gardener's Resolve"] --- # Gardener's Resolve [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - **Frequency**: once per day -- **Trigger** You roll a failure (but not a critical failure) on a Will save against a [fear](rules/traits/fear.md) effect. +- **Trigger** You roll a failure (but not a critical failure) on a Will save against a [fear](rules/traits/fear.md "Fear Effect Trait") effect. - **Activity** Reaction The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success. diff --git a/compendium/feats/garuda-magic-loag.md b/compendium/feats/garuda-magic-loag.md index 9af6f1829..f191933ef 100644 --- a/compendium/feats/garuda-magic-loag.md +++ b/compendium/feats/garuda-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Garuda Magic"] --- # Garuda Magic *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Plumekith](compendium/feats/plumekith-loag.md) diff --git a/compendium/feats/garudas-squall-loag.md b/compendium/feats/garudas-squall-loag.md index 625262558..69f2f6bcb 100644 --- a/compendium/feats/garudas-squall-loag.md +++ b/compendium/feats/garudas-squall-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Garuda's Squall"] --- # Garuda's Squall *Feat 5* -[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") - **Prerequisites**: [Plumekith](compendium/feats/plumekith-loag.md) diff --git a/compendium/feats/gaze-of-veracity-locg.md b/compendium/feats/gaze-of-veracity-locg.md index 35e204956..28971bc60 100644 --- a/compendium/feats/gaze-of-veracity-locg.md +++ b/compendium/feats/gaze-of-veracity-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Gaze Of Veracity"] --- # Gaze Of Veracity *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md), ability to cast focus spells diff --git a/compendium/feats/gear-up-botd.md b/compendium/feats/gear-up-botd.md index 7ad7add91..23aeccd85 100644 --- a/compendium/feats/gear-up-botd.md +++ b/compendium/feats/gear-up-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Gear Up"] --- # Gear Up *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) diff --git a/compendium/feats/geckos-grip-locg.md b/compendium/feats/geckos-grip-locg.md index 904e2c104..c056a2887 100644 --- a/compendium/feats/geckos-grip-locg.md +++ b/compendium/feats/geckos-grip-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Gecko's Grip"] --- # Gecko's Grip *Feat 5* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: cliffscale lizardfolk diff --git a/compendium/feats/gemsoul-loag.md b/compendium/feats/gemsoul-loag.md index d02105894..202698923 100644 --- a/compendium/feats/gemsoul-loag.md +++ b/compendium/feats/gemsoul-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Gemsoul"] --- # Gemsoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [oread](rules/traits/oread-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold. This shimmering presence inside your being inspires you to flashy and flamboyant performances. You gain the trained proficiency rank in [Performance](compendium/skills.md#Performance). If you would automatically become trained in [Performance](compendium/skills.md#Performance) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Impressive Performance](compendium/feats/impressive-performance.md) skill feat. diff --git a/compendium/feats/general-training.md b/compendium/feats/general-training.md index dd9715d94..edf9fe855 100644 --- a/compendium/feats/general-training.md +++ b/compendium/feats/general-training.md @@ -7,7 +7,7 @@ tags: aliases: ["General Training"] --- # General Training *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. diff --git a/compendium/feats/genie-weapon-expertise-loag.md b/compendium/feats/genie-weapon-expertise-loag.md index 6168fe044..fae91555f 100644 --- a/compendium/feats/genie-weapon-expertise-loag.md +++ b/compendium/feats/genie-weapon-expertise-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Genie Weapon Expertise"] --- # Genie Weapon Expertise *Feat 13* -[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") - **Prerequisites**: [Genie Weapon Familiarity](compendium/feats/genie-weapon-familiarity-loag.md) diff --git a/compendium/feats/genie-weapon-familiarity-loag.md b/compendium/feats/genie-weapon-familiarity-loag.md index bd8fda515..c2e4c1ca9 100644 --- a/compendium/feats/genie-weapon-familiarity-loag.md +++ b/compendium/feats/genie-weapon-familiarity-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Genie Weapon Familiarity"] --- # Genie Weapon Familiarity *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") You've trained with weapons used by your genie ancestors. You are trained with [falchions](compendium/equipment/items/falchion.md), [ranseurs](compendium/equipment/items/ranseur.md), [scimitars](compendium/equipment/items/scimitar.md), and [tridents](compendium/equipment/items/trident.md). In addition, you gain access to all uncommon geniekin weapons. For the purpose of determining your proficiency, martial geniekin weapons are simple weapons and advanced geniekin weapons are martial weapons. diff --git a/compendium/feats/genie-weapon-flourish-loag.md b/compendium/feats/genie-weapon-flourish-loag.md index f7df2c985..26e259879 100644 --- a/compendium/feats/genie-weapon-flourish-loag.md +++ b/compendium/feats/genie-weapon-flourish-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Genie Weapon Flourish"] --- # Genie Weapon Flourish *Feat 5* -[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") - **Prerequisites**: [Genie Weapon Familiarity](compendium/feats/genie-weapon-familiarity-loag.md) diff --git a/compendium/feats/genius-mutagen.md b/compendium/feats/genius-mutagen.md index 0c0b3a754..bba747da0 100644 --- a/compendium/feats/genius-mutagen.md +++ b/compendium/feats/genius-mutagen.md @@ -7,7 +7,7 @@ tags: aliases: ["Genius Mutagen"] --- # Genius Mutagen *Feat 16* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you're affected by a cognitive mutagen, you also gain the mutagen's item bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Performance](compendium/skills.md#Performance), [Religion](compendium/skills.md#Religion), and [Survival](compendium/skills.md#Survival) checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you. diff --git a/compendium/feats/geomancer-dedication-som.md b/compendium/feats/geomancer-dedication-som.md index a572f63e8..ce93dbc75 100644 --- a/compendium/feats/geomancer-dedication-som.md +++ b/compendium/feats/geomancer-dedication-som.md @@ -8,23 +8,23 @@ tags: aliases: ["Geomancer Dedication"] --- # Geomancer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") -- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](rules/traits/air.md), [cold](rules/traits/cold.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), [plant](rules/traits/plant.md), or [water](rules/traits/water.md) trait +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](rules/traits/air.md "Air Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type. Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. -- **Aquatic** ([water](rules/traits/water.md)) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. -- **Arctic** ([cold](rules/traits/cold.md)) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). -- **Desert** ([fire](rules/traits/fire.md)) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [fatigued](rules/conditions.md#Fatigued) until they drink water or another potable liquid. -- **Forest** ([plant](rules/traits/plant.md)) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). -- **Mountain** ([earth](rules/traits/earth.md)) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. -- **Plains** ([plant](rules/traits/plant.md)) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. -- **Sky** ([air](rules/traits/air.md)) A gust of wind carries you aloft. You can [Fly](rules/actions/fly.md) up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. -- **Swamp** ([plant](rules/traits/plant.md)) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. -- **Underground** ([earth](rules/traits/earth.md)) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain [darkvision](rules/abilities/darkvision.md) as well as imprecise [tremorsense](rules/abilities/tremorsense.md) out to 15 feet. +- **Aquatic** ([water](rules/traits/water.md "Water Energy & Element Trait")) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. +- **Arctic** ([cold](rules/traits/cold.md "Cold Energy & Element Trait")) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). +- **Desert** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [fatigued](rules/conditions.md#Fatigued) until they drink water or another potable liquid. +- **Forest** ([plant](rules/traits/plant.md "Plant Creature Type Trait")) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). +- **Mountain** ([earth](rules/traits/earth.md "Earth Energy & Element Trait")) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. +- **Plains** ([plant](rules/traits/plant.md "Plant Creature Type Trait")) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. +- **Sky** ([air](rules/traits/air.md "Air Energy & Element Trait")) A gust of wind carries you aloft. You can [Fly](rules/actions/fly.md) up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. +- **Swamp** ([plant](rules/traits/plant.md "Plant Creature Type Trait")) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. +- **Underground** ([earth](rules/traits/earth.md "Earth Energy & Element Trait")) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain [darkvision](rules/abilities/darkvision.md) as well as imprecise [tremorsense](rules/abilities/tremorsense.md) out to 15 feet. **Special.** You can't select another dedication feat until you've gained two other feats from the geomancer archetype. diff --git a/compendium/feats/ghoran-lore-loil.md b/compendium/feats/ghoran-lore-loil.md index 05e23677c..fc38be9d0 100644 --- a/compendium/feats/ghoran-lore-loil.md +++ b/compendium/feats/ghoran-lore-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghoran Lore"] --- # Ghoran Lore *Feat 1* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") The very first memories ghorans have are those of their creation, and even after thousands of years, those memories have never faded for you. You become trained in [Arcana](compendium/skills.md#Arcana) and [Nature](compendium/skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Ghoran Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/ghoran-weapon-expertise-loil.md b/compendium/feats/ghoran-weapon-expertise-loil.md index 523cd6733..e66a0b573 100644 --- a/compendium/feats/ghoran-weapon-expertise-loil.md +++ b/compendium/feats/ghoran-weapon-expertise-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghoran Weapon Expertise"] --- # Ghoran Weapon Expertise *Feat 13* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") - **Prerequisites**: Ghoran Weapon Familiarity diff --git a/compendium/feats/ghoran-weapon-familiarity-loil.md b/compendium/feats/ghoran-weapon-familiarity-loil.md index 6cc6b2617..b18eaa58c 100644 --- a/compendium/feats/ghoran-weapon-familiarity-loil.md +++ b/compendium/feats/ghoran-weapon-familiarity-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghoran Weapon Familiarity"] --- # Ghoran Weapon Familiarity *Feat 1* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") Over the course of your long, long existence, you've had a chance to practice with traditional ghoran weapons. You're trained with the glaive, greatclub, hatchet, scythe, and sickle. In addition, you gain access to all uncommon ghoran weapons. diff --git a/compendium/feats/ghoran-weapon-practice-loil.md b/compendium/feats/ghoran-weapon-practice-loil.md index adf69bad9..5843b9b35 100644 --- a/compendium/feats/ghoran-weapon-practice-loil.md +++ b/compendium/feats/ghoran-weapon-practice-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghoran Weapon Practice"] --- # Ghoran Weapon Practice *Feat 5* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") - **Prerequisites**: Ghoran Weapon Familiarity diff --git a/compendium/feats/ghorans-wrath-loil.md b/compendium/feats/ghorans-wrath-loil.md index 979adf729..271c81dae 100644 --- a/compendium/feats/ghorans-wrath-loil.md +++ b/compendium/feats/ghorans-wrath-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghoran's Wrath"] --- # Ghoran's Wrath *Feat 17* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") You have such a strong connection to the natural world that you can inspire it to attack at those who threaten you. You can cast nature's reprisal (Secrets of Magic 117) once per hour as a primal innate spell. diff --git a/compendium/feats/ghost-blade-da.md b/compendium/feats/ghost-blade-da.md index 22a3bc884..6247b8947 100644 --- a/compendium/feats/ghost-blade-da.md +++ b/compendium/feats/ghost-blade-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Ghost Blade"] --- # Ghost Blade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) - **Frequency**: once per hour diff --git a/compendium/feats/ghost-dedication-botd.md b/compendium/feats/ghost-dedication-botd.md index f31cb6238..3c72c561d 100644 --- a/compendium/feats/ghost-dedication-botd.md +++ b/compendium/feats/ghost-dedication-botd.md @@ -9,14 +9,14 @@ tags: aliases: ["Ghost Dedication"] --- # Ghost Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You died and returned as a ghost. -You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, [spirit](rules/traits/spirit.md), and [undead](rules/traits/undead.md) traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the [incorporeal](rules/traits/incorporeal-b1.md) trait, as described on page 218, except you can't pass through solid objects unless you select the [Pass Through](compendium/feats/pass-through-botd.md) feat. Being a ghost has the following major effects. +You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, [spirit](rules/traits/spirit.md "Spirit Creature Trait"), and [undead](rules/traits/undead.md "Undead Creature Type Trait") traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") trait, as described on page 218, except you can't pass through solid objects unless you select the [Pass Through](compendium/feats/pass-through-botd.md) feat. Being a ghost has the following major effects. - **Floating** You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you [Fly](rules/actions/fly.md). This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can [Leap](rules/actions/leap.md), [High Jump](rules/actions/high-jump.md), [Long Jump](rules/actions/long-jump.md), and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. -- **Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the [invested](rules/traits/invested.md) trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can [Interact](rules/actions/interact.md) with them, [Release](rules/actions/release.md) them, and so on. Your incorporated weapons gain the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. +- **Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the [invested](rules/traits/invested.md "Invested Item Trait") trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can [Interact](rules/actions/interact.md) with them, [Release](rules/actions/release.md) them, and so on. Your incorporated weapons gain the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. - **Attacks** Your unarmed attacks become magical and deal negative damage instead of their normal type. - **Strength** Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically [Athletics](compendium/skills.md#Athletics) checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of [Athletics](compendium/skills.md#Athletics) checks, [Strikes](rules/actions/strike.md) with melee weapons, and any other checks or damage rolls dependent on Strength. - **Ties that Bind** When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon. diff --git a/compendium/feats/ghost-eater-dedication-frp1.md b/compendium/feats/ghost-eater-dedication-frp1.md index e2961e7fa..2f3a7fec8 100644 --- a/compendium/feats/ghost-eater-dedication-frp1.md +++ b/compendium/feats/ghost-eater-dedication-frp1.md @@ -9,7 +9,7 @@ tags: aliases: ["Ghost Eater Dedication"] --- # Ghost Eater Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/ghost-flight-botd.md b/compendium/feats/ghost-flight-botd.md index b504aa4c3..8cf19b7d7 100644 --- a/compendium/feats/ghost-flight-botd.md +++ b/compendium/feats/ghost-flight-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghost Flight"] --- # Ghost Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) - **Frequency**: once per day diff --git a/compendium/feats/ghost-hunter-apg.md b/compendium/feats/ghost-hunter-apg.md index 893c6c58f..594361e72 100644 --- a/compendium/feats/ghost-hunter-apg.md +++ b/compendium/feats/ghost-hunter-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghost Hunter"] --- # Ghost Hunter *Feat 1* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack [Strikes](rules/actions/strike.md) against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. diff --git a/compendium/feats/ghost-hunter-dedication-av1.md b/compendium/feats/ghost-hunter-dedication-av1.md index f7083453e..38e835d29 100644 --- a/compendium/feats/ghost-hunter-dedication-av1.md +++ b/compendium/feats/ghost-hunter-dedication-av1.md @@ -9,13 +9,13 @@ tags: aliases: ["Ghost Hunter Dedication"] --- # Ghost Hunter Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. [Pick Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore); you become trained in this skill. If you were already trained in both skills, you become trained in a new [Lore](compendium/skills.md#Lore) skill of your choice. -Choose two cantrips from the occult spell list. Each cantrip must have the divination, [enchantment](rules/traits/enchantment.md), or [necromancy](rules/traits/necromancy.md) trait. You can cast these spells as innate occult spells. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity if you didn't have it already. +Choose two cantrips from the occult spell list. Each cantrip must have the divination, [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), or [necromancy](rules/traits/necromancy.md "Necromancy School Trait") trait. You can cast these spells as innate occult spells. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma. diff --git a/compendium/feats/ghost-strike-av1.md b/compendium/feats/ghost-strike-av1.md index 4a221f4b3..044f5c6a5 100644 --- a/compendium/feats/ghost-strike-av1.md +++ b/compendium/feats/ghost-strike-av1.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghost Strike"] --- # Ghost Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) - **Activity** Two-Action diff --git a/compendium/feats/ghost-wrangler-lokl.md b/compendium/feats/ghost-wrangler-lokl.md index b9c58f819..9e76ead2f 100644 --- a/compendium/feats/ghost-wrangler-lokl.md +++ b/compendium/feats/ghost-wrangler-lokl.md @@ -12,7 +12,7 @@ tags: aliases: ["Ghost Wrangler"] --- # Ghost Wrangler [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[barbarian](rules/traits/barbarian.md) [divine](rules/traits/divine.md) [instinct](rules/traits/instinct.md) [necromancy](rules/traits/necromancy.md) [rage](rules/traits/rage.md) [uncommon](rules/traits/uncommon.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rage](rules/traits/rage.md "Rage Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Prerequisites**: spirit instinct diff --git a/compendium/feats/ghostly-grasp-botd.md b/compendium/feats/ghostly-grasp-botd.md index 0a43187fa..bdba50d74 100644 --- a/compendium/feats/ghostly-grasp-botd.md +++ b/compendium/feats/ghostly-grasp-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghostly Grasp"] --- # Ghostly Grasp *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) diff --git a/compendium/feats/ghostly-grasp-da.md b/compendium/feats/ghostly-grasp-da.md index d5926e70f..db281f069 100644 --- a/compendium/feats/ghostly-grasp-da.md +++ b/compendium/feats/ghostly-grasp-da.md @@ -10,15 +10,15 @@ tags: aliases: ["Ghostly Grasp"] --- # Ghostly Grasp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Activity** Single Action An [invisible](rules/conditions.md#Invisible) arm extends from you to grab and manipulate objects. The arm reaches up to 15 feet, grabs an unattended object of 1 Bulk or less, and immediately deposits it in one of your free hands or at your feet. Alternatively, it reaches up to 15 feet and performs a simple [Interact](rules/actions/interact.md) action like pushing o p e n a window, though it can't perform actions that require significant mechanical dexterity. For every 5 levels you have, the amount the hand can lift increases by 1 Bulk, and the arm's range increases by 15 feet. Being ghostly, the arm can affect ghosts, spirits, and other incorporeal entities, though in most cases, you need an awakening for this to be useful. -**Awakening** Your [invisible](rules/conditions.md#Invisible) arm can grab on to an unsuspecting target. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the [attack](rules/traits/attack.md) trait to the action. On a success, the target is [grabbed](rules/conditions.md#Grabbed) by the arm (or [restrained](rules/conditions.md#Restrained) on a critical success). This lasts for 1 round or until the creature Escapes. +**Awakening** Your [invisible](rules/conditions.md#Invisible) arm can grab on to an unsuspecting target. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the [attack](rules/traits/attack.md "Attack Combat Trait") trait to the action. On a success, the target is [grabbed](rules/conditions.md#Grabbed) by the arm (or [restrained](rules/conditions.md#Restrained) on a critical success). This lasts for 1 round or until the creature Escapes. -**Awakening** You summon additional ghostly arms that entwine together to push targets. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the [attack](rules/traits/attack.md) trait to the action. On a success, you can move the target 5 feet in any direction (10 feet on a critical success). +**Awakening** You summon additional ghostly arms that entwine together to push targets. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the [attack](rules/traits/attack.md "Attack Combat Trait") trait to the action. On a success, you can move the target 5 feet in any direction (10 feet on a critical success). *Source: Dark Archive p. 78* %% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/ghostly-resistance-botd.md b/compendium/feats/ghostly-resistance-botd.md index cfdbc80cf..3b1d704b9 100644 --- a/compendium/feats/ghostly-resistance-botd.md +++ b/compendium/feats/ghostly-resistance-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghostly Resistance"] --- # Ghostly Resistance *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) diff --git a/compendium/feats/ghoul-dedication-botd.md b/compendium/feats/ghoul-dedication-botd.md index 2cdd6f3a9..07500e573 100644 --- a/compendium/feats/ghoul-dedication-botd.md +++ b/compendium/feats/ghoul-dedication-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Ghoul Dedication"] --- # Ghoul Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You were killed by b1. @@ -17,13 +17,13 @@ You have succumbed to b1, dying and returning as a ghoul, an undead cursed with Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. -You gain the [ghoul](rules/traits/ghoul-b1.md) and [undead](rules/traits/undead.md) traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals `1d4` slashing damage with the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits, and the second unarmed attack is a set of jaws that deal `1d6` piercing damage and have the [finesse](rules/traits/finesse.md) trait. +You gain the [ghoul](rules/traits/ghoul-b1.md "Ghoul Creature Trait") and [undead](rules/traits/undead.md "Undead Creature Type Trait") traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals `1d4` slashing damage with the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits, and the second unarmed attack is a set of jaws that deal `1d6` piercing damage and have the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait. You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. ```ad-embed-ability title: Consume Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Requirements**: You are adjacent to the corpse of a Small or larger creature that died in the last hour diff --git a/compendium/feats/giant-snare-apg.md b/compendium/feats/giant-snare-apg.md index 22418d5cb..f391abd3f 100644 --- a/compendium/feats/giant-snare-apg.md +++ b/compendium/feats/giant-snare-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Giant Snare"] --- # Giant Snare *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) diff --git a/compendium/feats/giants-lunge.md b/compendium/feats/giants-lunge.md index a24c6880b..85e0a3347 100644 --- a/compendium/feats/giants-lunge.md +++ b/compendium/feats/giants-lunge.md @@ -10,12 +10,12 @@ tags: aliases: ["Giant's Lunge"] --- # Giant's Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [instinct](rules/traits/instinct.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: Giant instinct - **Activity** Single Action -You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain [reach <10>](rules/traits/reach.md). This doesn't increase the reach of any weapon or unarmed attack that already has the [reach](rules/traits/reach.md) trait, but it does combine with abilities that increase your reach due to increased size, such as [Giant's Stature](compendium/feats/giants-stature.md). +You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain [reach <10>](rules/traits/reach-10.md "Reach Weapon Trait"). This doesn't increase the reach of any weapon or unarmed attack that already has the [reach](rules/traits/reach.md "Reach Weapon Trait") trait, but it does combine with abilities that increase your reach due to increased size, such as [Giant's Stature](compendium/feats/giants-stature.md). *Source: Core Rulebook p. 93* %% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/instinct #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/giants-stature.md b/compendium/feats/giants-stature.md index b076eb9e0..0da173035 100644 --- a/compendium/feats/giants-stature.md +++ b/compendium/feats/giants-stature.md @@ -12,7 +12,7 @@ tags: aliases: ["Giant's Stature"] --- # Giant's Stature [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[barbarian](rules/traits/barbarian.md) [instinct](rules/traits/instinct.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [rage](rules/traits/rage.md) [transmutation](rules/traits/transmutation.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rage](rules/traits/rage.md "Rage Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: Giant instinct - **Requirements**: You are Medium or smaller. diff --git a/compendium/feats/gift-of-the-hoard-da.md b/compendium/feats/gift-of-the-hoard-da.md index 0ac066b6b..b594361a4 100644 --- a/compendium/feats/gift-of-the-hoard-da.md +++ b/compendium/feats/gift-of-the-hoard-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Gift of the Hoard"] --- # Gift of the Hoard *Feat 10* -[aftermath](rules/traits/aftermath-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard. diff --git a/compendium/feats/gift-of-the-moon-loag.md b/compendium/feats/gift-of-the-moon-loag.md index bb1009814..2ffb7926b 100644 --- a/compendium/feats/gift-of-the-moon-loag.md +++ b/compendium/feats/gift-of-the-moon-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Gift Of The Moon"] --- # Gift Of The Moon *Feat 13* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") You can share your power with others, but they can't escape the werecreature's curse as easily as you can. You can cast a 5th-level [moon frenzy](compendium/spells/moon-frenzy.md) as a primal innate spell once per day. At 15th level, you cast a 6th-level [moon frenzy](compendium/spells/moon-frenzy.md) instead. At 17th level, your 6th-level [moon frenzy](compendium/spells/moon-frenzy.md) grants its standard effects, except the temporary Hit Points increase to 15 and the silver weakness increases to 15. At 20th level, you cast a 10th-level [moon frenzy](compendium/spells/moon-frenzy.md) instead. diff --git a/compendium/feats/glad-hand.md b/compendium/feats/glad-hand.md index 748eb0830..043b3dac8 100644 --- a/compendium/feats/glad-hand.md +++ b/compendium/feats/glad-hand.md @@ -8,7 +8,7 @@ tags: aliases: ["Glad-hand"] --- # Glad-hand *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/gladiator-dedication-apg.md b/compendium/feats/gladiator-dedication-apg.md index b60a3ce94..431a5f814 100644 --- a/compendium/feats/gladiator-dedication-apg.md +++ b/compendium/feats/gladiator-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Gladiator Dedication"] --- # Gladiator Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Impressive Performance](compendium/feats/impressive-performance.md) diff --git a/compendium/feats/glamour-loil.md b/compendium/feats/glamour-loil.md index 144587bf0..63c859216 100644 --- a/compendium/feats/glamour-loil.md +++ b/compendium/feats/glamour-loil.md @@ -7,11 +7,11 @@ tags: aliases: ["Glamour"] --- # Glamour *Feat 13* -[rare](rules/traits/rare.md) +[rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Fey Influence](compendium/feats/fey-influence-loil.md) -You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic. You gain the [fey glamour](compendium/spells/fey-glamour.md) focus spell (Pathfinder Core Rulebook 404) as a primal spell that doesn't have the [sorcerer](rules/traits/sorcerer.md) trait. If you don't already have a focus pool, you gain a focus pool of 1 Focus Point. +You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic. You gain the [fey glamour](compendium/spells/fey-glamour.md) focus spell (Pathfinder Core Rulebook 404) as a primal spell that doesn't have the [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") trait. If you don't already have a focus pool, you gain a focus pool of 1 Focus Point. **Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). diff --git a/compendium/feats/glass-skin-ooa3.md b/compendium/feats/glass-skin-ooa3.md index 73809cd8f..9c8582daa 100644 --- a/compendium/feats/glass-skin-ooa3.md +++ b/compendium/feats/glass-skin-ooa3.md @@ -9,7 +9,7 @@ tags: aliases: ["Glass Skin"] --- # Glass Skin *Feat 10* -[abjuration](rules/traits/abjuration.md) [aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction. diff --git a/compendium/feats/glean-contents-apg.md b/compendium/feats/glean-contents-apg.md index b972101de..c41aa4115 100644 --- a/compendium/feats/glean-contents-apg.md +++ b/compendium/feats/glean-contents-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Glean Contents"] --- # Glean Contents *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Society](compendium/skills.md#Society) -You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt [Society](compendium/skills.md#Society) checks to [Decipher Writing](rules/actions/decipher-writing.md) on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to [Decipher Writing](rules/actions/decipher-writing.md) gains the [manipulate](rules/traits/manipulate.md) trait. +You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt [Society](compendium/skills.md#Society) checks to [Decipher Writing](rules/actions/decipher-writing.md) on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to [Decipher Writing](rules/actions/decipher-writing.md) gains the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) checks to avoid being noticed. diff --git a/compendium/feats/glean-lore-apg.md b/compendium/feats/glean-lore-apg.md index 00082fa4c..572b35f4a 100644 --- a/compendium/feats/glean-lore-apg.md +++ b/compendium/feats/glean-lore-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Glean Lore"] --- # Glean Lore [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) [secret](rules/traits/secret.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [secret](rules/traits/secret.md "Secret General Trait") - **Activity** Single Action diff --git a/compendium/feats/glib-mutagen.md b/compendium/feats/glib-mutagen.md index 120c9c002..7f4e73b65 100644 --- a/compendium/feats/glib-mutagen.md +++ b/compendium/feats/glib-mutagen.md @@ -7,7 +7,7 @@ tags: aliases: ["Glib Mutagen"] --- # Glib Mutagen *Feat 14* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages). diff --git a/compendium/feats/glider-form-som.md b/compendium/feats/glider-form-som.md index aeb699336..0fab79707 100644 --- a/compendium/feats/glider-form-som.md +++ b/compendium/feats/glider-form-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Glider Form"] --- # Glider Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [move](rules/traits/move.md) [summoner](rules/traits/summoner-som.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [move](rules/traits/move.md "Move Combat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Activity** Single Action diff --git a/compendium/feats/gloomseer-locg.md b/compendium/feats/gloomseer-locg.md index 2a2987959..97942a9d7 100644 --- a/compendium/feats/gloomseer-locg.md +++ b/compendium/feats/gloomseer-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Gloomseer"] --- # Gloomseer *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: Nidalese ethnicity diff --git a/compendium/feats/glory-and-valor-loag.md b/compendium/feats/glory-and-valor-loag.md index 2954bb2f4..be8a6d89c 100644 --- a/compendium/feats/glory-and-valor-loag.md +++ b/compendium/feats/glory-and-valor-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Glory And Valor!"] --- # Glory And Valor! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[auditory](rules/traits/auditory.md) [ganzi](rules/traits/ganzi-loag.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Frequency**: once per day - **Activity** Single Action diff --git a/compendium/feats/glutton-for-flesh-botd.md b/compendium/feats/glutton-for-flesh-botd.md index 880114a4b..eef3b9998 100644 --- a/compendium/feats/glutton-for-flesh-botd.md +++ b/compendium/feats/glutton-for-flesh-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Glutton for Flesh"] --- # Glutton for Flesh *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) diff --git a/compendium/feats/glyph-expert-lopsg.md b/compendium/feats/glyph-expert-lopsg.md index d18151c6b..d57243381 100644 --- a/compendium/feats/glyph-expert-lopsg.md +++ b/compendium/feats/glyph-expert-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Glyph Expert"] --- # Glyph Expert *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) diff --git a/compendium/feats/gnaw-loag.md b/compendium/feats/gnaw-loag.md index f8e4d9d17..3fdf771d7 100644 --- a/compendium/feats/gnaw-loag.md +++ b/compendium/feats/gnaw-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnaw"] --- # Gnaw [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 5* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") - **Prerequisites**: [Vicious Incisors](compendium/feats/vicious-incisors-apg.md) - **Activity** Three-Action diff --git a/compendium/feats/gnoll-lore-lome.md b/compendium/feats/gnoll-lore-lome.md index c75e978a9..d801d08f1 100644 --- a/compendium/feats/gnoll-lore-lome.md +++ b/compendium/feats/gnoll-lore-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnoll Lore"] --- # Gnoll Lore *Feat 1* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") You paid attention to your senior hunters to learn their tricks. You gain the trained proficiency rank in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Gnoll Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/gnoll-weapon-expertise-lome.md b/compendium/feats/gnoll-weapon-expertise-lome.md index 04f8d71bb..8db52a096 100644 --- a/compendium/feats/gnoll-weapon-expertise-lome.md +++ b/compendium/feats/gnoll-weapon-expertise-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnoll Weapon Expertise"] --- # Gnoll Weapon Expertise *Feat 13* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") - **Prerequisites**: [Gnoll Weapon Practicality](compendium/feats/gnoll-weapon-practicality-lome.md) diff --git a/compendium/feats/gnoll-weapon-familiarity-lome.md b/compendium/feats/gnoll-weapon-familiarity-lome.md index 60409ac92..d43a33f9f 100644 --- a/compendium/feats/gnoll-weapon-familiarity-lome.md +++ b/compendium/feats/gnoll-weapon-familiarity-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnoll Weapon Familiarity"] --- # Gnoll Weapon Familiarity *Feat 1* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") You were taught to be a hunter and a raider. You are trained with [flails](compendium/equipment/items/flail.md), khopeshes, mambeles, [spears](compendium/equipment/items/spear.md), and [war flails](compendium/equipment/items/war-flail.md). diff --git a/compendium/feats/gnoll-weapon-practicality-lome.md b/compendium/feats/gnoll-weapon-practicality-lome.md index 54eac99ad..fedec3d59 100644 --- a/compendium/feats/gnoll-weapon-practicality-lome.md +++ b/compendium/feats/gnoll-weapon-practicality-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnoll Weapon Practicality"] --- # Gnoll Weapon Practicality *Feat 5* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") - **Prerequisites**: [Gnoll Weapon Familiarity](compendium/feats/gnoll-weapon-familiarity-lome.md) diff --git a/compendium/feats/gnome-obsession.md b/compendium/feats/gnome-obsession.md index 6847aef42..455422637 100644 --- a/compendium/feats/gnome-obsession.md +++ b/compendium/feats/gnome-obsession.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnome Obsession"] --- # Gnome Obsession *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a [Lore](compendium/skills.md#Lore) skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen [Lore](compendium/skills.md#Lore) as well as the [Lore](compendium/skills.md#Lore) granted by your background, if any. At 7th level you gain master proficiency in these [Lore](compendium/skills.md#Lore) skills, and at 15th level you gain legendary proficiency in them. diff --git a/compendium/feats/gnome-polyglot-locg.md b/compendium/feats/gnome-polyglot-locg.md index dce4d857a..643dbc7dc 100644 --- a/compendium/feats/gnome-polyglot-locg.md +++ b/compendium/feats/gnome-polyglot-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnome Polyglot"] --- # Gnome Polyglot *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the [Multilingual](compendium/feats/multilingual.md) feat, you learn three new languages instead of two. diff --git a/compendium/feats/gnome-weapon-expertise.md b/compendium/feats/gnome-weapon-expertise.md index 6b30bd765..cec675039 100644 --- a/compendium/feats/gnome-weapon-expertise.md +++ b/compendium/feats/gnome-weapon-expertise.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnome Weapon Expertise"] --- # Gnome Weapon Expertise *Feat 13* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: [Gnome Weapon Familiarity](compendium/feats/gnome-weapon-familiarity.md) diff --git a/compendium/feats/gnome-weapon-familiarity.md b/compendium/feats/gnome-weapon-familiarity.md index 6dca666ca..1418b8983 100644 --- a/compendium/feats/gnome-weapon-familiarity.md +++ b/compendium/feats/gnome-weapon-familiarity.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnome Weapon Familiarity"] --- # Gnome Weapon Familiarity *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the [glaive](compendium/equipment/items/glaive.md) and [kukri](compendium/equipment/items/kukri.md). diff --git a/compendium/feats/gnome-weapon-innovator.md b/compendium/feats/gnome-weapon-innovator.md index 291ecf3ae..8453f7bd9 100644 --- a/compendium/feats/gnome-weapon-innovator.md +++ b/compendium/feats/gnome-weapon-innovator.md @@ -7,7 +7,7 @@ tags: aliases: ["Gnome Weapon Innovator"] --- # Gnome Weapon Innovator *Feat 5* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: [Gnome Weapon Familiarity](compendium/feats/gnome-weapon-familiarity.md) diff --git a/compendium/feats/goading-feint-apg.md b/compendium/feats/goading-feint-apg.md index e4ae90095..4d2a91a52 100644 --- a/compendium/feats/goading-feint-apg.md +++ b/compendium/feats/goading-feint-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Goading Feint"] --- # Goading Feint *Feat 1* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/goblin-lore.md b/compendium/feats/goblin-lore.md index c6209d850..9f340d44c 100644 --- a/compendium/feats/goblin-lore.md +++ b/compendium/feats/goblin-lore.md @@ -7,7 +7,7 @@ tags: aliases: ["Goblin Lore"] --- # Goblin Lore *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Goblin Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/goblin-scuttle.md b/compendium/feats/goblin-scuttle.md index 6a694e84e..f547a7d32 100644 --- a/compendium/feats/goblin-scuttle.md +++ b/compendium/feats/goblin-scuttle.md @@ -7,7 +7,7 @@ tags: aliases: ["Goblin Scuttle"] --- # Goblin Scuttle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Trigger** An ally ends a move action adjacent to you. - **Activity** Reaction diff --git a/compendium/feats/goblin-song.md b/compendium/feats/goblin-song.md index 30fc883bc..55419bd22 100644 --- a/compendium/feats/goblin-song.md +++ b/compendium/feats/goblin-song.md @@ -7,7 +7,7 @@ tags: aliases: ["Goblin Song"] --- # Goblin Song [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/goblin-weapon-expertise.md b/compendium/feats/goblin-weapon-expertise.md index af39d2d0c..1af21ed49 100644 --- a/compendium/feats/goblin-weapon-expertise.md +++ b/compendium/feats/goblin-weapon-expertise.md @@ -7,7 +7,7 @@ tags: aliases: ["Goblin Weapon Expertise"] --- # Goblin Weapon Expertise *Feat 13* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: [Goblin Weapon Familiarity](compendium/feats/goblin-weapon-familiarity.md) diff --git a/compendium/feats/goblin-weapon-familiarity.md b/compendium/feats/goblin-weapon-familiarity.md index 68f97ab1f..c28564db4 100644 --- a/compendium/feats/goblin-weapon-familiarity.md +++ b/compendium/feats/goblin-weapon-familiarity.md @@ -7,7 +7,7 @@ tags: aliases: ["Goblin Weapon Familiarity"] --- # Goblin Weapon Familiarity *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the [dogslicer](compendium/equipment/items/dogslicer.md) and [horsechopper](compendium/equipment/items/horsechopper.md). diff --git a/compendium/feats/goblin-weapon-frenzy.md b/compendium/feats/goblin-weapon-frenzy.md index d291be481..5790c0938 100644 --- a/compendium/feats/goblin-weapon-frenzy.md +++ b/compendium/feats/goblin-weapon-frenzy.md @@ -7,7 +7,7 @@ tags: aliases: ["Goblin Weapon Frenzy"] --- # Goblin Weapon Frenzy *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: [Goblin Weapon Familiarity](compendium/feats/goblin-weapon-familiarity.md) diff --git a/compendium/feats/godless-healing-lowg.md b/compendium/feats/godless-healing-lowg.md index 6a004f1b0..5b8ebba4a 100644 --- a/compendium/feats/godless-healing-lowg.md +++ b/compendium/feats/godless-healing-lowg.md @@ -8,7 +8,7 @@ tags: aliases: ["Godless Healing"] --- # Godless Healing *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Battle Medicine](compendium/feats/battle-medicine.md), can't have a patron deity diff --git a/compendium/feats/golden-body-aoa6.md b/compendium/feats/golden-body-aoa6.md index 71917168a..1820f327c 100644 --- a/compendium/feats/golden-body-aoa6.md +++ b/compendium/feats/golden-body-aoa6.md @@ -8,10 +8,10 @@ tags: aliases: ["Golden Body"] --- # Golden Body *Feat 20* -[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -You perfect your body, refining the flex of every muscle and the bend of every joint to maximum efficiency. Your unarmed [Strikes](rules/actions/strike.md) gain the [deadly ](rules/traits/deadly.md) trait, and you have fast healing 20, causing you to regain 20 HP at the start of each of your turns provided you have at least 1 HP. +You perfect your body, refining the flex of every muscle and the bend of every joint to maximum efficiency. Your unarmed [Strikes](rules/actions/strike.md) gain the [deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait") trait, and you have fast healing 20, causing you to regain 20 HP at the start of each of your turns provided you have at least 1 HP. *Source: Age of Ashes #6: Broken Promises p. 76* %% #compendium/src/pf2e/aoa6 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/golden-league-xun-dedication-frp2.md b/compendium/feats/golden-league-xun-dedication-frp2.md index 9980671b2..d48bac4b9 100644 --- a/compendium/feats/golden-league-xun-dedication-frp2.md +++ b/compendium/feats/golden-league-xun-dedication-frp2.md @@ -9,7 +9,7 @@ tags: aliases: ["Golden League Xun Dedication"] --- # Golden League Xun Dedication *Feat 8* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: master in [Underworld Lore](compendium/skills.md#Lore) diff --git a/compendium/feats/golem-grafter-dedication-ec3.md b/compendium/feats/golem-grafter-dedication-ec3.md index 4d4abf0ce..e698af0c4 100644 --- a/compendium/feats/golem-grafter-dedication-ec3.md +++ b/compendium/feats/golem-grafter-dedication-ec3.md @@ -9,7 +9,7 @@ tags: aliases: ["Golem Grafter Dedication"] --- # Golem Grafter Dedication *Feat 8* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana) and [Crafting](compendium/skills.md#Crafting), or an ally with expert proficiency in those skills willing to augment you diff --git a/compendium/feats/goloma-courage-lome.md b/compendium/feats/goloma-courage-lome.md index 46cf20314..8321f25f2 100644 --- a/compendium/feats/goloma-courage-lome.md +++ b/compendium/feats/goloma-courage-lome.md @@ -7,10 +7,10 @@ tags: aliases: ["Goloma Courage"] --- # Goloma Courage *Feat 1* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") -The most important thing you've learned living with fear is how to overcome it. When you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead. In addition, you gain a +1 circumstance bonus to Will saves against [fear](rules/traits/fear.md) effects and a +2 circumstance bonus to your Will DC against attempts to [Demoralize](rules/actions/demoralize.md) you. +The most important thing you've learned living with fear is how to overcome it. When you roll a success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead. In addition, you gain a +1 circumstance bonus to Will saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects and a +2 circumstance bonus to your Will DC against attempts to [Demoralize](rules/actions/demoralize.md) you. *Source: Lost Omens: The Mwangi Expanse p. 117* %% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/goloma-lore-lome.md b/compendium/feats/goloma-lore-lome.md index dd8c66777..7e6bb231f 100644 --- a/compendium/feats/goloma-lore-lome.md +++ b/compendium/feats/goloma-lore-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Goloma Lore"] --- # Goloma Lore *Feat 1* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") You lived an insulated life focused on avoiding danger. You gain the trained proficiency rank in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival). diff --git a/compendium/feats/gorilla-pound-apg.md b/compendium/feats/gorilla-pound-apg.md index 073c0aeec..22edbc11c 100644 --- a/compendium/feats/gorilla-pound-apg.md +++ b/compendium/feats/gorilla-pound-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Gorilla Pound"] --- # Gorilla Pound [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[emotion](rules/traits/emotion.md) [flourish](rules/traits/flourish.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Gorilla Stance](compendium/feats/gorilla-stance-apg.md) - **Requirements**: You are in Gorilla Stance. diff --git a/compendium/feats/gorilla-stance-apg.md b/compendium/feats/gorilla-stance-apg.md index 0be7de0be..5453fa616 100644 --- a/compendium/feats/gorilla-stance-apg.md +++ b/compendium/feats/gorilla-stance-apg.md @@ -8,13 +8,13 @@ tags: aliases: ["Gorilla Stance"] --- # Gorilla Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Activity** Single Action You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are gorilla slam unarmed attacks. -These deal `1d8` bludgeoning damage; are in the brawling group; and have the [backswing](rules/traits/backswing.md), [forceful](rules/traits/forceful.md), [grapple](rules/traits/grapple.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), and if you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. +These deal `1d8` bludgeoning damage; are in the brawling group; and have the [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), and if you roll a success on an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. ## Gorilla Stance leads to... diff --git a/compendium/feats/gossip-lore-apg.md b/compendium/feats/gossip-lore-apg.md index aa3efee2e..559140001 100644 --- a/compendium/feats/gossip-lore-apg.md +++ b/compendium/feats/gossip-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Gossip Lore"] --- # Gossip Lore *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md) diff --git a/compendium/feats/graceful-guidance-loag.md b/compendium/feats/graceful-guidance-loag.md index 15f66caee..b298e95f7 100644 --- a/compendium/feats/graceful-guidance-loag.md +++ b/compendium/feats/graceful-guidance-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Graceful Guidance"] --- # Graceful Guidance *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the [Aid](rules/actions/aid.md) reaction to grant a bonus to an ally's Reflex save. As usual for [Aid](rules/actions/aid.md), you need to prepare by using an action on your turn to encourage the ally. diff --git a/compendium/feats/graceful-leaper-apg.md b/compendium/feats/graceful-leaper-apg.md index 635a86ff0..254d61bad 100644 --- a/compendium/feats/graceful-leaper-apg.md +++ b/compendium/feats/graceful-leaper-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Graceful Leaper"] --- # Graceful Leaper *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md), master in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/graceful-poise.md b/compendium/feats/graceful-poise.md index 76c019949..4f74c3022 100644 --- a/compendium/feats/graceful-poise.md +++ b/compendium/feats/graceful-poise.md @@ -8,12 +8,12 @@ tags: aliases: ["Graceful Poise"] --- # Graceful Poise [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Double Slice](compendium/feats/double-slice.md) - **Activity** Single Action -With the right positioning, your off-hand weapon can strike like a scorpion's stinger. While you are in this stance, if you make your second [Strike](rules/actions/strike.md) from Double Slice with an [agile](rules/traits/agile.md) weapon, Double Slice counts as one attack when calculating your multiple attack penalty. +With the right positioning, your off-hand weapon can strike like a scorpion's stinger. While you are in this stance, if you make your second [Strike](rules/actions/strike.md) from Double Slice with an [agile](rules/traits/agile.md "Agile Weapon Trait") weapon, Double Slice counts as one attack when calculating your multiple attack penalty. *Source: Core Rulebook p. 153* %% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/grand-dance-loil.md b/compendium/feats/grand-dance-loil.md index 517a12110..32a6ac4fc 100644 --- a/compendium/feats/grand-dance-loil.md +++ b/compendium/feats/grand-dance-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Grand Dance"] --- # Grand Dance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[bard](rules/traits/bard.md) [rare](rules/traits/rare.md) [rogue](rules/traits/rogue.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[bard](rules/traits/bard.md "Bard Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: Masquerade of Seasons Stance - **Requirements**: You're in Masquerade of Seasons Stance. diff --git a/compendium/feats/grand-medics-mask-sot6.md b/compendium/feats/grand-medics-mask-sot6.md index 1d3e1fb35..a7acd42af 100644 --- a/compendium/feats/grand-medics-mask-sot6.md +++ b/compendium/feats/grand-medics-mask-sot6.md @@ -10,7 +10,7 @@ tags: aliases: ["Grand Medic's Mask"] --- # Grand Medic's Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Druid Dedication or Wizard Dedication diff --git a/compendium/feats/grand-scroll-esoterica-da.md b/compendium/feats/grand-scroll-esoterica-da.md index 103c22fd1..5b766f0a9 100644 --- a/compendium/feats/grand-scroll-esoterica-da.md +++ b/compendium/feats/grand-scroll-esoterica-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Grand Scroll Esoterica"] --- # Grand Scroll Esoterica *Feat 18* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Elaborate Scroll Esoterica diff --git a/compendium/feats/grand-talisman-esoterica-da.md b/compendium/feats/grand-talisman-esoterica-da.md index 97e5e5378..f6f2fc610 100644 --- a/compendium/feats/grand-talisman-esoterica-da.md +++ b/compendium/feats/grand-talisman-esoterica-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Grand Talisman Esoterica"] --- # Grand Talisman Esoterica *Feat 14* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Talisman Esoterica diff --git a/compendium/feats/grandmothers-wisdom-lome.md b/compendium/feats/grandmothers-wisdom-lome.md index 7a3f6b5a0..97879dfc5 100644 --- a/compendium/feats/grandmothers-wisdom-lome.md +++ b/compendium/feats/grandmothers-wisdom-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Grandmother's Wisdom"] --- # Grandmother's Wisdom *Feat 9* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") You carry the bones of your ancestors with you, and you can ask them for counsel. diff --git a/compendium/feats/grasping-limbs-som.md b/compendium/feats/grasping-limbs-som.md index dabf34b2a..75fc5421a 100644 --- a/compendium/feats/grasping-limbs-som.md +++ b/compendium/feats/grasping-limbs-som.md @@ -8,10 +8,10 @@ tags: aliases: ["Grasping Limbs"] --- # Grasping Limbs *Feat 12* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") -Your eidolon grabs enemies. Choose one of the eidolon's unarmed attacks with the [grapple](rules/traits/grapple.md) trait. It gains the [Grab](rules/abilities/grab.md) action on that unarmed attack. +Your eidolon grabs enemies. Choose one of the eidolon's unarmed attacks with the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") trait. It gains the [Grab](rules/abilities/grab.md) action on that unarmed attack. *Source: Secrets of Magic p. 71* %% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/grasping-reach-locg.md b/compendium/feats/grasping-reach-locg.md index 225cd977e..eb2f587b1 100644 --- a/compendium/feats/grasping-reach-locg.md +++ b/compendium/feats/grasping-reach-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Grasping Reach"] --- # Grasping Reach *Feat 1* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn't have reach, and deals at least `1d6` damage, you can change between a typical two-handed grip and an extended two-handed grasp using an [Interact](rules/actions/interact.md) action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon's damage die by 1 step. diff --git a/compendium/feats/grave-mummification-botd.md b/compendium/feats/grave-mummification-botd.md index ea6b2c607..e68d2f009 100644 --- a/compendium/feats/grave-mummification-botd.md +++ b/compendium/feats/grave-mummification-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Grave Mummification"] --- # Grave Mummification *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) diff --git a/compendium/feats/grave-sense-lowg.md b/compendium/feats/grave-sense-lowg.md index 42ab7e9cf..c5cae646d 100644 --- a/compendium/feats/grave-sense-lowg.md +++ b/compendium/feats/grave-sense-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Grave Sense"] --- # Grave Sense *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/feats/grave-sight-lokl.md b/compendium/feats/grave-sight-lokl.md index c5e87f860..38f10d090 100644 --- a/compendium/feats/grave-sight-lokl.md +++ b/compendium/feats/grave-sight-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Grave Sight"] --- # Grave Sight *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), Grave Sense diff --git a/compendium/feats/grave-strength-botd.md b/compendium/feats/grave-strength-botd.md index 13c696f53..a1c970588 100644 --- a/compendium/feats/grave-strength-botd.md +++ b/compendium/feats/grave-strength-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Grave Strength"] --- # Grave Strength *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) diff --git a/compendium/feats/gravelands-herbalist-lokl.md b/compendium/feats/gravelands-herbalist-lokl.md index b12cad603..ab76ea0a4 100644 --- a/compendium/feats/gravelands-herbalist-lokl.md +++ b/compendium/feats/gravelands-herbalist-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Gravelands Herbalist"] --- # Gravelands Herbalist *Feat 4* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), trained in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/graves-voice-av1.md b/compendium/feats/graves-voice-av1.md index fd4f88bbc..2ff1c8e5d 100644 --- a/compendium/feats/graves-voice-av1.md +++ b/compendium/feats/graves-voice-av1.md @@ -7,7 +7,7 @@ tags: aliases: ["Grave's Voice"] --- # Grave's Voice *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) diff --git a/compendium/feats/gravesight-apg.md b/compendium/feats/gravesight-apg.md index aba72598f..49d92685c 100644 --- a/compendium/feats/gravesight-apg.md +++ b/compendium/feats/gravesight-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Gravesight"] --- # Gravesight *Feat 1* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") - **Prerequisites**: low-light vision diff --git a/compendium/feats/gravity-weapon-apg.md b/compendium/feats/gravity-weapon-apg.md index d7e9b305f..939fdedf6 100644 --- a/compendium/feats/gravity-weapon-apg.md +++ b/compendium/feats/gravity-weapon-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Gravity Weapon"] --- # Gravity Weapon *Feat 1* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") Your expertise with your weapons and commitment to taking out your targets lends you magical power. You gain the [gravity weapon](compendium/spells/gravity-weapon-apg.md) warden spell and a focus pool of 1 Focus Point. diff --git a/compendium/feats/great-bear-tv.md b/compendium/feats/great-bear-tv.md index 73b056fb4..0f1dd6f74 100644 --- a/compendium/feats/great-bear-tv.md +++ b/compendium/feats/great-bear-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Great Bear"] --- # Great Bear *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Ursine Avenger Form - **Frequency**: once per hour diff --git a/compendium/feats/great-boaster-locg.md b/compendium/feats/great-boaster-locg.md index e5f6ffc8c..58d9b69bd 100644 --- a/compendium/feats/great-boaster-locg.md +++ b/compendium/feats/great-boaster-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Great Boaster"] --- # Great Boaster *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Charisma 16, [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) diff --git a/compendium/feats/great-cleave.md b/compendium/feats/great-cleave.md index 2da9e976d..9af9ae155 100644 --- a/compendium/feats/great-cleave.md +++ b/compendium/feats/great-cleave.md @@ -8,7 +8,7 @@ tags: aliases: ["Great Cleave"] --- # Great Cleave *Feat 10* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: [Cleave](compendium/feats/cleave.md) diff --git a/compendium/feats/great-tengu-form-apg.md b/compendium/feats/great-tengu-form-apg.md index c26f714ae..bd99e0ff7 100644 --- a/compendium/feats/great-tengu-form-apg.md +++ b/compendium/feats/great-tengu-form-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Great Tengu Form"] --- # Great Tengu Form *Feat 17* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Long-Nosed Form](compendium/feats/long-nosed-form-apg.md) diff --git a/compendium/feats/greater-animal-senses-loag.md b/compendium/feats/greater-animal-senses-loag.md index 2ebf2dcef..66ebf5e20 100644 --- a/compendium/feats/greater-animal-senses-loag.md +++ b/compendium/feats/greater-animal-senses-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Animal Senses"] --- # Greater Animal Senses *Feat 5* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") Your senses advance to match those of your animal aspect. You gain one of the following senses available to your inherent animal: echolocation (imprecise) 30 feet or [tremorsense](rules/abilities/tremorsense.md) (imprecise) 30 feet. If your inherent animal doesn't typically have a specific type of sense, you can't gain the sense with this feat. diff --git a/compendium/feats/greater-awakened-power-da.md b/compendium/feats/greater-awakened-power-da.md index 3bc3016b5..2e46958dc 100644 --- a/compendium/feats/greater-awakened-power-da.md +++ b/compendium/feats/greater-awakened-power-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Greater Awakened Power"] --- # Greater Awakened Power *Feat 10* -[deviant](rules/traits/deviant-da.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Your power undergoes yet another awakening. You gain one awakening benefit for a deviant feat of 10th level or lower. diff --git a/compendium/feats/greater-bloodline.md b/compendium/feats/greater-bloodline.md index 868a2c0d7..fc2f273d2 100644 --- a/compendium/feats/greater-bloodline.md +++ b/compendium/feats/greater-bloodline.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Bloodline"] --- # Greater Bloodline *Feat 10* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline spell diff --git a/compendium/feats/greater-crossblooded-evolution.md b/compendium/feats/greater-crossblooded-evolution.md index 0c9e67994..814210d8e 100644 --- a/compendium/feats/greater-crossblooded-evolution.md +++ b/compendium/feats/greater-crossblooded-evolution.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Crossblooded Evolution"] --- # Greater Crossblooded Evolution *Feat 18* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [Crossblooded Evolution](compendium/feats/crossblooded-evolution.md) diff --git a/compendium/feats/greater-cruelty-apg.md b/compendium/feats/greater-cruelty-apg.md index 021dd988b..745b8466d 100644 --- a/compendium/feats/greater-cruelty-apg.md +++ b/compendium/feats/greater-cruelty-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Greater Cruelty"] --- # Greater Cruelty *Feat 8* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Cruelty](compendium/feats/cruelty-apg.md) diff --git a/compendium/feats/greater-deathly-secrets-botd.md b/compendium/feats/greater-deathly-secrets-botd.md index 0fb81cadb..5455e27e4 100644 --- a/compendium/feats/greater-deathly-secrets-botd.md +++ b/compendium/feats/greater-deathly-secrets-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Deathly Secrets"] --- # Greater Deathly Secrets *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Deathly Secrets](compendium/feats/deathly-secrets-botd.md) diff --git a/compendium/feats/greater-debilitating-bomb.md b/compendium/feats/greater-debilitating-bomb.md index 0587fea33..df89e0157 100644 --- a/compendium/feats/greater-debilitating-bomb.md +++ b/compendium/feats/greater-debilitating-bomb.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Debilitating Bomb"] --- # Greater Debilitating Bomb *Feat 10* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Debilitating Bomb](compendium/feats/debilitating-bomb.md) diff --git a/compendium/feats/greater-despair-botd.md b/compendium/feats/greater-despair-botd.md index 4fca6275d..a58fec1b7 100644 --- a/compendium/feats/greater-despair-botd.md +++ b/compendium/feats/greater-despair-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Greater Despair"] --- # Greater Despair *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Mummy's Despair -You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [paralyzed](rules/conditions.md#Paralyzed) for 1 round instead of [frightened](rules/conditions.md#Frightened). Mummy's Despair gains the [incapacitation](rules/traits/incapacitation.md) trait. +You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [paralyzed](rules/conditions.md#Paralyzed) for 1 round instead of [frightened](rules/conditions.md#Frightened). Mummy's Despair gains the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. *Source: Book of the Dead p. 52* %% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greater-distracting-shot.md b/compendium/feats/greater-distracting-shot.md index 90bf14b78..204fcfaf4 100644 --- a/compendium/feats/greater-distracting-shot.md +++ b/compendium/feats/greater-distracting-shot.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Distracting Shot"] --- # Greater Distracting Shot *Feat 16* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Distracting Shot](compendium/feats/distracting-shot.md) diff --git a/compendium/feats/greater-enhance-venom-loil.md b/compendium/feats/greater-enhance-venom-loil.md index 7f0de3111..4fece4162 100644 --- a/compendium/feats/greater-enhance-venom-loil.md +++ b/compendium/feats/greater-enhance-venom-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Enhance Venom"] --- # Greater Enhance Venom *Feat 17* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: Moderate Enhance Venom diff --git a/compendium/feats/greater-interpose-apg.md b/compendium/feats/greater-interpose-apg.md index e07846da7..12cf38eab 100644 --- a/compendium/feats/greater-interpose-apg.md +++ b/compendium/feats/greater-interpose-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Interpose"] --- # Greater Interpose *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Sacrifice Armor](compendium/feats/sacrifice-armor-apg.md) diff --git a/compendium/feats/greater-lesson-apg.md b/compendium/feats/greater-lesson-apg.md index 0ad57137b..92e94219c 100644 --- a/compendium/feats/greater-lesson-apg.md +++ b/compendium/feats/greater-lesson-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Lesson"] --- # Greater Lesson *Feat 6* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Your patron grants you greater knowledge. Choose a greater or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/greater-magical-edification-apg.md b/compendium/feats/greater-magical-edification-apg.md index 14ba27ded..6d415b613 100644 --- a/compendium/feats/greater-magical-edification-apg.md +++ b/compendium/feats/greater-magical-edification-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Magical Edification"] --- # Greater Magical Edification *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magical Edification](compendium/feats/magical-edification-apg.md) diff --git a/compendium/feats/greater-magical-scholastics-apg.md b/compendium/feats/greater-magical-scholastics-apg.md index 135fc4c30..432333171 100644 --- a/compendium/feats/greater-magical-scholastics-apg.md +++ b/compendium/feats/greater-magical-scholastics-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Magical Scholastics"] --- # Greater Magical Scholastics *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), [Magical Scholastics](compendium/feats/magical-scholastics-apg.md) diff --git a/compendium/feats/greater-mental-evolution.md b/compendium/feats/greater-mental-evolution.md index 24573e2ee..e641c7145 100644 --- a/compendium/feats/greater-mental-evolution.md +++ b/compendium/feats/greater-mental-evolution.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Mental Evolution"] --- # Greater Mental Evolution *Feat 16* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [Arcane Evolution](compendium/feats/arcane-evolution.md) or [Occult Evolution](compendium/feats/occult-evolution.md) diff --git a/compendium/feats/greater-merciful-elixir.md b/compendium/feats/greater-merciful-elixir.md index 934daf2a2..92b6761d4 100644 --- a/compendium/feats/greater-merciful-elixir.md +++ b/compendium/feats/greater-merciful-elixir.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Merciful Elixir"] --- # Greater Merciful Elixir *Feat 14* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Merciful Elixir](compendium/feats/merciful-elixir.md) diff --git a/compendium/feats/greater-mercy.md b/compendium/feats/greater-mercy.md index 7609fbbf1..9d9dc7e66 100644 --- a/compendium/feats/greater-mercy.md +++ b/compendium/feats/greater-mercy.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Mercy"] --- # Greater Mercy *Feat 8* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Mercy](compendium/feats/mercy.md) diff --git a/compendium/feats/greater-physical-evolution-apg.md b/compendium/feats/greater-physical-evolution-apg.md index 69d13f063..7d7afca5a 100644 --- a/compendium/feats/greater-physical-evolution-apg.md +++ b/compendium/feats/greater-physical-evolution-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Physical Evolution"] --- # Greater Physical Evolution *Feat 12* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [Arcane Evolution](compendium/feats/arcane-evolution.md) or [Primal Evolution](compendium/feats/primal-evolution.md) diff --git a/compendium/feats/greater-revelation-apg.md b/compendium/feats/greater-revelation-apg.md index 3bb72a925..fb656a5b3 100644 --- a/compendium/feats/greater-revelation-apg.md +++ b/compendium/feats/greater-revelation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Revelation"] --- # Greater Revelation *Feat 12* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Prerequisites**: initial revelation spell diff --git a/compendium/feats/greater-snow-step-tv.md b/compendium/feats/greater-snow-step-tv.md index 4541a458e..32bc83526 100644 --- a/compendium/feats/greater-snow-step-tv.md +++ b/compendium/feats/greater-snow-step-tv.md @@ -7,10 +7,10 @@ tags: aliases: ["Greater Snow Step"] --- # Greater Snow Step *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") -You can't be impeded by [environmental](rules/traits/environmental.md) effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice. +You can't be impeded by [environmental](rules/traits/environmental.md "Environmental Hazard Trait") effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice. *Source: Treasure Vault p. 185* %% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/greater-spell-runes-lowg.md b/compendium/feats/greater-spell-runes-lowg.md index 62a824b79..9552c590a 100644 --- a/compendium/feats/greater-spell-runes-lowg.md +++ b/compendium/feats/greater-spell-runes-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Spell Runes"] --- # Greater Spell Runes *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Runes](compendium/feats/spell-runes-lowg.md) diff --git a/compendium/feats/greater-spiritual-evolution-apg.md b/compendium/feats/greater-spiritual-evolution-apg.md index 98f8e2420..53e534862 100644 --- a/compendium/feats/greater-spiritual-evolution-apg.md +++ b/compendium/feats/greater-spiritual-evolution-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Spiritual Evolution"] --- # Greater Spiritual Evolution *Feat 12* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [Divine Evolution](compendium/feats/divine-evolution.md) or [Occult Evolution](compendium/feats/occult-evolution.md) diff --git a/compendium/feats/greater-sun-blessing-sot4.md b/compendium/feats/greater-sun-blessing-sot4.md index f50007da7..d8e2180a8 100644 --- a/compendium/feats/greater-sun-blessing-sot4.md +++ b/compendium/feats/greater-sun-blessing-sot4.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Sun Blessing"] --- # Greater Sun Blessing *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Blessing of the Sun Gods diff --git a/compendium/feats/greater-vital-evolution.md b/compendium/feats/greater-vital-evolution.md index 25c5f1f11..a03b41de5 100644 --- a/compendium/feats/greater-vital-evolution.md +++ b/compendium/feats/greater-vital-evolution.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Vital Evolution"] --- # Greater Vital Evolution *Feat 16* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [Divine Evolution](compendium/feats/divine-evolution.md) or [Primal Evolution](compendium/feats/primal-evolution.md) diff --git a/compendium/feats/green-empathy.md b/compendium/feats/green-empathy.md index fcc7a0839..e50b043b5 100644 --- a/compendium/feats/green-empathy.md +++ b/compendium/feats/green-empathy.md @@ -7,7 +7,7 @@ tags: aliases: ["Green Empathy"] --- # Green Empathy *Feat 6* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Leaf order diff --git a/compendium/feats/green-tongue.md b/compendium/feats/green-tongue.md index 7bb782f97..f35ff32da 100644 --- a/compendium/feats/green-tongue.md +++ b/compendium/feats/green-tongue.md @@ -7,7 +7,7 @@ tags: aliases: ["Green Tongue"] --- # Green Tongue *Feat 12* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Green Empathy](compendium/feats/green-empathy.md) diff --git a/compendium/feats/greenwatch-initiate-loil.md b/compendium/feats/greenwatch-initiate-loil.md index 2d42afded..c930638c5 100644 --- a/compendium/feats/greenwatch-initiate-loil.md +++ b/compendium/feats/greenwatch-initiate-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Greenwatch Initiate"] --- # Greenwatch Initiate *Feat 4* -[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") gunslinger - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/greenwatch-veteran-loil.md b/compendium/feats/greenwatch-veteran-loil.md index b220c6486..ad20432a0 100644 --- a/compendium/feats/greenwatch-veteran-loil.md +++ b/compendium/feats/greenwatch-veteran-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Greenwatch Veteran"] --- # Greenwatch Veteran [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") gunslinger - **Trigger** Your turn starts, and you're in combat against a creature you spent at least 10 minutes Tracking. - **Activity** Free Action diff --git a/compendium/feats/greenwatcher-loil.md b/compendium/feats/greenwatcher-loil.md index 22661d349..522e743a9 100644 --- a/compendium/feats/greenwatcher-loil.md +++ b/compendium/feats/greenwatcher-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Greenwatcher"] --- # Greenwatcher *Feat 10* -[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") gunslinger - **Prerequisites**: Defy Fey diff --git a/compendium/feats/grievous-blow-apg.md b/compendium/feats/grievous-blow-apg.md index 8337a2fe8..bfe30f213 100644 --- a/compendium/feats/grievous-blow-apg.md +++ b/compendium/feats/grievous-blow-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Grievous Blow"] --- # Grievous Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/grim-insight-locg.md b/compendium/feats/grim-insight-locg.md index 5fbec29ee..66f4f1b91 100644 --- a/compendium/feats/grim-insight-locg.md +++ b/compendium/feats/grim-insight-locg.md @@ -7,11 +7,11 @@ tags: aliases: ["Grim Insight"] --- # Grim Insight *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: umbral gnome heritage -Others' attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead, and the source of the [fear](rules/traits/fear.md) effect is flatfooted to you until the end of your next turn. +Others' attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead, and the source of the [fear](rules/traits/fear.md "Fear Effect Trait") effect is flatfooted to you until the end of your next turn. *Source: Lost Omens: Character Guide p. 32* %% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/grimspawn-apg.md b/compendium/feats/grimspawn-apg.md index acea03194..eb2074b40 100644 --- a/compendium/feats/grimspawn-apg.md +++ b/compendium/feats/grimspawn-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Grimspawn"] --- # Grimspawn *Feat 1* -[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -Your lineage traces back to a [daemon](rules/traits/daemon-b1.md), one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the [Diehard](compendium/feats/diehard.md) feat. +Your lineage traces back to a [daemon](rules/traits/daemon-b1.md "Daemon Creature Trait"), one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the [Diehard](compendium/feats/diehard.md) feat. ## Grimspawn leads to... diff --git a/compendium/feats/gripping-limbs-loag.md b/compendium/feats/gripping-limbs-loag.md index 43dc1efc2..9cf2c6857 100644 --- a/compendium/feats/gripping-limbs-loag.md +++ b/compendium/feats/gripping-limbs-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Gripping Limbs"] --- # Gripping Limbs *Feat 9* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") Nodules, hooks, or claws on your limbs allow you to cling to surfaces with ease. You gain a climb Speed of 15 feet. diff --git a/compendium/feats/grippli-glide-lome.md b/compendium/feats/grippli-glide-lome.md index 03c7a13b4..745fcf821 100644 --- a/compendium/feats/grippli-glide-lome.md +++ b/compendium/feats/grippli-glide-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Grippli Glide"] --- # Grippli Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") - **Prerequisites**: windweb grippli - **Requirements**: You must have at least one hand free. diff --git a/compendium/feats/grippli-lore-lome.md b/compendium/feats/grippli-lore-lome.md index d4dd7c3be..b34c17323 100644 --- a/compendium/feats/grippli-lore-lome.md +++ b/compendium/feats/grippli-lore-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Grippli Lore"] --- # Grippli Lore *Feat 1* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") You are well versed in grippli culture and tactics. You gain the trained proficiency in [Nature](compendium/skills.md#Nature) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in [Grippli Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/grippli-weapon-expertise-lome.md b/compendium/feats/grippli-weapon-expertise-lome.md index 1240c7893..b89313803 100644 --- a/compendium/feats/grippli-weapon-expertise-lome.md +++ b/compendium/feats/grippli-weapon-expertise-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Grippli Weapon Expertise"] --- # Grippli Weapon Expertise *Feat 13* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") - **Prerequisites**: [Grippli Weapon Familiarity](compendium/feats/grippli-weapon-familiarity-lome.md) diff --git a/compendium/feats/grippli-weapon-familiarity-lome.md b/compendium/feats/grippli-weapon-familiarity-lome.md index fc401633b..f4d01264e 100644 --- a/compendium/feats/grippli-weapon-familiarity-lome.md +++ b/compendium/feats/grippli-weapon-familiarity-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Grippli Weapon Familiarity"] --- # Grippli Weapon Familiarity *Feat 1* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") You've trained with weapons ideally suited to marshes and dense forests. You are trained with [blowguns](compendium/equipment/items/blowgun.md), [hatchets](compendium/equipment/items/hatchet.md), [scythes](compendium/equipment/items/scythe.md), [shortbows](compendium/equipment/items/shortbow.md), and [composite shortbows](compendium/equipment/items/composite-shortbow.md). diff --git a/compendium/feats/grippli-weapon-innovator-lome.md b/compendium/feats/grippli-weapon-innovator-lome.md index cdca8fcfe..7228b56d9 100644 --- a/compendium/feats/grippli-weapon-innovator-lome.md +++ b/compendium/feats/grippli-weapon-innovator-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Grippli Weapon Innovator"] --- # Grippli Weapon Innovator *Feat 5* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") - **Prerequisites**: [Grippli Weapon Familiarity](compendium/feats/grippli-weapon-familiarity-lome.md) diff --git a/compendium/feats/group-aid-apg.md b/compendium/feats/group-aid-apg.md index 61cbb0919..3e39f159d 100644 --- a/compendium/feats/group-aid-apg.md +++ b/compendium/feats/group-aid-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Group Aid"] --- # Group Aid *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") -Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you [Aid](rules/actions/aid.md) an ally at a skill check that doesn't have the [attack](rules/traits/attack.md) trait, you can also [Aid](rules/actions/aid.md) any other ally who attempts the same skill check for the same purpose that round. +Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you [Aid](rules/actions/aid.md) an ally at a skill check that doesn't have the [attack](rules/traits/attack.md "Attack Combat Trait") trait, you can also [Aid](rules/actions/aid.md) any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction. diff --git a/compendium/feats/group-coercion.md b/compendium/feats/group-coercion.md index 7411a3934..7ff1025c3 100644 --- a/compendium/feats/group-coercion.md +++ b/compendium/feats/group-coercion.md @@ -8,7 +8,7 @@ tags: aliases: ["Group Coercion"] --- # Group Coercion *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/group-impression.md b/compendium/feats/group-impression.md index 4e14c1cdb..63a2657d4 100644 --- a/compendium/feats/group-impression.md +++ b/compendium/feats/group-impression.md @@ -8,7 +8,7 @@ tags: aliases: ["Group Impression"] --- # Group Impression *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/grovel-apg.md b/compendium/feats/grovel-apg.md index 7a0efe748..511034925 100644 --- a/compendium/feats/grovel-apg.md +++ b/compendium/feats/grovel-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Grovel"] --- # Grovel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [kobold](rules/traits/kobold-b1.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) - **Activity** Single Action diff --git a/compendium/feats/gruesome-strike-apg.md b/compendium/feats/gruesome-strike-apg.md index 23dfef302..47406f6e6 100644 --- a/compendium/feats/gruesome-strike-apg.md +++ b/compendium/feats/gruesome-strike-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Gruesome Strike"] --- # Gruesome Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tenets of evil, champion's reaction that grants extra damage with your [Strikes](rules/actions/strike.md) - **Requirements**: Your [Strikes](rules/actions/strike.md) currently deal extra damage from your champion's reaction. diff --git a/compendium/feats/guarded-advance-lokl.md b/compendium/feats/guarded-advance-lokl.md index e9498de78..a061b787d 100644 --- a/compendium/feats/guarded-advance-lokl.md +++ b/compendium/feats/guarded-advance-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Guarded Advance"] --- # Guarded Advance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) - **Activity** Single Action diff --git a/compendium/feats/guarded-movement.md b/compendium/feats/guarded-movement.md index 6597ad871..239665781 100644 --- a/compendium/feats/guarded-movement.md +++ b/compendium/feats/guarded-movement.md @@ -7,7 +7,7 @@ tags: aliases: ["Guarded Movement"] --- # Guarded Movement *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement. diff --git a/compendium/feats/guarded-thoughts-loil.md b/compendium/feats/guarded-thoughts-loil.md index d0e121999..c282b7ae8 100644 --- a/compendium/feats/guarded-thoughts-loil.md +++ b/compendium/feats/guarded-thoughts-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Guarded Thoughts"] --- # Guarded Thoughts *Feat 9* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") Your mind, like a dark naga's, foils attempts to read your thoughts. diff --git a/compendium/feats/guardian-ghosts-botd.md b/compendium/feats/guardian-ghosts-botd.md index 560d24f34..5bca2d548 100644 --- a/compendium/feats/guardian-ghosts-botd.md +++ b/compendium/feats/guardian-ghosts-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Guardian Ghosts"] --- # Guardian Ghosts [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Undead Master Dedication](compendium/feats/undead-master-dedication-botd.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/guardians-deflection-apg.md b/compendium/feats/guardians-deflection-apg.md index b8abd0088..00183d27b 100644 --- a/compendium/feats/guardians-deflection-apg.md +++ b/compendium/feats/guardians-deflection-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Guardian's Deflection"] --- # Guardian's Deflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Trigger** An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. - **Requirements**: You are wielding a single one-handed melee weapon and have your other hand or hands free. diff --git a/compendium/feats/guardians-deflection.md b/compendium/feats/guardians-deflection.md index e52f256da..d3225e139 100644 --- a/compendium/feats/guardians-deflection.md +++ b/compendium/feats/guardians-deflection.md @@ -7,7 +7,7 @@ tags: aliases: ["Guardian's Deflection"] --- # Guardian's Deflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Trigger** An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. - **Requirements**: You are wielding a single one-handed melee weapon and have your other hand or hands free. diff --git a/compendium/feats/guide-the-timeline-da.md b/compendium/feats/guide-the-timeline-da.md index aa516033e..838a918cc 100644 --- a/compendium/feats/guide-the-timeline-da.md +++ b/compendium/feats/guide-the-timeline-da.md @@ -8,13 +8,13 @@ tags: aliases: ["Guide the Timeline"] --- # Guide the Timeline [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per day - **Activity** Single Action -You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a [misfortune](rules/traits/misfortune.md) effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. +You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. *Source: Dark Archive p. 186* %% #compendium/src/pf2e/da #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/guided-by-the-stars-loag.md b/compendium/feats/guided-by-the-stars-loag.md index b1378bda9..24971f6aa 100644 --- a/compendium/feats/guided-by-the-stars-loag.md +++ b/compendium/feats/guided-by-the-stars-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Guided By The Stars"] --- # Guided By The Stars [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* -[fortune](rules/traits/fortune.md) [lizardfolk](rules/traits/lizardfolk-b1.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You are about to attempt a skill check or saving throw. diff --git a/compendium/feats/guiding-finish.md b/compendium/feats/guiding-finish.md index 55068f59f..e75b1d9ed 100644 --- a/compendium/feats/guiding-finish.md +++ b/compendium/feats/guiding-finish.md @@ -8,7 +8,7 @@ tags: aliases: ["Guiding Finish"] --- # Guiding Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - **Activity** Single Action diff --git a/compendium/feats/guiding-luck.md b/compendium/feats/guiding-luck.md index b12b3206e..0f351c0ee 100644 --- a/compendium/feats/guiding-luck.md +++ b/compendium/feats/guiding-luck.md @@ -7,7 +7,7 @@ tags: aliases: ["Guiding Luck"] --- # Guiding Luck *Feat 9* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Halfling Luck](compendium/feats/halfling-luck.md) diff --git a/compendium/feats/guiding-riposte.md b/compendium/feats/guiding-riposte.md index 59bf31d14..61666fa5d 100644 --- a/compendium/feats/guiding-riposte.md +++ b/compendium/feats/guiding-riposte.md @@ -7,7 +7,7 @@ tags: aliases: ["Guiding Riposte"] --- # Guiding Riposte *Feat 14* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Dueling Riposte](compendium/feats/dueling-riposte.md) diff --git a/compendium/feats/hag-claws-apg.md b/compendium/feats/hag-claws-apg.md index 176b9b325..8a0433a7a 100644 --- a/compendium/feats/hag-claws-apg.md +++ b/compendium/feats/hag-claws-apg.md @@ -7,12 +7,12 @@ tags: aliases: ["Hag Claws"] --- # Hag Claws *Feat 1* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") When you came of age, your fingernails grew long and sharp. -You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the agile, [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. +You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the agile, [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. **Special.** Hag claws can develop at any point in a changeling's life, allowing you to select this feat anytime you would gain an ancestry feat, but once you've selected it, you can't retrain out of it. diff --git a/compendium/feats/hag-magic-apg.md b/compendium/feats/hag-magic-apg.md index a30336b4b..eb1d92619 100644 --- a/compendium/feats/hag-magic-apg.md +++ b/compendium/feats/hag-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hag Magic"] --- # Hag Magic *Feat 13* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") Through your heritage, you can replicate some of a hag's magic. diff --git a/compendium/feats/hags-sight-apg.md b/compendium/feats/hags-sight-apg.md index 61df646e5..4bbb4a7f6 100644 --- a/compendium/feats/hags-sight-apg.md +++ b/compendium/feats/hags-sight-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hag's Sight"] --- # Hag's Sight *Feat 1* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain [darkvision](rules/abilities/darkvision.md). diff --git a/compendium/feats/halcyon-speaker-dedication-locg.md b/compendium/feats/halcyon-speaker-dedication-locg.md index f358b56ce..30bf588de 100644 --- a/compendium/feats/halcyon-speaker-dedication-locg.md +++ b/compendium/feats/halcyon-speaker-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Halcyon Speaker Dedication"] --- # Halcyon Speaker Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank diff --git a/compendium/feats/halcyon-spellcasting-adept-locg.md b/compendium/feats/halcyon-spellcasting-adept-locg.md index 9fb17e210..c987c38ae 100644 --- a/compendium/feats/halcyon-spellcasting-adept-locg.md +++ b/compendium/feats/halcyon-spellcasting-adept-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Halcyon Spellcasting Adept"] --- # Halcyon Spellcasting Adept *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md); master in either [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), expert in the other diff --git a/compendium/feats/halcyon-spellcasting-initiate-locg.md b/compendium/feats/halcyon-spellcasting-initiate-locg.md index 59f58cdcb..0217a0079 100644 --- a/compendium/feats/halcyon-spellcasting-initiate-locg.md +++ b/compendium/feats/halcyon-spellcasting-initiate-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Halcyon Spellcasting Initiate"] --- # Halcyon Spellcasting Initiate *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) diff --git a/compendium/feats/halcyon-spellcasting-sage-locg.md b/compendium/feats/halcyon-spellcasting-sage-locg.md index 6c20077a3..73d6b5654 100644 --- a/compendium/feats/halcyon-spellcasting-sage-locg.md +++ b/compendium/feats/halcyon-spellcasting-sage-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Halcyon Spellcasting Sage"] --- # Halcyon Spellcasting Sage *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md); legendary in either [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), master in the other diff --git a/compendium/feats/halfling-ingenuity-locg.md b/compendium/feats/halfling-ingenuity-locg.md index 2ae5525a7..18fa85949 100644 --- a/compendium/feats/halfling-ingenuity-locg.md +++ b/compendium/feats/halfling-ingenuity-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Halfling Ingenuity"] --- # Halfling Ingenuity *Feat 5* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Halfling Luck](compendium/feats/halfling-luck.md) diff --git a/compendium/feats/halfling-lore.md b/compendium/feats/halfling-lore.md index 400b2e0f8..d2a96f48a 100644 --- a/compendium/feats/halfling-lore.md +++ b/compendium/feats/halfling-lore.md @@ -7,7 +7,7 @@ tags: aliases: ["Halfling Lore"] --- # Halfling Lore *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Halfling Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/halfling-luck.md b/compendium/feats/halfling-luck.md index efb06bc5a..f795ae613 100644 --- a/compendium/feats/halfling-luck.md +++ b/compendium/feats/halfling-luck.md @@ -8,7 +8,7 @@ tags: aliases: ["Halfling Luck"] --- # Halfling Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[fortune](rules/traits/fortune.md) [halfling](rules/traits/halfling.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You fail a skill check or saving throw. diff --git a/compendium/feats/halfling-weapon-expertise.md b/compendium/feats/halfling-weapon-expertise.md index dd612441a..f0afff9ac 100644 --- a/compendium/feats/halfling-weapon-expertise.md +++ b/compendium/feats/halfling-weapon-expertise.md @@ -7,7 +7,7 @@ tags: aliases: ["Halfling Weapon Expertise"] --- # Halfling Weapon Expertise *Feat 13* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Halfling Weapon Familiarity](compendium/feats/halfling-weapon-familiarity.md) diff --git a/compendium/feats/halfling-weapon-familiarity.md b/compendium/feats/halfling-weapon-familiarity.md index ea51b6c7a..54f114d60 100644 --- a/compendium/feats/halfling-weapon-familiarity.md +++ b/compendium/feats/halfling-weapon-familiarity.md @@ -7,7 +7,7 @@ tags: aliases: ["Halfling Weapon Familiarity"] --- # Halfling Weapon Familiarity *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the [sling](compendium/equipment/items/sling.md), [halfling sling staff](compendium/equipment/items/halfling-sling-staff.md), and [shortsword](compendium/equipment/items/shortsword.md). diff --git a/compendium/feats/halfling-weapon-trickster.md b/compendium/feats/halfling-weapon-trickster.md index 92bc1da45..c7468a8fe 100644 --- a/compendium/feats/halfling-weapon-trickster.md +++ b/compendium/feats/halfling-weapon-trickster.md @@ -7,7 +7,7 @@ tags: aliases: ["Halfling Weapon Trickster"] --- # Halfling Weapon Trickster *Feat 5* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Halfling Weapon Familiarity](compendium/feats/halfling-weapon-familiarity.md) diff --git a/compendium/feats/hallowed-initiate-botd.md b/compendium/feats/hallowed-initiate-botd.md index 48bd8a778..d2312788e 100644 --- a/compendium/feats/hallowed-initiate-botd.md +++ b/compendium/feats/hallowed-initiate-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Hallowed Initiate"] --- # Hallowed Initiate *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) diff --git a/compendium/feats/hallowed-necromancer-dedication-botd.md b/compendium/feats/hallowed-necromancer-dedication-botd.md index 547ed6394..ab047285b 100644 --- a/compendium/feats/hallowed-necromancer-dedication-botd.md +++ b/compendium/feats/hallowed-necromancer-dedication-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Hallowed Necromancer Dedication"] --- # Hallowed Necromancer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/halo-apg.md b/compendium/feats/halo-apg.md index aeb0677f0..c2262b805 100644 --- a/compendium/feats/halo-apg.md +++ b/compendium/feats/halo-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Halo"] --- # Halo *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") -You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine [light](compendium/spells/light.md) cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine [light](compendium/spells/light.md) cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ## Halo leads to... diff --git a/compendium/feats/hammer-quake-apg.md b/compendium/feats/hammer-quake-apg.md index ed22a1a06..7aa5df7ad 100644 --- a/compendium/feats/hammer-quake-apg.md +++ b/compendium/feats/hammer-quake-apg.md @@ -9,10 +9,10 @@ tags: aliases: ["Hammer Quake"] --- # Hammer Quake [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) -- **Requirements**: You're wielding a non-[finesse](rules/traits/finesse.md) melee weapon in two hands. +- **Requirements**: You're wielding a non-[finesse](rules/traits/finesse.md "Finesse Weapon Trait") melee weapon in two hands. - **Activity** Three-Action You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, [Strike](rules/actions/strike.md) that foe with the required weapon. diff --git a/compendium/feats/hand-of-the-apprentice.md b/compendium/feats/hand-of-the-apprentice.md index 90cc371ec..dbb94806e 100644 --- a/compendium/feats/hand-of-the-apprentice.md +++ b/compendium/feats/hand-of-the-apprentice.md @@ -7,7 +7,7 @@ tags: aliases: ["Hand Of The Apprentice"] --- # Hand Of The Apprentice *Feat 1* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Universalist wizard diff --git a/compendium/feats/hand-of-the-lich-botd.md b/compendium/feats/hand-of-the-lich-botd.md index bf74b0030..bf60e091e 100644 --- a/compendium/feats/hand-of-the-lich-botd.md +++ b/compendium/feats/hand-of-the-lich-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Hand of the Lich"] --- # Hand of the Lich *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lich Dedication](compendium/feats/lich-dedication-botd.md) -Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to `1d6` instead of `1d4`, it deals negative damage instead of bludgeoning damage, and it loses the [nonlethal](rules/traits/nonlethal.md) trait. Your fist becomes magical. +Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to `1d6` instead of `1d4`, it deals negative damage instead of bludgeoning damage, and it loses the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. Your fist becomes magical. When you critically hit a living creature with your fist [Strike](rules/actions/strike.md), the creature is [slowed](rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. diff --git a/compendium/feats/handy-with-your-paws-ec3.md b/compendium/feats/handy-with-your-paws-ec3.md index 382677874..4922e5258 100644 --- a/compendium/feats/handy-with-your-paws-ec3.md +++ b/compendium/feats/handy-with-your-paws-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Handy With Your Paws"] --- # Handy With Your Paws *Feat 1* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") You gain a +1 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to [Repair](rules/actions/repair.md) non-magical items, and you don't need a repair kit for such repairs as long as you have any amount of junk, spare parts, or debris at your disposal. diff --git a/compendium/feats/harbingers-caw-loag.md b/compendium/feats/harbingers-caw-loag.md index c00999046..5ac3621be 100644 --- a/compendium/feats/harbingers-caw-loag.md +++ b/compendium/feats/harbingers-caw-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Harbinger's Caw"] --- # Harbinger's Caw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[auditory](rules/traits/auditory.md) [misfortune](rules/traits/misfortune.md) [tengu](rules/traits/tengu-b1.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** A creature within 60 feet is about to attempt an attack roll or skill check. diff --git a/compendium/feats/hard-tail-locg.md b/compendium/feats/hard-tail-locg.md index d5c4fd7eb..d3a88fd69 100644 --- a/compendium/feats/hard-tail-locg.md +++ b/compendium/feats/hard-tail-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hard Tail"] --- # Hard Tail *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: tailed goblin heritage diff --git a/compendium/feats/hard-to-fool-loag.md b/compendium/feats/hard-to-fool-loag.md index e03f552a3..a0bcda44f 100644 --- a/compendium/feats/hard-to-fool-loag.md +++ b/compendium/feats/hard-to-fool-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Hard To Fool"] --- # Hard To Fool *Feat 1* -[fetchling](rules/traits/fetchling-b2.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") -You're accustomed to seeing through shifting darkness and bewildering magic. You gain a +1 circumstance bonus on [Perception](compendium/skills.md#Perception) checks against illusions as well as to Will saves against illusions and [shadow](rules/traits/shadow.md) effects. +You're accustomed to seeing through shifting darkness and bewildering magic. You gain a +1 circumstance bonus on [Perception](compendium/skills.md#Perception) checks against illusions as well as to Will saves against illusions and [shadow](rules/traits/shadow.md "Shadow General Trait") effects. *Source: Lost Omens: Ancestry Guide p. 87* %% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/harden-flesh-som.md b/compendium/feats/harden-flesh-som.md index 1a2084546..26789b2b5 100644 --- a/compendium/feats/harden-flesh-som.md +++ b/compendium/feats/harden-flesh-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Harden Flesh"] --- # Harden Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[druid](rules/traits/druid.md) [earth](rules/traits/earth.md) +[druid](rules/traits/druid.md "Druid Class Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") - **Prerequisites**: stone order - **Requirements**: You're standing on earthen or stone ground. diff --git a/compendium/feats/hardy-traveler-apg.md b/compendium/feats/hardy-traveler-apg.md index fe0e8a163..575ffe7d0 100644 --- a/compendium/feats/hardy-traveler-apg.md +++ b/compendium/feats/hardy-traveler-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hardy Traveler"] --- # Hardy Traveler *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and [encumbered](rules/conditions.md#Encumbered) Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel. diff --git a/compendium/feats/harming-hands.md b/compendium/feats/harming-hands.md index 6ee73c4f0..4dd85184b 100644 --- a/compendium/feats/harming-hands.md +++ b/compendium/feats/harming-hands.md @@ -7,7 +7,7 @@ tags: aliases: ["Harming Hands"] --- # Harming Hands *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: harmful font diff --git a/compendium/feats/harmless-doll-lotgb.md b/compendium/feats/harmless-doll-lotgb.md index 62bcfad87..18a6120c1 100644 --- a/compendium/feats/harmless-doll-lotgb.md +++ b/compendium/feats/harmless-doll-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Harmless Doll"] --- # Harmless Doll *Feat 1* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") You look like nothing more than an ordinary toy, doll, or statuette, and you can fool others with your innocuous appearance. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) (or another skill if you're already trained in [Deception](compendium/skills.md#Deception)), and you can [Impersonate](rules/actions/impersonate.md) an inanimate toy or a mindless poppet. You can [Hide](rules/actions/hide.md) without any cover or concealment from creatures that don't realize you're alive, so long as you're in a location where a toy of your shape wouldn't be out of place, like a carnival booth, city street, or toy shop (at the GM's discretion). If you succeed, onlookers still see you, but they mistake you for an inanimate toy. After being fooled once, they realize you're alive, and you can't [Hide](rules/actions/hide.md) from them in that way again. diff --git a/compendium/feats/harmlessly-cute-locg.md b/compendium/feats/harmlessly-cute-locg.md index 0655b1f86..f17327b92 100644 --- a/compendium/feats/harmlessly-cute-locg.md +++ b/compendium/feats/harmlessly-cute-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Harmlessly Cute"] --- # Harmlessly Cute *Feat 1* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the [Shameless Request](compendium/feats/shameless-request.md) skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll [Deception](compendium/skills.md#Deception) for initiative. diff --git a/compendium/feats/harmonize.md b/compendium/feats/harmonize.md index 4b03b7c19..7de0c8c3b 100644 --- a/compendium/feats/harmonize.md +++ b/compendium/feats/harmonize.md @@ -10,7 +10,7 @@ tags: aliases: ["Harmonize"] --- # Harmonize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: Maestro muse - **Activity** Single Action diff --git a/compendium/feats/harrying-strike-locg.md b/compendium/feats/harrying-strike-locg.md index f41c68107..5fb6e1bdd 100644 --- a/compendium/feats/harrying-strike-locg.md +++ b/compendium/feats/harrying-strike-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Harrying Strike"] --- # Harrying Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [press](rules/traits/press.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [press](rules/traits/press.md "Press Combat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) - **Activity** Single Action diff --git a/compendium/feats/harsh-judgment-ngd.md b/compendium/feats/harsh-judgment-ngd.md index 068df478d..9717344ec 100644 --- a/compendium/feats/harsh-judgment-ngd.md +++ b/compendium/feats/harsh-judgment-ngd.md @@ -8,7 +8,7 @@ tags: aliases: ["Harsh Judgment"] --- # Harsh Judgment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - **Activity** Single Action diff --git a/compendium/feats/hasted-assault-som.md b/compendium/feats/hasted-assault-som.md index 3e376168d..5db4e7a01 100644 --- a/compendium/feats/hasted-assault-som.md +++ b/compendium/feats/hasted-assault-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Hasted Assault"] --- # Hasted Assault *Feat 14* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: focus pool diff --git a/compendium/feats/hatchling-flight-loag.md b/compendium/feats/hatchling-flight-loag.md index 973898454..7b9dd2dcc 100644 --- a/compendium/feats/hatchling-flight-loag.md +++ b/compendium/feats/hatchling-flight-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Hatchling Flight"] --- # Hatchling Flight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: [Winglets](compendium/feats/winglets-loag.md) - **Frequency**: once per round diff --git a/compendium/feats/haughty-obstinacy.md b/compendium/feats/haughty-obstinacy.md index c05cdbe18..2c009f28e 100644 --- a/compendium/feats/haughty-obstinacy.md +++ b/compendium/feats/haughty-obstinacy.md @@ -7,10 +7,10 @@ tags: aliases: ["Haughty Obstinacy"] --- # Haughty Obstinacy *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") -Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a [mental](rules/traits/mental.md) effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to [Coerce](rules/actions/coerce.md) you using [Intimidation](compendium/skills.md#Intimidation), it gets a critical failure instead (so it can't try to [Coerce](rules/actions/coerce.md) you again for 1 week). +Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a [mental](rules/traits/mental.md "Mental Effect Trait") effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to [Coerce](rules/actions/coerce.md) you using [Intimidation](compendium/skills.md#Intimidation), it gets a critical failure instead (so it can't try to [Coerce](rules/actions/coerce.md) you again for 1 week). *Source: Core Rulebook p. 57* %% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/compendium/feats/haunt-ingenuity-da.md b/compendium/feats/haunt-ingenuity-da.md index a2ac2b1cf..ace6afc5f 100644 --- a/compendium/feats/haunt-ingenuity-da.md +++ b/compendium/feats/haunt-ingenuity-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Haunt Ingenuity"] --- # Haunt Ingenuity *Feat 1* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't [Searching](rules/actions/search.md) while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be [Searching](rules/actions/search.md). diff --git a/compendium/feats/hazard-finder.md b/compendium/feats/hazard-finder.md index 686cea497..2d001180c 100644 --- a/compendium/feats/hazard-finder.md +++ b/compendium/feats/hazard-finder.md @@ -7,7 +7,7 @@ tags: aliases: ["Hazard Finder"] --- # Hazard Finder *Feat 8* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to [Search](rules/actions/search.md) even if you aren't [Searching](rules/actions/search.md). diff --git a/compendium/feats/head-of-the-night-parade-frp3.md b/compendium/feats/head-of-the-night-parade-frp3.md index effe64f14..6d7b81302 100644 --- a/compendium/feats/head-of-the-night-parade-frp3.md +++ b/compendium/feats/head-of-the-night-parade-frp3.md @@ -8,7 +8,7 @@ tags: aliases: ["Head Of The Night Parade"] --- # Head Of The Night Parade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[bard](rules/traits/bard.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Activity** Three-Action diff --git a/compendium/feats/head-stomp-apg.md b/compendium/feats/head-stomp-apg.md index 06a4dd250..6e9e9e86a 100644 --- a/compendium/feats/head-stomp-apg.md +++ b/compendium/feats/head-stomp-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Head Stomp"] --- # Head Stomp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Single Action diff --git a/compendium/feats/heal-animal-apg.md b/compendium/feats/heal-animal-apg.md index b5ec58582..c9e5ac1d4 100644 --- a/compendium/feats/heal-animal-apg.md +++ b/compendium/feats/heal-animal-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Heal Animal"] --- # Heal Animal *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) diff --git a/compendium/feats/heal-companion-apg.md b/compendium/feats/heal-companion-apg.md index ab6d249cb..c47af153e 100644 --- a/compendium/feats/heal-companion-apg.md +++ b/compendium/feats/heal-companion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Heal Companion"] --- # Heal Companion *Feat 1* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: an animal companion diff --git a/compendium/feats/heal-mount.md b/compendium/feats/heal-mount.md index 5a6ff0e50..83573c2f6 100644 --- a/compendium/feats/heal-mount.md +++ b/compendium/feats/heal-mount.md @@ -7,7 +7,7 @@ tags: aliases: ["Heal Mount"] --- # Heal Mount *Feat 8* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (steed) diff --git a/compendium/feats/healers-halo-loag.md b/compendium/feats/healers-halo-loag.md index cdfddabec..dfd3a25f7 100644 --- a/compendium/feats/healers-halo-loag.md +++ b/compendium/feats/healers-halo-loag.md @@ -7,13 +7,13 @@ tags: aliases: ["Healer's Halo"] --- # Healer's Halo [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Halo](compendium/feats/halo-apg.md) - **Trigger** You or allies within 30 feet recover Hit Points while your halo is active. - **Activity** Reaction -Your halo can enhance positive energy. Creatures who have recovered Hit Points from a positive [healing](rules/traits/healing.md) effect recover an additional `1d6` Hit Points. Creatures who benefit from this power become temporarily immune to its effect for the next 10 minutes. +Your halo can enhance positive energy. Creatures who have recovered Hit Points from a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect recover an additional `1d6` Hit Points. Creatures who benefit from this power become temporarily immune to its effect for the next 10 minutes. *Source: Lost Omens: Ancestry Guide p. 11* %% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/healing-bomb-apg.md b/compendium/feats/healing-bomb-apg.md index e769aac25..14fcbedc8 100644 --- a/compendium/feats/healing-bomb-apg.md +++ b/compendium/feats/healing-bomb-apg.md @@ -8,13 +8,13 @@ tags: aliases: ["Healing Bomb"] --- # Healing Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Frequency**: once per round - **Trigger** You craft an elixir of life using [Quick Alchemy](rules/actions/quick-alchemy.md), and that elixir is at least 2 levels lower than your advanced alchemy level. - **Activity** Free Action -By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the [bomb](rules/traits/bomb.md) trait. +By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the [bomb](rules/traits/bomb.md "Bomb Item Trait") trait. If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your [Strike](rules/actions/strike.md) with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute. diff --git a/compendium/feats/healing-hands.md b/compendium/feats/healing-hands.md index 4537f13f3..436820891 100644 --- a/compendium/feats/healing-hands.md +++ b/compendium/feats/healing-hands.md @@ -7,7 +7,7 @@ tags: aliases: ["Healing Hands"] --- # Healing Hands *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: healing font diff --git a/compendium/feats/healing-touch.md b/compendium/feats/healing-touch.md index a0977ed09..6596b6fa2 100644 --- a/compendium/feats/healing-touch.md +++ b/compendium/feats/healing-touch.md @@ -7,7 +7,7 @@ tags: aliases: ["Healing Touch"] --- # Healing Touch *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) diff --git a/compendium/feats/healing-transformation.md b/compendium/feats/healing-transformation.md index 9e3ce4519..01e4db86c 100644 --- a/compendium/feats/healing-transformation.md +++ b/compendium/feats/healing-transformation.md @@ -8,11 +8,11 @@ tags: aliases: ["Healing Transformation"] --- # Healing Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) +[druid](rules/traits/druid.md "Druid Class Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action -You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores `1d6` Hit Points per spell level to that creature. This is a [healing](rules/traits/healing.md) effect. +You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores `1d6` Hit Points per spell level to that creature. This is a [healing](rules/traits/healing.md "Healing Effect Trait") effect. *Source: Core Rulebook p. 137* %% #compendium/src/pf2e/crb #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/heart-of-the-kaiju-frp3.md b/compendium/feats/heart-of-the-kaiju-frp3.md index 994a4dd9b..2f3c460fb 100644 --- a/compendium/feats/heart-of-the-kaiju-frp3.md +++ b/compendium/feats/heart-of-the-kaiju-frp3.md @@ -8,7 +8,7 @@ tags: aliases: ["Heart Of The Kaiju"] --- # Heart Of The Kaiju *Feat 20* -[druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Monstrosity Shape](compendium/feats/monstrosity-shape.md) diff --git a/compendium/feats/heat-wave-loag.md b/compendium/feats/heat-wave-loag.md index bf6b190e6..0e80a9ed3 100644 --- a/compendium/feats/heat-wave-loag.md +++ b/compendium/feats/heat-wave-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Heat Wave"] --- # Heat Wave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[ifrit](rules/traits/ifrit-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") - **Frequency**: once per 10 minutes - **Trigger** An effect would deal fire damage to you, even if you resist all the damage. diff --git a/compendium/feats/heavens-thunder-aoe2.md b/compendium/feats/heavens-thunder-aoe2.md index 0156c72b7..ffe00ae33 100644 --- a/compendium/feats/heavens-thunder-aoe2.md +++ b/compendium/feats/heavens-thunder-aoe2.md @@ -11,16 +11,16 @@ tags: aliases: ["Heaven's Thunder"] --- # Heaven's Thunder [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) verbal +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") verbal - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) - **Activity** Single Action With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body. -Until the end of your next turn, your unarmed attacks and weapons you wield that have the [monk](rules/traits/monk.md) trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level. +Until the end of your next turn, your unarmed attacks and weapons you wield that have the [monk](rules/traits/monk.md "Monk Class Trait") trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level. -If you also know the [ki blast](compendium/spells/ki-blast.md) ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](rules/traits/force.md) trait and gains the [electricity](rules/traits/electricity.md) or [sonic](rules/traits/sonic.md) trait instead). Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the [Grapple](rules/actions/grapple.md) check is resolved. +If you also know the [ki blast](compendium/spells/ki-blast.md) ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](rules/traits/force.md "Force Energy & Element Trait") trait and gains the [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait instead). Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the [Grapple](rules/actions/grapple.md) check is resolved. *Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* %% #compendium/src/pf2e/aoe2 #trait/archetype #trait/electricity #trait/evocation #trait/sonic #trait/verbal %% \ No newline at end of file diff --git a/compendium/feats/heavens-thunder-loil.md b/compendium/feats/heavens-thunder-loil.md index 75daa2d6c..caee14fbd 100644 --- a/compendium/feats/heavens-thunder-loil.md +++ b/compendium/feats/heavens-thunder-loil.md @@ -10,12 +10,12 @@ tags: aliases: ["Heaven's Thunder"] --- # Heaven's Thunder [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: Jalmeri Heavenseeker Dedication - **Activity** Single Action -Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the [Grapple](rules/actions/grapple.md) check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt). If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](rules/traits/force.md) trait and gains the [electricity](rules/traits/electricity.md) or [sonic](rules/traits/sonic.md) trait instead). +Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the [Grapple](rules/actions/grapple.md) check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt). If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](rules/traits/force.md "Force Energy & Element Trait") trait and gains the [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait instead). *Source: Lost Omens: Impossible Lands p. 224* %% #compendium/src/pf2e/loil #trait/archetype #trait/electricity #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/hefting-shadow-loag.md b/compendium/feats/hefting-shadow-loag.md index 01120b670..740180716 100644 --- a/compendium/feats/hefting-shadow-loag.md +++ b/compendium/feats/hefting-shadow-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Hefting Shadow"] --- # Hefting Shadow *Feat 9* -[conjuration](rules/traits/conjuration.md) [fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) [shadow](rules/traits/shadow.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Prerequisites**: [Clever Shadow](compendium/feats/clever-shadow-loag.md) diff --git a/compendium/feats/hefty-hauler.md b/compendium/feats/hefty-hauler.md index aaed74ed0..d4ad1f27d 100644 --- a/compendium/feats/hefty-hauler.md +++ b/compendium/feats/hefty-hauler.md @@ -8,7 +8,7 @@ tags: aliases: ["Hefty Hauler"] --- # Hefty Hauler *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/heightened-captivation-lotgb.md b/compendium/feats/heightened-captivation-lotgb.md index 3f4ebe131..76b2989d0 100644 --- a/compendium/feats/heightened-captivation-lotgb.md +++ b/compendium/feats/heightened-captivation-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Heightened Captivation"] --- # Heightened Captivation *Feat 8* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) diff --git a/compendium/feats/heir-of-the-saoc-locg.md b/compendium/feats/heir-of-the-saoc-locg.md index 31bf4e754..df9a6bab3 100644 --- a/compendium/feats/heir-of-the-saoc-locg.md +++ b/compendium/feats/heir-of-the-saoc-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Heir Of The Saoc"] --- # Heir Of The Saoc *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Saoc Astrology](compendium/feats/saoc-astrology-locg.md) diff --git a/compendium/feats/hellknight-armiger-dedication-lowg.md b/compendium/feats/hellknight-armiger-dedication-lowg.md index 437a112cd..9718bfc39 100644 --- a/compendium/feats/hellknight-armiger-dedication-lowg.md +++ b/compendium/feats/hellknight-armiger-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Hellknight Armiger Dedication"] --- # Hellknight Armiger Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Old Cheliax. - **Prerequisites**: member of a Hellknight order, trained in heavy armor as well as your order's favored weapon diff --git a/compendium/feats/hellknight-dedication-locg.md b/compendium/feats/hellknight-dedication-locg.md index 51216a9d4..45d0ac0a7 100644 --- a/compendium/feats/hellknight-dedication-locg.md +++ b/compendium/feats/hellknight-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Hellknight Dedication"] --- # Hellknight Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test diff --git a/compendium/feats/hellknight-order-cross-training-locg.md b/compendium/feats/hellknight-order-cross-training-locg.md index 080eb5eaf..97271c290 100644 --- a/compendium/feats/hellknight-order-cross-training-locg.md +++ b/compendium/feats/hellknight-order-cross-training-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Hellknight Order Cross-training"] --- # Hellknight Order Cross-training *Feat 12* -[archetype](rules/traits/archetype.md) [hellknight](rules/traits/hellknight-locg.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [hellknight](rules/traits/hellknight-locg.md "Hellknight Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) diff --git a/compendium/feats/hellknight-signifer-dedication-locg.md b/compendium/feats/hellknight-signifer-dedication-locg.md index 90178adb3..f9423239a 100644 --- a/compendium/feats/hellknight-signifer-dedication-locg.md +++ b/compendium/feats/hellknight-signifer-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Hellknight Signifer Dedication"] --- # Hellknight Signifer Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: spellcasting class feature, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test diff --git a/compendium/feats/hells-armaments-locg.md b/compendium/feats/hells-armaments-locg.md index 8a55359fe..862bc9b62 100644 --- a/compendium/feats/hells-armaments-locg.md +++ b/compendium/feats/hells-armaments-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hell's Armaments"] --- # Hell's Armaments *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) diff --git a/compendium/feats/hellspawn-apg.md b/compendium/feats/hellspawn-apg.md index 3a0a23b04..23153a060 100644 --- a/compendium/feats/hellspawn-apg.md +++ b/compendium/feats/hellspawn-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Hellspawn"] --- # Hellspawn *Feat 1* -[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -Your lineage descends from [devils](rules/traits/devil.md), the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in [Deception](compendium/skills.md#Deception) and [Legal Lore](compendium/skills.md#Lore). If you were already trained in [Deception](compendium/skills.md#Deception) (from your background or class, for example), you instead become trained in a skill of your choice. +Your lineage descends from devils, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in [Deception](compendium/skills.md#Deception) and [Legal Lore](compendium/skills.md#Lore). If you were already trained in [Deception](compendium/skills.md#Deception) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat. diff --git a/compendium/feats/helpful-halfling-locg.md b/compendium/feats/helpful-halfling-locg.md index 189b08940..c58401952 100644 --- a/compendium/feats/helpful-halfling-locg.md +++ b/compendium/feats/helpful-halfling-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Helpful Halfling"] --- # Helpful Halfling *Feat 9* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") When you aid a friend with a task, you find many ways to help and avoid interfering. diff --git a/compendium/feats/helpful-poppet-lotgb.md b/compendium/feats/helpful-poppet-lotgb.md index ce2fc8fe7..36a76563c 100644 --- a/compendium/feats/helpful-poppet-lotgb.md +++ b/compendium/feats/helpful-poppet-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Helpful Poppet"] --- # Helpful Poppet *Feat 1* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") You're particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to [Aid](rules/actions/aid.md), and you don't give your ally a –1 circumstance penalty to their check if you critically fail your attempt to [Aid](rules/actions/aid.md). diff --git a/compendium/feats/herbalist-dedication-apg.md b/compendium/feats/herbalist-dedication-apg.md index 829c2d870..330081a19 100644 --- a/compendium/feats/herbalist-dedication-apg.md +++ b/compendium/feats/herbalist-dedication-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Herbalist Dedication"] --- # Herbalist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature), [Natural Medicine](compendium/feats/natural-medicine.md) -You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the [healing](rules/traits/healing.md) trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. +You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the [healing](rules/traits/healing.md "Healing Effect Trait") trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. You become an expert in [Nature](compendium/skills.md#Nature) and can use [Nature](compendium/skills.md#Nature) instead of [Crafting](compendium/skills.md#Crafting) to [Craft](rules/actions/craft.md) herbal items. You don't need to be trained in [Crafting](compendium/skills.md#Crafting) or have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat to do so, and you can use [healer's tools](compendium/equipment/items/healers-tools.md) instead of alchemist's tools. diff --git a/compendium/feats/heroes-call-locg.md b/compendium/feats/heroes-call-locg.md index abe5390f3..2dc5321a5 100644 --- a/compendium/feats/heroes-call-locg.md +++ b/compendium/feats/heroes-call-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Heroes' Call"] --- # Heroes' Call *Feat 9* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits. You gain [heroism](compendium/spells/heroism.md) as a 3rd-level innate occult spell that you can cast once per day. If you [Cast the Spell](rules/actions/cast-a-spell.md) when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level. diff --git a/compendium/feats/heroic-presence-apg.md b/compendium/feats/heroic-presence-apg.md index fcee05ed8..0f605457a 100644 --- a/compendium/feats/heroic-presence-apg.md +++ b/compendium/feats/heroic-presence-apg.md @@ -9,12 +9,12 @@ tags: aliases: ["Heroic Presence"] --- # Heroic Presence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* -[emotion](rules/traits/emotion.md) [human](rules/traits/human.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [human](rules/traits/human.md "Human Ancestry & Heritage Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Frequency**: once per day - **Activity** Single Action -The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level [zealous conviction](compendium/spells/zealous-conviction.md), though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the [auditory](rules/traits/auditory.md) trait or [visual](rules/traits/visual.md) trait, depending on how you inspire your allies. +The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level [zealous conviction](compendium/spells/zealous-conviction.md), though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait or [visual](rules/traits/visual.md "Visual Effect Trait") trait, depending on how you inspire your allies. *Source: Advanced Player's Guide p. 47* %% #compendium/src/pf2e/apg #trait/emotion #trait/human #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/heroic-recovery.md b/compendium/feats/heroic-recovery.md index a25db9510..61fd8c640 100644 --- a/compendium/feats/heroic-recovery.md +++ b/compendium/feats/heroic-recovery.md @@ -9,7 +9,7 @@ tags: aliases: ["Heroic Recovery"] --- # Heroic Recovery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: healing font, good alignment - **Activity** Single Action diff --git a/compendium/feats/heros-wings-loag.md b/compendium/feats/heros-wings-loag.md index 493c94275..bb5eed0cb 100644 --- a/compendium/feats/heros-wings-loag.md +++ b/compendium/feats/heros-wings-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Hero's Wings"] --- # Hero's Wings *Feat 17* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") - **Prerequisites**: [Energize Wings](compendium/feats/energize-wings-loag.md) diff --git a/compendium/feats/hex-focus-apg.md b/compendium/feats/hex-focus-apg.md index d14155313..2d8beefd3 100644 --- a/compendium/feats/hex-focus-apg.md +++ b/compendium/feats/hex-focus-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hex Focus"] --- # Hex Focus *Feat 12* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Your patron's teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. diff --git a/compendium/feats/hex-master-apg.md b/compendium/feats/hex-master-apg.md index 8b1383448..49b11961f 100644 --- a/compendium/feats/hex-master-apg.md +++ b/compendium/feats/hex-master-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hex Master"] --- # Hex Master *Feat 20* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast [cackle](compendium/spells/cackle-apg.md) to sustain a hex, you gain the effects of [Sustain a Spell](rules/actions/sustain-a-spell.md) for all your active hexes that have a duration of sustained. diff --git a/compendium/feats/hex-wellspring-apg.md b/compendium/feats/hex-wellspring-apg.md index 7835f8a2b..3c50b437a 100644 --- a/compendium/feats/hex-wellspring-apg.md +++ b/compendium/feats/hex-wellspring-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hex Wellspring"] --- # Hex Wellspring *Feat 18* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Hex Focus](compendium/feats/hex-focus-apg.md) diff --git a/compendium/feats/hidden-magic-apg.md b/compendium/feats/hidden-magic-apg.md index 0ac9852e6..7c4b9c865 100644 --- a/compendium/feats/hidden-magic-apg.md +++ b/compendium/feats/hidden-magic-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Hidden Magic"] --- # Hidden Magic *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) diff --git a/compendium/feats/hidden-paragon.md b/compendium/feats/hidden-paragon.md index 1225761fa..ad65c4d16 100644 --- a/compendium/feats/hidden-paragon.md +++ b/compendium/feats/hidden-paragon.md @@ -7,7 +7,7 @@ tags: aliases: ["Hidden Paragon"] --- # Hidden Paragon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: legendary in [Stealth](compendium/skills.md#Stealth) - **Frequency**: once per hour diff --git a/compendium/feats/hidden-thorn-loil.md b/compendium/feats/hidden-thorn-loil.md index 9d34d7c2f..34799faa4 100644 --- a/compendium/feats/hidden-thorn-loil.md +++ b/compendium/feats/hidden-thorn-loil.md @@ -7,12 +7,12 @@ tags: aliases: ["Hidden Thorn"] --- # Hidden Thorn *Feat 1* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") Some flowers can hide their thorns, and yours happen to be [hidden](rules/conditions.md#Hidden) along your arms. You gain a thorns unarmed attack that deals `1d6` piercing damage. -Your thorns are in the knife weapon group and have the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. +Your thorns are in the knife weapon group and have the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. *Source: Lost Omens: Impossible Lands p. 37* %% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/compendium/feats/hideous-ululation-sli.md b/compendium/feats/hideous-ululation-sli.md index 5e147edb2..02cb71368 100644 --- a/compendium/feats/hideous-ululation-sli.md +++ b/compendium/feats/hideous-ululation-sli.md @@ -8,7 +8,7 @@ tags: aliases: ["Hideous Ululation"] --- # Hideous Ululation *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), trained in [Performance](compendium/skills.md#Performance) diff --git a/compendium/feats/hierophants-power.md b/compendium/feats/hierophants-power.md index 2c51bd827..218461675 100644 --- a/compendium/feats/hierophants-power.md +++ b/compendium/feats/hierophants-power.md @@ -7,7 +7,7 @@ tags: aliases: ["Hierophant's Power"] --- # Hierophant's Power *Feat 20* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot. diff --git a/compendium/feats/high-quality-scrounger-apg.md b/compendium/feats/high-quality-scrounger-apg.md index 332cab32e..a53b504d0 100644 --- a/compendium/feats/high-quality-scrounger-apg.md +++ b/compendium/feats/high-quality-scrounger-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["High-quality Scrounger"] --- # High-quality Scrounger *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) diff --git a/compendium/feats/high-speed-regeneration-da.md b/compendium/feats/high-speed-regeneration-da.md index 5b7b3153d..d5da15473 100644 --- a/compendium/feats/high-speed-regeneration-da.md +++ b/compendium/feats/high-speed-regeneration-da.md @@ -11,7 +11,7 @@ tags: aliases: ["High-Speed Regeneration"] --- # High-Speed Regeneration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[deviant](rules/traits/deviant-da.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Trigger** Your turn begins. - **Activity** Free Action diff --git a/compendium/feats/hijack-undead-ooa3.md b/compendium/feats/hijack-undead-ooa3.md index 2ab457f06..1c5c5f58e 100644 --- a/compendium/feats/hijack-undead-ooa3.md +++ b/compendium/feats/hijack-undead-ooa3.md @@ -7,7 +7,7 @@ tags: aliases: ["Hijack Undead"] --- # Hijack Undead [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) - **Frequency**: once per hour @@ -18,7 +18,7 @@ Your clockwork devices can commandeer the bodies of undead, bending them to your > [!success-degree] > - **Critical Success** The target is unaffected and temporarily immune for 24 hours. > - **Success** The target is unaffected. -> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md) under your control for 1 minute. The control ends if you or an ally attacks the [minion](rules/traits/minion.md) undead. +> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md "Minion Creature Trait") under your control for 1 minute. The control ends if you or an ally attacks the [minion](rules/traits/minion.md "Minion Creature Trait") undead. > - **Critical Failure** As failure, but the duration is 1 hour. ## Hijack Undead leads to... diff --git a/compendium/feats/hilt-hammer-lokl.md b/compendium/feats/hilt-hammer-lokl.md index 5e2c21b01..07a576238 100644 --- a/compendium/feats/hilt-hammer-lokl.md +++ b/compendium/feats/hilt-hammer-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Hilt Hammer"] --- # Hilt Hammer *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) diff --git a/compendium/feats/hireling-manager-apg.md b/compendium/feats/hireling-manager-apg.md index 51dcbe6e5..a37312aac 100644 --- a/compendium/feats/hireling-manager-apg.md +++ b/compendium/feats/hireling-manager-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hireling Manager"] --- # Hireling Manager *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: Charisma 14 diff --git a/compendium/feats/histrionic-injury-lotgb.md b/compendium/feats/histrionic-injury-lotgb.md index e8c779059..712dc2077 100644 --- a/compendium/feats/histrionic-injury-lotgb.md +++ b/compendium/feats/histrionic-injury-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Histrionic Injury"] --- # Histrionic Injury [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[mental](rules/traits/mental.md) [poppet](rules/traits/poppet-lotgb.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") - **Frequency**: once per hour - **Trigger** A creature you can see damages you with a melee [Strike](rules/actions/strike.md). diff --git a/compendium/feats/hobgoblin-lore-locg.md b/compendium/feats/hobgoblin-lore-locg.md index 666eed9a8..ee9d470ac 100644 --- a/compendium/feats/hobgoblin-lore-locg.md +++ b/compendium/feats/hobgoblin-lore-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hobgoblin Lore"] --- # Hobgoblin Lore *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in [Athletics](compendium/skills.md#Athletics) and [Crafting](compendium/skills.md#Crafting). For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in [Hobgoblin Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/hobgoblin-weapon-discipline-locg.md b/compendium/feats/hobgoblin-weapon-discipline-locg.md index cee5c109e..a5259f78b 100644 --- a/compendium/feats/hobgoblin-weapon-discipline-locg.md +++ b/compendium/feats/hobgoblin-weapon-discipline-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hobgoblin Weapon Discipline"] --- # Hobgoblin Weapon Discipline *Feat 5* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") - **Prerequisites**: [Hobgoblin Weapon Familiarity](compendium/feats/hobgoblin-weapon-familiarity-locg.md) diff --git a/compendium/feats/hobgoblin-weapon-expertise-locg.md b/compendium/feats/hobgoblin-weapon-expertise-locg.md index 5cd2c01b1..eb1e06298 100644 --- a/compendium/feats/hobgoblin-weapon-expertise-locg.md +++ b/compendium/feats/hobgoblin-weapon-expertise-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hobgoblin Weapon Expertise"] --- # Hobgoblin Weapon Expertise *Feat 13* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") - **Prerequisites**: [Hobgoblin Weapon Familiarity](compendium/feats/hobgoblin-weapon-familiarity-locg.md) diff --git a/compendium/feats/hobgoblin-weapon-familiarity-locg.md b/compendium/feats/hobgoblin-weapon-familiarity-locg.md index 8d14f740d..5f3a85ef0 100644 --- a/compendium/feats/hobgoblin-weapon-familiarity-locg.md +++ b/compendium/feats/hobgoblin-weapon-familiarity-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hobgoblin Weapon Familiarity"] --- # Hobgoblin Weapon Familiarity *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You are trained with [composite longbows](compendium/equipment/items/composite-longbow.md), [composite shortbows](compendium/equipment/items/composite-shortbow.md), [glaives](compendium/equipment/items/glaive.md), [longbows](compendium/equipment/items/longbow.md), [longswords](compendium/equipment/items/longsword.md), and [shortbows](compendium/equipment/items/shortbow.md). diff --git a/compendium/feats/hobnobber.md b/compendium/feats/hobnobber.md index 062b2d876..9f0e11415 100644 --- a/compendium/feats/hobnobber.md +++ b/compendium/feats/hobnobber.md @@ -8,7 +8,7 @@ tags: aliases: ["Hobnobber"] --- # Hobnobber *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/hold-mark-apg.md b/compendium/feats/hold-mark-apg.md index 97db26cd0..c0f0d559e 100644 --- a/compendium/feats/hold-mark-apg.md +++ b/compendium/feats/hold-mark-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hold Mark"] --- # Hold Mark *Feat 5* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") You bear scars or tattoos enhanced by the mark of your community's prowess. When you select this feat, choose one of the options on the following page. When you critically hit using a weapon of the listed group, you apply the weapon's critical specialization effect. You gain a large brand or tattoo. diff --git a/compendium/feats/holistic-care-apg.md b/compendium/feats/holistic-care-apg.md index 85f9cb0d7..cd3d3dd1f 100644 --- a/compendium/feats/holistic-care-apg.md +++ b/compendium/feats/holistic-care-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Holistic Care"] --- # Holistic Care *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Treat Condition](compendium/feats/treat-condition-apg.md) diff --git a/compendium/feats/holy-castigation.md b/compendium/feats/holy-castigation.md index e8d4469af..ffcfe4d06 100644 --- a/compendium/feats/holy-castigation.md +++ b/compendium/feats/holy-castigation.md @@ -7,7 +7,7 @@ tags: aliases: ["Holy Castigation"] --- # Holy Castigation *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: good alignment diff --git a/compendium/feats/holy-light-lokl.md b/compendium/feats/holy-light-lokl.md index 6aac2757e..ce76702f4 100644 --- a/compendium/feats/holy-light-lokl.md +++ b/compendium/feats/holy-light-lokl.md @@ -13,7 +13,7 @@ tags: aliases: ["Holy Light"] --- # Holy Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[champion](rules/traits/champion.md) [cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Prerequisites**: you follow a good-aligned deity diff --git a/compendium/feats/homeward-bound-apg.md b/compendium/feats/homeward-bound-apg.md index 81c366f3c..7db4d3602 100644 --- a/compendium/feats/homeward-bound-apg.md +++ b/compendium/feats/homeward-bound-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Homeward Bound"] --- # Homeward Bound *Feat 17* -[gnome](rules/traits/gnome.md) [uncommon](rules/traits/uncommon.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: twice per week diff --git a/compendium/feats/homing-beacon-da.md b/compendium/feats/homing-beacon-da.md index 6cd22a0c2..2469431ba 100644 --- a/compendium/feats/homing-beacon-da.md +++ b/compendium/feats/homing-beacon-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Homing Beacon"] --- # Homing Beacon *Feat 4* -[amp](rules/traits/amp-da.md) [psychic](rules/traits/psychic-da.md) +[amp](rules/traits/amp-da.md "Amp Feat Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") As your spell strikes a target, you plant a beacon in the target's mind that announces its presence to those nearby. Use this amp in place of a psi cantrip's normal amp entry. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. diff --git a/compendium/feats/hopping-stride-loag.md b/compendium/feats/hopping-stride-loag.md index 8b5c31a78..c6449af8e 100644 --- a/compendium/feats/hopping-stride-loag.md +++ b/compendium/feats/hopping-stride-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Hopping Stride"] --- # Hopping Stride [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") - **Prerequisites**: [Ru-Shi](compendium/feats/ru-shi-loag.md) - **Activity** Single Action diff --git a/compendium/feats/horizon-walker-dedication-apg.md b/compendium/feats/horizon-walker-dedication-apg.md index be3991932..6db503561 100644 --- a/compendium/feats/horizon-walker-dedication-apg.md +++ b/compendium/feats/horizon-walker-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Horizon Walker Dedication"] --- # Horizon Walker Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/house-of-imaginary-walls.md b/compendium/feats/house-of-imaginary-walls.md index 72cf29e1b..6f51ea743 100644 --- a/compendium/feats/house-of-imaginary-walls.md +++ b/compendium/feats/house-of-imaginary-walls.md @@ -7,7 +7,7 @@ tags: aliases: ["House Of Imaginary Walls"] --- # House Of Imaginary Walls *Feat 10* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You erect an imaginary barrier others believe to be real. You learn the [house of imaginary walls](compendium/spells/house-of-imaginary-walls.md) composition cantrip. diff --git a/compendium/feats/hulking-size-som.md b/compendium/feats/hulking-size-som.md index a38fa50b4..eb6a15f9a 100644 --- a/compendium/feats/hulking-size-som.md +++ b/compendium/feats/hulking-size-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Hulking Size"] --- # Hulking Size *Feat 8* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon grows substantially. Your eidolon becomes Large, instead of its previous size, and its reach increases to 10 feet. This doesn't change any of its other statistics. diff --git a/compendium/feats/hungry-goblin-locg.md b/compendium/feats/hungry-goblin-locg.md index 2f6ff78ac..946137d05 100644 --- a/compendium/feats/hungry-goblin-locg.md +++ b/compendium/feats/hungry-goblin-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hungry Goblin"] --- # Hungry Goblin *Feat 9* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: [Fang Sharpener](compendium/feats/fang-sharpener-locg.md) diff --git a/compendium/feats/hunted-shot.md b/compendium/feats/hunted-shot.md index f3d99335d..d8fa6316d 100644 --- a/compendium/feats/hunted-shot.md +++ b/compendium/feats/hunted-shot.md @@ -8,10 +8,10 @@ tags: aliases: ["Hunted Shot"] --- # Hunted Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Frequency**: once per round -- **Requirements**: You are wielding a ranged weapon with [reload 0](rules/traits/reload.md). +- **Requirements**: You are wielding a ranged weapon with reload 0. - **Activity** Single Action You take two quick shots against the one you hunt. Make two [Strikes](rules/actions/strike.md) against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each [Strike](rules/actions/strike.md) normally. diff --git a/compendium/feats/hunters-aim.md b/compendium/feats/hunters-aim.md index 158ca2557..e16c2b867 100644 --- a/compendium/feats/hunters-aim.md +++ b/compendium/feats/hunters-aim.md @@ -8,7 +8,7 @@ tags: aliases: ["Hunter's Aim"] --- # Hunter's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[concentrate](rules/traits/concentrate.md) [ranger](rules/traits/ranger.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/hunters-defense-lome.md b/compendium/feats/hunters-defense-lome.md index c3b238570..1af6a46bd 100644 --- a/compendium/feats/hunters-defense-lome.md +++ b/compendium/feats/hunters-defense-lome.md @@ -7,11 +7,11 @@ tags: aliases: ["Hunter's Defense"] --- # Hunter's Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) - **Frequency**: once per hour -- **Trigger** A creature with the animal, beast, elemental, fey, [fungus](rules/traits/fungus-b1.md), or [plant](rules/traits/plant.md) trait attacks you, and you can see the attacker. +- **Trigger** A creature with the animal, beast, elemental, fey, [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait"), or [plant](rules/traits/plant.md "Plant Creature Type Trait") trait attacks you, and you can see the attacker. - **Activity** Reaction Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your [Nature](compendium/skills.md#Nature) DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being [flat-footed](rules/conditions.md#Flat-footed), even though you wouldn't take the –2 circumstance penalty against the attack. diff --git a/compendium/feats/hunters-fangs-lome.md b/compendium/feats/hunters-fangs-lome.md index 35cb18fee..08c626429 100644 --- a/compendium/feats/hunters-fangs-lome.md +++ b/compendium/feats/hunters-fangs-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Hunter's Fangs"] --- # Hunter's Fangs *Feat 5* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") Your fangs are exceptionally painful. Whenever you score a critical hit with your fangs unarmed attack, you apply the unarmed attack's critical specialization effect. diff --git a/compendium/feats/hunters-luck-apg.md b/compendium/feats/hunters-luck-apg.md index 3bd7c5c9d..07f6149a0 100644 --- a/compendium/feats/hunters-luck-apg.md +++ b/compendium/feats/hunters-luck-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hunter's Luck"] --- # Hunter's Luck *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: warden spells diff --git a/compendium/feats/hunters-sanctum-botd.md b/compendium/feats/hunters-sanctum-botd.md index dac72e46e..2562e02ff 100644 --- a/compendium/feats/hunters-sanctum-botd.md +++ b/compendium/feats/hunters-sanctum-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Hunter's Sanctum"] --- # Hunter's Sanctum *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) diff --git a/compendium/feats/hunters-vision-apg.md b/compendium/feats/hunters-vision-apg.md index 9f1163ca0..1dcefbede 100644 --- a/compendium/feats/hunters-vision-apg.md +++ b/compendium/feats/hunters-vision-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hunter's Vision"] --- # Hunter's Vision *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: warden spells diff --git a/compendium/feats/hurling-charge-apg.md b/compendium/feats/hurling-charge-apg.md index 5f72b37a0..3fd06b85d 100644 --- a/compendium/feats/hurling-charge-apg.md +++ b/compendium/feats/hurling-charge-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hurling Charge"] --- # Hurling Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/hurricane-swing-loag.md b/compendium/feats/hurricane-swing-loag.md index 1bea8bc06..5a760fac3 100644 --- a/compendium/feats/hurricane-swing-loag.md +++ b/compendium/feats/hurricane-swing-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Hurricane Swing"] --- # Hurricane Swing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Storm's Lash](compendium/feats/storms-lash-apg.md) - **Frequency**: once per day diff --git a/compendium/feats/hybrid-form-loag.md b/compendium/feats/hybrid-form-loag.md index 98db9f74e..ad063f5cf 100644 --- a/compendium/feats/hybrid-form-loag.md +++ b/compendium/feats/hybrid-form-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Hybrid Form"] --- # Hybrid Form *Feat 5* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") When you [Change Shape](rules/actions/change-shape-kitsune-loag.md), you retain elements of your kitsune form, allowing you to speak in a fox form, use kitsune unarmed attacks in a tailless form, or gain a tail in your tailless form to use abilities that require one. You can [Change Shape](rules/actions/change-shape-kitsune-loag.md) to alter the details of your hybrid form without fully changing into your true form or your alternate form. While in hybrid form, your foxlike features make it obvious that you aren't a normal humanoid. diff --git a/compendium/feats/hybrid-shape-lome.md b/compendium/feats/hybrid-shape-lome.md index 6427661c5..8c3ac4726 100644 --- a/compendium/feats/hybrid-shape-lome.md +++ b/compendium/feats/hybrid-shape-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Hybrid Shape"] --- # Hybrid Shape *Feat 5* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") Mastery of your shapeshifting lets you combine the best features of your humanoid and spider forms. When using your Change Shape ability, you can assume a bipedal hybrid shape. This form gains all the benefits of your spider shape as well as the ability to use items and take manipulate actions just as easily as your human shape. diff --git a/compendium/feats/hybrid-study-spell-som.md b/compendium/feats/hybrid-study-spell-som.md index 4b272c8ae..75044f988 100644 --- a/compendium/feats/hybrid-study-spell-som.md +++ b/compendium/feats/hybrid-study-spell-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Hybrid Study Spell"] --- # Hybrid Study Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) diff --git a/compendium/feats/hydraulic-deflection-loag.md b/compendium/feats/hydraulic-deflection-loag.md index 9f5880218..f75e09b6d 100644 --- a/compendium/feats/hydraulic-deflection-loag.md +++ b/compendium/feats/hydraulic-deflection-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Hydraulic Deflection"] --- # Hydraulic Deflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[abjuration](rules/traits/abjuration.md) [azarketi](rules/traits/azarketi-loag.md) [concentrate](rules/traits/concentrate.md) [primal](rules/traits/primal.md) [water](rules/traits/water.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Activity** Single Action diff --git a/compendium/feats/hydraulic-maneuvers-loag.md b/compendium/feats/hydraulic-maneuvers-loag.md index c3ce6c0c3..a5976d0da 100644 --- a/compendium/feats/hydraulic-maneuvers-loag.md +++ b/compendium/feats/hydraulic-maneuvers-loag.md @@ -12,7 +12,7 @@ tags: aliases: ["Hydraulic Maneuvers"] --- # Hydraulic Maneuvers [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[azarketi](rules/traits/azarketi-loag.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [water](rules/traits/water.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Activity** Single Action diff --git a/compendium/feats/hyena-familiar-lome.md b/compendium/feats/hyena-familiar-lome.md index 0fd74e114..0fce3a7cb 100644 --- a/compendium/feats/hyena-familiar-lome.md +++ b/compendium/feats/hyena-familiar-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Hyena Familiar"] --- # Hyena Familiar *Feat 1* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") Hyenas serve gnolls as pets, trackers, and in your case, vessels for spirits. You gain a Tiny hyena as a familiar. diff --git a/compendium/feats/hymn-of-healing-apg.md b/compendium/feats/hymn-of-healing-apg.md index e268ac42c..c9a4d4be6 100644 --- a/compendium/feats/hymn-of-healing-apg.md +++ b/compendium/feats/hymn-of-healing-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hymn Of Healing"] --- # Hymn Of Healing *Feat 1* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You learn the [hymn of healing](compendium/spells/hymn-of-healing-apg.md) composition spell, which imbues your music with rich melodies that help your allies recover from harm. diff --git a/compendium/feats/hypnotic-lure-loil.md b/compendium/feats/hypnotic-lure-loil.md index 9aba021ad..2c03aa69f 100644 --- a/compendium/feats/hypnotic-lure-loil.md +++ b/compendium/feats/hypnotic-lure-loil.md @@ -12,7 +12,7 @@ tags: aliases: ["Hypnotic Lure"] --- # Hypnotic Lure [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nagaji](rules/traits/nagaji-loil.md) [occult](rules/traits/occult.md) [visual](rules/traits/visual.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Frequency**: once per hour - **Activity** Two-Action diff --git a/compendium/feats/ice-crafter-lomm.md b/compendium/feats/ice-crafter-lomm.md index aa7f5c2e3..10df456fc 100644 --- a/compendium/feats/ice-crafter-lomm.md +++ b/compendium/feats/ice-crafter-lomm.md @@ -7,7 +7,7 @@ tags: aliases: ["Ice Crafter"] --- # Ice Crafter *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) diff --git a/compendium/feats/icy-apotheosis-tv.md b/compendium/feats/icy-apotheosis-tv.md index 16629398c..154c2cbf1 100644 --- a/compendium/feats/icy-apotheosis-tv.md +++ b/compendium/feats/icy-apotheosis-tv.md @@ -7,10 +7,10 @@ tags: aliases: ["Icy Apotheosis"] --- # Icy Apotheosis *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") -You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the [cold](rules/traits/cold.md) trait. You automatically succeed on saving throws against effects that have the [cold](rules/traits/cold.md) trait. +You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait. You automatically succeed on saving throws against effects that have the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait. *Source: Treasure Vault p. 185* %% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/idol-threat-loil.md b/compendium/feats/idol-threat-loil.md index 24a40a61f..b8e54897f 100644 --- a/compendium/feats/idol-threat-loil.md +++ b/compendium/feats/idol-threat-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Idol Threat"] --- # Idol Threat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Beastbrood](compendium/feats/beastbrood-loag.md) - **Requirements**: You're holding something sacred or precious to a creature, such as a relic or personal depiction of their deity or a precious personal memento. diff --git a/compendium/feats/idyllkin-loag.md b/compendium/feats/idyllkin-loag.md index ae5511e7f..ba878cb1a 100644 --- a/compendium/feats/idyllkin-loag.md +++ b/compendium/feats/idyllkin-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Idyllkin"] --- # Idyllkin *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") Your wild, unique features betray your agathion birthright. Serene celestials from the plane of Nirvana, agathions seek the peaceful path, ensuring a better world for all to coexist. Your halcyon demeanor leads you to search for peaceful resolution to conflict. You gain the trained proficiency rank in [Nature](compendium/skills.md#Nature). If you would automatically become trained in [Nature](compendium/skills.md#Nature) (from your background or class, for example), you instead become trained in a skill of your choice. You know the Sylvan language and gain the [Natural Medicine](compendium/feats/natural-medicine.md) skill feat. diff --git a/compendium/feats/illusion-sense.md b/compendium/feats/illusion-sense.md index 67ac42b24..e4cc6336b 100644 --- a/compendium/feats/illusion-sense.md +++ b/compendium/feats/illusion-sense.md @@ -7,7 +7,7 @@ tags: aliases: ["Illusion Sense"] --- # Illusion Sense *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both [Perception](compendium/skills.md#Perception) checks and Will saves against illusions. When you come within 10 feet of an illusion that can be 0, the GM rolls a secret check for you to 0, even if you didn't spend an action to [Interact](rules/actions/interact.md) with the illusion. diff --git a/compendium/feats/ilverani-purist-gw3.md b/compendium/feats/ilverani-purist-gw3.md new file mode 100644 index 000000000..eb53b01cb --- /dev/null +++ b/compendium/feats/ilverani-purist-gw3.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw3 +- trait/archetype +- trait/skill +aliases: ["Ilverani Purist"] +--- +# Ilverani Purist *Feat 8* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") + +- **Prerequisites**: Twilight Speaker Dedication + +All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Ilverani way unchanged. Such dedication has given you a trained eye for subtlety and deception. When you attempt to Sense the Motive of a non-elf humanoid creature and you roll a critical failure, you fail instead. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 79* +%% #compendium/src/pf2e/gw3 #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/immortal-bear-tv.md b/compendium/feats/immortal-bear-tv.md index 417623764..ea6d9636d 100644 --- a/compendium/feats/immortal-bear-tv.md +++ b/compendium/feats/immortal-bear-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Immortal Bear"] --- # Immortal Bear *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Ursine Avenger Form diff --git a/compendium/feats/impaling-briars.md b/compendium/feats/impaling-briars.md index 58811d804..6739fe2ab 100644 --- a/compendium/feats/impaling-briars.md +++ b/compendium/feats/impaling-briars.md @@ -7,7 +7,7 @@ tags: aliases: ["Impaling Briars"] --- # Impaling Briars *Feat 16* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Leaf order diff --git a/compendium/feats/impaling-finisher-apg.md b/compendium/feats/impaling-finisher-apg.md index 10672ab76..986e31f89 100644 --- a/compendium/feats/impaling-finisher-apg.md +++ b/compendium/feats/impaling-finisher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Impaling Finisher"] --- # Impaling Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Activity** Single Action diff --git a/compendium/feats/impaling-thrust-apg.md b/compendium/feats/impaling-thrust-apg.md index 5d4cca501..14cb50700 100644 --- a/compendium/feats/impaling-thrust-apg.md +++ b/compendium/feats/impaling-thrust-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Impaling Thrust"] --- # Impaling Thrust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Requirements**: You are wielding a melee weapon that deals piercing damage. - **Activity** Two-Action diff --git a/compendium/feats/impassable-wall-stance-locg.md b/compendium/feats/impassable-wall-stance-locg.md index 08caab1ad..c0b867006 100644 --- a/compendium/feats/impassable-wall-stance-locg.md +++ b/compendium/feats/impassable-wall-stance-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Impassable Wall Stance"] --- # Impassable Wall Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Attack of Opportunity](rules/actions/attack-of-opportunity.md) - **Activity** Single Action diff --git a/compendium/feats/impeccable-crafting.md b/compendium/feats/impeccable-crafting.md index 8ad33e409..3ccdcc541 100644 --- a/compendium/feats/impeccable-crafting.md +++ b/compendium/feats/impeccable-crafting.md @@ -8,7 +8,7 @@ tags: aliases: ["Impeccable Crafting"] --- # Impeccable Crafting *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Specialty Crafting](compendium/feats/specialty-crafting.md) diff --git a/compendium/feats/implausible-infiltration.md b/compendium/feats/implausible-infiltration.md index ea13943c5..1716aa22e 100644 --- a/compendium/feats/implausible-infiltration.md +++ b/compendium/feats/implausible-infiltration.md @@ -9,7 +9,7 @@ tags: aliases: ["Implausible Infiltration"] --- # Implausible Infiltration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* -[magical](rules/traits/magical.md) [move](rules/traits/move.md) [rogue](rules/traits/rogue.md) +[magical](rules/traits/magical.md "Magical Item Trait") [move](rules/traits/move.md "Move Combat Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: legendary in [Acrobatics](compendium/skills.md#Acrobatics), [Quick Squeeze](compendium/feats/quick-squeeze.md) - **Requirements**: You are adjacent to a floor or vertical wall. diff --git a/compendium/feats/implausible-purchase-investigator-apg.md b/compendium/feats/implausible-purchase-investigator-apg.md index 6ba0ec043..3de4ae3e9 100644 --- a/compendium/feats/implausible-purchase-investigator-apg.md +++ b/compendium/feats/implausible-purchase-investigator-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Implausible Purchase (Investigator)"] --- # Implausible Purchase (Investigator) *Feat 16* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: Predictive Purchase diff --git a/compendium/feats/implausible-purchase-rogue-apg.md b/compendium/feats/implausible-purchase-rogue-apg.md index f958dae40..171997691 100644 --- a/compendium/feats/implausible-purchase-rogue-apg.md +++ b/compendium/feats/implausible-purchase-rogue-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Implausible Purchase (Rogue)"] --- # Implausible Purchase (Rogue) *Feat 18* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: Predictive Purchase diff --git a/compendium/feats/implement-initiate-da.md b/compendium/feats/implement-initiate-da.md index 5ce04e433..2bf3430ca 100644 --- a/compendium/feats/implement-initiate-da.md +++ b/compendium/feats/implement-initiate-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Implement Initiate"] --- # Implement Initiate *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) diff --git a/compendium/feats/implements-assault-da.md b/compendium/feats/implements-assault-da.md index 8b618a703..be8e51693 100644 --- a/compendium/feats/implements-assault-da.md +++ b/compendium/feats/implements-assault-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Implement's Assault"] --- # Implement's Assault [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Requirements**: You're holding an implement. - **Activity** Three-Action diff --git a/compendium/feats/implements-flight-da.md b/compendium/feats/implements-flight-da.md index 75f098fc4..994014834 100644 --- a/compendium/feats/implements-flight-da.md +++ b/compendium/feats/implements-flight-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Implement's Flight"] --- # Implement's Flight *Feat 16* -[primal](rules/traits/primal.md) [thaumaturge](rules/traits/thaumaturge-da.md) [transmutation](rules/traits/transmutation.md) +[primal](rules/traits/primal.md "Primal Tradition Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") By weakening your relation to the ground and strengthening your relation to the sky, you've learned to soar through the air, your implement carrying you as surely as any broomstick or pestle. As long as you're holding a thaumaturge implement, you gain a fly Speed equal to your land Speed. diff --git a/compendium/feats/impose-order-da.md b/compendium/feats/impose-order-da.md index 85b538dba..bcab4c061 100644 --- a/compendium/feats/impose-order-da.md +++ b/compendium/feats/impose-order-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Impose Order"] --- # Impose Order [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fortune](rules/traits/fortune.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Requirements**: precise discipline subconscious mind - **Activity** Single Action diff --git a/compendium/feats/impose-order-loag.md b/compendium/feats/impose-order-loag.md index 87dcf6e89..5319955a0 100644 --- a/compendium/feats/impose-order-loag.md +++ b/compendium/feats/impose-order-loag.md @@ -8,15 +8,15 @@ tags: aliases: ["Impose Order"] --- # Impose Order [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[aphorite](rules/traits/aphorite-loag.md) [fortune](rules/traits/fortune.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Frequency**: once per day -- **Trigger** You would critically fail a skill check or suffer an effect with the [misfortune](rules/traits/misfortune.md) trait. +- **Trigger** You would critically fail a skill check or suffer an effect with the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") trait. - **Activity** Reaction You shift the underlying fabric of reality to impose a baseline of order. -If the trigger was a skill check, you instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). If the trigger was an effect with the [misfortune](rules/traits/misfortune.md) trait, the [misfortune](rules/traits/misfortune.md) and [fortune](rules/traits/fortune.md) effects cancel each other out as normal, negating the triggering [misfortune](rules/traits/misfortune.md) effect. +If the trigger was a skill check, you instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). If the trigger was an effect with the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") trait, the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") and [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects cancel each other out as normal, negating the triggering [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. *Source: Lost Omens: Ancestry Guide p. 78* %% #compendium/src/pf2e/loag #trait/aphorite #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/imposing-destrier.md b/compendium/feats/imposing-destrier.md index 2fc9b4280..52b008672 100644 --- a/compendium/feats/imposing-destrier.md +++ b/compendium/feats/imposing-destrier.md @@ -7,7 +7,7 @@ tags: aliases: ["Imposing Destrier"] --- # Imposing Destrier *Feat 10* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (steed), [Loyal Warhorse](compendium/feats/loyal-warhorse.md) diff --git a/compendium/feats/impossible-flurry.md b/compendium/feats/impossible-flurry.md index 71661361f..879478737 100644 --- a/compendium/feats/impossible-flurry.md +++ b/compendium/feats/impossible-flurry.md @@ -9,7 +9,7 @@ tags: aliases: ["Impossible Flurry"] --- # Impossible Flurry [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[flourish](rules/traits/flourish.md) [open](rules/traits/open.md) [ranger](rules/traits/ranger.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Requirements**: You are wielding two melee weapons, each in a different hand. - **Activity** Three-Action diff --git a/compendium/feats/impossible-gossip-lotgb.md b/compendium/feats/impossible-gossip-lotgb.md index 9a4898811..878c05e2a 100644 --- a/compendium/feats/impossible-gossip-lotgb.md +++ b/compendium/feats/impossible-gossip-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Impossible Gossip"] --- # Impossible Gossip *Feat 13* -[poppet](rules/traits/poppet-lotgb.md) [uncommon](rules/traits/uncommon.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You can speak to inanimate objects, finding a magical spark within them similar to the one that animated you. You can cast [stone tell](compendium/spells/stone-tell.md) once per day as an arcane innate spell, but instead of speaking with natural or worked stone, you speak with toys, statues, or other three-dimensional inanimate objects crafted to mimic a creature's appearance, regardless of their composition. The GM has discretion over which objects you can speak with and what they know, although objects generally have a good opinion of those who have cared for them and a poor opinion of those who have neglected or ignored them. diff --git a/compendium/feats/impossible-polymath.md b/compendium/feats/impossible-polymath.md index 1c7d49bc9..b6622e702 100644 --- a/compendium/feats/impossible-polymath.md +++ b/compendium/feats/impossible-polymath.md @@ -7,7 +7,7 @@ tags: aliases: ["Impossible Polymath"] --- # Impossible Polymath *Feat 18* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), or [Religion](compendium/skills.md#Religion); [Esoteric Polymath](compendium/feats/esoteric-polymath.md) diff --git a/compendium/feats/impossible-riposte-apg.md b/compendium/feats/impossible-riposte-apg.md index 2c1138814..e148a6708 100644 --- a/compendium/feats/impossible-riposte-apg.md +++ b/compendium/feats/impossible-riposte-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Impossible Riposte"] --- # Impossible Riposte *Feat 14* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: [Opportune Riposte](rules/actions/opportune-riposte-apg.md) diff --git a/compendium/feats/impossible-snares-apg.md b/compendium/feats/impossible-snares-apg.md index 55d987664..fabd20a9a 100644 --- a/compendium/feats/impossible-snares-apg.md +++ b/compendium/feats/impossible-snares-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Impossible Snares"] --- # Impossible Snares *Feat 20* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Ubiquitous Snares](compendium/feats/ubiquitous-snares.md) diff --git a/compendium/feats/impossible-striker.md b/compendium/feats/impossible-striker.md index e244a5755..26e51b324 100644 --- a/compendium/feats/impossible-striker.md +++ b/compendium/feats/impossible-striker.md @@ -7,7 +7,7 @@ tags: aliases: ["Impossible Striker"] --- # Impossible Striker *Feat 20* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: [Sly Striker](compendium/feats/sly-striker.md) diff --git a/compendium/feats/impossible-technique.md b/compendium/feats/impossible-technique.md index 5558a0d2b..193f5e5cd 100644 --- a/compendium/feats/impossible-technique.md +++ b/compendium/feats/impossible-technique.md @@ -8,7 +8,7 @@ tags: aliases: ["Impossible Technique"] --- # Impossible Technique [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[fortune](rules/traits/fortune.md) [monk](rules/traits/monk.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Trigger** An enemy's attack hits you or you fail a saving throw against an enemy's ability. - **Requirements**: You are not armored or [fatigued](rules/conditions.md#Fatigued). diff --git a/compendium/feats/impossible-volley-fighter.md b/compendium/feats/impossible-volley-fighter.md index 618cca01d..f1cba070a 100644 --- a/compendium/feats/impossible-volley-fighter.md +++ b/compendium/feats/impossible-volley-fighter.md @@ -9,9 +9,9 @@ tags: aliases: ["Impossible Volley (Fighter)"] --- # Impossible Volley (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") -- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md) trait and [reload 0](rules/traits/reload.md). +- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md "Volley Weapon Trait") trait and reload 0. - **Activity** Three-Action You fire a volley at all foes in an area. Make one [Strike](rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. diff --git a/compendium/feats/impossible-volley-ranger.md b/compendium/feats/impossible-volley-ranger.md index 96848ea15..cf7990a85 100644 --- a/compendium/feats/impossible-volley-ranger.md +++ b/compendium/feats/impossible-volley-ranger.md @@ -9,9 +9,9 @@ tags: aliases: ["Impossible Volley (Ranger)"] --- # Impossible Volley (Ranger) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[flourish](rules/traits/flourish.md) [open](rules/traits/open.md) [ranger](rules/traits/ranger.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") -- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md) trait and [reload 0](rules/traits/reload.md). +- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md "Volley Weapon Trait") trait and reload 0. - **Activity** Three-Action You fire a volley at all foes in an area. Make one [Strike](rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. diff --git a/compendium/feats/impressive-landing-apg.md b/compendium/feats/impressive-landing-apg.md index 31e20691f..f3ddf8b40 100644 --- a/compendium/feats/impressive-landing-apg.md +++ b/compendium/feats/impressive-landing-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Impressive Landing"] --- # Impressive Landing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Trigger** You fall at least 10 feet and land on a solid surface. - **Activity** Reaction diff --git a/compendium/feats/impressive-mount-apg.md b/compendium/feats/impressive-mount-apg.md index 27001fe14..199db047b 100644 --- a/compendium/feats/impressive-mount-apg.md +++ b/compendium/feats/impressive-mount-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Impressive Mount"] --- # Impressive Mount *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) diff --git a/compendium/feats/impressive-performance.md b/compendium/feats/impressive-performance.md index 4c5c2591c..439114abd 100644 --- a/compendium/feats/impressive-performance.md +++ b/compendium/feats/impressive-performance.md @@ -8,7 +8,7 @@ tags: aliases: ["Impressive Performance"] --- # Impressive Performance *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) diff --git a/compendium/feats/improbable-elixirs.md b/compendium/feats/improbable-elixirs.md index 89042a9bd..15c41c982 100644 --- a/compendium/feats/improbable-elixirs.md +++ b/compendium/feats/improbable-elixirs.md @@ -7,10 +7,10 @@ tags: aliases: ["Improbable Elixirs"] --- # Improbable Elixirs *Feat 18* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to create these potions as alchemical items with the [elixir](rules/traits/elixir.md) trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use [alchemist's tools](compendium/equipment/items/alchemists-tools.md) (for [Quick Alchemy](rules/actions/quick-alchemy.md)) or an [alchemist's lab](compendium/equipment/items/alchemists-lab.md) (for the [Craft](rules/actions/craft.md) activity) instead of any other required tool kits. Other than that, the formula does not change. Once you've chosen the potion formulas, they can't be changed. +Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to create these potions as alchemical items with the [elixir](rules/traits/elixir.md "Elixir Item Trait") trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use [alchemist's tools](compendium/equipment/items/alchemists-tools.md) (for [Quick Alchemy](rules/actions/quick-alchemy.md)) or an [alchemist's lab](compendium/equipment/items/alchemists-lab.md) (for the [Craft](rules/actions/craft.md) activity) instead of any other required tool kits. Other than that, the formula does not change. Once you've chosen the potion formulas, they can't be changed. *Source: Core Rulebook p. 81* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/improved-command-undead.md b/compendium/feats/improved-command-undead.md index 8a93cf75d..8049c096c 100644 --- a/compendium/feats/improved-command-undead.md +++ b/compendium/feats/improved-command-undead.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Command Undead"] --- # Improved Command Undead *Feat 10* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: harmful font, [Command Undead](compendium/feats/command-undead.md), evil alignment diff --git a/compendium/feats/improved-communal-healing.md b/compendium/feats/improved-communal-healing.md index 3dd009b06..c5a4ef3ea 100644 --- a/compendium/feats/improved-communal-healing.md +++ b/compendium/feats/improved-communal-healing.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Communal Healing"] --- # Improved Communal Healing *Feat 4* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Communal Healing](compendium/feats/communal-healing.md) diff --git a/compendium/feats/improved-dueling-riposte.md b/compendium/feats/improved-dueling-riposte.md index 9ee5952d5..0bb3a8190 100644 --- a/compendium/feats/improved-dueling-riposte.md +++ b/compendium/feats/improved-dueling-riposte.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Dueling Riposte"] --- # Improved Dueling Riposte *Feat 12* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Dueling Riposte](compendium/feats/dueling-riposte.md) diff --git a/compendium/feats/improved-elemental-bulwark-loag.md b/compendium/feats/improved-elemental-bulwark-loag.md index d6a4b9e15..32214120d 100644 --- a/compendium/feats/improved-elemental-bulwark-loag.md +++ b/compendium/feats/improved-elemental-bulwark-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Elemental Bulwark"] --- # Improved Elemental Bulwark *Feat 13* -[suli](rules/traits/suli-b2.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") - **Prerequisites**: [Elemental Bulwark](compendium/feats/elemental-bulwark-loag.md) diff --git a/compendium/feats/improved-familiar-familiar-master-apg.md b/compendium/feats/improved-familiar-familiar-master-apg.md index 4182f23aa..031cb54d6 100644 --- a/compendium/feats/improved-familiar-familiar-master-apg.md +++ b/compendium/feats/improved-familiar-familiar-master-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Familiar (Familiar Master)"] --- # Improved Familiar (Familiar Master) *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) diff --git a/compendium/feats/improved-familiar-witch-apg.md b/compendium/feats/improved-familiar-witch-apg.md index 01494c3f8..342dfec50 100644 --- a/compendium/feats/improved-familiar-witch-apg.md +++ b/compendium/feats/improved-familiar-witch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Familiar (Witch)"] --- # Improved Familiar (Witch) *Feat 4* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal. diff --git a/compendium/feats/improved-hijack-undead-ooa3.md b/compendium/feats/improved-hijack-undead-ooa3.md index d328a608b..1e35ce77a 100644 --- a/compendium/feats/improved-hijack-undead-ooa3.md +++ b/compendium/feats/improved-hijack-undead-ooa3.md @@ -7,11 +7,11 @@ tags: aliases: ["Improved Hijack Undead"] --- # Improved Hijack Undead *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md), [Hijack Undead](compendium/feats/hijack-undead-ooa3.md) -Undead creatures find it all but impossible to resist your commands. When you use [Hijack Undead](compendium/feats/hijack-undead-ooa3.md), if the undead fails its save, it becomes your [minion](rules/traits/minion.md) for 10 minutes. If it critically fails, it becomes your [minion](rules/traits/minion.md) for 24 hours. +Undead creatures find it all but impossible to resist your commands. When you use [Hijack Undead](compendium/feats/hijack-undead-ooa3.md), if the undead fails its save, it becomes your [minion](rules/traits/minion.md "Minion Creature Trait") for 10 minutes. If it critically fails, it becomes your [minion](rules/traits/minion.md "Minion Creature Trait") for 24 hours. *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* %% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/improved-knockback.md b/compendium/feats/improved-knockback.md index 0c3bfd9e7..bb0d8e156 100644 --- a/compendium/feats/improved-knockback.md +++ b/compendium/feats/improved-knockback.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Knockback"] --- # Improved Knockback *Feat 12* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/improved-knockdown.md b/compendium/feats/improved-knockdown.md index b1a8be90a..ebb0f3918 100644 --- a/compendium/feats/improved-knockdown.md +++ b/compendium/feats/improved-knockdown.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Knockdown"] --- # Improved Knockdown *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Knockdown](compendium/feats/knockdown.md) diff --git a/compendium/feats/improved-poison-weapon.md b/compendium/feats/improved-poison-weapon.md index 69bc39073..83318b53b 100644 --- a/compendium/feats/improved-poison-weapon.md +++ b/compendium/feats/improved-poison-weapon.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Poison Weapon"] --- # Improved Poison Weapon *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: [Poison Weapon](compendium/feats/poison-weapon.md) diff --git a/compendium/feats/improved-reflexive-shield.md b/compendium/feats/improved-reflexive-shield.md index 997e3788e..7a8696806 100644 --- a/compendium/feats/improved-reflexive-shield.md +++ b/compendium/feats/improved-reflexive-shield.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Reflexive Shield"] --- # Improved Reflexive Shield *Feat 16* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Reflexive Shield](compendium/feats/reflexive-shield.md) diff --git a/compendium/feats/improved-swift-banishment.md b/compendium/feats/improved-swift-banishment.md index 362ecbf5d..3da703a12 100644 --- a/compendium/feats/improved-swift-banishment.md +++ b/compendium/feats/improved-swift-banishment.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Swift Banishment"] --- # Improved Swift Banishment *Feat 18* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Swift Banishment](compendium/feats/swift-banishment.md) diff --git a/compendium/feats/improved-twin-riposte-fighter.md b/compendium/feats/improved-twin-riposte-fighter.md index 59010ad2c..ee0f6c013 100644 --- a/compendium/feats/improved-twin-riposte-fighter.md +++ b/compendium/feats/improved-twin-riposte-fighter.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Twin Riposte (Fighter)"] --- # Improved Twin Riposte (Fighter) *Feat 14* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: Twin Riposte diff --git a/compendium/feats/improved-twin-riposte-ranger.md b/compendium/feats/improved-twin-riposte-ranger.md index 21fad7b87..9e336e379 100644 --- a/compendium/feats/improved-twin-riposte-ranger.md +++ b/compendium/feats/improved-twin-riposte-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Improved Twin Riposte (Ranger)"] --- # Improved Twin Riposte (Ranger) *Feat 16* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: Twin Riposte diff --git a/compendium/feats/improvisational-defender-ec3.md b/compendium/feats/improvisational-defender-ec3.md index f18b66b54..81013822b 100644 --- a/compendium/feats/improvisational-defender-ec3.md +++ b/compendium/feats/improvisational-defender-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Improvisational Defender"] --- # Improvisational Defender *Feat 1* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") You are always prepared for fights that frequently disrupt seemingly peaceful times. When you use an improvised weapon or a shoddy weapon, you don't take the –2 item penalty to attack rolls. diff --git a/compendium/feats/improvisational-warrior-ec3.md b/compendium/feats/improvisational-warrior-ec3.md index 16332ebf5..584c6d606 100644 --- a/compendium/feats/improvisational-warrior-ec3.md +++ b/compendium/feats/improvisational-warrior-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Improvisational Warrior"] --- # Improvisational Warrior *Feat 9* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") - **Prerequisites**: Improvisational Defender diff --git a/compendium/feats/improvise-tool-apg.md b/compendium/feats/improvise-tool-apg.md index 006cc884a..4cb006f0c 100644 --- a/compendium/feats/improvise-tool-apg.md +++ b/compendium/feats/improvise-tool-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Improvise Tool"] --- # Improvise Tool *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/improvised-crafting-lopsg.md b/compendium/feats/improvised-crafting-lopsg.md index 2e2865448..fb6132ce8 100644 --- a/compendium/feats/improvised-crafting-lopsg.md +++ b/compendium/feats/improvised-crafting-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Improvised Crafting"] --- # Improvised Crafting *Feat 8* -[archetype](rules/traits/archetype.md) [exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), expert in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/improvised-critical-apg.md b/compendium/feats/improvised-critical-apg.md index d4de542fd..97e97e052 100644 --- a/compendium/feats/improvised-critical-apg.md +++ b/compendium/feats/improvised-critical-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Improvised Critical"] --- # Improvised Critical *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) diff --git a/compendium/feats/improvised-pummel-apg.md b/compendium/feats/improvised-pummel-apg.md index 3da3548bf..255d21a40 100644 --- a/compendium/feats/improvised-pummel-apg.md +++ b/compendium/feats/improvised-pummel-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Improvised Pummel"] --- # Improvised Pummel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) - **Requirements**: You are wielding an improvised weapon. diff --git a/compendium/feats/improvised-repair-apg.md b/compendium/feats/improvised-repair-apg.md index a0ebba87f..2ea024f8f 100644 --- a/compendium/feats/improvised-repair-apg.md +++ b/compendium/feats/improvised-repair-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Improvised Repair"] --- # Improvised Repair [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Activity** Three-Action diff --git a/compendium/feats/in-plain-sight-da.md b/compendium/feats/in-plain-sight-da.md index 2411b3b61..3c0485550 100644 --- a/compendium/feats/in-plain-sight-da.md +++ b/compendium/feats/in-plain-sight-da.md @@ -8,7 +8,7 @@ tags: aliases: ["In Plain Sight"] --- # In Plain Sight *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) diff --git a/compendium/feats/incredible-aim.md b/compendium/feats/incredible-aim.md index 3c0b44922..b39f937d7 100644 --- a/compendium/feats/incredible-aim.md +++ b/compendium/feats/incredible-aim.md @@ -8,7 +8,7 @@ tags: aliases: ["Incredible Aim"] --- # Incredible Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[concentrate](rules/traits/concentrate.md) [fighter](rules/traits/fighter.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/incredible-beastmaster-companion-apg.md b/compendium/feats/incredible-beastmaster-companion-apg.md index 8902613ca..8dcd7e370 100644 --- a/compendium/feats/incredible-beastmaster-companion-apg.md +++ b/compendium/feats/incredible-beastmaster-companion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Beastmaster Companion"] --- # Incredible Beastmaster Companion *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) diff --git a/compendium/feats/incredible-companion-druid.md b/compendium/feats/incredible-companion-druid.md index 1f9146dc6..ece159b89 100644 --- a/compendium/feats/incredible-companion-druid.md +++ b/compendium/feats/incredible-companion-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Companion (Druid)"] --- # Incredible Companion (Druid) *Feat 8* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Mature Animal Companion (Druid)](compendium/feats/mature-animal-companion-druid.md) diff --git a/compendium/feats/incredible-companion-ranger.md b/compendium/feats/incredible-companion-ranger.md index aac4e297f..79c27bbf2 100644 --- a/compendium/feats/incredible-companion-ranger.md +++ b/compendium/feats/incredible-companion-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Companion (Ranger)"] --- # Incredible Companion (Ranger) *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Mature Animal Companion (Ranger)](compendium/feats/mature-animal-companion-ranger.md) diff --git a/compendium/feats/incredible-familiar-familiar-master-apg.md b/compendium/feats/incredible-familiar-familiar-master-apg.md index 4a88efb06..69f63439f 100644 --- a/compendium/feats/incredible-familiar-familiar-master-apg.md +++ b/compendium/feats/incredible-familiar-familiar-master-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Familiar (Familiar Master)"] --- # Incredible Familiar (Familiar Master) *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Enhanced Familiar diff --git a/compendium/feats/incredible-familiar-thaumaturge-da.md b/compendium/feats/incredible-familiar-thaumaturge-da.md index 5a44b1c53..db083cb96 100644 --- a/compendium/feats/incredible-familiar-thaumaturge-da.md +++ b/compendium/feats/incredible-familiar-thaumaturge-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Familiar (Thaumaturge)"] --- # Incredible Familiar (Thaumaturge) *Feat 8* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Enhanced Familiar diff --git a/compendium/feats/incredible-familiar-witch-apg.md b/compendium/feats/incredible-familiar-witch-apg.md index 94009c10b..d983269d6 100644 --- a/compendium/feats/incredible-familiar-witch-apg.md +++ b/compendium/feats/incredible-familiar-witch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Familiar (Witch)"] --- # Incredible Familiar (Witch) *Feat 8* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: Enhanced Familiar diff --git a/compendium/feats/incredible-ferocity.md b/compendium/feats/incredible-ferocity.md index 9f74ddafa..f975690f3 100644 --- a/compendium/feats/incredible-ferocity.md +++ b/compendium/feats/incredible-ferocity.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Ferocity"] --- # Incredible Ferocity *Feat 13* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Ferocity](compendium/feats/orc-ferocity.md) diff --git a/compendium/feats/incredible-improvisation.md b/compendium/feats/incredible-improvisation.md index d14b90624..b309ebf0e 100644 --- a/compendium/feats/incredible-improvisation.md +++ b/compendium/feats/incredible-improvisation.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Improvisation"] --- # Incredible Improvisation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Clever Improviser](compendium/feats/clever-improviser.md) - **Frequency**: once per day diff --git a/compendium/feats/incredible-initiative.md b/compendium/feats/incredible-initiative.md index b3e411fa5..b5865a887 100644 --- a/compendium/feats/incredible-initiative.md +++ b/compendium/feats/incredible-initiative.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Initiative"] --- # Incredible Initiative *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. diff --git a/compendium/feats/incredible-investiture.md b/compendium/feats/incredible-investiture.md index 98c9f588c..8bdb2f4a4 100644 --- a/compendium/feats/incredible-investiture.md +++ b/compendium/feats/incredible-investiture.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Investiture"] --- # Incredible Investiture *Feat 11* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: Charisma 16 diff --git a/compendium/feats/incredible-luck-apg.md b/compendium/feats/incredible-luck-apg.md index 61f0d65bd..7d830c964 100644 --- a/compendium/feats/incredible-luck-apg.md +++ b/compendium/feats/incredible-luck-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Incredible Luck"] --- # Incredible Luck *Feat 18* -[fortune](rules/traits/fortune.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: [Charmed Life](compendium/feats/charmed-life-apg.md) diff --git a/compendium/feats/incredible-luck-locg.md b/compendium/feats/incredible-luck-locg.md index 0cd50a1c8..950287a5e 100644 --- a/compendium/feats/incredible-luck-locg.md +++ b/compendium/feats/incredible-luck-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Luck"] --- # Incredible Luck *Feat 13* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Halfling Luck](compendium/feats/halfling-luck.md) diff --git a/compendium/feats/incredible-mount-apg.md b/compendium/feats/incredible-mount-apg.md index c3a390d44..593c17ba6 100644 --- a/compendium/feats/incredible-mount-apg.md +++ b/compendium/feats/incredible-mount-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Mount"] --- # Incredible Mount *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Impressive Mount](compendium/feats/impressive-mount-apg.md) diff --git a/compendium/feats/incredible-reanimated-companion-ooa3.md b/compendium/feats/incredible-reanimated-companion-ooa3.md index 428cd4a13..235fe8eed 100644 --- a/compendium/feats/incredible-reanimated-companion-ooa3.md +++ b/compendium/feats/incredible-reanimated-companion-ooa3.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Reanimated Companion"] --- # Incredible Reanimated Companion *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Advanced Reanimated Companion](compendium/feats/advanced-reanimated-companion-ooa3.md) diff --git a/compendium/feats/incredible-recollection-av2.md b/compendium/feats/incredible-recollection-av2.md index 0f8c2597a..18ee1dd4d 100644 --- a/compendium/feats/incredible-recollection-av2.md +++ b/compendium/feats/incredible-recollection-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Recollection"] --- # Incredible Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) - **Activity** Single Action diff --git a/compendium/feats/incredible-ricochet.md b/compendium/feats/incredible-ricochet.md index 605467265..79ed53007 100644 --- a/compendium/feats/incredible-ricochet.md +++ b/compendium/feats/incredible-ricochet.md @@ -9,7 +9,7 @@ tags: aliases: ["Incredible Ricochet"] --- # Incredible Ricochet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](rules/traits/concentrate.md) [fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Prerequisites**: [Incredible Aim](compendium/feats/incredible-aim.md) - **Activity** Single Action diff --git a/compendium/feats/incredible-scout-apg.md b/compendium/feats/incredible-scout-apg.md index d31f7c14e..432873d25 100644 --- a/compendium/feats/incredible-scout-apg.md +++ b/compendium/feats/incredible-scout-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Scout"] --- # Incredible Scout *Feat 11* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: master in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/inertial-barrier-da.md b/compendium/feats/inertial-barrier-da.md index cad9c34f7..c398cf15f 100644 --- a/compendium/feats/inertial-barrier-da.md +++ b/compendium/feats/inertial-barrier-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Inertial Barrier"] --- # Inertial Barrier *Feat 6* -[abjuration](rules/traits/abjuration.md) [amp](rules/traits/amp-da.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [amp](rules/traits/amp-da.md "Amp Feat Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your spell leaves behind barriers that reduce shock and motion. diff --git a/compendium/feats/inescapable-grasp-lotgb.md b/compendium/feats/inescapable-grasp-lotgb.md index f9c39f389..0b21117ea 100644 --- a/compendium/feats/inescapable-grasp-lotgb.md +++ b/compendium/feats/inescapable-grasp-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Inescapable Grasp"] --- # Inescapable Grasp *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) diff --git a/compendium/feats/inexhaustible-countermoves-apg.md b/compendium/feats/inexhaustible-countermoves-apg.md index ab132332b..8b6efbe9a 100644 --- a/compendium/feats/inexhaustible-countermoves-apg.md +++ b/compendium/feats/inexhaustible-countermoves-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Inexhaustible Countermoves"] --- # Inexhaustible Countermoves *Feat 20* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") You can react whenever a foe leaves a gap in their defenses. At the start of each enemy's turn, you gain an extra reaction you can use only during that turn to perform an [Opportune Riposte](rules/actions/opportune-riposte-apg.md), or an Attack of Opportunity if you have that reaction. diff --git a/compendium/feats/infectious-emotions-som.md b/compendium/feats/infectious-emotions-som.md index 330a9c903..5c466284f 100644 --- a/compendium/feats/infectious-emotions-som.md +++ b/compendium/feats/infectious-emotions-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Infectious Emotions"] --- # Infectious Emotions *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) diff --git a/compendium/feats/infiltrate-dream-da.md b/compendium/feats/infiltrate-dream-da.md index 7a0f49b50..8e30f9456 100644 --- a/compendium/feats/infiltrate-dream-da.md +++ b/compendium/feats/infiltrate-dream-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Infiltrate Dream"] --- # Infiltrate Dream *Feat 6* -[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) diff --git a/compendium/feats/infinite-possibilities.md b/compendium/feats/infinite-possibilities.md index 932e1cd51..7a4893bfa 100644 --- a/compendium/feats/infinite-possibilities.md +++ b/compendium/feats/infinite-possibilities.md @@ -7,7 +7,7 @@ tags: aliases: ["Infinite Possibilities"] --- # Infinite Possibilities *Feat 18* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") You've found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that's at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it. diff --git a/compendium/feats/influence-nature-apg.md b/compendium/feats/influence-nature-apg.md index b4b69362a..a4bfb959a 100644 --- a/compendium/feats/influence-nature-apg.md +++ b/compendium/feats/influence-nature-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Influence Nature"] --- # Influence Nature *Feat 7* -[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/initial-eidolon-ability-som.md b/compendium/feats/initial-eidolon-ability-som.md index fc173d539..d7a533e4d 100644 --- a/compendium/feats/initial-eidolon-ability-som.md +++ b/compendium/feats/initial-eidolon-ability-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Initial Eidolon Ability"] --- # Initial Eidolon Ability *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) diff --git a/compendium/feats/innate-magic-intuition-lopsg.md b/compendium/feats/innate-magic-intuition-lopsg.md index 6de4dce2d..fa0f2bdad 100644 --- a/compendium/feats/innate-magic-intuition-lopsg.md +++ b/compendium/feats/innate-magic-intuition-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Innate Magic Intuition"] --- # Innate Magic Intuition *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/feats/inner-breath-loag.md b/compendium/feats/inner-breath-loag.md index e15bd2851..a408ad175 100644 --- a/compendium/feats/inner-breath-loag.md +++ b/compendium/feats/inner-breath-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Inner Breath"] --- # Inner Breath *Feat 9* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") Your body is capable of recycling its own air. When you hold your breath, you can do so for an additional hour. At the end of this hour, your body needs to rest before it can recycle air again. This rest requires 10 minutes of exposure to breathable air. diff --git a/compendium/feats/inner-fire-loag.md b/compendium/feats/inner-fire-loag.md index cb3994dc0..54586c654 100644 --- a/compendium/feats/inner-fire-loag.md +++ b/compendium/feats/inner-fire-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Inner Fire"] --- # Inner Fire *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") You can call the fire inside you into the palm of your hand. You can cast the [produce flame](compendium/spells/produce-flame.md) cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/inner-fire-som.md b/compendium/feats/inner-fire-som.md index 25698506f..df8c8a046 100644 --- a/compendium/feats/inner-fire-som.md +++ b/compendium/feats/inner-fire-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Inner Fire"] --- # Inner Fire *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Stoked Flame Stance](compendium/feats/stoked-flame-stance-som.md) diff --git a/compendium/feats/inner-strength-apg.md b/compendium/feats/inner-strength-apg.md index cfe30a894..95e8e1ea4 100644 --- a/compendium/feats/inner-strength-apg.md +++ b/compendium/feats/inner-strength-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Inner Strength"] --- # Inner Strength [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/innocent-butterfly-frp1.md b/compendium/feats/innocent-butterfly-frp1.md index 7a3ad002b..fcb620bba 100644 --- a/compendium/feats/innocent-butterfly-frp1.md +++ b/compendium/feats/innocent-butterfly-frp1.md @@ -7,7 +7,7 @@ tags: aliases: ["Innocent Butterfly"] --- # Innocent Butterfly *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) diff --git a/compendium/feats/innocuous-locg.md b/compendium/feats/innocuous-locg.md index 98a9562ce..8a023f538 100644 --- a/compendium/feats/innocuous-locg.md +++ b/compendium/feats/innocuous-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Innocuous"] --- # Innocuous *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) (or another skill of your choice, if you're already trained in [Deception](compendium/skills.md#Deception)) diff --git a/compendium/feats/inoculation-apg.md b/compendium/feats/inoculation-apg.md index 67cd072ab..eb5d239bd 100644 --- a/compendium/feats/inoculation-apg.md +++ b/compendium/feats/inoculation-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Inoculation"] --- # Inoculation *Feat 1* -[general](rules/traits/general.md) [healing](rules/traits/healing.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/inoculation-subroutine-loag.md b/compendium/feats/inoculation-subroutine-loag.md index a04c81278..86f7fb296 100644 --- a/compendium/feats/inoculation-subroutine-loag.md +++ b/compendium/feats/inoculation-subroutine-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Inoculation Subroutine"] --- # Inoculation Subroutine *Feat 5* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") Your nanites reject diseases with ease. Each time you succeed at a Fortitude save against an ongoing disease, you reduce its stage by 2, or by 1 against a virulent disease. Each critical success you achieve against an ongoing disease reduces its stage by 3, or by 2 against a virulent disease. diff --git a/compendium/feats/insect-shape.md b/compendium/feats/insect-shape.md index 92dde5630..cdb554f55 100644 --- a/compendium/feats/insect-shape.md +++ b/compendium/feats/insect-shape.md @@ -7,7 +7,7 @@ tags: aliases: ["Insect Shape"] --- # Insect Shape *Feat 6* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) diff --git a/compendium/feats/insistent-command-ec2.md b/compendium/feats/insistent-command-ec2.md index 44524affd..790b4cf79 100644 --- a/compendium/feats/insistent-command-ec2.md +++ b/compendium/feats/insistent-command-ec2.md @@ -9,7 +9,7 @@ tags: aliases: ["Insistent Command"] --- # Insistent Command *Feat 8* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Master in [Nature](compendium/skills.md#Nature), Animal Trainer Dedication diff --git a/compendium/feats/inspirational-focus.md b/compendium/feats/inspirational-focus.md index 1a562e9ad..63e4b2424 100644 --- a/compendium/feats/inspirational-focus.md +++ b/compendium/feats/inspirational-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Inspirational Focus"] --- # Inspirational Focus *Feat 12* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. diff --git a/compendium/feats/inspirational-performance.md b/compendium/feats/inspirational-performance.md index ede179172..17b41ad62 100644 --- a/compendium/feats/inspirational-performance.md +++ b/compendium/feats/inspirational-performance.md @@ -7,7 +7,7 @@ tags: aliases: ["Inspirational Performance"] --- # Inspirational Performance *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) diff --git a/compendium/feats/inspire-competence.md b/compendium/feats/inspire-competence.md index 6b50ea300..b79e4f299 100644 --- a/compendium/feats/inspire-competence.md +++ b/compendium/feats/inspire-competence.md @@ -7,7 +7,7 @@ tags: aliases: ["Inspire Competence"] --- # Inspire Competence *Feat 2* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Maestro muse diff --git a/compendium/feats/inspire-defense.md b/compendium/feats/inspire-defense.md index 418900edf..d48dec363 100644 --- a/compendium/feats/inspire-defense.md +++ b/compendium/feats/inspire-defense.md @@ -7,7 +7,7 @@ tags: aliases: ["Inspire Defense"] --- # Inspire Defense *Feat 4* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Maestro muse diff --git a/compendium/feats/inspire-heroics.md b/compendium/feats/inspire-heroics.md index 21608f987..cb8d9cd5c 100644 --- a/compendium/feats/inspire-heroics.md +++ b/compendium/feats/inspire-heroics.md @@ -7,7 +7,7 @@ tags: aliases: ["Inspire Heroics"] --- # Inspire Heroics *Feat 8* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Maestro muse diff --git a/compendium/feats/inspire-imitation.md b/compendium/feats/inspire-imitation.md index 165890de5..328b70784 100644 --- a/compendium/feats/inspire-imitation.md +++ b/compendium/feats/inspire-imitation.md @@ -7,7 +7,7 @@ tags: aliases: ["Inspire Imitation"] --- # Inspire Imitation *Feat 5* -[half-elf](rules/traits/half-elf.md) +[half-elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the [Aid](rules/actions/aid.md) reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so. diff --git a/compendium/feats/inspired-stratagem-apg.md b/compendium/feats/inspired-stratagem-apg.md index 3672f335b..80ed3c82c 100644 --- a/compendium/feats/inspired-stratagem-apg.md +++ b/compendium/feats/inspired-stratagem-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Inspired Stratagem"] --- # Inspired Stratagem [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[fortune](rules/traits/fortune.md) [linguistic](rules/traits/linguistic.md) [rogue](rules/traits/rogue.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** One of the required allies is about to attempt an attack roll or skill check. - **Requirements**: You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies. diff --git a/compendium/feats/inspiring-marshal-stance-apg.md b/compendium/feats/inspiring-marshal-stance-apg.md index 732dcb6ab..dcc03e412 100644 --- a/compendium/feats/inspiring-marshal-stance-apg.md +++ b/compendium/feats/inspiring-marshal-stance-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Inspiring Marshal Stance"] --- # Inspiring Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Diplomacy](compendium/skills.md#Diplomacy) - **Activity** Single Action @@ -17,7 +17,7 @@ aliases: ["Inspiring Marshal Stance"] You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a [Diplomacy](compendium/skills.md#Diplomacy) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. > [!success-degree] -> - **Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against [mental](rules/traits/mental.md) effects. +> - **Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. > - **Success** As critical success, but your aura's size doesn't increase. > - **Failure** You fail to enter the stance. > - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. diff --git a/compendium/feats/inspiring-resilience-lokl.md b/compendium/feats/inspiring-resilience-lokl.md index 2d6c1d6c7..c7684b9be 100644 --- a/compendium/feats/inspiring-resilience-lokl.md +++ b/compendium/feats/inspiring-resilience-lokl.md @@ -11,10 +11,10 @@ tags: aliases: ["Inspiring Resilience"] --- # Inspiring Resilience [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[bard](rules/traits/bard.md) [champion](rules/traits/champion.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [champion](rules/traits/champion.md "Champion Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. -- **Trigger** You and at least one other creature become the target of a spell or effect with the emotion, [fear](rules/traits/fear.md), or [mental](rules/traits/mental.md) trait that allows a saving throw, and you haven't rolled the save yet. +- **Trigger** You and at least one other creature become the target of a spell or effect with the emotion, [fear](rules/traits/fear.md "Fear Effect Trait"), or [mental](rules/traits/mental.md "Mental Effect Trait") trait that allows a saving throw, and you haven't rolled the save yet. - **Activity** Reaction You show defiance in times of hardship and inspire your companions to persevere. diff --git a/compendium/feats/inspirit-hazard-loag.md b/compendium/feats/inspirit-hazard-loag.md index cff0a1cd3..938b29c15 100644 --- a/compendium/feats/inspirit-hazard-loag.md +++ b/compendium/feats/inspirit-hazard-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Inspirit Hazard"] --- # Inspirit Hazard [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[catfolk](rules/traits/catfolk-b1.md) [concentrate](rules/traits/concentrate.md) [occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Frequency**: once per day - **Trigger** You Disable a hazard. diff --git a/compendium/feats/instant-armor-lokl.md b/compendium/feats/instant-armor-lokl.md index 114315d9b..36686f29d 100644 --- a/compendium/feats/instant-armor-lokl.md +++ b/compendium/feats/instant-armor-lokl.md @@ -7,11 +7,11 @@ tags: aliases: ["Instant Armor"] --- # Instant Armor *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) -A knight is nothing without their armor, and you know how to keep yours ready. You can perform a 10-minute ritual, which has the [conjuration](rules/traits/conjuration.md) and [magical](rules/traits/magical.md) traits, to divert a set of heavy armor you are wearing into an extradimensional space connected to you. While the armor is in this space, you can use a three-action activity, which has the concentrate, [conjuration](rules/traits/conjuration.md), and [teleportation](rules/traits/teleportation.md) traits, to phase the armor back and instantly don it. The armor automatically phases away if you don another set of armor, if you become [unconscious](rules/conditions.md#Unconscious), or if you die. If you are incapable of wearing the armor when it phases back, it appears in your square instead. +A knight is nothing without their armor, and you know how to keep yours ready. You can perform a 10-minute ritual, which has the [conjuration](rules/traits/conjuration.md "Conjuration School Trait") and [magical](rules/traits/magical.md "Magical Item Trait") traits, to divert a set of heavy armor you are wearing into an extradimensional space connected to you. While the armor is in this space, you can use a three-action activity, which has the concentrate, [conjuration](rules/traits/conjuration.md "Conjuration School Trait"), and [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") traits, to phase the armor back and instantly don it. The armor automatically phases away if you don another set of armor, if you become [unconscious](rules/conditions.md#Unconscious), or if you die. If you are incapable of wearing the armor when it phases back, it appears in your square instead. *Source: Lost Omens: Knights of Lastwall p. 75* %% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/instant-opening.md b/compendium/feats/instant-opening.md index 504e59e85..5733404ec 100644 --- a/compendium/feats/instant-opening.md +++ b/compendium/feats/instant-opening.md @@ -8,11 +8,11 @@ tags: aliases: ["Instant Opening"] --- # Instant Opening [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Single Action -You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. +You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") trait. *Source: Core Rulebook p. 188* %% #compendium/src/pf2e/crb #trait/concentrate #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/instigate-psychic-duel-da.md b/compendium/feats/instigate-psychic-duel-da.md index e8c31ace0..29a83d15a 100644 --- a/compendium/feats/instigate-psychic-duel-da.md +++ b/compendium/feats/instigate-psychic-duel-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Instigate Psychic Duel"] --- # Instigate Psychic Duel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) - **Frequency**: once per day diff --git a/compendium/feats/instinct-ability.md b/compendium/feats/instinct-ability.md index b260cafaa..ba6a2dfc6 100644 --- a/compendium/feats/instinct-ability.md +++ b/compendium/feats/instinct-ability.md @@ -7,7 +7,7 @@ tags: aliases: ["Instinct Ability"] --- # Instinct Ability *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) diff --git a/compendium/feats/instinctive-obfuscation-apg.md b/compendium/feats/instinctive-obfuscation-apg.md index da4c0a639..5786065ce 100644 --- a/compendium/feats/instinctive-obfuscation-apg.md +++ b/compendium/feats/instinctive-obfuscation-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Instinctive Obfuscation"] --- # Instinctive Obfuscation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[gnome](rules/traits/gnome.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat - **Frequency**: once per day diff --git a/compendium/feats/instinctive-strike-apg.md b/compendium/feats/instinctive-strike-apg.md index 0fc60162b..3f1d72aef 100644 --- a/compendium/feats/instinctive-strike-apg.md +++ b/compendium/feats/instinctive-strike-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Instinctive Strike"] --- # Instinctive Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[barbarian](rules/traits/barbarian.md) [manipulate](rules/traits/manipulate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: [Acute Scent](compendium/feats/acute-scent.md) or precise or imprecise [scent](rules/abilities/scent.md) - **Activity** Two-Action diff --git a/compendium/feats/instinctual-interception-lokl.md b/compendium/feats/instinctual-interception-lokl.md index 7d6316f16..43abcbd15 100644 --- a/compendium/feats/instinctual-interception-lokl.md +++ b/compendium/feats/instinctual-interception-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Instinctual Interception"] --- # Instinctual Interception *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), Interrupt Charge diff --git a/compendium/feats/instructive-strike-da.md b/compendium/feats/instructive-strike-da.md index 26dee2c47..eee3cb27c 100644 --- a/compendium/feats/instructive-strike-da.md +++ b/compendium/feats/instructive-strike-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Instructive Strike"] --- # Instructive Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Activity** Single Action diff --git a/compendium/feats/instrument-of-slaughter-apg.md b/compendium/feats/instrument-of-slaughter-apg.md index 6128f9261..5e13d634e 100644 --- a/compendium/feats/instrument-of-slaughter-apg.md +++ b/compendium/feats/instrument-of-slaughter-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Instrument Of Slaughter"] --- # Instrument Of Slaughter *Feat 16* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: divine ally (blade), tenets of evil diff --git a/compendium/feats/instrument-of-zeal.md b/compendium/feats/instrument-of-zeal.md index 5395750ec..e57c817d9 100644 --- a/compendium/feats/instrument-of-zeal.md +++ b/compendium/feats/instrument-of-zeal.md @@ -7,7 +7,7 @@ tags: aliases: ["Instrument Of Zeal"] --- # Instrument Of Zeal *Feat 16* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (blade), tenets of good diff --git a/compendium/feats/intense-implement-da.md b/compendium/feats/intense-implement-da.md index 75c4fe3e3..7f882e11b 100644 --- a/compendium/feats/intense-implement-da.md +++ b/compendium/feats/intense-implement-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Intense Implement"] --- # Intense Implement *Feat 18* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") You have an exceptional link to your third implement. You gain the adept benefit for your third implement. diff --git a/compendium/feats/intensify-investiture-da.md b/compendium/feats/intensify-investiture-da.md index 70a1381ab..d7c3618b0 100644 --- a/compendium/feats/intensify-investiture-da.md +++ b/compendium/feats/intensify-investiture-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Intensify Investiture"] --- # Intensify Investiture [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Frequency**: once per 10 minutes - **Activity** Free Action diff --git a/compendium/feats/intercorporate-loag.md b/compendium/feats/intercorporate-loag.md index 31696adc3..cb3304ef6 100644 --- a/compendium/feats/intercorporate-loag.md +++ b/compendium/feats/intercorporate-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Intercorporate"] --- # Intercorporate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") - **Frequency**: once per day - **Requirements**: You're afflicted by a disease or poison, or are taking [persistent damage](rules/conditions.md#Persistent%20Damage). @@ -15,7 +15,7 @@ aliases: ["Intercorporate"] Your ordered physiology rejects unwelcome elements. Choose one. -**[Disease](rules/traits/disease.md) or [Poison](rules/traits/poison.md)** Attempt a saving throw against the affliction at its current stage. On a failure, the affliction's stage doesn't increase, but you suffer the effects of the stage you were already on. On a critical failure, the stage only increases by 1. +**[Disease](rules/traits/disease.md "Disease Effect Trait") or [Poison](rules/traits/poison.md "Poison Effect Trait")** Attempt a saving throw against the affliction at its current stage. On a failure, the affliction's stage doesn't increase, but you suffer the effects of the stage you were already on. On a critical failure, the stage only increases by 1. **[Persistent damage](rules/conditions.md#Persistent%20Damage)** Attempt a DC 10 flat check to recover from the [persistent damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/feats/interfering-surge-som.md b/compendium/feats/interfering-surge-som.md index 16e86d1cb..f8757678b 100644 --- a/compendium/feats/interfering-surge-som.md +++ b/compendium/feats/interfering-surge-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Interfering Surge"] --- # Interfering Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) - **Trigger** A creature you can see Casts a Spell. diff --git a/compendium/feats/internal-cohesion-loag.md b/compendium/feats/internal-cohesion-loag.md index 730f3e7e1..cff22a9df 100644 --- a/compendium/feats/internal-cohesion-loag.md +++ b/compendium/feats/internal-cohesion-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Internal Cohesion"] --- # Internal Cohesion *Feat 1* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") Axis's order suffuses your body and helps it maintain coherency. You and your allies can [Treat your Wounds](rules/actions/treat-wounds.md) without healer's tools. Once per day, when someone rolls a failure or a critical failure on a check to [Treat your Wounds](rules/actions/treat-wounds.md), you can focus on your internal cohesion to increase the degree of success by one step. diff --git a/compendium/feats/internal-compartment-loag.md b/compendium/feats/internal-compartment-loag.md index 08562e56b..87bad9ea7 100644 --- a/compendium/feats/internal-compartment-loag.md +++ b/compendium/feats/internal-compartment-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Internal Compartment"] --- # Internal Compartment *Feat 1* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") You can hide a small object of up to light Bulk inside a hollow cavity on one of your forearms. It takes three [Interact](rules/actions/interact.md) actions to store an object in this way. You gain a +4 circumstance bonus to the DCs of checks for others to [Seek](rules/actions/seek.md) or [Steal](rules/actions/steal.md) objects stored inside your arm. If you store a weapon in your arm, you can use a single action to [Interact](rules/actions/interact.md) to draw the weapon into the hand corresponding to your internal cavity, then [Strike](rules/actions/strike.md) with the weapon. diff --git a/compendium/feats/internal-respirator-loag.md b/compendium/feats/internal-respirator-loag.md index 64fa423ca..6bdc3bc05 100644 --- a/compendium/feats/internal-respirator-loag.md +++ b/compendium/feats/internal-respirator-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Internal Respirator"] --- # Internal Respirator *Feat 9* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") Your body can internally synthesize oxygen for limited periods of time. When you hold your breath, you can do so for an additional hour due to your internal air reservoirs. At the end of this hour, your air reservoirs are expended. Refilling your empty air reservoirs takes 10 minutes of exposure to breathable air. diff --git a/compendium/feats/interrupt-charge-lokl.md b/compendium/feats/interrupt-charge-lokl.md index 4ba00e353..fa54ad921 100644 --- a/compendium/feats/interrupt-charge-lokl.md +++ b/compendium/feats/interrupt-charge-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Interrupt Charge"] --- # Interrupt Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) - **Trigger** A foe within reach attempts to move away from you. diff --git a/compendium/feats/interweave-dispel.md b/compendium/feats/interweave-dispel.md index 8bd1bcb74..dc09cd525 100644 --- a/compendium/feats/interweave-dispel.md +++ b/compendium/feats/interweave-dispel.md @@ -8,7 +8,7 @@ tags: aliases: ["Interweave Dispel"] --- # Interweave Dispel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [dispel magic](compendium/spells/dispel-magic.md) in your spell repertoire - **Activity** Single Action diff --git a/compendium/feats/intimidating-glare.md b/compendium/feats/intimidating-glare.md index 8efb8e9f3..454b898c7 100644 --- a/compendium/feats/intimidating-glare.md +++ b/compendium/feats/intimidating-glare.md @@ -8,11 +8,11 @@ tags: aliases: ["Intimidating Glare"] --- # Intimidating Glare *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) -You can [Demoralize](rules/actions/demoralize.md) with a mere glare. When you do, [Demoralize](rules/actions/demoralize.md) loses the [auditory](rules/traits/auditory.md) trait and gains the [visual](rules/traits/visual.md) trait, and you don't take a penalty if the creature doesn't understand your language. +You can [Demoralize](rules/actions/demoralize.md) with a mere glare. When you do, [Demoralize](rules/actions/demoralize.md) loses the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait and gains the [visual](rules/traits/visual.md "Visual Effect Trait") trait, and you don't take a penalty if the creature doesn't understand your language. ## Intimidating Glare leads to... diff --git a/compendium/feats/intimidating-prowess.md b/compendium/feats/intimidating-prowess.md index 8d6123584..2d4829f0e 100644 --- a/compendium/feats/intimidating-prowess.md +++ b/compendium/feats/intimidating-prowess.md @@ -8,7 +8,7 @@ tags: aliases: ["Intimidating Prowess"] --- # Intimidating Prowess *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: Strength 16, expert in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/intimidating-strike.md b/compendium/feats/intimidating-strike.md index 47f14bd99..43e7e4654 100644 --- a/compendium/feats/intimidating-strike.md +++ b/compendium/feats/intimidating-strike.md @@ -10,7 +10,7 @@ tags: aliases: ["Intimidating Strike"] --- # Intimidating Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [fighter](rules/traits/fighter.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Activity** Two-Action diff --git a/compendium/feats/into-the-future-da.md b/compendium/feats/into-the-future-da.md index 701b9f523..c740ff1cd 100644 --- a/compendium/feats/into-the-future-da.md +++ b/compendium/feats/into-the-future-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Into the Future"] --- # Into the Future [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) - **Activity** Single Action diff --git a/compendium/feats/intuitive-cooperation-locg.md b/compendium/feats/intuitive-cooperation-locg.md index 6828e7127..a29aef243 100644 --- a/compendium/feats/intuitive-cooperation-locg.md +++ b/compendium/feats/intuitive-cooperation-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Intuitive Cooperation"] --- # Intuitive Cooperation *Feat 1* -[halfling](rules/traits/halfling.md) [uncommon](rules/traits/uncommon.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Jaric ethnicity diff --git a/compendium/feats/intuitive-crafting-loag.md b/compendium/feats/intuitive-crafting-loag.md index f72ac6c6b..266efcf4f 100644 --- a/compendium/feats/intuitive-crafting-loag.md +++ b/compendium/feats/intuitive-crafting-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Intuitive Crafting"] --- # Intuitive Crafting *Feat 1* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") Your affinity with process and order makes you a natural artisan. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) (or another skill of your choice, if you're already trained in [Crafting](compendium/skills.md#Crafting)). You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat in a specialty of your choice. diff --git a/compendium/feats/intuitive-illusions-locg.md b/compendium/feats/intuitive-illusions-locg.md index aa4cba59b..10e0c27ae 100644 --- a/compendium/feats/intuitive-illusions-locg.md +++ b/compendium/feats/intuitive-illusions-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Intuitive Illusions"] --- # Intuitive Illusions [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: [Illusion Sense](compendium/feats/illusion-sense.md) - **Frequency**: once per day diff --git a/compendium/feats/inured-to-alchemy-ooa1.md b/compendium/feats/inured-to-alchemy-ooa1.md index 5735a72fe..4208736c0 100644 --- a/compendium/feats/inured-to-alchemy-ooa1.md +++ b/compendium/feats/inured-to-alchemy-ooa1.md @@ -10,7 +10,7 @@ tags: aliases: ["Inured to Alchemy"] --- # Inured to Alchemy *Feat 4* -[alchemist](rules/traits/alchemist.md) [barbarian](rules/traits/barbarian.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You're from Alkenstar or the Mana Wastes. - **Prerequisites**: expert in Fortitude saves diff --git a/compendium/feats/inured-to-the-heat-lome.md b/compendium/feats/inured-to-the-heat-lome.md index f2dcf5567..302bfa7d4 100644 --- a/compendium/feats/inured-to-the-heat-lome.md +++ b/compendium/feats/inured-to-the-heat-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Inured To The Heat"] --- # Inured To The Heat *Feat 5* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") Your have a love for extreme heat. diff --git a/compendium/feats/inventive-offensive-locg.md b/compendium/feats/inventive-offensive-locg.md index d4c941ba6..d6c74b0bc 100644 --- a/compendium/feats/inventive-offensive-locg.md +++ b/compendium/feats/inventive-offensive-locg.md @@ -7,12 +7,12 @@ tags: aliases: ["Inventive Offensive"] --- # Inventive Offensive [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) - **Activity** Three-Action -You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: [deadly ](rules/traits/deadly.md), [disarm](rules/traits/disarm.md), [nonlethal](rules/traits/nonlethal.md), [shove](rules/traits/shove.md), [trip](rules/traits/trip.md), versatile B, [versatile

](rules/traits/versatile.md), or versatile S. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time. +You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), versatile B, [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait"), or versatile S. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time. If you have expert proficiency in [Crafting](compendium/skills.md#Crafting), you can use this feat as a 2-action activity. If you have legendary proficiency in [Crafting](compendium/skills.md#Crafting), you can apply two weapon traits from the list when using this feat. diff --git a/compendium/feats/inventor.md b/compendium/feats/inventor.md index 41c46dd35..b51beb8dc 100644 --- a/compendium/feats/inventor.md +++ b/compendium/feats/inventor.md @@ -9,7 +9,7 @@ tags: aliases: ["Inventor"] --- # Inventor *Feat 7* -[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/investigate-haunting-av1.md b/compendium/feats/investigate-haunting-av1.md index 8f40bceeb..59fbeedb6 100644 --- a/compendium/feats/investigate-haunting-av1.md +++ b/compendium/feats/investigate-haunting-av1.md @@ -7,7 +7,7 @@ tags: aliases: ["Investigate Haunting"] --- # Investigate Haunting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) diff --git a/compendium/feats/investigator-dedication-apg.md b/compendium/feats/investigator-dedication-apg.md index 0001bf065..4e81f8c3c 100644 --- a/compendium/feats/investigator-dedication-apg.md +++ b/compendium/feats/investigator-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Investigator Dedication"] --- # Investigator Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 diff --git a/compendium/feats/investigators-stratagem-apg.md b/compendium/feats/investigators-stratagem-apg.md index dfdf6f89d..d1ac1d3ff 100644 --- a/compendium/feats/investigators-stratagem-apg.md +++ b/compendium/feats/investigators-stratagem-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Investigator's Stratagem"] --- # Investigator's Stratagem *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) diff --git a/compendium/feats/invigorating-mercy-apg.md b/compendium/feats/invigorating-mercy-apg.md index a503cc871..c289603c8 100644 --- a/compendium/feats/invigorating-mercy-apg.md +++ b/compendium/feats/invigorating-mercy-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Invigorating Mercy"] --- # Invigorating Mercy *Feat 6* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Mercy](compendium/feats/mercy.md) diff --git a/compendium/feats/invincible-mutagen.md b/compendium/feats/invincible-mutagen.md index 8247efbfa..80f6061cf 100644 --- a/compendium/feats/invincible-mutagen.md +++ b/compendium/feats/invincible-mutagen.md @@ -7,7 +7,7 @@ tags: aliases: ["Invincible Mutagen"] --- # Invincible Mutagen *Feat 12* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you're affected by a juggernaut mutagen, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0). diff --git a/compendium/feats/invisible-trickster-loag.md b/compendium/feats/invisible-trickster-loag.md index 11c7b2084..038bfdd2d 100644 --- a/compendium/feats/invisible-trickster-loag.md +++ b/compendium/feats/invisible-trickster-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Invisible Trickster"] --- # Invisible Trickster *Feat 13* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") You have learned how to become [invisible](rules/conditions.md#Invisible) and remain so. You can cast 4th-level [invisibility](compendium/spells/invisibility.md) as a primal innate spell once per hour. diff --git a/compendium/feats/invoke-disaster.md b/compendium/feats/invoke-disaster.md index 25d6cd64b..1be56c906 100644 --- a/compendium/feats/invoke-disaster.md +++ b/compendium/feats/invoke-disaster.md @@ -7,7 +7,7 @@ tags: aliases: ["Invoke Disaster"] --- # Invoke Disaster *Feat 18* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Wind Caller](compendium/feats/wind-caller.md) diff --git a/compendium/feats/invoke-the-crimson-oath-locg.md b/compendium/feats/invoke-the-crimson-oath-locg.md index 782a4bb55..c5d7e74ee 100644 --- a/compendium/feats/invoke-the-crimson-oath-locg.md +++ b/compendium/feats/invoke-the-crimson-oath-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Invoke The Crimson Oath"] --- # Invoke The Crimson Oath *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) diff --git a/compendium/feats/invoke-the-elements-loag.md b/compendium/feats/invoke-the-elements-loag.md index e0cfd3c92..91b4dfd6c 100644 --- a/compendium/feats/invoke-the-elements-loag.md +++ b/compendium/feats/invoke-the-elements-loag.md @@ -9,13 +9,13 @@ tags: aliases: ["Invoke The Elements"] --- # Invoke The Elements [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[changeling](rules/traits/changeling-b1.md) [evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Prerequisites**: [Brine May](compendium/feats/brine-may-apg.md), [Snow May](compendium/feats/snow-may-loag.md), [Veil May](compendium/feats/veil-may-loag.md), or [Virga May](compendium/feats/virga-may-loag.md) - **Frequency**: once per day - **Activity** Two-Action -You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning. For 1 minute, you gain concealment against creatures more than 5 feet away, and any creature that ends its turn within 5 feet of you suffers `1d12` damage (basic Reflex save using your class DC or spell DC, whichever is higher). At 13th and 17th level, this damage increases by `1d12`. A veil may changeling deals fire damage, a snow may changeling deals cold damage, a brine may changeling deals bludgeoning damage and the effect gains the [water](rules/traits/water.md) trait, and a virga may changeling deals electricity damage. +You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning. For 1 minute, you gain concealment against creatures more than 5 feet away, and any creature that ends its turn within 5 feet of you suffers `1d12` damage (basic Reflex save using your class DC or spell DC, whichever is higher). At 13th and 17th level, this damage increases by `1d12`. A veil may changeling deals fire damage, a snow may changeling deals cold damage, a brine may changeling deals bludgeoning damage and the effect gains the [water](rules/traits/water.md "Water Energy & Element Trait") trait, and a virga may changeling deals electricity damage. ## Invoke The Elements leads to... diff --git a/compendium/feats/invulnerable-juggernaut-aoa6.md b/compendium/feats/invulnerable-juggernaut-aoa6.md index a6b508f95..69d26139b 100644 --- a/compendium/feats/invulnerable-juggernaut-aoa6.md +++ b/compendium/feats/invulnerable-juggernaut-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Invulnerable Juggernaut"] --- # Invulnerable Juggernaut *Feat 20* -[barbarian](rules/traits/barbarian.md) [uncommon](rules/traits/uncommon.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You are unstoppable, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging resistance increases to 8 + your Constitution modifier. diff --git a/compendium/feats/iron-fists-apg.md b/compendium/feats/iron-fists-apg.md index 88cc183df..a416bdbe0 100644 --- a/compendium/feats/iron-fists-apg.md +++ b/compendium/feats/iron-fists-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Iron Fists"] --- # Iron Fists *Feat 1* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") -Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the [nonlethal](rules/traits/nonlethal.md) trait and gain the [shove](rules/traits/shove.md) weapon trait. +Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait and gain the [shove](rules/traits/shove.md "Shove Weapon Trait") weapon trait. *Source: Advanced Player's Guide p. 18* %% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/iron-lung-ec3.md b/compendium/feats/iron-lung-ec3.md index b55538b4d..f55fbee80 100644 --- a/compendium/feats/iron-lung-ec3.md +++ b/compendium/feats/iron-lung-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Iron Lung"] --- # Iron Lung *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) @@ -15,7 +15,7 @@ Your lungs are infused with the resilience of iron. Treat the result of your sav ```ad-embed-ability title: Exhale Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Requirements**: You were within the area of an inhaled poison within the last minute diff --git a/compendium/feats/iron-repercussions-apg.md b/compendium/feats/iron-repercussions-apg.md index d622d63bd..8dcc41618 100644 --- a/compendium/feats/iron-repercussions-apg.md +++ b/compendium/feats/iron-repercussions-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Iron Repercussions"] --- # Iron Repercussions *Feat 1* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tyrant cause diff --git a/compendium/feats/ironblood-stance.md b/compendium/feats/ironblood-stance.md index 89e3490b2..dde6ac473 100644 --- a/compendium/feats/ironblood-stance.md +++ b/compendium/feats/ironblood-stance.md @@ -8,12 +8,12 @@ tags: aliases: ["Ironblood Stance"] --- # Ironblood Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [nonlethal](rules/traits/nonlethal.md), [parry](rules/traits/parry.md), [sweep](rules/traits/sweep.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. diff --git a/compendium/feats/ironblood-surge.md b/compendium/feats/ironblood-surge.md index 0fddc981d..31bcdf457 100644 --- a/compendium/feats/ironblood-surge.md +++ b/compendium/feats/ironblood-surge.md @@ -7,13 +7,13 @@ tags: aliases: ["Ironblood Surge"] --- # Ironblood Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Ironblood Stance](compendium/feats/ironblood-stance.md) - **Requirements**: You are in Ironblood Stance. - **Activity** Single Action -You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep's [parry](rules/traits/parry.md) trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it's higher) for the same duration. +You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep's [parry](rules/traits/parry.md "Parry Weapon Trait") trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it's higher) for the same duration. *Source: Core Rulebook p. 164* %% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/irrepressible-loag.md b/compendium/feats/irrepressible-loag.md index e814b3db7..eab24c4d7 100644 --- a/compendium/feats/irrepressible-loag.md +++ b/compendium/feats/irrepressible-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Irrepressible"] --- # Irrepressible *Feat 1* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") -Your contrary nature means you bounce back with prejudice. When you roll a success on a save against an [emotion](rules/traits/emotion.md) or [fear](rules/traits/fear.md) effect, you get a critical success instead. +Your contrary nature means you bounce back with prejudice. When you roll a success on a save against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") or [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead. *Source: Lost Omens: Ancestry Guide p. 97* %% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/irrepressible.md b/compendium/feats/irrepressible.md index 2461ffe8b..21e69101f 100644 --- a/compendium/feats/irrepressible.md +++ b/compendium/feats/irrepressible.md @@ -7,10 +7,10 @@ tags: aliases: ["Irrepressible"] --- # Irrepressible *Feat 9* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") -You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a failure instead. +You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a failure instead. *Source: Core Rulebook p. 53* %% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/irriseni-ice-witch-locg.md b/compendium/feats/irriseni-ice-witch-locg.md index 5632db467..cf22c6240 100644 --- a/compendium/feats/irriseni-ice-witch-locg.md +++ b/compendium/feats/irriseni-ice-witch-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Irriseni Ice-witch"] --- # Irriseni Ice-witch *Feat 13* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: Jadwiga ethnicity, wintertouched human heritage (page 11) diff --git a/compendium/feats/iruxi-glide-loag.md b/compendium/feats/iruxi-glide-loag.md index 222a2e283..db9f3890d 100644 --- a/compendium/feats/iruxi-glide-loag.md +++ b/compendium/feats/iruxi-glide-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Iruxi Glide"] --- # Iruxi Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: cloudleaper lizardfolk heritage - **Activity** Single Action diff --git a/compendium/feats/iruxi-spirit-strike-loag.md b/compendium/feats/iruxi-spirit-strike-loag.md index c1b21f3f0..d656ef918 100644 --- a/compendium/feats/iruxi-spirit-strike-loag.md +++ b/compendium/feats/iruxi-spirit-strike-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Iruxi Spirit Strike"] --- # Iruxi Spirit Strike *Feat 13* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from iruxi heritages or ancestry feats gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune (Core Rulebook 584). diff --git a/compendium/feats/iruxi-unarmed-cunning-locg.md b/compendium/feats/iruxi-unarmed-cunning-locg.md index f47503d2c..6d7a0314f 100644 --- a/compendium/feats/iruxi-unarmed-cunning-locg.md +++ b/compendium/feats/iruxi-unarmed-cunning-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Iruxi Unarmed Cunning"] --- # Iruxi Unarmed Cunning *Feat 5* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You make the most of your iruxi unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack's critical specialization effect. diff --git a/compendium/feats/its-alive-ooa3.md b/compendium/feats/its-alive-ooa3.md index be60e1625..d07cdf137 100644 --- a/compendium/feats/its-alive-ooa3.md +++ b/compendium/feats/its-alive-ooa3.md @@ -7,7 +7,7 @@ tags: aliases: ["It's Alive!"] --- # It's Alive! *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) diff --git a/compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md b/compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md index 77fc8cab4..8bcbcb873 100644 --- a/compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md +++ b/compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md @@ -9,7 +9,7 @@ tags: aliases: ["Jalmeri Heavenseeker Dedication"] --- # Jalmeri Heavenseeker Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: trained by a current or former member of a House of Perfection - **Prerequisites**: expert in unarmed attacks diff --git a/compendium/feats/jalmeri-heavenseeker-dedication-loil.md b/compendium/feats/jalmeri-heavenseeker-dedication-loil.md index 080c434a2..b58fd0558 100644 --- a/compendium/feats/jalmeri-heavenseeker-dedication-loil.md +++ b/compendium/feats/jalmeri-heavenseeker-dedication-loil.md @@ -9,7 +9,7 @@ tags: aliases: ["Jalmeri Heavenseeker Dedication"] --- # Jalmeri Heavenseeker Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven diff --git a/compendium/feats/jalmeri-rakshasa-magic-loil.md b/compendium/feats/jalmeri-rakshasa-magic-loil.md index bdab4866c..51b766fb3 100644 --- a/compendium/feats/jalmeri-rakshasa-magic-loil.md +++ b/compendium/feats/jalmeri-rakshasa-magic-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Jalmeri Rakshasa Magic"] --- # Jalmeri Rakshasa Magic *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Beastbrood](compendium/feats/beastbrood-loag.md) diff --git a/compendium/feats/janatimos-lessons-lol.md b/compendium/feats/janatimos-lessons-lol.md index 91a332849..1630c1bbb 100644 --- a/compendium/feats/janatimos-lessons-lol.md +++ b/compendium/feats/janatimos-lessons-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Janatimo's Lessons"] --- # Janatimo's Lessons *Feat 12* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Uzunjati Recollection](compendium/feats/uzunjati-recollection-locg.md) diff --git a/compendium/feats/janni-hospitality-loag.md b/compendium/feats/janni-hospitality-loag.md index 5eda0859a..7b98cc3be 100644 --- a/compendium/feats/janni-hospitality-loag.md +++ b/compendium/feats/janni-hospitality-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Janni Hospitality"] --- # Janni Hospitality *Feat 9* -[suli](rules/traits/suli-b2.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") You can use magic to show others desert hospitality. You can cast 2nd-level [create food](compendium/spells/create-food.md) once per day and create water twice per day as arcane innate spells. diff --git a/compendium/feats/janni-magic-loag.md b/compendium/feats/janni-magic-loag.md index ee50599f1..f2b9a0668 100644 --- a/compendium/feats/janni-magic-loag.md +++ b/compendium/feats/janni-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Janni Magic"] --- # Janni Magic *Feat 9* -[suli](rules/traits/suli-b2.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") The magic of jann runs through your blood. You can cast [enlarge](compendium/spells/enlarge.md) and [speak with animals](compendium/spells/speak-with-animals.md) once per day each as 2nd-level arcane innate spells. diff --git a/compendium/feats/jelly-body-da.md b/compendium/feats/jelly-body-da.md index af383fae6..6cbad0e62 100644 --- a/compendium/feats/jelly-body-da.md +++ b/compendium/feats/jelly-body-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Jelly Body"] --- # Jelly Body *Feat 6* -[aftermath](rules/traits/aftermath-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: You've been reduced to 0 Hit Points while engulfed by an ooze. diff --git a/compendium/feats/jellyfish-stance-frp2.md b/compendium/feats/jellyfish-stance-frp2.md index c24573b69..75a785a92 100644 --- a/compendium/feats/jellyfish-stance-frp2.md +++ b/compendium/feats/jellyfish-stance-frp2.md @@ -9,12 +9,12 @@ tags: aliases: ["Jellyfish Stance"] --- # Jellyfish Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Requirements**: You are unarmored. - **Activity** Single Action -You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity. You can make stinging lash attacks that deal `1d8` slashing damage. These attacks are in the brawling, and have the finesse, nonlethal, [reach](rules/traits/reach.md), and [unarmed](rules/traits/unarmed.md) traits. +You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity. You can make stinging lash attacks that deal `1d8` slashing damage. These attacks are in the brawling, and have the finesse, nonlethal, [reach](rules/traits/reach.md "Reach Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Jellyfish Stance, you gain a +2 circumstance bonus to Reflex saves and on checks to [Escape](rules/actions/escape.md) and [Squeeze](rules/actions/squeeze.md). diff --git a/compendium/feats/jinx-glutton-loag.md b/compendium/feats/jinx-glutton-loag.md index 82c4a4b59..1ceb0c77e 100644 --- a/compendium/feats/jinx-glutton-loag.md +++ b/compendium/feats/jinx-glutton-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Jinx Glutton"] --- # Jinx Glutton *Feat 13* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Eat Fortune](compendium/feats/eat-fortune-apg.md) diff --git a/compendium/feats/judgment-of-the-monolith-lowg.md b/compendium/feats/judgment-of-the-monolith-lowg.md index 1c52817ef..7ddeea654 100644 --- a/compendium/feats/judgment-of-the-monolith-lowg.md +++ b/compendium/feats/judgment-of-the-monolith-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Judgment Of The Monolith"] --- # Judgment Of The Monolith *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) diff --git a/compendium/feats/juggernauts-fortitude.md b/compendium/feats/juggernauts-fortitude.md index eb2b6ab30..943f34d2d 100644 --- a/compendium/feats/juggernauts-fortitude.md +++ b/compendium/feats/juggernauts-fortitude.md @@ -7,7 +7,7 @@ tags: aliases: ["Juggernaut's Fortitude"] --- # Juggernaut's Fortitude *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md), expert in Fortitude saves diff --git a/compendium/feats/juggle-ec1.md b/compendium/feats/juggle-ec1.md index 982336d67..66ac75343 100644 --- a/compendium/feats/juggle-ec1.md +++ b/compendium/feats/juggle-ec1.md @@ -11,7 +11,7 @@ tags: aliases: ["Juggle"] --- # Juggle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[concentrate](rules/traits/concentrate.md) [general](rules/traits/general.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 16, trained in [Performance](compendium/skills.md#Performance) - **Activity** Single Action diff --git a/compendium/feats/juggler-dedication-ec1.md b/compendium/feats/juggler-dedication-ec1.md index 715ef8706..327b1bd13 100644 --- a/compendium/feats/juggler-dedication-ec1.md +++ b/compendium/feats/juggler-dedication-ec1.md @@ -9,7 +9,7 @@ tags: aliases: ["Juggler Dedication"] --- # Juggler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 14 diff --git a/compendium/feats/jungle-runner-loil.md b/compendium/feats/jungle-runner-loil.md index fbcb01137..b2343a517 100644 --- a/compendium/feats/jungle-runner-loil.md +++ b/compendium/feats/jungle-runner-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Jungle Runner"] --- # Jungle Runner *Feat 5* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") You run through the jungle as easily as you would through an open field. You ignore difficult terrain from underbrush within forests and jungles. You can always use the [Take Cover](rules/actions/take-cover.md) action when you're within forest or jungle terrain to gain cover, even if you aren't adjacent to an obstacle you can [Take Cover](rules/actions/take-cover.md) behind. diff --git a/compendium/feats/jungle-strider-lome.md b/compendium/feats/jungle-strider-lome.md index 4195dbac6..5c3c03463 100644 --- a/compendium/feats/jungle-strider-lome.md +++ b/compendium/feats/jungle-strider-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Jungle Strider"] --- # Jungle Strider *Feat 1* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the [Acrobatics](compendium/skills.md#Acrobatics) skill to [Balance](rules/actions/balance.md) on narrow surfaces or uneven ground made of plant material, you aren't [flat-footed](rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](compendium/skills.md#Acrobatics) checks, you get a critical success instead. diff --git a/compendium/feats/junk-tinker.md b/compendium/feats/junk-tinker.md index d3a729c9c..fc0bbfd9f 100644 --- a/compendium/feats/junk-tinker.md +++ b/compendium/feats/junk-tinker.md @@ -7,7 +7,7 @@ tags: aliases: ["Junk Tinker"] --- # Junk Tinker *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") You can make useful tools out of even twisted or rusted scraps. When using the [Crafting](compendium/skills.md#Crafting) skill to [Craft](rules/actions/craft.md), you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made. diff --git a/compendium/feats/just-one-more-thing-apg.md b/compendium/feats/just-one-more-thing-apg.md index 13a5f1683..b36a24cb7 100644 --- a/compendium/feats/just-one-more-thing-apg.md +++ b/compendium/feats/just-one-more-thing-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Just One More Thing"] --- # Just One More Thing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fortune](rules/traits/fortune.md) [investigator](rules/traits/investigator-apg.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Requirements**: Your most recent action was to [Feint](rules/actions/feint.md), [Request](rules/actions/request.md), or [Demoralize](rules/actions/demoralize.md), and you failed but didn't critically fail. - **Activity** Single Action diff --git a/compendium/feats/just-the-facts-apg.md b/compendium/feats/just-the-facts-apg.md index 817c18af4..7cfed5618 100644 --- a/compendium/feats/just-the-facts-apg.md +++ b/compendium/feats/just-the-facts-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Just The Facts"] --- # Just The Facts *Feat 20* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: [Thorough Research](compendium/feats/thorough-research-apg.md) diff --git a/compendium/feats/just-the-tool-da.md b/compendium/feats/just-the-tool-da.md index 0afbd85ed..28b67a6a2 100644 --- a/compendium/feats/just-the-tool-da.md +++ b/compendium/feats/just-the-tool-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Just the Tool"] --- # Just the Tool [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) - **Activity** Single Action diff --git a/compendium/feats/juvenile-flight-loag.md b/compendium/feats/juvenile-flight-loag.md index 71f44ef19..d3567724c 100644 --- a/compendium/feats/juvenile-flight-loag.md +++ b/compendium/feats/juvenile-flight-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Juvenile Flight"] --- # Juvenile Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/ka-stone-ritual-lowg.md b/compendium/feats/ka-stone-ritual-lowg.md index 587f3f458..6b3526799 100644 --- a/compendium/feats/ka-stone-ritual-lowg.md +++ b/compendium/feats/ka-stone-ritual-lowg.md @@ -8,13 +8,13 @@ tags: aliases: ["Ka Stone Ritual"] --- # Ka Stone Ritual *Feat 4* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Living Monolith Dedication](compendium/feats/living-monolith-dedication-lowg.md), a sphinx or living monolith with this feat performs a ritual with you You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible. -The ka stone grants you a +1 item bonus to saves against [death](rules/traits/death.md) effects and [negative](rules/traits/negative.md) effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. +The ka stone grants you a +1 item bonus to saves against [death](rules/traits/death.md "Death Effect Trait") effects and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. ```ad-embed-ability title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/feats/kashrishi-revivification-loil.md b/compendium/feats/kashrishi-revivification-loil.md index 69d66f4c3..020ae4128 100644 --- a/compendium/feats/kashrishi-revivification-loil.md +++ b/compendium/feats/kashrishi-revivification-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Kashrishi Revivification"] --- # Kashrishi Revivification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You have the [dying](rules/conditions.md#Dying) condition and are about to attempt a recovery check. diff --git a/compendium/feats/keen-follower-apg.md b/compendium/feats/keen-follower-apg.md index 6649dce2e..4736d87f4 100644 --- a/compendium/feats/keen-follower-apg.md +++ b/compendium/feats/keen-follower-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Keen Follower"] --- # Keen Follower *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") Your keen observation of your allies has made you better at following their lead. When using the [Follow the Expert](rules/actions/follow-the-expert.md) activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master. diff --git a/compendium/feats/keen-recollection-apg.md b/compendium/feats/keen-recollection-apg.md index f02491ff3..5e9501f64 100644 --- a/compendium/feats/keen-recollection-apg.md +++ b/compendium/feats/keen-recollection-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Keen Recollection"] --- # Keen Recollection *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) diff --git a/compendium/feats/keep-pace-apg.md b/compendium/feats/keep-pace-apg.md index d30483f75..8e01e3061 100644 --- a/compendium/feats/keep-pace-apg.md +++ b/compendium/feats/keep-pace-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Keep Pace"] --- # Keep Pace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) - **Trigger** Your prey is within reach and attempts to move away from you. diff --git a/compendium/feats/keep-up-appearances-locg.md b/compendium/feats/keep-up-appearances-locg.md index 946aded18..a26817a65 100644 --- a/compendium/feats/keep-up-appearances-locg.md +++ b/compendium/feats/keep-up-appearances-locg.md @@ -8,13 +8,13 @@ tags: aliases: ["Keep Up Appearances"] --- # Keep Up Appearances [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Taldan nationality -- **Trigger** You are affected by an [emotion](rules/traits/emotion.md) effect. +- **Trigger** You are affected by an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect. - **Activity** Reaction -Taldan pride means you never show weakness. Roll a [Deception](compendium/skills.md#Deception) check and compare the result to any observing creatures' [Perception](compendium/skills.md#Perception) DCs. On a success, that creature believes you were unaffected by the [emotion](rules/traits/emotion.md) effect. A creature tricked in this manner can't benefit from the [emotion](rules/traits/emotion.md) effect and can't use abilities that require you to be under this [emotion](rules/traits/emotion.md) effect; for example, if you successfully use this ability to trick a will-o'-wisp into believing you aren't under a [fear](rules/traits/fear.md) effect, it can't use its Feed on Fear ability on you. +Taldan pride means you never show weakness. Roll a [Deception](compendium/skills.md#Deception) check and compare the result to any observing creatures' [Perception](compendium/skills.md#Perception) DCs. On a success, that creature believes you were unaffected by the [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect. A creature tricked in this manner can't benefit from the [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect and can't use abilities that require you to be under this [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect; for example, if you successfully use this ability to trick a will-o'-wisp into believing you aren't under a [fear](rules/traits/fear.md "Fear Effect Trait") effect, it can't use its Feed on Fear ability on you. *Source: Lost Omens: Character Guide p. 12* %% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/keep-up-the-good-fight-lokl.md b/compendium/feats/keep-up-the-good-fight-lokl.md index 012b46d8d..7482f319c 100644 --- a/compendium/feats/keep-up-the-good-fight-lokl.md +++ b/compendium/feats/keep-up-the-good-fight-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Keep Up the Good Fight"] --- # Keep Up the Good Fight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) - **Frequency**: once per hour diff --git a/compendium/feats/ki-blast.md b/compendium/feats/ki-blast.md index 9ee6305b2..75e8fb866 100644 --- a/compendium/feats/ki-blast.md +++ b/compendium/feats/ki-blast.md @@ -7,7 +7,7 @@ tags: aliases: ["Ki Blast"] --- # Ki Blast *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/ki-center-apg.md b/compendium/feats/ki-center-apg.md index 0cc225c35..a20f4696b 100644 --- a/compendium/feats/ki-center-apg.md +++ b/compendium/feats/ki-center-apg.md @@ -7,13 +7,13 @@ tags: aliases: ["Ki Center"] --- # Ki Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells, [Master of Many Styles](compendium/feats/master-of-many-styles.md) - **Frequency**: once per minute - **Activity** Free Action -You center yourself with the universe and draw upon its vast power. You cast a single action ki spell with the [stance](rules/traits/stance.md) trait, without spending a Focus Point. +You center yourself with the universe and draw upon its vast power. You cast a single action ki spell with the [stance](rules/traits/stance.md "Stance Combat Trait") trait, without spending a Focus Point. *Source: Advanced Player's Guide p. 131* %% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/ki-form-apg.md b/compendium/feats/ki-form-apg.md index e2013da5a..a6b5489d1 100644 --- a/compendium/feats/ki-form-apg.md +++ b/compendium/feats/ki-form-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ki Form"] --- # Ki Form *Feat 18* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/ki-rush.md b/compendium/feats/ki-rush.md index 11417945e..78a3be131 100644 --- a/compendium/feats/ki-rush.md +++ b/compendium/feats/ki-rush.md @@ -7,7 +7,7 @@ tags: aliases: ["Ki Rush"] --- # Ki Rush *Feat 1* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the [ki rush](compendium/spells/ki-rush.md) ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300. diff --git a/compendium/feats/ki-strike.md b/compendium/feats/ki-strike.md index 06f18aea3..0ed8bb134 100644 --- a/compendium/feats/ki-strike.md +++ b/compendium/feats/ki-strike.md @@ -7,7 +7,7 @@ tags: aliases: ["Ki Strike"] --- # Ki Strike *Feat 1* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the [ki strike](compendium/spells/ki-strike.md) ki spell and a focus pool of 1 Focus Point. diff --git a/compendium/feats/killing-stone-loag.md b/compendium/feats/killing-stone-loag.md index aa5e40450..477376a92 100644 --- a/compendium/feats/killing-stone-loag.md +++ b/compendium/feats/killing-stone-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Killing Stone"] --- # Killing Stone *Feat 13* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") - **Prerequisites**: [Star Orb](compendium/feats/star-orb-loag.md) diff --git a/compendium/feats/kip-up.md b/compendium/feats/kip-up.md index c39a484a9..2bcc954c0 100644 --- a/compendium/feats/kip-up.md +++ b/compendium/feats/kip-up.md @@ -8,7 +8,7 @@ tags: aliases: ["Kip Up"] --- # Kip Up [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics) - **Activity** Free Action diff --git a/compendium/feats/kitsune-lore-loag.md b/compendium/feats/kitsune-lore-loag.md index ba83869d6..b112b8499 100644 --- a/compendium/feats/kitsune-lore-loag.md +++ b/compendium/feats/kitsune-lore-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Kitsune Lore"] --- # Kitsune Lore *Feat 1* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") You excel at navigating social situations and keeping secrets. You gain the trained proficiency rank in [Diplomacy](compendium/skills.md#Diplomacy) and [Deception](compendium/skills.md#Deception). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Kitsune Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/kitsune-spell-expertise-loag.md b/compendium/feats/kitsune-spell-expertise-loag.md index e90ee329e..a1caf4dee 100644 --- a/compendium/feats/kitsune-spell-expertise-loag.md +++ b/compendium/feats/kitsune-spell-expertise-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Kitsune Spell Expertise"] --- # Kitsune Spell Expertise *Feat 13* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") - **Prerequisites**: [Kitsune Spell Mysteries](compendium/feats/kitsune-spell-mysteries-loag.md) diff --git a/compendium/feats/kitsune-spell-familiarity-loag.md b/compendium/feats/kitsune-spell-familiarity-loag.md index 7219f7320..f1bad8072 100644 --- a/compendium/feats/kitsune-spell-familiarity-loag.md +++ b/compendium/feats/kitsune-spell-familiarity-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Kitsune Spell Familiarity"] --- # Kitsune Spell Familiarity *Feat 1* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") You've picked up a few magical tricks. During your daily preparations, choose [daze](compendium/spells/daze.md), [forbidding ward](compendium/spells/forbidding-ward.md), or [ghost sound](compendium/spells/ghost-sound.md). Until your next daily preparations, you can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/kitsune-spell-mysteries-loag.md b/compendium/feats/kitsune-spell-mysteries-loag.md index dd961a096..b1d2b874c 100644 --- a/compendium/feats/kitsune-spell-mysteries-loag.md +++ b/compendium/feats/kitsune-spell-mysteries-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Kitsune Spell Mysteries"] --- # Kitsune Spell Mysteries *Feat 5* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") - **Prerequisites**: at least one innate spell from a kitsune heritage or ancestry feat diff --git a/compendium/feats/kneecap-apg.md b/compendium/feats/kneecap-apg.md index 68d86b049..74c4490b5 100644 --- a/compendium/feats/kneecap-apg.md +++ b/compendium/feats/kneecap-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Kneecap"] --- # Kneecap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/kneel-for-no-god-locg.md b/compendium/feats/kneel-for-no-god-locg.md index a48310b5a..5e3aa4a3d 100644 --- a/compendium/feats/kneel-for-no-god-locg.md +++ b/compendium/feats/kneel-for-no-god-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Kneel For No God"] --- # Kneel For No God *Feat 9* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Access**: Vahird ethnicity - **Prerequisites**: ancient-blooded dwarf heritage diff --git a/compendium/feats/knight-in-shining-armor-locg.md b/compendium/feats/knight-in-shining-armor-locg.md index 86418f928..61463537a 100644 --- a/compendium/feats/knight-in-shining-armor-locg.md +++ b/compendium/feats/knight-in-shining-armor-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Knight In Shining Armor"] --- # Knight In Shining Armor *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md); expert in light armor, medium armor, or unarmored defense; trained in heavy armor diff --git a/compendium/feats/knight-reclaimant-dedication-locg.md b/compendium/feats/knight-reclaimant-dedication-locg.md index 1d5a0451f..8b7f491e7 100644 --- a/compendium/feats/knight-reclaimant-dedication-locg.md +++ b/compendium/feats/knight-reclaimant-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Knight Reclaimant Dedication"] --- # Knight Reclaimant Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) and [Stealth](compendium/skills.md#Stealth), any non-evil alignment, member of the Knights of Lastwall of knight rank diff --git a/compendium/feats/knight-vigilant-dedication-locg.md b/compendium/feats/knight-vigilant-dedication-locg.md index 55038b1b3..de2988a43 100644 --- a/compendium/feats/knight-vigilant-dedication-locg.md +++ b/compendium/feats/knight-vigilant-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Knight Vigilant Dedication"] --- # Knight Vigilant Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion), any good alignment, member of the Knights of Lastwall of knight rank diff --git a/compendium/feats/knights-retaliation-lokl.md b/compendium/feats/knights-retaliation-lokl.md index f8a2958ac..4f4156b1e 100644 --- a/compendium/feats/knights-retaliation-lokl.md +++ b/compendium/feats/knights-retaliation-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Knight's Retaliation"] --- # Knight's Retaliation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[fighter](rules/traits/fighter.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/knock-sense-lokl.md b/compendium/feats/knock-sense-lokl.md index 34061c832..0bcd1558d 100644 --- a/compendium/feats/knock-sense-lokl.md +++ b/compendium/feats/knock-sense-lokl.md @@ -9,12 +9,12 @@ tags: aliases: ["Knock Sense"] --- # Knock Sense [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Activity** Single Action -You attack carefully to knock some sense into a creature whose actions aren't their own. Make a [Strike](rules/actions/strike.md) against a [confused](rules/conditions.md#Confused) ally. The [Strike](rules/actions/strike.md) is nonlethal and doesn't take a –2 penalty for using a weapon without the [nonlethal](rules/traits/nonlethal.md) trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the [confused](rules/conditions.md#Confused) condition when taking damage. +You attack carefully to knock some sense into a creature whose actions aren't their own. Make a [Strike](rules/actions/strike.md) against a [confused](rules/conditions.md#Confused) ally. The [Strike](rules/actions/strike.md) is nonlethal and doesn't take a –2 penalty for using a weapon without the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the [confused](rules/conditions.md#Confused) condition when taking damage. *Source: Lost Omens: Knights of Lastwall p. 83* %% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/knockback-strike.md b/compendium/feats/knockback-strike.md index f8914db69..42059259f 100644 --- a/compendium/feats/knockback-strike.md +++ b/compendium/feats/knockback-strike.md @@ -8,7 +8,7 @@ tags: aliases: ["Knockback Strike"] --- # Knockback Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[concentrate](rules/traits/concentrate.md) [monk](rules/traits/monk.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/knockback.md b/compendium/feats/knockback.md index 40a289569..de52e3b50 100644 --- a/compendium/feats/knockback.md +++ b/compendium/feats/knockback.md @@ -8,7 +8,7 @@ tags: aliases: ["Knockback"] --- # Knockback [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md). - **Activity** Single Action diff --git a/compendium/feats/knockdown.md b/compendium/feats/knockdown.md index 7de5eaaa7..b15de0404 100644 --- a/compendium/feats/knockdown.md +++ b/compendium/feats/knockdown.md @@ -8,7 +8,7 @@ tags: aliases: ["Knockdown"] --- # Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) - **Activity** Two-Action diff --git a/compendium/feats/know-it-all-av2.md b/compendium/feats/know-it-all-av2.md index b676bc707..c1dd98065 100644 --- a/compendium/feats/know-it-all-av2.md +++ b/compendium/feats/know-it-all-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Know It All"] --- # Know It All *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) diff --git a/compendium/feats/know-it-all-da.md b/compendium/feats/know-it-all-da.md index 6609b0fa8..e676d5f3c 100644 --- a/compendium/feats/know-it-all-da.md +++ b/compendium/feats/know-it-all-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Know-It-All"] --- # Know-It-All *Feat 8* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") Having heard every rumor or story in the book, you know that if you've heard of something in the first place, you've probably heard about it at length. When you succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you gain additional information or context about the given topic. When you critically succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), at the GM's discretion, you might gain even more additional information or context than normal. diff --git a/compendium/feats/know-it-all.md b/compendium/feats/know-it-all.md index f20d0ef9c..61fef9646 100644 --- a/compendium/feats/know-it-all.md +++ b/compendium/feats/know-it-all.md @@ -7,7 +7,7 @@ tags: aliases: ["Know-it-all"] --- # Know-it-all *Feat 8* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Enigma muse diff --git a/compendium/feats/know-oneself-locg.md b/compendium/feats/know-oneself-locg.md index 31ac5ee8f..49e6b2a6e 100644 --- a/compendium/feats/know-oneself-locg.md +++ b/compendium/feats/know-oneself-locg.md @@ -9,14 +9,14 @@ tags: aliases: ["Know Oneself"] --- # Know Oneself [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[fortune](rules/traits/fortune.md) [human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Vudrani ethnicity - **Frequency**: once per day -- **Trigger** You roll a critical failure on a saving throw against an [emotion](rules/traits/emotion.md) effect. +- **Trigger** You roll a critical failure on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect. - **Activity** Reaction -You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the [emotion](rules/traits/emotion.md) effect instead of critically failing. +You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect instead of critically failing. *Source: Lost Omens: Character Guide p. 12* %% #compendium/src/pf2e/locg #trait/fortune #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/know-the-beat-aoa5.md b/compendium/feats/know-the-beat-aoa5.md index 264d1e6da..6fe812dfc 100644 --- a/compendium/feats/know-the-beat-aoa5.md +++ b/compendium/feats/know-the-beat-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Know The Beat"] --- # Know The Beat *Feat 3* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md) diff --git a/compendium/feats/know-your-own-apg.md b/compendium/feats/know-your-own-apg.md index 3a44c25e1..59349d14a 100644 --- a/compendium/feats/know-your-own-apg.md +++ b/compendium/feats/know-your-own-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Know Your Own"] --- # Know Your Own *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") You've spent countless hours studying the history of elves on your world and beyond and are a studied expert in your people's ways. If you critically fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about elves, elven society, or elven history, you get a failure instead. diff --git a/compendium/feats/knowledge-is-power-som.md b/compendium/feats/knowledge-is-power-som.md index f9f283de2..dedbe39b6 100644 --- a/compendium/feats/knowledge-is-power-som.md +++ b/compendium/feats/knowledge-is-power-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Knowledge Is Power"] --- # Knowledge Is Power *Feat 6* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") When you critically succeed at a [Recall Knowledge](rules/actions/recall-knowledge.md) check about a creature, you gain a +1 circumstance bonus to your next attack roll against the creature, to your AC against its next attack roll, and to your save against its next effect requiring a save. If you share this information with your allies, they gain the benefits as well. If not used, these bonuses end after 1 minute. diff --git a/compendium/feats/known-weaknesses-apg.md b/compendium/feats/known-weaknesses-apg.md index 71a6b050a..6d848808a 100644 --- a/compendium/feats/known-weaknesses-apg.md +++ b/compendium/feats/known-weaknesses-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Known Weaknesses"] --- # Known Weaknesses *Feat 1* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") Whenever you [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md), you can also attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) as part of that action. If you critically succeed at the [Recall Knowledge](rules/actions/recall-knowledge.md) check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md). If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. diff --git a/compendium/feats/kobold-breath-apg.md b/compendium/feats/kobold-breath-apg.md index 855b4edb7..42431a6d7 100644 --- a/compendium/feats/kobold-breath-apg.md +++ b/compendium/feats/kobold-breath-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Kobold Breath"] --- # Kobold Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [kobold](rules/traits/kobold-b1.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Activity** Two-Action diff --git a/compendium/feats/kobold-lore-apg.md b/compendium/feats/kobold-lore-apg.md index 584b98ead..a384260e4 100644 --- a/compendium/feats/kobold-lore-apg.md +++ b/compendium/feats/kobold-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Kobold Lore"] --- # Kobold Lore *Feat 1* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in [Stealth](compendium/skills.md#Stealth) and [Thievery](compendium/skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Kobold Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/kobold-weapon-expertise-loag.md b/compendium/feats/kobold-weapon-expertise-loag.md index e7ce6e1e5..b738af3a2 100644 --- a/compendium/feats/kobold-weapon-expertise-loag.md +++ b/compendium/feats/kobold-weapon-expertise-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Kobold Weapon Expertise"] --- # Kobold Weapon Expertise *Feat 13* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: [Kobold Weapon Familiarity](compendium/feats/kobold-weapon-familiarity-loag.md) diff --git a/compendium/feats/kobold-weapon-familiarity-loag.md b/compendium/feats/kobold-weapon-familiarity-loag.md index 7b5a7a8ea..fb8848896 100644 --- a/compendium/feats/kobold-weapon-familiarity-loag.md +++ b/compendium/feats/kobold-weapon-familiarity-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Kobold Weapon Familiarity"] --- # Kobold Weapon Familiarity *Feat 1* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") You've trained with weapons ideal for subterranean efficiency. You are trained with the [crossbow](compendium/equipment/items/crossbow.md), [greatpick](compendium/equipment/items/greatpick.md), [light pick](compendium/equipment/items/light-pick.md), [pick](compendium/equipment/items/pick.md), and [spear](compendium/equipment/items/spear.md). You also gain access to all uncommon kobold weapons. For the purpose of determining your proficiency, martial kobold weapons are simple weapons, and advanced kobold weapons are martial weapons. diff --git a/compendium/feats/kobold-weapon-innovator-loag.md b/compendium/feats/kobold-weapon-innovator-loag.md index 08ad3ff8e..857a79b2f 100644 --- a/compendium/feats/kobold-weapon-innovator-loag.md +++ b/compendium/feats/kobold-weapon-innovator-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Kobold Weapon Innovator"] --- # Kobold Weapon Innovator *Feat 5* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: [Kobold Weapon Familiarity](compendium/feats/kobold-weapon-familiarity-loag.md) diff --git a/compendium/feats/kreightons-cognitive-crossover-lopsg.md b/compendium/feats/kreightons-cognitive-crossover-lopsg.md index 8e707af0d..b5b27778d 100644 --- a/compendium/feats/kreightons-cognitive-crossover-lopsg.md +++ b/compendium/feats/kreightons-cognitive-crossover-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Kreighton's Cognitive Crossover"] --- # Kreighton's Cognitive Crossover [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Trigger** You gain no information from a [Recall Knowledge](rules/actions/recall-knowledge.md) check (usually because you failed the secret check) using one of the two skills you chose for this feat. - **Activity** Reaction diff --git a/compendium/feats/lab-rat-apg.md b/compendium/feats/lab-rat-apg.md index a138a437f..28c76438e 100644 --- a/compendium/feats/lab-rat-apg.md +++ b/compendium/feats/lab-rat-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Lab Rat"] --- # Lab Rat *Feat 5* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You've spent more than your share of time in an alchemy lab. You might have been an alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have been exposed to a wide variety of alchemical poisons and elixirs, leaving you with increased tolerance of their effects. You have a +1 circumstance bonus to saves against poison and harmful effects from elixirs. If you roll a success on your saving throw against an elixir or poison, you get a critical success instead. diff --git a/compendium/feats/larcenous-hand-lotgb.md b/compendium/feats/larcenous-hand-lotgb.md index 2b07cacaf..168a38d81 100644 --- a/compendium/feats/larcenous-hand-lotgb.md +++ b/compendium/feats/larcenous-hand-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Larcenous Hand"] --- # Larcenous Hand *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Agile Hand](compendium/feats/agile-hand-lotgb.md), [Pickpocket](compendium/feats/pickpocket.md) skill feat diff --git a/compendium/feats/larcenous-tail-loag.md b/compendium/feats/larcenous-tail-loag.md index 701820d4f..9acd7aad9 100644 --- a/compendium/feats/larcenous-tail-loag.md +++ b/compendium/feats/larcenous-tail-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Larcenous Tail"] --- # Larcenous Tail *Feat 9* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") - **Prerequisites**: [Skillful Tail](compendium/feats/skillful-tail-ganzi-loag.md) diff --git a/compendium/feats/lasting-coercion.md b/compendium/feats/lasting-coercion.md index a74238353..73ff76fd3 100644 --- a/compendium/feats/lasting-coercion.md +++ b/compendium/feats/lasting-coercion.md @@ -8,7 +8,7 @@ tags: aliases: ["Lasting Coercion"] --- # Lasting Coercion *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/lasting-doubt.md b/compendium/feats/lasting-doubt.md index 44713e18d..100943751 100644 --- a/compendium/feats/lasting-doubt.md +++ b/compendium/feats/lasting-doubt.md @@ -7,7 +7,7 @@ tags: aliases: ["Lasting Doubt"] --- # Lasting Doubt *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: Redeemer cause diff --git a/compendium/feats/lastwall-sentry-dedication-lowg.md b/compendium/feats/lastwall-sentry-dedication-lowg.md index f05df6d78..f9cb1ab5c 100644 --- a/compendium/feats/lastwall-sentry-dedication-lowg.md +++ b/compendium/feats/lastwall-sentry-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Lastwall Sentry Dedication"] --- # Lastwall Sentry Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Eye of Dread region. - **Prerequisites**: member of the Knights of Lastwall, [Shield Block](compendium/feats/shield-block.md) diff --git a/compendium/feats/lastwall-warden-lowg.md b/compendium/feats/lastwall-warden-lowg.md index 5d6b74bec..4c2a7e0f9 100644 --- a/compendium/feats/lastwall-warden-lowg.md +++ b/compendium/feats/lastwall-warden-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Lastwall Warden"] --- # Lastwall Warden *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/feats/laughing-gnoll-lome.md b/compendium/feats/laughing-gnoll-lome.md index 6dd0cf1c4..afc763ecf 100644 --- a/compendium/feats/laughing-gnoll-lome.md +++ b/compendium/feats/laughing-gnoll-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Laughing Gnoll"] --- # Laughing Gnoll *Feat 9* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/lavasoul-loag.md b/compendium/feats/lavasoul-loag.md index d5b42527b..0972b7c6d 100644 --- a/compendium/feats/lavasoul-loag.md +++ b/compendium/feats/lavasoul-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Lavasoul"] --- # Lavasoul *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) [lineage](rules/traits/lineage-apg.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [unarmed](rules/traits/unarmed.md) attack in the brawling weapon group that deals `1d4` piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage); you gain a bonus on this [persistent damage](rules/conditions.md#Persistent%20Damage) equal to your item bonus to attack rolls on unarmed attacks. +Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") attack in the brawling weapon group that deals `1d4` piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage); you gain a bonus on this [persistent damage](rules/conditions.md#Persistent%20Damage) equal to your item bonus to attack rolls on unarmed attacks. *Source: Lost Omens: Ancestry Guide p. 103* %% #compendium/src/pf2e/loag #trait/ifrit #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/lawbringer-apg.md b/compendium/feats/lawbringer-apg.md index ad14357f3..f12e4ecb4 100644 --- a/compendium/feats/lawbringer-apg.md +++ b/compendium/feats/lawbringer-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Lawbringer"] --- # Lawbringer *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals. Your own virtue and orderly mind protect you from foes who would turn your emotions against you. You gain a +1 circumstance bonus to saves against [emotion](rules/traits/emotion.md) effects, and if you roll a success on a save against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. +You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals. Your own virtue and orderly mind protect you from foes who would turn your emotions against you. You gain a +1 circumstance bonus to saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects, and if you roll a success on a save against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a critical success instead. ## Lawbringer leads to... diff --git a/compendium/feats/lead-climber-apg.md b/compendium/feats/lead-climber-apg.md index c22b15169..ba3a80618 100644 --- a/compendium/feats/lead-climber-apg.md +++ b/compendium/feats/lead-climber-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Lead Climber"] --- # Lead Climber *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/lead-investigator-apg.md b/compendium/feats/lead-investigator-apg.md index 82e3382df..b7ec5f848 100644 --- a/compendium/feats/lead-investigator-apg.md +++ b/compendium/feats/lead-investigator-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Lead Investigator"] --- # Lead Investigator *Feat 18* -[exploration](rules/traits/exploration.md) [investigator](rules/traits/investigator-apg.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: [Clue Them All In](compendium/feats/clue-them-all-in-apg.md) diff --git a/compendium/feats/lead-the-pack-apg.md b/compendium/feats/lead-the-pack-apg.md index c21706604..9ded2b20a 100644 --- a/compendium/feats/lead-the-pack-apg.md +++ b/compendium/feats/lead-the-pack-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Lead The Pack"] --- # Lead The Pack *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md), you have multiple animal companions diff --git a/compendium/feats/lead-the-way-lokl.md b/compendium/feats/lead-the-way-lokl.md index 5704311ac..11a23a430 100644 --- a/compendium/feats/lead-the-way-lokl.md +++ b/compendium/feats/lead-the-way-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Lead the Way"] --- # Lead the Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) - **Activity** Two-Action diff --git a/compendium/feats/leading-dance-apg.md b/compendium/feats/leading-dance-apg.md index 52e83784f..14bfd0385 100644 --- a/compendium/feats/leading-dance-apg.md +++ b/compendium/feats/leading-dance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Leading Dance"] --- # Leading Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[move](rules/traits/move.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[move](rules/traits/move.md "Move Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) - **Requirements**: You are adjacent to an enemy. diff --git a/compendium/feats/leave-an-opening.md b/compendium/feats/leave-an-opening.md index 3d560aa57..d70c183e1 100644 --- a/compendium/feats/leave-an-opening.md +++ b/compendium/feats/leave-an-opening.md @@ -7,10 +7,10 @@ tags: aliases: ["Leave An Opening"] --- # Leave An Opening *Feat 14* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") -When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a [flat-footed](rules/conditions.md#Flat-footed) opponent with a melee attack and deal damage, the target triggers an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) reaction from one ally of your choice who has that reaction, as if the enemy had used a [manipulate](rules/traits/manipulate.md) action. +When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a [flat-footed](rules/conditions.md#Flat-footed) opponent with a melee attack and deal damage, the target triggers an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) reaction from one ally of your choice who has that reaction, as if the enemy had used a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action. *Source: Core Rulebook p. 188* %% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/leech-clipper-locg.md b/compendium/feats/leech-clipper-locg.md index 868723993..1d00f3662 100644 --- a/compendium/feats/leech-clipper-locg.md +++ b/compendium/feats/leech-clipper-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Leech-clipper"] --- # Leech-clipper *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You are trained to capture deserters, or "leeches." If you critically hit a foe with a weapon from the flail weapon group, you can wrap the weapon around the target's legs and then drop it, causing the foe to take a –10-foot circumstance penalty to their Speeds until they or their allies disentangle the weapon, which takes a total of 2 [Interact](rules/actions/interact.md) actions. diff --git a/compendium/feats/legendary-codebreaker.md b/compendium/feats/legendary-codebreaker.md index 4f793c373..924251a75 100644 --- a/compendium/feats/legendary-codebreaker.md +++ b/compendium/feats/legendary-codebreaker.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Codebreaker"] --- # Legendary Codebreaker *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/legendary-guide-apg.md b/compendium/feats/legendary-guide-apg.md index f0995e360..5432ac558 100644 --- a/compendium/feats/legendary-guide-apg.md +++ b/compendium/feats/legendary-guide-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Guide"] --- # Legendary Guide *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/legendary-linguist.md b/compendium/feats/legendary-linguist.md index 386de3af4..ff5ac253b 100644 --- a/compendium/feats/legendary-linguist.md +++ b/compendium/feats/legendary-linguist.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Linguist"] --- # Legendary Linguist *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Society](compendium/skills.md#Society), [Multilingual](compendium/feats/multilingual.md) diff --git a/compendium/feats/legendary-medic.md b/compendium/feats/legendary-medic.md index e141f60fd..59ef47a86 100644 --- a/compendium/feats/legendary-medic.md +++ b/compendium/feats/legendary-medic.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Medic"] --- # Legendary Medic *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/legendary-monster-hunter.md b/compendium/feats/legendary-monster-hunter.md index e3eb2d365..44844ad6c 100644 --- a/compendium/feats/legendary-monster-hunter.md +++ b/compendium/feats/legendary-monster-hunter.md @@ -7,7 +7,7 @@ tags: aliases: ["Legendary Monster Hunter"] --- # Legendary Monster Hunter *Feat 16* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: legendary in [Nature](compendium/skills.md#Nature), [Master Monster Hunter](compendium/feats/master-monster-hunter.md) diff --git a/compendium/feats/legendary-negotiation.md b/compendium/feats/legendary-negotiation.md index 82643e532..bebd51736 100644 --- a/compendium/feats/legendary-negotiation.md +++ b/compendium/feats/legendary-negotiation.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Negotiation"] --- # Legendary Negotiation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Diplomacy](compendium/skills.md#Diplomacy) - **Activity** Three-Action diff --git a/compendium/feats/legendary-performer.md b/compendium/feats/legendary-performer.md index ccb380866..787e8f71d 100644 --- a/compendium/feats/legendary-performer.md +++ b/compendium/feats/legendary-performer.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Performer"] --- # Legendary Performer *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Performance](compendium/skills.md#Performance), [Virtuosic Performer](compendium/feats/virtuosic-performer.md) diff --git a/compendium/feats/legendary-professional.md b/compendium/feats/legendary-professional.md index 3ed11e1f5..e10c5b902 100644 --- a/compendium/feats/legendary-professional.md +++ b/compendium/feats/legendary-professional.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Professional"] --- # Legendary Professional *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Lore](compendium/skills.md#Lore) diff --git a/compendium/feats/legendary-rider-apg.md b/compendium/feats/legendary-rider-apg.md index ff64ba2b8..10b757a6c 100644 --- a/compendium/feats/legendary-rider-apg.md +++ b/compendium/feats/legendary-rider-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Legendary Rider"] --- # Legendary Rider *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) diff --git a/compendium/feats/legendary-shot.md b/compendium/feats/legendary-shot.md index d3b31f4a4..3c051e850 100644 --- a/compendium/feats/legendary-shot.md +++ b/compendium/feats/legendary-shot.md @@ -7,7 +7,7 @@ tags: aliases: ["Legendary Shot"] --- # Legendary Shot *Feat 20* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: masterful hunter, legendary in [Perception](compendium/skills.md#Perception), [Far Shot](compendium/feats/far-shot.md) diff --git a/compendium/feats/legendary-size-loil.md b/compendium/feats/legendary-size-loil.md index b48421138..0745d6e81 100644 --- a/compendium/feats/legendary-size-loil.md +++ b/compendium/feats/legendary-size-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Legendary Size"] --- # Legendary Size *Feat 9* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") The vanaras of old were tricksters able to step across wide rivers or slip into impossibly small spaces. You can cast [enlarge](compendium/spells/enlarge.md) and shrink once per day each as 2nd-level divine innate spells. You can target only yourself and other vanaras with these spells. diff --git a/compendium/feats/legendary-sneak.md b/compendium/feats/legendary-sneak.md index b8998a896..b42ee91c9 100644 --- a/compendium/feats/legendary-sneak.md +++ b/compendium/feats/legendary-sneak.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Sneak"] --- # Legendary Sneak *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Stealth](compendium/skills.md#Stealth), [Swift Sneak](compendium/feats/swift-sneak.md) diff --git a/compendium/feats/legendary-summoner-som.md b/compendium/feats/legendary-summoner-som.md index 851f3ba29..d65875da9 100644 --- a/compendium/feats/legendary-summoner-som.md +++ b/compendium/feats/legendary-summoner-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Legendary Summoner"] --- # Legendary Summoner *Feat 20* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Master Summoner](compendium/feats/master-summoner-som.md) diff --git a/compendium/feats/legendary-survivalist.md b/compendium/feats/legendary-survivalist.md index 030d09a48..9dc8b5e15 100644 --- a/compendium/feats/legendary-survivalist.md +++ b/compendium/feats/legendary-survivalist.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Survivalist"] --- # Legendary Survivalist *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/legendary-tattoo-artist-tv.md b/compendium/feats/legendary-tattoo-artist-tv.md index 99d76d823..0c0065695 100644 --- a/compendium/feats/legendary-tattoo-artist-tv.md +++ b/compendium/feats/legendary-tattoo-artist-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Tattoo Artist"] --- # Legendary Tattoo Artist *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Tattoo Artist](compendium/feats/tattoo-artist-tv.md), master in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/legendary-thief.md b/compendium/feats/legendary-thief.md index 898b1df8c..11ef01d7d 100644 --- a/compendium/feats/legendary-thief.md +++ b/compendium/feats/legendary-thief.md @@ -8,7 +8,7 @@ tags: aliases: ["Legendary Thief"] --- # Legendary Thief *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Thievery](compendium/skills.md#Thievery), [Pickpocket](compendium/feats/pickpocket.md) diff --git a/compendium/feats/legs-of-stone-ec3.md b/compendium/feats/legs-of-stone-ec3.md index 2e50e30fd..3af6b4c74 100644 --- a/compendium/feats/legs-of-stone-ec3.md +++ b/compendium/feats/legs-of-stone-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Legs Of Stone"] --- # Legs Of Stone *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) diff --git a/compendium/feats/lemma-of-vision-loag.md b/compendium/feats/lemma-of-vision-loag.md index 908c6b705..f47122f8a 100644 --- a/compendium/feats/lemma-of-vision-loag.md +++ b/compendium/feats/lemma-of-vision-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Lemma Of Vision"] --- # Lemma Of Vision *Feat 1* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") You've solved a tiny stepping stone in your self-discovery, awakening new depths in your sight. You gain [darkvision](rules/abilities/darkvision.md). diff --git a/compendium/feats/lengthy-diversion.md b/compendium/feats/lengthy-diversion.md index f7e93632d..8904345f8 100644 --- a/compendium/feats/lengthy-diversion.md +++ b/compendium/feats/lengthy-diversion.md @@ -8,7 +8,7 @@ tags: aliases: ["Lengthy Diversion"] --- # Lengthy Diversion *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/leshy-familiar-secrets-apg.md b/compendium/feats/leshy-familiar-secrets-apg.md index df85c0cfa..f4e30d69a 100644 --- a/compendium/feats/leshy-familiar-secrets-apg.md +++ b/compendium/feats/leshy-familiar-secrets-apg.md @@ -7,14 +7,14 @@ tags: aliases: ["Leshy Familiar Secrets"] --- # Leshy Familiar Secrets *Feat 4* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: leaf order The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time. - **Grasping Tendrils** Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet. -- **Purify Air** Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled [poison](rules/traits/poison.md) effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect. +- **Purify Air** Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled [poison](rules/traits/poison.md "Poison Effect Trait") effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect. - **Verdant Burst** When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a level 1 lower than your highest-level spell slot. The [heal](compendium/spells/heal.md) spell gains a status bonus equal to twice the spell's level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability. *Source: Advanced Player's Guide p. 124* diff --git a/compendium/feats/leshy-familiar.md b/compendium/feats/leshy-familiar.md index a1514cbcd..83ed5f899 100644 --- a/compendium/feats/leshy-familiar.md +++ b/compendium/feats/leshy-familiar.md @@ -7,7 +7,7 @@ tags: aliases: ["Leshy Familiar"] --- # Leshy Familiar *Feat 1* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Leaf order diff --git a/compendium/feats/leshy-glide-locg.md b/compendium/feats/leshy-glide-locg.md index 2905bc012..eb70dbab7 100644 --- a/compendium/feats/leshy-glide-locg.md +++ b/compendium/feats/leshy-glide-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Leshy Glide"] --- # Leshy Glide [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") - **Prerequisites**: leaf leshy heritage or [Cat Fall](compendium/feats/cat-fall.md) skill feat - **Activity** Single Action diff --git a/compendium/feats/leshy-lore-locg.md b/compendium/feats/leshy-lore-locg.md index 7b2eb5083..85c840529 100644 --- a/compendium/feats/leshy-lore-locg.md +++ b/compendium/feats/leshy-lore-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Leshy Lore"] --- # Leshy Lore *Feat 1* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") You deeply understand your people's cultural traditions and innate strengths. You gain the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Leshy Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/leshy-superstition-locg.md b/compendium/feats/leshy-superstition-locg.md index 9db296b1a..68aedb478 100644 --- a/compendium/feats/leshy-superstition-locg.md +++ b/compendium/feats/leshy-superstition-locg.md @@ -7,9 +7,9 @@ tags: aliases: ["Leshy Superstition"] --- # Leshy Superstition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") -- **Trigger** You attempt a saving throw against a spell or [magical](rules/traits/magical.md) effect, but haven't rolled yet. +- **Trigger** You attempt a saving throw against a spell or [magical](rules/traits/magical.md "Magical Item Trait") effect, but haven't rolled yet. - **Activity** Reaction You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect. diff --git a/compendium/feats/lesser-enhance-venom-loil.md b/compendium/feats/lesser-enhance-venom-loil.md index 8a35802e6..23be45b2f 100644 --- a/compendium/feats/lesser-enhance-venom-loil.md +++ b/compendium/feats/lesser-enhance-venom-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Lesser Enhance Venom"] --- # Lesser Enhance Venom *Feat 1* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) diff --git a/compendium/feats/lethal-finisher-apg.md b/compendium/feats/lethal-finisher-apg.md index dcb661e84..8c0aec489 100644 --- a/compendium/feats/lethal-finisher-apg.md +++ b/compendium/feats/lethal-finisher-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Lethal Finisher"] --- # Lethal Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[death](rules/traits/death.md) [finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[death](rules/traits/death.md "Death Effect Trait") [finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: precise strike `6d6` - **Activity** Single Action diff --git a/compendium/feats/lethargy-poisoner-av3.md b/compendium/feats/lethargy-poisoner-av3.md index e48af1c66..d25b6ed4d 100644 --- a/compendium/feats/lethargy-poisoner-av3.md +++ b/compendium/feats/lethargy-poisoner-av3.md @@ -7,7 +7,7 @@ tags: aliases: ["Lethargy Poisoner"] --- # Lethargy Poisoner *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md), trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/levering-strike-ec1.md b/compendium/feats/levering-strike-ec1.md index e342ea1ce..b9cb3c86d 100644 --- a/compendium/feats/levering-strike-ec1.md +++ b/compendium/feats/levering-strike-ec1.md @@ -9,7 +9,7 @@ tags: aliases: ["Levering Strike"] --- # Levering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [press](rules/traits/press.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [press](rules/traits/press.md "Press Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) - **Requirements**: You are wielding your staff. diff --git a/compendium/feats/leyline-conduit.md b/compendium/feats/leyline-conduit.md index 2830cf26f..fee3e8823 100644 --- a/compendium/feats/leyline-conduit.md +++ b/compendium/feats/leyline-conduit.md @@ -10,7 +10,7 @@ tags: aliases: ["Leyline Conduit"] --- # Leyline Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Frequency**: once per minute - **Activity** Single Action diff --git a/compendium/feats/liberate-soul-botd.md b/compendium/feats/liberate-soul-botd.md index 43d7224ff..f63b41906 100644 --- a/compendium/feats/liberate-soul-botd.md +++ b/compendium/feats/liberate-soul-botd.md @@ -10,14 +10,14 @@ tags: aliases: ["Liberate Soul"] --- # Liberate Soul [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) - **Frequency**: once per hour - **Requirements**: Your spiral is glowing. - **Activity** Two-Action -The light flows from your sigil of [Pharasma](compendium/setting/deities/pharasma.md) to shatter the bonds imprisoning a soul. You attempt to counteract a [possession](rules/traits/possession.md) effect, or an effect, object, or spell that is imprisoning a soul (such as [bind soul](compendium/spells/bind-soul.md), a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. +The light flows from your sigil of [Pharasma](compendium/setting/deities/pharasma.md) to shatter the bonds imprisoning a soul. You attempt to counteract a [possession](rules/traits/possession.md "Possession Effect Trait") effect, or an effect, object, or spell that is imprisoning a soul (such as [bind soul](compendium/spells/bind-soul.md), a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. *Source: Book of the Dead p. 27* %% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/liberating-stride.md b/compendium/feats/liberating-stride.md index 94bdbade9..04fef9a22 100644 --- a/compendium/feats/liberating-stride.md +++ b/compendium/feats/liberating-stride.md @@ -7,7 +7,7 @@ tags: aliases: ["Liberating Stride"] --- # Liberating Stride *Feat 12* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: Liberator cause diff --git a/compendium/feats/lich-dedication-botd.md b/compendium/feats/lich-dedication-botd.md index 81b415737..38bf615f6 100644 --- a/compendium/feats/lich-dedication-botd.md +++ b/compendium/feats/lich-dedication-botd.md @@ -9,11 +9,11 @@ tags: aliases: ["Lich Dedication"] --- # Lich Dedication *Feat 12* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: living creature, ability to cast 6th-level or higher spells from spell slots, expert in [Crafting](compendium/skills.md#Crafting), completed ritual to become a lich and crafted a [soul cage](compendium/equipment/items/soul-cage-botd.md) -After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the [undead](rules/traits/undead.md) trait and the basic undead benefits (page 44). Your undead craving is for knowledge. +After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the [undead](rules/traits/undead.md "Undead Creature Type Trait") trait and the basic undead benefits (page 44). Your undead craving is for knowledge. You gain a unique [soul cage](compendium/equipment/items/soul-cage-botd.md)—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed. diff --git a/compendium/feats/lie-detector-apg.md b/compendium/feats/lie-detector-apg.md index 70ea73626..2516d2add 100644 --- a/compendium/feats/lie-detector-apg.md +++ b/compendium/feats/lie-detector-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Lie Detector"] --- # Lie Detector *Feat 4* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: empiricism or interrogation methodology diff --git a/compendium/feats/lie-to-me.md b/compendium/feats/lie-to-me.md index 6163fa483..9fe7a3f58 100644 --- a/compendium/feats/lie-to-me.md +++ b/compendium/feats/lie-to-me.md @@ -8,7 +8,7 @@ tags: aliases: ["Lie To Me"] --- # Lie To Me *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/life-giving-magic-locg.md b/compendium/feats/life-giving-magic-locg.md index dbcf0d218..fbc2b46bf 100644 --- a/compendium/feats/life-giving-magic-locg.md +++ b/compendium/feats/life-giving-magic-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Life-giving Magic"] --- # Life-giving Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Frequency**: once per minute - **Trigger** You cast an innate spell from a gnome heritage or ancestry feat. diff --git a/compendium/feats/life-leap-apg.md b/compendium/feats/life-leap-apg.md index 3a7a00748..9a7a0639c 100644 --- a/compendium/feats/life-leap-apg.md +++ b/compendium/feats/life-leap-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Life Leap"] --- # Life Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[gnome](rules/traits/gnome.md) [move](rules/traits/move.md) [necromancy](rules/traits/necromancy.md) [teleportation](rules/traits/teleportation.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") [move](rules/traits/move.md "Move Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Requirements**: You must be adjacent to a living creature. - **Activity** Single Action diff --git a/compendium/feats/lifebloods-call-loag.md b/compendium/feats/lifebloods-call-loag.md index 59785376f..a88898d92 100644 --- a/compendium/feats/lifebloods-call-loag.md +++ b/compendium/feats/lifebloods-call-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Lifeblood's Call"] --- # Lifeblood's Call *Feat 13* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") The impulse to survive and continue fighting resonates deep within you. You gain a circumstance bonus to damage rolls on your melee [Strikes](rules/actions/strike.md) equal to twice the sum of your [wounded](rules/conditions.md#Wounded) and [doomed](rules/conditions.md#Doomed) conditions (to a maximum of a +8 circumstance bonus to damage) whenever you have one or both conditions. diff --git a/compendium/feats/lifelink-surge-som.md b/compendium/feats/lifelink-surge-som.md index 3b5c61411..2f1ab3c08 100644 --- a/compendium/feats/lifelink-surge-som.md +++ b/compendium/feats/lifelink-surge-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Lifelink Surge"] --- # Lifelink Surge *Feat 4* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") You learn the [lifelink surge](compendium/spells/lifelink-surge-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/lifesense-apg.md b/compendium/feats/lifesense-apg.md index 4e94bb426..ec33d9901 100644 --- a/compendium/feats/lifesense-apg.md +++ b/compendium/feats/lifesense-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Lifesense"] --- # Lifesense *Feat 5* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [duskwalker](rules/traits/duskwalker-apg.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") You have a limited ability to sense life force, like your psychopomp forebears. You gain [lifesense](rules/abilities/lifesense.md) as an imprecise sense with a range of 10 feet. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two. diff --git a/compendium/feats/light-from-darkness-apg.md b/compendium/feats/light-from-darkness-apg.md index 689c1e9e2..164713477 100644 --- a/compendium/feats/light-from-darkness-apg.md +++ b/compendium/feats/light-from-darkness-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Light From Darkness"] --- # Light From Darkness *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -You've battled the fiendish power within your nature and come out on top; whatever you decide to do with your life, for good or evil, will be your choice and your choice alone. This struggle has granted you powerful resistance against the divine. You gain a +1 circumstance bonus to all saving throws against [divine](rules/traits/divine.md) effects. +You've battled the fiendish power within your nature and come out on top; whatever you decide to do with your life, for good or evil, will be your choice and your choice alone. This struggle has granted you powerful resistance against the divine. You gain a +1 circumstance bonus to all saving throws against [divine](rules/traits/divine.md "Divine Tradition Trait") effects. *Source: Advanced Player's Guide p. 41* %% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/compendium/feats/light-of-revelation-locg.md b/compendium/feats/light-of-revelation-locg.md index febe2ad5e..0fc8e2981 100644 --- a/compendium/feats/light-of-revelation-locg.md +++ b/compendium/feats/light-of-revelation-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Light Of Revelation"] --- # Light Of Revelation *Feat 4* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You've learned to call upon light to reveal what is [hidden](rules/conditions.md#Hidden). You gain the [light of revelation](compendium/spells/light-of-revelation-locg.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/light-paws-apg.md b/compendium/feats/light-paws-apg.md index 84b8dead8..83eaaa807 100644 --- a/compendium/feats/light-paws-apg.md +++ b/compendium/feats/light-paws-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Light Paws"] --- # Light Paws [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Activity** Two-Action diff --git a/compendium/feats/light-step.md b/compendium/feats/light-step.md index f6af88f00..3b0dc1b29 100644 --- a/compendium/feats/light-step.md +++ b/compendium/feats/light-step.md @@ -7,7 +7,7 @@ tags: aliases: ["Light Step"] --- # Light Step *Feat 6* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You aren't bothered by tricky footing. When you [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md), you can ignore difficult terrain. diff --git a/compendium/feats/lightless-litheness-loag.md b/compendium/feats/lightless-litheness-loag.md index 72f2ce202..dd0b385db 100644 --- a/compendium/feats/lightless-litheness-loag.md +++ b/compendium/feats/lightless-litheness-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Lightless Litheness"] --- # Lightless Litheness *Feat 5* -[fetchling](rules/traits/fetchling-b2.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") Your body is almost as flexible as your shadow. When you critically fail at [Squeezing](rules/actions/squeeze.md), you get a failure instead. Additionally, when you roll a success at an [Escape](rules/actions/escape.md) check, you get a critical success instead; if you roll a critical success, you can [Step](rules/actions/step.md) instead of [Striding](rules/actions/stride.md) up to 5 feet. diff --git a/compendium/feats/lightning-snares.md b/compendium/feats/lightning-snares.md index be2384859..2835b38ec 100644 --- a/compendium/feats/lightning-snares.md +++ b/compendium/feats/lightning-snares.md @@ -7,7 +7,7 @@ tags: aliases: ["Lightning Snares"] --- # Lightning Snares *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md), [Quick Snares](compendium/feats/quick-snares.md) diff --git a/compendium/feats/lightning-tongue-loag.md b/compendium/feats/lightning-tongue-loag.md index 8e6bcfa26..6697b4ba7 100644 --- a/compendium/feats/lightning-tongue-loag.md +++ b/compendium/feats/lightning-tongue-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Lightning Tongue"] --- # Lightning Tongue [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/lightslayer-oath-apg.md b/compendium/feats/lightslayer-oath-apg.md index 004707397..94bffdb8a 100644 --- a/compendium/feats/lightslayer-oath-apg.md +++ b/compendium/feats/lightslayer-oath-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Lightslayer Oath"] --- # Lightslayer Oath *Feat 2* -[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [oath](rules/traits/oath.md "Oath Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tenets of evil diff --git a/compendium/feats/lingering-chill-da.md b/compendium/feats/lingering-chill-da.md index b1fdf154a..0f2fd0bf2 100644 --- a/compendium/feats/lingering-chill-da.md +++ b/compendium/feats/lingering-chill-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Lingering Chill"] --- # Lingering Chill *Feat 4* -[aftermath](rules/traits/aftermath-da.md) [cold](rules/traits/cold.md) [rare](rules/traits/rare.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [cold](rules/traits/cold.md) trait or an enemy's ability that has the [cold](rules/traits/cold.md) trait. +- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait or an enemy's ability that has the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait. The chill of ice entered your veins and never left, adjusting the internal temperature of your body. Your breath comes out in puffs, and your skin is as cold and smooth as the ice in your veins. You can cast [ray of frost](compendium/spells/ray-of-frost.md) as a primal innate cantrip. You gain resistance to cold damage equal to half your level, and you're protected from severe cold temperatures. diff --git a/compendium/feats/lingering-composition.md b/compendium/feats/lingering-composition.md index b02a8f1d9..756156cf7 100644 --- a/compendium/feats/lingering-composition.md +++ b/compendium/feats/lingering-composition.md @@ -7,7 +7,7 @@ tags: aliases: ["Lingering Composition"] --- # Lingering Composition *Feat 1* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Maestro muse diff --git a/compendium/feats/lingering-flames-lotgb.md b/compendium/feats/lingering-flames-lotgb.md index 0d725fdb6..2630439f6 100644 --- a/compendium/feats/lingering-flames-lotgb.md +++ b/compendium/feats/lingering-flames-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Lingering Flames"] --- # Lingering Flames *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) diff --git a/compendium/feats/linguist-dedication-apg.md b/compendium/feats/linguist-dedication-apg.md index 3a021ac53..3facfa899 100644 --- a/compendium/feats/linguist-dedication-apg.md +++ b/compendium/feats/linguist-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Linguist Dedication"] --- # Linguist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: You speak at least three languages. diff --git a/compendium/feats/link-focus-som.md b/compendium/feats/link-focus-som.md index e8e8b4e86..dd86e715c 100644 --- a/compendium/feats/link-focus-som.md +++ b/compendium/feats/link-focus-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Link Focus"] --- # Link Focus *Feat 12* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: link spells diff --git a/compendium/feats/link-wellspring-som.md b/compendium/feats/link-wellspring-som.md index b04c4332d..a3d2b2897 100644 --- a/compendium/feats/link-wellspring-som.md +++ b/compendium/feats/link-wellspring-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Link Wellspring"] --- # Link Wellspring *Feat 18* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Link Focus](compendium/feats/link-focus-som.md) diff --git a/compendium/feats/linked-focus.md b/compendium/feats/linked-focus.md index ed66dcd3e..bd32b3dd7 100644 --- a/compendium/feats/linked-focus.md +++ b/compendium/feats/linked-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Linked Focus"] --- # Linked Focus *Feat 4* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: arcane bond, arcane school - **Frequency**: once per day diff --git a/compendium/feats/lion-blade-dedication-lowg.md b/compendium/feats/lion-blade-dedication-lowg.md index 388f5ca98..0ec510071 100644 --- a/compendium/feats/lion-blade-dedication-lowg.md +++ b/compendium/feats/lion-blade-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Lion Blade Dedication"] --- # Lion Blade Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Taldor. - **Prerequisites**: member of the Lion Blades, trained in [Performance](compendium/skills.md#Performance) diff --git a/compendium/feats/lions-fury-sot4.md b/compendium/feats/lions-fury-sot4.md index ea563a005..7b66460c1 100644 --- a/compendium/feats/lions-fury-sot4.md +++ b/compendium/feats/lions-fury-sot4.md @@ -7,7 +7,7 @@ tags: aliases: ["Lion's Fury"] --- # Lion's Fury *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Lion's Might diff --git a/compendium/feats/lions-might-sot4.md b/compendium/feats/lions-might-sot4.md index 276770029..7fc5469e1 100644 --- a/compendium/feats/lions-might-sot4.md +++ b/compendium/feats/lions-might-sot4.md @@ -7,7 +7,7 @@ tags: aliases: ["Lion's Might"] --- # Lion's Might *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Bright Lion Dedication diff --git a/compendium/feats/litany-against-sloth.md b/compendium/feats/litany-against-sloth.md index 26aceed5a..8e0580964 100644 --- a/compendium/feats/litany-against-sloth.md +++ b/compendium/feats/litany-against-sloth.md @@ -7,7 +7,7 @@ tags: aliases: ["Litany Against Sloth"] --- # Litany Against Sloth *Feat 10* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: devotion spells, tenets of good diff --git a/compendium/feats/litany-against-wrath.md b/compendium/feats/litany-against-wrath.md index 3ed5a14f7..d575ead0c 100644 --- a/compendium/feats/litany-against-wrath.md +++ b/compendium/feats/litany-against-wrath.md @@ -7,7 +7,7 @@ tags: aliases: ["Litany Against Wrath"] --- # Litany Against Wrath *Feat 6* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: devotion spells, tenets of good diff --git a/compendium/feats/litany-of-depravity-apg.md b/compendium/feats/litany-of-depravity-apg.md index 1247985e7..c8906b44d 100644 --- a/compendium/feats/litany-of-depravity-apg.md +++ b/compendium/feats/litany-of-depravity-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Litany Of Depravity"] --- # Litany Of Depravity *Feat 14* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tenets of evil diff --git a/compendium/feats/litany-of-righteousness.md b/compendium/feats/litany-of-righteousness.md index 19a24537f..f98c4441b 100644 --- a/compendium/feats/litany-of-righteousness.md +++ b/compendium/feats/litany-of-righteousness.md @@ -7,7 +7,7 @@ tags: aliases: ["Litany Of Righteousness"] --- # Litany Of Righteousness *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/litany-of-self-interest-apg.md b/compendium/feats/litany-of-self-interest-apg.md index 6399eb646..d03f61cb5 100644 --- a/compendium/feats/litany-of-self-interest-apg.md +++ b/compendium/feats/litany-of-self-interest-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Litany Of Self-interest"] --- # Litany Of Self-interest *Feat 10* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: devotion spells, tenets of evil diff --git a/compendium/feats/living-hair-apg.md b/compendium/feats/living-hair-apg.md index 4cd0416de..82c947665 100644 --- a/compendium/feats/living-hair-apg.md +++ b/compendium/feats/living-hair-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Living Hair"] --- # Living Hair *Feat 2* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") -You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals `1d4` bludgeoning damage; is in the brawling group; and has the [agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [trip](rules/traits/trip.md), and [unarmed](rules/traits/unarmed.md) traits. +You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals `1d4` bludgeoning damage; is in the brawling group; and has the [agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. ## Living Hair leads to... diff --git a/compendium/feats/living-monolith-dedication-lowg.md b/compendium/feats/living-monolith-dedication-lowg.md index 137bde7aa..6c2a03223 100644 --- a/compendium/feats/living-monolith-dedication-lowg.md +++ b/compendium/feats/living-monolith-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Living Monolith Dedication"] --- # Living Monolith Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Golden Road region. - **Prerequisites**: Ancient Osiriani and Sphinx languages, trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/living-rune-lowg.md b/compendium/feats/living-rune-lowg.md index e05eea427..dc26ce5b8 100644 --- a/compendium/feats/living-rune-lowg.md +++ b/compendium/feats/living-rune-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Living Rune"] --- # Living Rune *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) diff --git a/compendium/feats/living-vessel-dedication-da.md b/compendium/feats/living-vessel-dedication-da.md index 68e6b56b8..2c0c49be5 100644 --- a/compendium/feats/living-vessel-dedication-da.md +++ b/compendium/feats/living-vessel-dedication-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Living Vessel Dedication"] --- # Living Vessel Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. diff --git a/compendium/feats/living-weapon-loag.md b/compendium/feats/living-weapon-loag.md index ab89816c3..ffc809562 100644 --- a/compendium/feats/living-weapon-loag.md +++ b/compendium/feats/living-weapon-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Living Weapon"] --- # Living Weapon *Feat 1* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") -You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals `1d4` slashing damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits; a horn, jaws, or tusk unarmed attack that deals `1d6` piercing damage and has the versatile S trait; or a tail unarmed attack that deals `1d6` bludgeoning damage and has the [backswing](rules/traits/backswing.md) trait. Each of these unarmed attacks is in the brawling weapon group. +You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals `1d4` slashing damage and has the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits; a horn, jaws, or tusk unarmed attack that deals `1d6` piercing damage and has the versatile S trait; or a tail unarmed attack that deals `1d6` bludgeoning damage and has the [backswing](rules/traits/backswing.md "Backswing Weapon Trait") trait. Each of these unarmed attacks is in the brawling weapon group. Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. diff --git a/compendium/feats/lizardfolk-lore-locg.md b/compendium/feats/lizardfolk-lore-locg.md index b26a1e8ce..5b435793d 100644 --- a/compendium/feats/lizardfolk-lore-locg.md +++ b/compendium/feats/lizardfolk-lore-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Lizardfolk Lore"] --- # Lizardfolk Lore *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Iruxi Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/loaner-spell-apg.md b/compendium/feats/loaner-spell-apg.md index 0a6a67325..5ffcb7ef5 100644 --- a/compendium/feats/loaner-spell-apg.md +++ b/compendium/feats/loaner-spell-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Loaner Spell"] --- # Loaner Spell *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/lobbed-attack-ec1.md b/compendium/feats/lobbed-attack-ec1.md index f709f0437..a5de423cc 100644 --- a/compendium/feats/lobbed-attack-ec1.md +++ b/compendium/feats/lobbed-attack-ec1.md @@ -8,7 +8,7 @@ tags: aliases: ["Lobbed Attack"] --- # Lobbed Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: master in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) - **Requirements**: You are Juggling a thrown weapon. diff --git a/compendium/feats/log-roll-ec3.md b/compendium/feats/log-roll-ec3.md index ea8bec901..41603fd7e 100644 --- a/compendium/feats/log-roll-ec3.md +++ b/compendium/feats/log-roll-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Log Roll"] --- # Log Roll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) - **Requirements**: You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is [flat-footed](rules/conditions.md#Flat-footed). diff --git a/compendium/feats/long-nosed-form-apg.md b/compendium/feats/long-nosed-form-apg.md index f39248abe..c1491083a 100644 --- a/compendium/feats/long-nosed-form-apg.md +++ b/compendium/feats/long-nosed-form-apg.md @@ -11,11 +11,11 @@ tags: aliases: ["Long-nosed Form"] --- # Long-nosed Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [tengu](rules/traits/tengu-b1.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Single Action -You can transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using [Long-Nosed Form](compendium/feats/long-nosed-form-apg.md) counts as creating a disguise for the [Impersonate](rules/actions/impersonate.md) use of [Deception](compendium/skills.md#Deception). Due to your imperfect transformation, your transformation doesn't automatically defeat [Perception](compendium/skills.md#Perception) DCs to determine whether you are human, though you may be able to explain away or hide your [tengu](rules/traits/tengu-b1.md) traits. You lose your beak unarmed [Strike](rules/actions/strike.md) in your human form, as well as any other unarmed [Strikes](rules/actions/strike.md) you gained from a tengu heritage or ancestry feat. You can remain in your human form indefinitely, and you can shift back to your tengu form by using this action again. +You can transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using [Long-Nosed Form](compendium/feats/long-nosed-form-apg.md) counts as creating a disguise for the [Impersonate](rules/actions/impersonate.md) use of [Deception](compendium/skills.md#Deception). Due to your imperfect transformation, your transformation doesn't automatically defeat [Perception](compendium/skills.md#Perception) DCs to determine whether you are human, though you may be able to explain away or hide your [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") traits. You lose your beak unarmed [Strike](rules/actions/strike.md) in your human form, as well as any other unarmed [Strikes](rules/actions/strike.md) you gained from a tengu heritage or ancestry feat. You can remain in your human form indefinitely, and you can shift back to your tengu form by using this action again. ## Long-nosed Form leads to... diff --git a/compendium/feats/long-tongue-lome.md b/compendium/feats/long-tongue-lome.md index e565183df..3f26ab6e6 100644 --- a/compendium/feats/long-tongue-lome.md +++ b/compendium/feats/long-tongue-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Long Tongue"] --- # Long Tongue *Feat 5* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") - **Prerequisites**: snaptongue grippli diff --git a/compendium/feats/look-again-lotgb.md b/compendium/feats/look-again-lotgb.md index 3312f8021..726f08069 100644 --- a/compendium/feats/look-again-lotgb.md +++ b/compendium/feats/look-again-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Look Again"] --- # Look Again [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) - **Frequency**: once per day diff --git a/compendium/feats/look-but-dont-touch-loil.md b/compendium/feats/look-but-dont-touch-loil.md index e92dd7424..d0833d857 100644 --- a/compendium/feats/look-but-dont-touch-loil.md +++ b/compendium/feats/look-but-dont-touch-loil.md @@ -8,12 +8,12 @@ tags: aliases: ["Look but Don't Touch"] --- # Look but Don't Touch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[ghoran](rules/traits/ghoran-loil.md) [poison](rules/traits/poison.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Frequency**: once per day - **Activity** Two-Action -Many flowers are beautiful to look upon but deadly to touch—and you're one of them. For 1 minute, any creature that touches you or damages you with a melee weapon without the [reach](rules/traits/reach.md) trait or with a melee unarmed attack takes `3d6` poison damage. +Many flowers are beautiful to look upon but deadly to touch—and you're one of them. For 1 minute, any creature that touches you or damages you with a melee weapon without the [reach](rules/traits/reach.md "Reach Weapon Trait") trait or with a melee unarmed attack takes `3d6` poison damage. *Source: Lost Omens: Impossible Lands p. 39* %% #compendium/src/pf2e/loil #trait/ghoran #trait/poison %% \ No newline at end of file diff --git a/compendium/feats/loose-cannon-ooa1.md b/compendium/feats/loose-cannon-ooa1.md index e7ffca534..dadf9facf 100644 --- a/compendium/feats/loose-cannon-ooa1.md +++ b/compendium/feats/loose-cannon-ooa1.md @@ -7,7 +7,7 @@ tags: aliases: ["Loose Cannon"] --- # Loose Cannon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication - **Activity** Single Action diff --git a/compendium/feats/lore-seeker-locg.md b/compendium/feats/lore-seeker-locg.md index a27908aa9..10f6e06f2 100644 --- a/compendium/feats/lore-seeker-locg.md +++ b/compendium/feats/lore-seeker-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Lore Seeker"] --- # Lore Seeker *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/feats/lorefinder-av2.md b/compendium/feats/lorefinder-av2.md index 07ca31c8b..16e5c6201 100644 --- a/compendium/feats/lorefinder-av2.md +++ b/compendium/feats/lorefinder-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Lorefinder"] --- # Lorefinder *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) diff --git a/compendium/feats/loremaster-dedication-apg.md b/compendium/feats/loremaster-dedication-apg.md index 4aef95c51..c7b41c33d 100644 --- a/compendium/feats/loremaster-dedication-apg.md +++ b/compendium/feats/loremaster-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Loremaster Dedication"] --- # Loremaster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in at least one skill to [Decipher Writing](rules/actions/decipher-writing.md) diff --git a/compendium/feats/loremasters-etude.md b/compendium/feats/loremasters-etude.md index 02ab47e26..a125266e4 100644 --- a/compendium/feats/loremasters-etude.md +++ b/compendium/feats/loremasters-etude.md @@ -8,7 +8,7 @@ tags: aliases: ["Loremaster's Etude"] --- # Loremaster's Etude *Feat 2* -[bard](rules/traits/bard.md) [fortune](rules/traits/fortune.md) +[bard](rules/traits/bard.md "Bard Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: Enigma muse diff --git a/compendium/feats/lost-in-the-crowd-lowg.md b/compendium/feats/lost-in-the-crowd-lowg.md index b5c819315..0eb8aa2c2 100644 --- a/compendium/feats/lost-in-the-crowd-lowg.md +++ b/compendium/feats/lost-in-the-crowd-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Lost In The Crowd"] --- # Lost In The Crowd *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) diff --git a/compendium/feats/loud-singer-apg.md b/compendium/feats/loud-singer-apg.md index e2aee22f8..3edfbef25 100644 --- a/compendium/feats/loud-singer-apg.md +++ b/compendium/feats/loud-singer-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Loud Singer"] --- # Loud Singer *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: [Goblin Song](compendium/feats/goblin-song.md) diff --git a/compendium/feats/loyal-empath-ec3.md b/compendium/feats/loyal-empath-ec3.md index 5cae550e9..863e3827d 100644 --- a/compendium/feats/loyal-empath-ec3.md +++ b/compendium/feats/loyal-empath-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Loyal Empath"] --- # Loyal Empath *Feat 5* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") You have incredible empathy for your friends and family, and you have an innate timing for helping others in distress. diff --git a/compendium/feats/loyal-warhorse.md b/compendium/feats/loyal-warhorse.md index 35bbbb94d..d5b64a671 100644 --- a/compendium/feats/loyal-warhorse.md +++ b/compendium/feats/loyal-warhorse.md @@ -7,7 +7,7 @@ tags: aliases: ["Loyal Warhorse"] --- # Loyal Warhorse *Feat 6* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (steed) diff --git a/compendium/feats/lucky-break-loag.md b/compendium/feats/lucky-break-loag.md index fcf51e61c..536aea76f 100644 --- a/compendium/feats/lucky-break-loag.md +++ b/compendium/feats/lucky-break-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Lucky Break"] --- # Lucky Break *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) diff --git a/compendium/feats/lucky-keepsake-locg.md b/compendium/feats/lucky-keepsake-locg.md index 07f3e6cc9..6fbd20a6d 100644 --- a/compendium/feats/lucky-keepsake-locg.md +++ b/compendium/feats/lucky-keepsake-locg.md @@ -7,11 +7,11 @@ tags: aliases: ["Lucky Keepsake"] --- # Lucky Keepsake *Feat 9* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") - **Prerequisites**: [Leshy Superstition](compendium/feats/leshy-superstition-locg.md) -You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and [magical](rules/traits/magical.md) effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week. +You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and [magical](rules/traits/magical.md "Magical Item Trait") effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week. *Source: Lost Omens: Character Guide p. 55* %% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/lunge.md b/compendium/feats/lunge.md index dac632e4c..dd3a04653 100644 --- a/compendium/feats/lunge.md +++ b/compendium/feats/lunge.md @@ -7,12 +7,12 @@ tags: aliases: ["Lunge"] --- # Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Requirements**: You are wielding a melee weapon. - **Activity** Single Action -Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a [Strike](rules/actions/strike.md) with a melee weapon, increasing your reach by 5 feet for that [Strike](rules/actions/strike.md). If the weapon has the [disarm](rules/traits/disarm.md), [shove](rules/traits/shove.md), or [trip](rules/traits/trip.md) trait, you can use the corresponding action instead of a [Strike](rules/actions/strike.md). +Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a [Strike](rules/actions/strike.md) with a melee weapon, increasing your reach by 5 feet for that [Strike](rules/actions/strike.md). If the weapon has the [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait"), or [trip](rules/traits/trip.md "Trip Weapon Trait") trait, you can use the corresponding action instead of a [Strike](rules/actions/strike.md). ## Lunge leads to... diff --git a/compendium/feats/lunging-spellstrike-som.md b/compendium/feats/lunging-spellstrike-som.md index 9869f7e14..3865eb7d6 100644 --- a/compendium/feats/lunging-spellstrike-som.md +++ b/compendium/feats/lunging-spellstrike-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Lunging Spellstrike"] --- # Lunging Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[arcane](rules/traits/arcane.md) [magus](rules/traits/magus-som.md) [transmutation](rules/traits/transmutation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md), twisting tree hybrid study - **Requirements**: You're wielding a staff. diff --git a/compendium/feats/lunging-stance.md b/compendium/feats/lunging-stance.md index a0c00fe5e..9e4d3ffa4 100644 --- a/compendium/feats/lunging-stance.md +++ b/compendium/feats/lunging-stance.md @@ -8,7 +8,7 @@ tags: aliases: ["Lunging Stance"] --- # Lunging Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Attack of Opportunity](rules/actions/attack-of-opportunity.md), [Lunge](compendium/feats/lunge.md) - **Requirements**: You are wielding a melee weapon. diff --git a/compendium/feats/macabre-virtuoso-botd.md b/compendium/feats/macabre-virtuoso-botd.md index d5627f84c..222e7a40a 100644 --- a/compendium/feats/macabre-virtuoso-botd.md +++ b/compendium/feats/macabre-virtuoso-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Macabre Virtuoso"] --- # Macabre Virtuoso *Feat 6* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md); expert in [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/magaambyan-attendant-dedication-locg.md b/compendium/feats/magaambyan-attendant-dedication-locg.md index 53c88343a..7f081551b 100644 --- a/compendium/feats/magaambyan-attendant-dedication-locg.md +++ b/compendium/feats/magaambyan-attendant-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Magaambyan Attendant Dedication"] --- # Magaambyan Attendant Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), member of the Magaambya of attendant rank diff --git a/compendium/feats/mage-hunter-apg.md b/compendium/feats/mage-hunter-apg.md index 0707e783c..938941c0a 100644 --- a/compendium/feats/mage-hunter-apg.md +++ b/compendium/feats/mage-hunter-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Mage Hunter"] --- # Mage Hunter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: superstition instinct - **Trigger** A creature within your reach Casts a Spell. diff --git a/compendium/feats/magic-arrow-apg.md b/compendium/feats/magic-arrow-apg.md index 25e40aec9..60eb19cd7 100644 --- a/compendium/feats/magic-arrow-apg.md +++ b/compendium/feats/magic-arrow-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Magic Arrow"] --- # Magic Arrow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Frequency**: once per round diff --git a/compendium/feats/magic-finder-lopsg.md b/compendium/feats/magic-finder-lopsg.md index 7dbc36e03..d8f400121 100644 --- a/compendium/feats/magic-finder-lopsg.md +++ b/compendium/feats/magic-finder-lopsg.md @@ -7,11 +7,11 @@ tags: aliases: ["Magic Finder"] --- # Magic Finder *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) -You've learned a few tricks to ensure you find every last magic item and interesting [magical](rules/traits/magical.md) effect during your missions. You can cast [detect magic](compendium/spells/detect-magic.md) and read aura as innate spells at will. You can also cast [locate](compendium/spells/locate.md) as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. +You've learned a few tricks to ensure you find every last magic item and interesting [magical](rules/traits/magical.md "Magical Item Trait") effect during your missions. You can cast [detect magic](compendium/spells/detect-magic.md) and read aura as innate spells at will. You can also cast [locate](compendium/spells/locate.md) as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. When you cast [detect magic](compendium/spells/detect-magic.md) or read aura from this feat on an item or creature under the effect of a [magic aura](compendium/spells/magic-aura.md) spell or interact with an item under the effect of an [item facade](compendium/spells/item-facade.md) spell, you gain a +2 circumstance bonus on your check to 0. diff --git a/compendium/feats/magic-hands-apg.md b/compendium/feats/magic-hands-apg.md index f2bf1a13b..e9a2b7217 100644 --- a/compendium/feats/magic-hands-apg.md +++ b/compendium/feats/magic-hands-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Magic Hands"] --- # Magic Hands *Feat 6* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Healing Hands](compendium/feats/healing-hands.md) -The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a [Medicine](compendium/skills.md#Medicine) check to [Treat Wounds](rules/actions/treat-wounds.md), your action gains the [divine](rules/traits/divine.md) trait and you heal the maximum amount for the `2d8` (or `4d8` on a critical success). If you have an ability that adds additional dice to your [Treat Wounds](rules/actions/treat-wounds.md), you still roll those normally. +The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a [Medicine](compendium/skills.md#Medicine) check to [Treat Wounds](rules/actions/treat-wounds.md), your action gains the [divine](rules/traits/divine.md "Divine Tradition Trait") trait and you heal the maximum amount for the `2d8` (or `4d8` on a critical success). If you have an ability that adds additional dice to your [Treat Wounds](rules/actions/treat-wounds.md), you still roll those normally. *Source: Advanced Player's Guide p. 122* %% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/magic-hide-apg.md b/compendium/feats/magic-hide-apg.md index 707244a2b..2f9797246 100644 --- a/compendium/feats/magic-hide-apg.md +++ b/compendium/feats/magic-hide-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Magic Hide"] --- # Magic Hide *Feat 2* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: an animal companion, warden spells diff --git a/compendium/feats/magic-rider-apg.md b/compendium/feats/magic-rider-apg.md index 741983b84..68897671e 100644 --- a/compendium/feats/magic-rider-apg.md +++ b/compendium/feats/magic-rider-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Magic Rider"] --- # Magic Rider *Feat 17* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") -Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you. When you are the target of a [teleportation](rules/traits/teleportation.md) spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a [teleport](compendium/spells/teleport.md) spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled. +Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you. When you are the target of a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a [teleport](compendium/spells/teleport.md) spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled. *Source: Advanced Player's Guide p. 43* %% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/magic-sense-apg.md b/compendium/feats/magic-sense-apg.md index b95e68bac..760fcf726 100644 --- a/compendium/feats/magic-sense-apg.md +++ b/compendium/feats/magic-sense-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Magic Sense"] --- # Magic Sense *Feat 12* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. diff --git a/compendium/feats/magic-sense-som.md b/compendium/feats/magic-sense-som.md index 01007534b..66cfef734 100644 --- a/compendium/feats/magic-sense-som.md +++ b/compendium/feats/magic-sense-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Magic Sense"] --- # Magic Sense *Feat 12* -[arcane](rules/traits/arcane.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [magus](rules/traits/magus-som.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of [Seeking](rules/actions/seek.md)). You can turn this sense off and on with a free action at the start or the end of your turn. diff --git a/compendium/feats/magic-sense-sorcerer.md b/compendium/feats/magic-sense-sorcerer.md index 1ecb9b4e9..e1d65f806 100644 --- a/compendium/feats/magic-sense-sorcerer.md +++ b/compendium/feats/magic-sense-sorcerer.md @@ -9,12 +9,12 @@ tags: aliases: ["Magic Sense (Sorcerer)"] --- # Magic Sense (Sorcerer) *Feat 12* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [sorcerer](rules/traits/sorcerer.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of [Seeking](rules/actions/seek.md)). You can turn this sense off and on with a free action at the start or the end of your turn. -**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), natural, or [occult](rules/traits/occult.md)). +**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), natural, or [occult](rules/traits/occult.md "Occult Tradition Trait")). *Source: Core Rulebook p. 201* %% #compendium/src/pf2e/crb #trait/detection #trait/divination #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/magic-sense-wizard.md b/compendium/feats/magic-sense-wizard.md index 05bf89b21..63e77c100 100644 --- a/compendium/feats/magic-sense-wizard.md +++ b/compendium/feats/magic-sense-wizard.md @@ -10,7 +10,7 @@ tags: aliases: ["Magic Sense (Wizard)"] --- # Magic Sense (Wizard) *Feat 12* -[arcane](rules/traits/arcane.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [wizard](rules/traits/wizard.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. diff --git a/compendium/feats/magic-warrior-aspect-lowg.md b/compendium/feats/magic-warrior-aspect-lowg.md index 0e8d6f8d1..db1b338cf 100644 --- a/compendium/feats/magic-warrior-aspect-lowg.md +++ b/compendium/feats/magic-warrior-aspect-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Magic Warrior Aspect"] --- # Magic Warrior Aspect *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) diff --git a/compendium/feats/magic-warrior-dedication-lowg.md b/compendium/feats/magic-warrior-dedication-lowg.md index 512144452..e065c45f8 100644 --- a/compendium/feats/magic-warrior-dedication-lowg.md +++ b/compendium/feats/magic-warrior-dedication-lowg.md @@ -9,14 +9,14 @@ tags: aliases: ["Magic Warrior Dedication"] --- # Magic Warrior Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Mwangi Expanse. - **Prerequisites**: ability to cast focus spells You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature) and in [Magic Warrior Lore](compendium/skills.md#Lore); if you were already trained in the skill, you become an expert instead. -You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the [animal form](compendium/spells/animal-form.md) spell. You gain a +1 circumstance bonus to saves against [divination](rules/traits/divination.md) effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. +You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the [animal form](compendium/spells/animal-form.md) spell. You gain a +1 circumstance bonus to saves against [divination](rules/traits/divination.md "Divination School Trait") effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. diff --git a/compendium/feats/magic-warrior-transformation-lowg.md b/compendium/feats/magic-warrior-transformation-lowg.md index 318912912..f29e3a50d 100644 --- a/compendium/feats/magic-warrior-transformation-lowg.md +++ b/compendium/feats/magic-warrior-transformation-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Magic Warrior Transformation"] --- # Magic Warrior Transformation *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) diff --git a/compendium/feats/magical-adaptation-apg.md b/compendium/feats/magical-adaptation-apg.md index 621ab5448..180d3b4a4 100644 --- a/compendium/feats/magical-adaptation-apg.md +++ b/compendium/feats/magical-adaptation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Magical Adaptation"] --- # Magical Adaptation *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) diff --git a/compendium/feats/magical-adept-som.md b/compendium/feats/magical-adept-som.md index eb90c4030..0a29246af 100644 --- a/compendium/feats/magical-adept-som.md +++ b/compendium/feats/magical-adept-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Magical Adept"] --- # Magical Adept *Feat 8* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Magical Understudy](compendium/feats/magical-understudy-som.md) diff --git a/compendium/feats/magical-crafting.md b/compendium/feats/magical-crafting.md index 3b87acba8..5ae4f22f0 100644 --- a/compendium/feats/magical-crafting.md +++ b/compendium/feats/magical-crafting.md @@ -8,7 +8,7 @@ tags: aliases: ["Magical Crafting"] --- # Magical Crafting *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/magical-edification-apg.md b/compendium/feats/magical-edification-apg.md index 70148891d..34253a3b0 100644 --- a/compendium/feats/magical-edification-apg.md +++ b/compendium/feats/magical-edification-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Magical Edification"] --- # Magical Edification *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) diff --git a/compendium/feats/magical-knowledge-da.md b/compendium/feats/magical-knowledge-da.md index d6c3d1423..d8f7d5474 100644 --- a/compendium/feats/magical-knowledge-da.md +++ b/compendium/feats/magical-knowledge-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Magical Knowledge"] --- # Magical Knowledge *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md), trained in one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) and expert in another diff --git a/compendium/feats/magical-master-som.md b/compendium/feats/magical-master-som.md index 0d4975973..ba14805ac 100644 --- a/compendium/feats/magical-master-som.md +++ b/compendium/feats/magical-master-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Magical Master"] --- # Magical Master *Feat 18* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Magical Adept](compendium/feats/magical-adept-som.md) diff --git a/compendium/feats/magical-scholastics-apg.md b/compendium/feats/magical-scholastics-apg.md index 10c6caeb6..a07c0a333 100644 --- a/compendium/feats/magical-scholastics-apg.md +++ b/compendium/feats/magical-scholastics-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Magical Scholastics"] --- # Magical Scholastics *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) diff --git a/compendium/feats/magical-shorthand.md b/compendium/feats/magical-shorthand.md index e8d0f850e..0ff4d2c50 100644 --- a/compendium/feats/magical-shorthand.md +++ b/compendium/feats/magical-shorthand.md @@ -8,7 +8,7 @@ tags: aliases: ["Magical Shorthand"] --- # Magical Shorthand *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/magical-trickster.md b/compendium/feats/magical-trickster.md index a83647430..737bc4884 100644 --- a/compendium/feats/magical-trickster.md +++ b/compendium/feats/magical-trickster.md @@ -7,7 +7,7 @@ tags: aliases: ["Magical Trickster"] --- # Magical Trickster *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") Whether you're using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes' defenses as easily as any blade. When you succeed at a spell attack roll against a [flat-footed](rules/conditions.md#Flat-footed) foe's AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target. diff --git a/compendium/feats/magical-understudy-som.md b/compendium/feats/magical-understudy-som.md index f06f785af..3bc06c513 100644 --- a/compendium/feats/magical-understudy-som.md +++ b/compendium/feats/magical-understudy-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Magical Understudy"] --- # Magical Understudy *Feat 2* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon evolves to cast spells. It gains the [Cast a Spell](rules/actions/cast-a-spell.md) activity and learns two cantrips of its tradition, which it can cast as innate spells. diff --git a/compendium/feats/magpie-snatch-loag.md b/compendium/feats/magpie-snatch-loag.md index 102296163..068c1e845 100644 --- a/compendium/feats/magpie-snatch-loag.md +++ b/compendium/feats/magpie-snatch-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Magpie Snatch"] --- # Magpie Snatch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Activity** Two-Action diff --git a/compendium/feats/magus-dedication-som.md b/compendium/feats/magus-dedication-som.md index ff1932d86..62427b1a5 100644 --- a/compendium/feats/magus-dedication-som.md +++ b/compendium/feats/magus-dedication-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Magus Dedication"] --- # Magus Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength or Dexterity 14, Intelligence 14 diff --git a/compendium/feats/maguss-analysis-som.md b/compendium/feats/maguss-analysis-som.md index 75ca1b354..451e7781e 100644 --- a/compendium/feats/maguss-analysis-som.md +++ b/compendium/feats/maguss-analysis-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Magus's Analysis"] --- # Magus's Analysis [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) - **Activity** Single Action diff --git a/compendium/feats/maidens-mending-loag.md b/compendium/feats/maidens-mending-loag.md index 216672471..175d453af 100644 --- a/compendium/feats/maidens-mending-loag.md +++ b/compendium/feats/maidens-mending-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Maiden's Mending"] --- # Maiden's Mending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") - **Frequency**: once per minute - **Trigger** You cast a non-cantrip occult spell or an innate spell from a changeling ancestry feat. diff --git a/compendium/feats/major-lesson-apg.md b/compendium/feats/major-lesson-apg.md index a7c9d3a63..000519383 100644 --- a/compendium/feats/major-lesson-apg.md +++ b/compendium/feats/major-lesson-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Major Lesson"] --- # Major Lesson *Feat 10* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/maker-of-miracles.md b/compendium/feats/maker-of-miracles.md index c5b934c73..c358080fb 100644 --- a/compendium/feats/maker-of-miracles.md +++ b/compendium/feats/maker-of-miracles.md @@ -7,7 +7,7 @@ tags: aliases: ["Maker Of Miracles"] --- # Maker Of Miracles *Feat 20* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: miraculous spell diff --git a/compendium/feats/makeshift-strike-apg.md b/compendium/feats/makeshift-strike-apg.md index fe5b412ad..ad76298d7 100644 --- a/compendium/feats/makeshift-strike-apg.md +++ b/compendium/feats/makeshift-strike-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Makeshift Strike"] --- # Makeshift Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) - **Activity** Single Action diff --git a/compendium/feats/malicious-bane-apg.md b/compendium/feats/malicious-bane-apg.md index 8f2bdcc09..2a10b1b1f 100644 --- a/compendium/feats/malicious-bane-apg.md +++ b/compendium/feats/malicious-bane-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Malicious Bane"] --- # Malicious Bane *Feat 5* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") Whether your heart is pure or corrupt, you can call forth a malediction upon your foes. You can cast [bane](compendium/spells/bane.md) once per day as a 1st-level divine innate spell. diff --git a/compendium/feats/malleable-form-da.md b/compendium/feats/malleable-form-da.md index b0ddf60a9..55c9c566f 100644 --- a/compendium/feats/malleable-form-da.md +++ b/compendium/feats/malleable-form-da.md @@ -8,9 +8,9 @@ tags: aliases: ["Malleable Form"] --- # Malleable Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[reflection](rules/traits/reflection-da.md) [transmutation](rules/traits/transmutation.md) +[reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Prerequisites**: ability to cast at least one [polymorph](rules/traits/polymorph.md) spell +- **Prerequisites**: ability to cast at least one [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") spell - **Requirements**: You're polymorphed by a spell that has multiple choices of battle form. - **Activity** Single Action diff --git a/compendium/feats/malleable-mental-forge-da.md b/compendium/feats/malleable-mental-forge-da.md index c632c14cc..6774aa9ca 100644 --- a/compendium/feats/malleable-mental-forge-da.md +++ b/compendium/feats/malleable-mental-forge-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Malleable Mental Forge"] --- # Malleable Mental Forge *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mental Forge](compendium/feats/mental-forge-da.md) diff --git a/compendium/feats/malleable-movement-da.md b/compendium/feats/malleable-movement-da.md index 494774689..58bc633a7 100644 --- a/compendium/feats/malleable-movement-da.md +++ b/compendium/feats/malleable-movement-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Malleable Movement"] --- # Malleable Movement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md), expert in [Athletics](compendium/skills.md#Athletics) - **Trigger** You [Leap](rules/actions/leap.md). diff --git a/compendium/feats/maneuvering-spell-frp2.md b/compendium/feats/maneuvering-spell-frp2.md index 1fd26be8a..e9e47032b 100644 --- a/compendium/feats/maneuvering-spell-frp2.md +++ b/compendium/feats/maneuvering-spell-frp2.md @@ -7,7 +7,7 @@ tags: aliases: ["Maneuvering Spell"] --- # Maneuvering Spell [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) - **Trigger** You begin to [Cast a Spell](rules/actions/cast-a-spell.md) that requires at least 2 actions to cast. diff --git a/compendium/feats/manifold-edge.md b/compendium/feats/manifold-edge.md index 5f1b31f86..5944d2133 100644 --- a/compendium/feats/manifold-edge.md +++ b/compendium/feats/manifold-edge.md @@ -7,7 +7,7 @@ tags: aliases: ["Manifold Edge"] --- # Manifold Edge *Feat 18* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: hunter's edge, masterful hunter diff --git a/compendium/feats/manipulative-charm-botd.md b/compendium/feats/manipulative-charm-botd.md index 1dfe38009..dee3007d8 100644 --- a/compendium/feats/manipulative-charm-botd.md +++ b/compendium/feats/manipulative-charm-botd.md @@ -7,13 +7,13 @@ tags: aliases: ["Manipulative Charm"] --- # Manipulative Charm *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Vampire Dedication, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) Against humanoids, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), and to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) and [Make an Impression](rules/actions/make-an-impression.md). -Once per day, you can cast [charm](compendium/spells/charm.md) as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the [visual](rules/traits/visual.md) trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [charm](compendium/spells/charm.md) when you are 19th level. +Once per day, you can cast [charm](compendium/spells/charm.md) as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the [visual](rules/traits/visual.md "Visual Effect Trait") trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [charm](compendium/spells/charm.md) when you are 19th level. ## Manipulative Charm leads to... diff --git a/compendium/feats/mantis-form-lowg.md b/compendium/feats/mantis-form-lowg.md index 62232aed9..c111c3619 100644 --- a/compendium/feats/mantis-form-lowg.md +++ b/compendium/feats/mantis-form-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mantis Form"] --- # Mantis Form *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md) diff --git a/compendium/feats/many-guises-apg.md b/compendium/feats/many-guises-apg.md index 4b4a7ec06..8a5a65a34 100644 --- a/compendium/feats/many-guises-apg.md +++ b/compendium/feats/many-guises-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Many Guises"] --- # Many Guises *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) diff --git a/compendium/feats/marid-magic-loag.md b/compendium/feats/marid-magic-loag.md index df2836f5d..9213102d9 100644 --- a/compendium/feats/marid-magic-loag.md +++ b/compendium/feats/marid-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Marid Magic"] --- # Marid Magic *Feat 9* -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") You channel the magic of marids. You can cast [hydraulic push](compendium/spells/hydraulic-push.md) and [obscuring mist](compendium/spells/obscuring-mist.md) each once per day as 2nd-level arcane innate spells. diff --git a/compendium/feats/marine-ally-loag.md b/compendium/feats/marine-ally-loag.md index 0721b9772..8df8110eb 100644 --- a/compendium/feats/marine-ally-loag.md +++ b/compendium/feats/marine-ally-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Marine Ally"] --- # Marine Ally *Feat 5* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You've befriended a sea creature, which becomes magically bonded to you. You gain a familiar. The type of creature is up to you, but one of its abilities must always be a swim Speed or the amphibious familiar ability. diff --git a/compendium/feats/mariners-fire-loag.md b/compendium/feats/mariners-fire-loag.md index 2532b7ace..acf0f93c7 100644 --- a/compendium/feats/mariners-fire-loag.md +++ b/compendium/feats/mariners-fire-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Mariner's Fire"] --- # Mariner's Fire *Feat 1* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") You conjure uncanny orbs of spiritual flame that float above or below the water's surface. You can cast the [produce flame](compendium/spells/produce-flame.md) cantrip as a primal innate spell at will, heightened to a spell level equal to half your level rounded up. You can cast this cantrip underwater. diff --git a/compendium/feats/marsh-runner-locg.md b/compendium/feats/marsh-runner-locg.md index 2c14f07d2..97d8a368b 100644 --- a/compendium/feats/marsh-runner-locg.md +++ b/compendium/feats/marsh-runner-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Marsh Runner"] --- # Marsh Runner *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: You have a swim Speed. diff --git a/compendium/feats/marshal-dedication-apg.md b/compendium/feats/marshal-dedication-apg.md index 6d332868c..adaf3bce1 100644 --- a/compendium/feats/marshal-dedication-apg.md +++ b/compendium/feats/marshal-dedication-apg.md @@ -8,13 +8,13 @@ tags: aliases: ["Marshal Dedication"] --- # Marshal Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in martial weapons and either [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) You've combined your social skills and combat training to become a talented combat leader. Choose [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation). You become trained in that skill or become an expert if you were already trained in it. -In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the [emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) traits and grants you and allies within the aura a +1 status bonus to saving throws against [fear](rules/traits/fear.md). +In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the [emotion](rules/traits/emotion.md "Emotion Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") traits and grants you and allies within the aura a +1 status bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait"). **Special.** You can't select another dedication feat until you have gained two other feats from the marshal archetype. diff --git a/compendium/feats/martial-artist-dedication-apg.md b/compendium/feats/martial-artist-dedication-apg.md index 9d9ca4d3d..d965092ee 100644 --- a/compendium/feats/martial-artist-dedication-apg.md +++ b/compendium/feats/martial-artist-dedication-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Martial Artist Dedication"] --- # Martial Artist Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") -You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes `1d6` instead of `1d4`. You don't take the –2 circumstance penalty for making a lethal attack with your [nonlethal](rules/traits/nonlethal.md) unarmed attacks. +You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes `1d6` instead of `1d4`. You don't take the –2 circumstance penalty for making a lethal attack with your [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. diff --git a/compendium/feats/martial-exercise-lopsg.md b/compendium/feats/martial-exercise-lopsg.md index 17c11a937..4eefa0c88 100644 --- a/compendium/feats/martial-exercise-lopsg.md +++ b/compendium/feats/martial-exercise-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Martial Exercise"] --- # Martial Exercise *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) diff --git a/compendium/feats/martial-experience-apg.md b/compendium/feats/martial-experience-apg.md index d9610e83c..73f9722a8 100644 --- a/compendium/feats/martial-experience-apg.md +++ b/compendium/feats/martial-experience-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Martial Experience"] --- # Martial Experience *Feat 5* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus. diff --git a/compendium/feats/martial-performance-apg.md b/compendium/feats/martial-performance-apg.md index 001c150d1..a54363a0a 100644 --- a/compendium/feats/martial-performance-apg.md +++ b/compendium/feats/martial-performance-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Martial Performance"] --- # Martial Performance *Feat 1* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: warrior muse diff --git a/compendium/feats/martyr-apg.md b/compendium/feats/martyr-apg.md index 8715d614e..68f984c2b 100644 --- a/compendium/feats/martyr-apg.md +++ b/compendium/feats/martyr-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Martyr"] --- # Martyr [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[cleric](rules/traits/cleric.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: divine font - **Activity** Single Action diff --git a/compendium/feats/mask-familiar-locg.md b/compendium/feats/mask-familiar-locg.md index b0af66cec..e74273c95 100644 --- a/compendium/feats/mask-familiar-locg.md +++ b/compendium/feats/mask-familiar-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mask Familiar"] --- # Mask Familiar *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md) diff --git a/compendium/feats/mask-of-fear-loag.md b/compendium/feats/mask-of-fear-loag.md index 22ce78e90..8a2538ecf 100644 --- a/compendium/feats/mask-of-fear-loag.md +++ b/compendium/feats/mask-of-fear-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Mask Of Fear"] --- # Mask Of Fear [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Warmask](compendium/feats/orc-warmask-loag.md) - **Trigger** You start your turn with the [frightened](rules/conditions.md#Frightened) condition. diff --git a/compendium/feats/mask-of-pain-loag.md b/compendium/feats/mask-of-pain-loag.md index 19f643791..91a95aaf6 100644 --- a/compendium/feats/mask-of-pain-loag.md +++ b/compendium/feats/mask-of-pain-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Mask Of Pain"] --- # Mask Of Pain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Orc Warmask](compendium/feats/orc-warmask-loag.md) - **Trigger** You succeed at a [Demoralize](rules/actions/demoralize.md) check. diff --git a/compendium/feats/mask-of-power-loag.md b/compendium/feats/mask-of-power-loag.md index 223146783..98959d239 100644 --- a/compendium/feats/mask-of-power-loag.md +++ b/compendium/feats/mask-of-power-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Mask Of Power"] --- # Mask Of Power *Feat 5* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Warmask](compendium/feats/orc-warmask-loag.md) diff --git a/compendium/feats/mask-of-rejection-loag.md b/compendium/feats/mask-of-rejection-loag.md index 4e55080a6..b56632cd6 100644 --- a/compendium/feats/mask-of-rejection-loag.md +++ b/compendium/feats/mask-of-rejection-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Mask Of Rejection"] --- # Mask Of Rejection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[fortune](rules/traits/fortune.md) [orc](rules/traits/orc.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Warmask](compendium/feats/orc-warmask-loag.md) - **Frequency**: once per day diff --git a/compendium/feats/masked-casting-locg.md b/compendium/feats/masked-casting-locg.md index f237eeec6..744e2358d 100644 --- a/compendium/feats/masked-casting-locg.md +++ b/compendium/feats/masked-casting-locg.md @@ -7,14 +7,14 @@ tags: aliases: ["Masked Casting"] --- # Masked Casting [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) - **Trigger** You begin [Casting a Spell](rules/actions/cast-a-spell.md). - **Requirements**: You are wearing your signifer's mask. - **Activity** Free Action -You harness the magical energy flowing through your eyeless mask to effortlessly protect you from [visual](rules/traits/visual.md) effects. You Avert your Gaze. +You harness the magical energy flowing through your eyeless mask to effortlessly protect you from [visual](rules/traits/visual.md "Visual Effect Trait") effects. You Avert your Gaze. *Source: Lost Omens: Character Guide p. 85* %% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/masquerade-of-seasons-stance-loil.md b/compendium/feats/masquerade-of-seasons-stance-loil.md index d28a296b3..f9161ccbd 100644 --- a/compendium/feats/masquerade-of-seasons-stance-loil.md +++ b/compendium/feats/masquerade-of-seasons-stance-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Masquerade of Seasons Stance"] --- # Masquerade of Seasons Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[bard](rules/traits/bard.md) [rare](rules/traits/rare.md) [rogue](rules/traits/rogue.md) [stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[bard](rules/traits/bard.md "Bard Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) - **Activity** Single Action diff --git a/compendium/feats/master-alchemy.md b/compendium/feats/master-alchemy.md index 183f501a4..ed09be415 100644 --- a/compendium/feats/master-alchemy.md +++ b/compendium/feats/master-alchemy.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Alchemy"] --- # Master Alchemy *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Alchemy](compendium/feats/expert-alchemy.md), master in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/master-bard-spellcasting.md b/compendium/feats/master-bard-spellcasting.md index 4134aeb58..5e296af0a 100644 --- a/compendium/feats/master-bard-spellcasting.md +++ b/compendium/feats/master-bard-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Bard Spellcasting"] --- # Master Bard Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Bard Spellcasting](compendium/feats/expert-bard-spellcasting.md), legendary in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/master-captivator-spellcasting-lotgb.md b/compendium/feats/master-captivator-spellcasting-lotgb.md index d3cfec5ed..5e1a339aa 100644 --- a/compendium/feats/master-captivator-spellcasting-lotgb.md +++ b/compendium/feats/master-captivator-spellcasting-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Captivator Spellcasting"] --- # Master Captivator Spellcasting *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Captivator Spellcasting](compendium/feats/expert-captivator-spellcasting-lotgb.md) diff --git a/compendium/feats/master-cathartic-spellcasting-som.md b/compendium/feats/master-cathartic-spellcasting-som.md index 16ca514c9..ac6158a9b 100644 --- a/compendium/feats/master-cathartic-spellcasting-som.md +++ b/compendium/feats/master-cathartic-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Cathartic Spellcasting"] --- # Master Cathartic Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md) diff --git a/compendium/feats/master-cleric-spellcasting.md b/compendium/feats/master-cleric-spellcasting.md index e26aa8696..19ff3b328 100644 --- a/compendium/feats/master-cleric-spellcasting.md +++ b/compendium/feats/master-cleric-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Cleric Spellcasting"] --- # Master Cleric Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Cleric Spellcasting](compendium/feats/expert-cleric-spellcasting.md), legendary in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/master-druid-spellcasting.md b/compendium/feats/master-druid-spellcasting.md index b3c00d301..88e3fcba5 100644 --- a/compendium/feats/master-druid-spellcasting.md +++ b/compendium/feats/master-druid-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Druid Spellcasting"] --- # Master Druid Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md), legendary in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/master-eldritch-archer-spellcasting-apg.md b/compendium/feats/master-eldritch-archer-spellcasting-apg.md index 8bca9e8b2..b965dcb4b 100644 --- a/compendium/feats/master-eldritch-archer-spellcasting-apg.md +++ b/compendium/feats/master-eldritch-archer-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Eldritch Archer Spellcasting"] --- # Master Eldritch Archer Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Eldritch Archer Spellcasting](compendium/feats/expert-eldritch-archer-spellcasting-apg.md) diff --git a/compendium/feats/master-magus-spellcasting-som.md b/compendium/feats/master-magus-spellcasting-som.md index e1ac67cda..ef180f40a 100644 --- a/compendium/feats/master-magus-spellcasting-som.md +++ b/compendium/feats/master-magus-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Magus Spellcasting"] --- # Master Magus Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md), legendary in [Arcana](compendium/skills.md#Arcana) diff --git a/compendium/feats/master-monster-hunter.md b/compendium/feats/master-monster-hunter.md index fdc41484d..665cc1305 100644 --- a/compendium/feats/master-monster-hunter.md +++ b/compendium/feats/master-monster-hunter.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Monster Hunter"] --- # Master Monster Hunter *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: master in [Nature](compendium/skills.md#Nature), [Monster Hunter](compendium/feats/monster-hunter.md) diff --git a/compendium/feats/master-of-many-styles.md b/compendium/feats/master-of-many-styles.md index 049e170d5..8a4a4b6d5 100644 --- a/compendium/feats/master-of-many-styles.md +++ b/compendium/feats/master-of-many-styles.md @@ -7,13 +7,13 @@ tags: aliases: ["Master Of Many Styles"] --- # Master Of Many Styles [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: Stance Savant - **Trigger** This is the first action of your turn. - **Activity** Free Action -You move between stances in an unceasing dance. You use an action with the [stance](rules/traits/stance.md) trait. +You move between stances in an unceasing dance. You use an action with the [stance](rules/traits/stance.md "Stance Combat Trait") trait. ## Master Of Many Styles leads to... diff --git a/compendium/feats/master-of-the-dead-botd.md b/compendium/feats/master-of-the-dead-botd.md index aa9c18525..b8bf9a1fa 100644 --- a/compendium/feats/master-of-the-dead-botd.md +++ b/compendium/feats/master-of-the-dead-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Master of the Dead"] --- # Master of the Dead *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Deathly Secrets](compendium/feats/deathly-secrets-botd.md) diff --git a/compendium/feats/master-oracle-spellcasting-apg.md b/compendium/feats/master-oracle-spellcasting-apg.md index 90098ee42..6d12234e4 100644 --- a/compendium/feats/master-oracle-spellcasting-apg.md +++ b/compendium/feats/master-oracle-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Oracle Spellcasting"] --- # Master Oracle Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Oracle Spellcasting](compendium/feats/expert-oracle-spellcasting-apg.md), legendary in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/master-psychic-spellcasting-da.md b/compendium/feats/master-psychic-spellcasting-da.md index 384f30b52..ada0ede66 100644 --- a/compendium/feats/master-psychic-spellcasting-da.md +++ b/compendium/feats/master-psychic-spellcasting-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Psychic Spellcasting"] --- # Master Psychic Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Psychic Spellcasting](compendium/feats/expert-psychic-spellcasting-da.md), legendary in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/master-scroll-cache-apg.md b/compendium/feats/master-scroll-cache-apg.md index ffba8bb09..749162640 100644 --- a/compendium/feats/master-scroll-cache-apg.md +++ b/compendium/feats/master-scroll-cache-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Scroll Cache"] --- # Master Scroll Cache *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Scroll Cache](compendium/feats/expert-scroll-cache-apg.md) diff --git a/compendium/feats/master-snowcasting-tv.md b/compendium/feats/master-snowcasting-tv.md index ecffaa2ef..d23c72a4f 100644 --- a/compendium/feats/master-snowcasting-tv.md +++ b/compendium/feats/master-snowcasting-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Snowcasting"] --- # Master Snowcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") You have unlocked the deeper magic of your gelid shard, gaining access to new levels of spells. You gain the master spellcasting benefits. diff --git a/compendium/feats/master-sorcerer-spellcasting.md b/compendium/feats/master-sorcerer-spellcasting.md index b13cf1365..b2f56208e 100644 --- a/compendium/feats/master-sorcerer-spellcasting.md +++ b/compendium/feats/master-sorcerer-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Sorcerer Spellcasting"] --- # Master Sorcerer Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Sorcerer Spellcasting](compendium/feats/expert-sorcerer-spellcasting.md); legendary in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), depending on bloodline diff --git a/compendium/feats/master-spellcasting-som.md b/compendium/feats/master-spellcasting-som.md index 127ca63cc..89d190b41 100644 --- a/compendium/feats/master-spellcasting-som.md +++ b/compendium/feats/master-spellcasting-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Master Spellcasting"] --- # Master Spellcasting *Feat 18* -[[class]](rules/traits/any-class-som.md) [pervasive magic](rules/traits/pervasive-magic-som.md) [rare](rules/traits/rare.md) +[[class]](rules/traits/class-som.md "Any Class Class Trait") [pervasive magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Expert Spellcasting](compendium/feats/expert-spellcasting-som.md) diff --git a/compendium/feats/master-spotter-apg.md b/compendium/feats/master-spotter-apg.md index 42b39be99..8415efc27 100644 --- a/compendium/feats/master-spotter-apg.md +++ b/compendium/feats/master-spotter-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Spotter"] --- # Master Spotter *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md), expert in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/master-spotter.md b/compendium/feats/master-spotter.md index ae3397443..647f712f8 100644 --- a/compendium/feats/master-spotter.md +++ b/compendium/feats/master-spotter.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Spotter"] --- # Master Spotter *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md), expert in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/master-summoner-som.md b/compendium/feats/master-summoner-som.md index 3595546a3..9694b6591 100644 --- a/compendium/feats/master-summoner-som.md +++ b/compendium/feats/master-summoner-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Summoner"] --- # Master Summoner *Feat 6* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") During daily preparations, you can designate one of your spell slots to become two summoning slots of the same spell level, from which you can cast only summoning or incarnate spells. diff --git a/compendium/feats/master-summoner-spellcasting-som.md b/compendium/feats/master-summoner-spellcasting-som.md index 261d791db..357f7bd65 100644 --- a/compendium/feats/master-summoner-spellcasting-som.md +++ b/compendium/feats/master-summoner-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Summoner Spellcasting"] --- # Master Summoner Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md), legendary in the skill associated with your eidolon's tradition diff --git a/compendium/feats/master-witch-spellcasting-apg.md b/compendium/feats/master-witch-spellcasting-apg.md index 478c9e1aa..787c61e66 100644 --- a/compendium/feats/master-witch-spellcasting-apg.md +++ b/compendium/feats/master-witch-spellcasting-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Witch Spellcasting"] --- # Master Witch Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Witch Spellcasting](compendium/feats/expert-witch-spellcasting-apg.md), legendary in the skill associated with your patron's tradition diff --git a/compendium/feats/master-wizard-spellcasting.md b/compendium/feats/master-wizard-spellcasting.md index 8154687ec..204c0c9ef 100644 --- a/compendium/feats/master-wizard-spellcasting.md +++ b/compendium/feats/master-wizard-spellcasting.md @@ -7,7 +7,7 @@ tags: aliases: ["Master Wizard Spellcasting"] --- # Master Wizard Spellcasting *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md), legendary in [Arcana](compendium/skills.md#Arcana) diff --git a/compendium/feats/masterful-companion.md b/compendium/feats/masterful-companion.md index 285f4be7c..c492dd41b 100644 --- a/compendium/feats/masterful-companion.md +++ b/compendium/feats/masterful-companion.md @@ -7,7 +7,7 @@ tags: aliases: ["Masterful Companion"] --- # Masterful Companion *Feat 18* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: masterful hunter, Animal Companion diff --git a/compendium/feats/masterful-obfuscation-lopsg.md b/compendium/feats/masterful-obfuscation-lopsg.md index 5a88b33e1..e1ef936a0 100644 --- a/compendium/feats/masterful-obfuscation-lopsg.md +++ b/compendium/feats/masterful-obfuscation-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Masterful Obfuscation"] --- # Masterful Obfuscation *Feat 10* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in a skill with the [Recall Knowledge](rules/actions/recall-knowledge.md) action, [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/feats/masterminds-eye-frp1.md b/compendium/feats/masterminds-eye-frp1.md index e91d8534d..251948042 100644 --- a/compendium/feats/masterminds-eye-frp1.md +++ b/compendium/feats/masterminds-eye-frp1.md @@ -7,7 +7,7 @@ tags: aliases: ["Mastermind's Eye"] --- # Mastermind's Eye *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) diff --git a/compendium/feats/masters-counterspell-lopsg.md b/compendium/feats/masters-counterspell-lopsg.md index 91c9ab766..5943467d3 100644 --- a/compendium/feats/masters-counterspell-lopsg.md +++ b/compendium/feats/masters-counterspell-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Master's Counterspell"] --- # Master's Counterspell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), master in spell attack rolls and spell DCs - **Trigger** A creature [Casts a Spell](rules/actions/cast-a-spell.md) that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs. diff --git a/compendium/feats/mature-animal-companion-druid.md b/compendium/feats/mature-animal-companion-druid.md index e2a8c7f8a..b6457556f 100644 --- a/compendium/feats/mature-animal-companion-druid.md +++ b/compendium/feats/mature-animal-companion-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Mature Animal Companion (Druid)"] --- # Mature Animal Companion (Druid) *Feat 4* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Animal Companion (Druid)](compendium/feats/animal-companion-druid.md) diff --git a/compendium/feats/mature-animal-companion-ranger.md b/compendium/feats/mature-animal-companion-ranger.md index 482b62c6a..da0fecaed 100644 --- a/compendium/feats/mature-animal-companion-ranger.md +++ b/compendium/feats/mature-animal-companion-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Mature Animal Companion (Ranger)"] --- # Mature Animal Companion (Ranger) *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Animal Companion (Ranger)](compendium/feats/animal-companion-ranger.md) diff --git a/compendium/feats/mature-beastmaster-companion-apg.md b/compendium/feats/mature-beastmaster-companion-apg.md index dd31f68e8..336c71302 100644 --- a/compendium/feats/mature-beastmaster-companion-apg.md +++ b/compendium/feats/mature-beastmaster-companion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mature Beastmaster Companion"] --- # Mature Beastmaster Companion *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) diff --git a/compendium/feats/mature-trained-companion-ec2.md b/compendium/feats/mature-trained-companion-ec2.md index 6e4b5b06f..5ef4e0762 100644 --- a/compendium/feats/mature-trained-companion-ec2.md +++ b/compendium/feats/mature-trained-companion-ec2.md @@ -8,7 +8,7 @@ tags: aliases: ["Mature Trained Companion"] --- # Mature Trained Companion *Feat 6* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) @@ -18,7 +18,7 @@ Your animal companion grows up, becoming a mature animal companion. Increase its title: Mesmerizing Performance collapse: closed # Mesmerizing Performance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") *Source: Extinction Curse #2: Legacy of the Lost God p. 75* - **Requirements**: The companion's last action was a successful [Performance](compendium/skills.md#Performance) check to [Perform](rules/actions/perform.md). diff --git a/compendium/feats/mauler-dedication-apg.md b/compendium/feats/mauler-dedication-apg.md index fa265b267..f8a1afdad 100644 --- a/compendium/feats/mauler-dedication-apg.md +++ b/compendium/feats/mauler-dedication-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Mauler Dedication"] --- # Mauler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Strength 14 -You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the [two-hand](rules/traits/two-hand.md) trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. +You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. **Special.** You can't select another dedication feat until you have gained two other feats from the mauler archetype. diff --git a/compendium/feats/medic-dedication-apg.md b/compendium/feats/medic-dedication-apg.md index a478c5d97..acd88266e 100644 --- a/compendium/feats/medic-dedication-apg.md +++ b/compendium/feats/medic-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Medic Dedication"] --- # Medic Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine), [Battle Medicine](compendium/feats/battle-medicine.md) diff --git a/compendium/feats/medical-researcher-lol.md b/compendium/feats/medical-researcher-lol.md index aadca7704..0d8dbf827 100644 --- a/compendium/feats/medical-researcher-lol.md +++ b/compendium/feats/medical-researcher-lol.md @@ -9,7 +9,7 @@ tags: aliases: ["Medical Researcher"] --- # Medical Researcher *Feat 1* -[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/meditative-focus.md b/compendium/feats/meditative-focus.md index 55ceaa6f7..4222eefaf 100644 --- a/compendium/feats/meditative-focus.md +++ b/compendium/feats/meditative-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Meditative Focus"] --- # Meditative Focus *Feat 12* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/meditative-wellspring.md b/compendium/feats/meditative-wellspring.md index 834d51967..5302b85cd 100644 --- a/compendium/feats/meditative-wellspring.md +++ b/compendium/feats/meditative-wellspring.md @@ -7,7 +7,7 @@ tags: aliases: ["Meditative Wellspring"] --- # Meditative Wellspring *Feat 18* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Meditative Focus](compendium/feats/meditative-focus.md) diff --git a/compendium/feats/medusas-wrath-apg.md b/compendium/feats/medusas-wrath-apg.md index c6e39673e..515bb646a 100644 --- a/compendium/feats/medusas-wrath-apg.md +++ b/compendium/feats/medusas-wrath-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Medusa's Wrath"] --- # Medusa's Wrath *Feat 16* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/mega-bomb.md b/compendium/feats/mega-bomb.md index ba098b738..4de626884 100644 --- a/compendium/feats/mega-bomb.md +++ b/compendium/feats/mega-bomb.md @@ -8,7 +8,7 @@ tags: aliases: ["Mega Bomb"] --- # Mega Bomb [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[additive <3>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) +[additive <3>](rules/traits/additive-3.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Expanded Splash](compendium/feats/expanded-splash.md) - **Requirements**: You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level. diff --git a/compendium/feats/meld-into-eidolon-som.md b/compendium/feats/meld-into-eidolon-som.md index db477f372..60395f91b 100644 --- a/compendium/feats/meld-into-eidolon-som.md +++ b/compendium/feats/meld-into-eidolon-som.md @@ -7,11 +7,11 @@ tags: aliases: ["Meld Into Eidolon"] --- # Meld Into Eidolon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Activity** Three-Action -Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md), but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use [Manifest an Eidolon](rules/actions/manifest-eidolon-som.md) to unmanifest it. Since you can't act, you can't [Cast Spells](rules/actions/cast-a-spell.md), activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the [tandem](rules/traits/tandem-som.md) trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, [unconscious](rules/conditions.md#Unconscious) and [dying](rules/conditions.md#Dying). +Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md), but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use [Manifest an Eidolon](rules/actions/manifest-eidolon-som.md) to unmanifest it. Since you can't act, you can't [Cast Spells](rules/actions/cast-a-spell.md), activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, [unconscious](rules/conditions.md#Unconscious) and [dying](rules/conditions.md#Dying). *Source: Secrets of Magic p. 67* %% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/melodious-spell.md b/compendium/feats/melodious-spell.md index 2acbc8e4a..d54353acd 100644 --- a/compendium/feats/melodious-spell.md +++ b/compendium/feats/melodious-spell.md @@ -10,7 +10,7 @@ tags: aliases: ["Melodious Spell"] --- # Melodious Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/menacing-prowess-frp2.md b/compendium/feats/menacing-prowess-frp2.md index ef65f72c9..f0fe58240 100644 --- a/compendium/feats/menacing-prowess-frp2.md +++ b/compendium/feats/menacing-prowess-frp2.md @@ -7,7 +7,7 @@ tags: aliases: ["Menacing Prowess"] --- # Menacing Prowess *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/mental-balm-da.md b/compendium/feats/mental-balm-da.md index ca5b773f5..be5152dde 100644 --- a/compendium/feats/mental-balm-da.md +++ b/compendium/feats/mental-balm-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Mental Balm"] --- # Mental Balm *Feat 2* -[amp](rules/traits/amp-da.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) +[amp](rules/traits/amp-da.md "Amp Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your spells release soothing mental waves. Use this amp in place of a psi cantrip's normal amp entry. You can use this amp only on a psi cantrip that targets or affects you or one or more of your allies and doesn't target or affect any enemies. diff --git a/compendium/feats/mental-buffer-da.md b/compendium/feats/mental-buffer-da.md index 5c3fdbae2..379c9e4ae 100644 --- a/compendium/feats/mental-buffer-da.md +++ b/compendium/feats/mental-buffer-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Mental Buffer"] --- # Mental Buffer *Feat 1* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage equal to half your level (minimum 1). This resistance increases to equal to your level while your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md). diff --git a/compendium/feats/mental-forge-da.md b/compendium/feats/mental-forge-da.md index 56d3cc4da..766bfd278 100644 --- a/compendium/feats/mental-forge-da.md +++ b/compendium/feats/mental-forge-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Mental Forge"] --- # Mental Forge *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) diff --git a/compendium/feats/mental-static-da.md b/compendium/feats/mental-static-da.md index ef0bb7685..901aa6638 100644 --- a/compendium/feats/mental-static-da.md +++ b/compendium/feats/mental-static-da.md @@ -11,9 +11,9 @@ tags: aliases: ["Mental Static"] --- # Mental Static [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") -- **Trigger** You roll a critical success on a Will save against a [mental](rules/traits/mental.md) effect from a creature. +- **Trigger** You roll a critical success on a Will save against a [mental](rules/traits/mental.md "Mental Effect Trait") effect from a creature. - **Activity** Reaction Your thoughts sting back when a lesser mind tries to invade your own. You deal mental damage equal to your level to the triggering creature. If you so desire, you can also send the creature a single mental image to coincide with the damage, such as a watchful eye or the dread of floating in an infinite sea. diff --git a/compendium/feats/mental-sustenance-loil.md b/compendium/feats/mental-sustenance-loil.md index 5e0e72f31..bfbf80e04 100644 --- a/compendium/feats/mental-sustenance-loil.md +++ b/compendium/feats/mental-sustenance-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Mental Sustenance"] --- # Mental Sustenance *Feat 1* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") You can sustain yourself with the power of your mind. You need only a single serving of food and water each week to avoid starvation or dehydration. You can hold your breath for an additional 5 rounds before running out of air. diff --git a/compendium/feats/merciful-elixir.md b/compendium/feats/merciful-elixir.md index 9384161c5..fbff3cf06 100644 --- a/compendium/feats/merciful-elixir.md +++ b/compendium/feats/merciful-elixir.md @@ -8,13 +8,13 @@ tags: aliases: ["Merciful Elixir"] --- # Merciful Elixir [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Frequency**: once per round - **Trigger** You craft an elixir of life using [Quick Alchemy](rules/actions/quick-alchemy.md), and that elixir is at least 2 levels lower than your advanced alchemy level. - **Activity** Free Action -You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to counteract one [fear](rules/traits/fear.md) effect or one effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the drinker using the item's level and a counteract modifier equal to your class DC – 10. +You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to counteract one [fear](rules/traits/fear.md "Fear Effect Trait") effect or one effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the drinker using the item's level and a counteract modifier equal to your class DC – 10. ## Merciful Elixir leads to... diff --git a/compendium/feats/merciless-rend-som.md b/compendium/feats/merciless-rend-som.md index 5afb1f673..451f0f8c8 100644 --- a/compendium/feats/merciless-rend-som.md +++ b/compendium/feats/merciless-rend-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Merciless Rend"] --- # Merciless Rend [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Requirements**: Your eidolon hit the same enemy with two consecutive [Strikes](rules/actions/strike.md) with its secondary attack this turn and dealt slashing damage with both. - **Activity** Single Action diff --git a/compendium/feats/mercy.md b/compendium/feats/mercy.md index 5377c5f8a..7f9945853 100644 --- a/compendium/feats/mercy.md +++ b/compendium/feats/mercy.md @@ -9,12 +9,12 @@ tags: aliases: ["Mercy"] --- # Mercy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[champion](rules/traits/champion.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[champion](rules/traits/champion.md "Champion Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) - **Activity** Single Action -Your touch relieves fear and restores movement. If the next action you use is to cast [lay on hands](compendium/spells/lay-on-hands.md), you can attempt to counteract a [fear](rules/traits/fear.md) effect or an effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the target, in addition to the other benefits of lay on hands. +Your touch relieves fear and restores movement. If the next action you use is to cast [lay on hands](compendium/spells/lay-on-hands.md), you can attempt to counteract a [fear](rules/traits/fear.md "Fear Effect Trait") effect or an effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the target, in addition to the other benefits of lay on hands. ## Mercy leads to... diff --git a/compendium/feats/mesmerizing-gaze-apg.md b/compendium/feats/mesmerizing-gaze-apg.md index 99d75a425..f477057bf 100644 --- a/compendium/feats/mesmerizing-gaze-apg.md +++ b/compendium/feats/mesmerizing-gaze-apg.md @@ -11,14 +11,14 @@ tags: aliases: ["Mesmerizing Gaze"] --- # Mesmerizing Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) - **Activity** Two-Action When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be [fascinated](rules/conditions.md#Fascinated) until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a [hostile](rules/conditions.md#Hostile) action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day. -When you select this feat, it gains either the [arcane](rules/traits/arcane.md) or [occult](rules/traits/occult.md) trait; once you make this choice, you can't change it. +When you select this feat, it gains either the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") trait; once you make this choice, you can't change it. *Source: Advanced Player's Guide p. 166* %% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/enchantment #trait/mental #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/metabolize-element-som.md b/compendium/feats/metabolize-element-som.md index d2340ee40..1e9755a12 100644 --- a/compendium/feats/metabolize-element-som.md +++ b/compendium/feats/metabolize-element-som.md @@ -7,10 +7,10 @@ tags: aliases: ["Metabolize Element"] --- # Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) -- **Trigger** You take damage from a foe's spell or magical ability with the air, earth, [fire](rules/traits/fire.md), or [water](rules/traits/water.md) trait. +- **Trigger** You take damage from a foe's spell or magical ability with the air, earth, [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait. - **Activity** Reaction Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [quickened](rules/conditions.md#Quickened) condition until the end of your next turn. diff --git a/compendium/feats/metal-veined-strikes-loag.md b/compendium/feats/metal-veined-strikes-loag.md index 1742ad026..8a2088c5f 100644 --- a/compendium/feats/metal-veined-strikes-loag.md +++ b/compendium/feats/metal-veined-strikes-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Metal-veined Strikes"] --- # Metal-veined Strikes *Feat 13* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") Metallic veins grow throughout your body, giving your unarmed attacks a metallic sheen. Choose either cold iron or silver. Your unarmed attacks are treated as the chosen type of metal. diff --git a/compendium/feats/metallic-envisionment-da.md b/compendium/feats/metallic-envisionment-da.md index a59c48636..63147d84b 100644 --- a/compendium/feats/metallic-envisionment-da.md +++ b/compendium/feats/metallic-envisionment-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Metallic Envisionment"] --- # Metallic Envisionment *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) diff --git a/compendium/feats/metamagic-channel.md b/compendium/feats/metamagic-channel.md index 17e0494fd..95879fdf9 100644 --- a/compendium/feats/metamagic-channel.md +++ b/compendium/feats/metamagic-channel.md @@ -8,11 +8,11 @@ tags: aliases: ["Metamagic Channel"] --- # Metamagic Channel [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Activity** Free Action -Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 [metamagic](rules/traits/metamagic.md) action that you can perform that normally takes 1 action and can be applied to the [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) spell. If you use it in this way, its effects apply only to a [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) spell. +Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 [metamagic](rules/traits/metamagic.md "Metamagic General Trait") action that you can perform that normally takes 1 action and can be applied to the [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) spell. If you use it in this way, its effects apply only to a [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) spell. *Source: Core Rulebook p. 127* %% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/metamagic-mastery-sorcerer.md b/compendium/feats/metamagic-mastery-sorcerer.md index b0e9f0206..381e06936 100644 --- a/compendium/feats/metamagic-mastery-sorcerer.md +++ b/compendium/feats/metamagic-mastery-sorcerer.md @@ -7,10 +7,10 @@ tags: aliases: ["Metamagic Mastery (Sorcerer)"] --- # Metamagic Mastery (Sorcerer) *Feat 20* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") -Altering your spells doesn't take any longer than casting them normally. You can use [metamagic](rules/traits/metamagic.md) single actions as free actions. +Altering your spells doesn't take any longer than casting them normally. You can use [metamagic](rules/traits/metamagic.md "Metamagic General Trait") single actions as free actions. *Source: Core Rulebook p. 201* %% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/metamagic-mastery-wizard.md b/compendium/feats/metamagic-mastery-wizard.md index cdaa5ce14..51e41a272 100644 --- a/compendium/feats/metamagic-mastery-wizard.md +++ b/compendium/feats/metamagic-mastery-wizard.md @@ -7,10 +7,10 @@ tags: aliases: ["Metamagic Mastery (Wizard)"] --- # Metamagic Mastery (Wizard) *Feat 20* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") -Altering your spells doesn't take any longer than casting them normally. You can use [metamagic](rules/traits/metamagic.md) single actions as free actions. +Altering your spells doesn't take any longer than casting them normally. You can use [metamagic](rules/traits/metamagic.md "Metamagic General Trait") single actions as free actions. *Source: Core Rulebook p. 213* %% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/meteoric-spellstrike-som.md b/compendium/feats/meteoric-spellstrike-som.md index d950b1548..763c79bc0 100644 --- a/compendium/feats/meteoric-spellstrike-som.md +++ b/compendium/feats/meteoric-spellstrike-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Meteoric Spellstrike"] --- # Meteoric Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [magus](rules/traits/magus-som.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md), starlit span hybrid study - **Requirements**: You're wielding a ranged or thrown weapon, or have a ranged unarmed attack. diff --git a/compendium/feats/methodical-debilitations-apg.md b/compendium/feats/methodical-debilitations-apg.md index 8c95e7150..713cbf75d 100644 --- a/compendium/feats/methodical-debilitations-apg.md +++ b/compendium/feats/methodical-debilitations-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Methodical Debilitations"] --- # Methodical Debilitations *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: mastermind racket, [Debilitating Strike](rules/actions/debilitating-strike.md) diff --git a/compendium/feats/mighty-bear-tv.md b/compendium/feats/mighty-bear-tv.md index d655f5c8c..52f59010a 100644 --- a/compendium/feats/mighty-bear-tv.md +++ b/compendium/feats/mighty-bear-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Mighty Bear"] --- # Mighty Bear *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Great Bear diff --git a/compendium/feats/mighty-bulwark-apg.md b/compendium/feats/mighty-bulwark-apg.md index 8bf44d939..9cb248c83 100644 --- a/compendium/feats/mighty-bulwark-apg.md +++ b/compendium/feats/mighty-bulwark-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mighty Bulwark"] --- # Mighty Bulwark *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) diff --git a/compendium/feats/mighty-dragon-shape-apg.md b/compendium/feats/mighty-dragon-shape-apg.md index 1c21b1eca..669c92709 100644 --- a/compendium/feats/mighty-dragon-shape-apg.md +++ b/compendium/feats/mighty-dragon-shape-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mighty Dragon Shape"] --- # Mighty Dragon Shape *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shape of the Dragon](compendium/feats/shape-of-the-dragon-apg.md) > [!pf2-note] > (or [Shape of the Cloud Dragon](compendium/feats/shape-of-the-cloud-dragon-sot3.md)) diff --git a/compendium/feats/mighty-wings-sot3.md b/compendium/feats/mighty-wings-sot3.md index 91fd62c09..059224bac 100644 --- a/compendium/feats/mighty-wings-sot3.md +++ b/compendium/feats/mighty-wings-sot3.md @@ -8,7 +8,7 @@ tags: aliases: ["Mighty Wings"] --- # Mighty Wings *Feat 18* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md), [dragon wings](compendium/spells/dragon-wings.md) sorcerer bloodline spell diff --git a/compendium/feats/mimic-protections-ec6.md b/compendium/feats/mimic-protections-ec6.md index c33fef616..84cfc5830 100644 --- a/compendium/feats/mimic-protections-ec6.md +++ b/compendium/feats/mimic-protections-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Mimic Protections"] --- # Mimic Protections *Feat 20* -[ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") By adopting resonant reflections, you have learned to copy the abilities of other creatures as well. When you use [Hunt Prey](rules/actions/hunt-prey.md) on a foe within 100 feet, you gain resistance 10 to all damage types that target has resistance or immunity to for as long as the foe remains within 100 feet. diff --git a/compendium/feats/mind-over-matter-da.md b/compendium/feats/mind-over-matter-da.md index 38501da01..b0ea522c3 100644 --- a/compendium/feats/mind-over-matter-da.md +++ b/compendium/feats/mind-over-matter-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Mind over Matter"] --- # Mind over Matter *Feat 20* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your mind's limits are only what you imagine them to be. You gain an additional 10th-level spell slot. diff --git a/compendium/feats/mind-projectiles-da.md b/compendium/feats/mind-projectiles-da.md index 1f2de6c80..7d8924f6b 100644 --- a/compendium/feats/mind-projectiles-da.md +++ b/compendium/feats/mind-projectiles-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Mind Projectiles"] --- # Mind Projectiles *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) diff --git a/compendium/feats/mind-shards-da.md b/compendium/feats/mind-shards-da.md index 1e9127ebd..cc5a4e787 100644 --- a/compendium/feats/mind-shards-da.md +++ b/compendium/feats/mind-shards-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Mind Shards"] --- # Mind Shards [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) - **Activity** Two-Action diff --git a/compendium/feats/mind-smith-dedication-da.md b/compendium/feats/mind-smith-dedication-da.md index ba29edb82..6d6d1e514 100644 --- a/compendium/feats/mind-smith-dedication-da.md +++ b/compendium/feats/mind-smith-dedication-da.md @@ -8,15 +8,15 @@ tags: aliases: ["Mind Smith Dedication"] --- # Mind Smith Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: -- A one-handed weapon that deals `1d4` damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits -- A one-handed weapon that deals `1d6` damage and has the [finesse](rules/traits/finesse.md) trait +- A one-handed weapon that deals `1d4` damage and has the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits +- A one-handed weapon that deals `1d6` damage and has the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait - A one-handed weapon that deals `d8` damage -- A two-handed weapon that deals `1d10` damage and has the [reach](rules/traits/reach.md) trait +- A two-handed weapon that deals `1d10` damage and has the [reach](rules/traits/reach.md "Reach Weapon Trait") trait Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an [Interact](rules/actions/interact.md) action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an [Interact](rules/actions/interact.md) action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. diff --git a/compendium/feats/mindblank-mutagen.md b/compendium/feats/mindblank-mutagen.md index c0ce5e0f9..9c703a041 100644 --- a/compendium/feats/mindblank-mutagen.md +++ b/compendium/feats/mindblank-mutagen.md @@ -7,10 +7,10 @@ tags: aliases: ["Mindblank Mutagen"] --- # Mindblank Mutagen *Feat 18* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you're affected by a serene mutagen, [detection](rules/traits/detection.md), [revelation](rules/traits/revelation.md), and [scrying](rules/traits/scrying.md) effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, [detect magic](compendium/spells/detect-magic.md) would still detect other magic in the area, but not any magic on you. +With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you're affected by a serene mutagen, [detection](rules/traits/detection.md "Detection Effect Trait"), [revelation](rules/traits/revelation.md "Revelation Effect Trait"), and [scrying](rules/traits/scrying.md "Scrying Effect Trait") effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, [detect magic](compendium/spells/detect-magic.md) would still detect other magic in the area, but not any magic on you. *Source: Core Rulebook p. 81* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/miniaturize-som.md b/compendium/feats/miniaturize-som.md index 5a72328c8..908c367d6 100644 --- a/compendium/feats/miniaturize-som.md +++ b/compendium/feats/miniaturize-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Miniaturize"] --- # Miniaturize *Feat 8* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Shrink Down](compendium/feats/shrink-down-som.md) diff --git a/compendium/feats/minion-guise-apg.md b/compendium/feats/minion-guise-apg.md index 20fe11069..b93c8569d 100644 --- a/compendium/feats/minion-guise-apg.md +++ b/compendium/feats/minion-guise-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Minion Guise"] --- # Minion Guise *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) [social](rules/traits/social-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [social](rules/traits/social-apg.md "Social Feat Trait") - **Prerequisites**: animal companion or familiar, expert in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) diff --git a/compendium/feats/minor-magic.md b/compendium/feats/minor-magic.md index 98f4f9160..0cdb790a6 100644 --- a/compendium/feats/minor-magic.md +++ b/compendium/feats/minor-magic.md @@ -7,7 +7,7 @@ tags: aliases: ["Minor Magic"] --- # Minor Magic *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You've dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips. diff --git a/compendium/feats/miracle-worker.md b/compendium/feats/miracle-worker.md index 10c6c066f..c8fdbf11e 100644 --- a/compendium/feats/miracle-worker.md +++ b/compendium/feats/miracle-worker.md @@ -7,7 +7,7 @@ tags: aliases: ["Miracle Worker"] --- # Miracle Worker *Feat 18* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Frequency**: once every minute diff --git a/compendium/feats/miraculous-intervention-lokl.md b/compendium/feats/miraculous-intervention-lokl.md index 278325c74..ae37e2dda 100644 --- a/compendium/feats/miraculous-intervention-lokl.md +++ b/compendium/feats/miraculous-intervention-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Miraculous Intervention"] --- # Miraculous Intervention [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[champion](rules/traits/champion.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Trigger** An adjacent fiend or undead begins to use a reaction. diff --git a/compendium/feats/miraculous-possibility-apg.md b/compendium/feats/miraculous-possibility-apg.md index 2079d9eb3..271837b60 100644 --- a/compendium/feats/miraculous-possibility-apg.md +++ b/compendium/feats/miraculous-possibility-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Miraculous Possibility"] --- # Miraculous Possibility *Feat 18* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that's at least 2 levels lower than the slot you designate. The spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it. diff --git a/compendium/feats/miraculous-repair-loil.md b/compendium/feats/miraculous-repair-loil.md index 0539c9c58..5def4b68b 100644 --- a/compendium/feats/miraculous-repair-loil.md +++ b/compendium/feats/miraculous-repair-loil.md @@ -14,7 +14,7 @@ tags: aliases: ["Miraculous Repair"] --- # Miraculous Repair [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 9* -[arcane](rules/traits/arcane.md) [concentrate](rules/traits/concentrate.md) [ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [transmutation](rules/traits/transmutation.md) [undine](rules/traits/undine-b2.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Three-Action diff --git a/compendium/feats/miresoul-loag.md b/compendium/feats/miresoul-loag.md index d968f6102..90c0eb436 100644 --- a/compendium/feats/miresoul-loag.md +++ b/compendium/feats/miresoul-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Miresoul"] --- # Miresoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [oread](rules/traits/oread-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") You have a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and your elemental lineage manifests as clay or mud, reflecting that bond. Your body's mudlike quality makes it easy for you to compress and squeeze yourself through smaller areas. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics). If you would automatically become trained in [Acrobatics](compendium/skills.md#Acrobatics) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat. diff --git a/compendium/feats/mirror-refuge-da.md b/compendium/feats/mirror-refuge-da.md index bd19e1bd7..06381403e 100644 --- a/compendium/feats/mirror-refuge-da.md +++ b/compendium/feats/mirror-refuge-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Mirror Refuge"] --- # Mirror Refuge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [occult](rules/traits/occult.md) [reflection](rules/traits/reflection-da.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") - **Prerequisites**: [Mirror-Risen](compendium/feats/mirror-risen-da.md) - **Frequency**: once per day diff --git a/compendium/feats/mirror-risen-da.md b/compendium/feats/mirror-risen-da.md index f748ce991..504388702 100644 --- a/compendium/feats/mirror-risen-da.md +++ b/compendium/feats/mirror-risen-da.md @@ -8,14 +8,14 @@ tags: aliases: ["Mirror-Risen"] --- # Mirror-Risen *Feat 1* -[lineage](rules/traits/lineage-apg.md) [reflection](rules/traits/reflection-da.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror's Trickery reaction. ```ad-embed-ability title: Mirror's Trickery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [visual](rules/traits/visual.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Trigger**: You would be hit by a [Strike](rules/actions/strike.md) diff --git a/compendium/feats/mirror-shield.md b/compendium/feats/mirror-shield.md index 8459ca390..68485e1cc 100644 --- a/compendium/feats/mirror-shield.md +++ b/compendium/feats/mirror-shield.md @@ -7,7 +7,7 @@ tags: aliases: ["Mirror Shield"] --- # Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Trigger** An opponent casting a spell that targets you critically fails a spell attack roll against your AC. - **Requirements**: You have a [shield raised](rules/actions/raise-a-shield.md). diff --git a/compendium/feats/mischievous-tail-loag.md b/compendium/feats/mischievous-tail-loag.md index 582ba3ba1..81eef3b90 100644 --- a/compendium/feats/mischievous-tail-loag.md +++ b/compendium/feats/mischievous-tail-loag.md @@ -7,11 +7,11 @@ tags: aliases: ["Mischievous Tail"] --- # Mischievous Tail *Feat 13* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") - **Prerequisites**: [Skillful Tail](compendium/feats/skillful-tail-ganzi-loag.md) -Your tail can bedevil your foes. You can [Disarm](rules/actions/disarm.md) and [Trip](rules/actions/trip.md) creatures with your tail, even if you don't have a free hand. All restrictions of [Skillful Tail](compendium/feats/skillful-tail-ganzi-loag.md) otherwise continue to apply. If you have [Smashing Tail](compendium/feats/smashing-tail-loag.md), your tail unarmed attack gains the [disarm](rules/traits/disarm.md) and [trip](rules/traits/trip.md) traits. +Your tail can bedevil your foes. You can [Disarm](rules/actions/disarm.md) and [Trip](rules/actions/trip.md) creatures with your tail, even if you don't have a free hand. All restrictions of [Skillful Tail](compendium/feats/skillful-tail-ganzi-loag.md) otherwise continue to apply. If you have [Smashing Tail](compendium/feats/smashing-tail-loag.md), your tail unarmed attack gains the [disarm](rules/traits/disarm.md "Disarm Weapon Trait") and [trip](rules/traits/trip.md "Trip Weapon Trait") traits. *Source: Lost Omens: Ancestry Guide p. 98* %% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/mist-child-apg.md b/compendium/feats/mist-child-apg.md index 22d2a51cb..b913f9721 100644 --- a/compendium/feats/mist-child-apg.md +++ b/compendium/feats/mist-child-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mist Child"] --- # Mist Child *Feat 5* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") You blend in with unnatural subtlety. When you are [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden), increase the DC of the flat check to target you to 6 if you're [concealed](rules/conditions.md#Concealed) or 12 if you're [hidden](rules/conditions.md#Hidden). diff --git a/compendium/feats/mist-escape-botd.md b/compendium/feats/mist-escape-botd.md index e04aad904..0cf93894f 100644 --- a/compendium/feats/mist-escape-botd.md +++ b/compendium/feats/mist-escape-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Mist Escape"] --- # Mist Escape [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Coffin Bound](compendium/feats/coffin-bound-botd.md), [Turn to Mist](compendium/feats/turn-to-mist-botd.md) - **Trigger** You are reduced to 0 HP. diff --git a/compendium/feats/mist-strider-loag.md b/compendium/feats/mist-strider-loag.md index 19b5bf0e7..828881c63 100644 --- a/compendium/feats/mist-strider-loag.md +++ b/compendium/feats/mist-strider-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Mist Strider"] --- # Mist Strider *Feat 13* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") - **Prerequisites**: [Water Strider](compendium/feats/water-strider-loag.md) diff --git a/compendium/feats/mistaken-identity-da.md b/compendium/feats/mistaken-identity-da.md index 520184050..fb135e9cc 100644 --- a/compendium/feats/mistaken-identity-da.md +++ b/compendium/feats/mistaken-identity-da.md @@ -10,10 +10,10 @@ tags: aliases: ["Mistaken Identity"] --- # Mistaken Identity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) [reflection](rules/traits/reflection-da.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") - **Frequency**: once per minute -- **Trigger** You're about to attempt a saving throw against a [mental](rules/traits/mental.md) effect. +- **Trigger** You're about to attempt a saving throw against a [mental](rules/traits/mental.md "Mental Effect Trait") effect. - **Activity** Reaction You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead, allowing you to shrug off harmful effects. Roll the saving throw twice, and take the higher result. However, subsuming your identity is disturbing, and you're [frightened](rules/conditions.md#Frightened). diff --git a/compendium/feats/mistsoul-loag.md b/compendium/feats/mistsoul-loag.md index fc15e3f4a..a4b0a77e1 100644 --- a/compendium/feats/mistsoul-loag.md +++ b/compendium/feats/mistsoul-loag.md @@ -8,14 +8,14 @@ tags: aliases: ["Mistsoul"] --- # Mistsoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [undine](rules/traits/undine-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") You have a connection to vaporous forms of water, such as fog and mist. You gain the Mist Blending reaction. ```ad-embed-ability title: Mist Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") - **Trigger**: A creature attempts a flat check to target you because you're [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) due to fog, haze, mist, or smoke diff --git a/compendium/feats/mixed-maneuver.md b/compendium/feats/mixed-maneuver.md index dbc475096..cdfdcb7d8 100644 --- a/compendium/feats/mixed-maneuver.md +++ b/compendium/feats/mixed-maneuver.md @@ -7,7 +7,7 @@ tags: aliases: ["Mixed Maneuver"] --- # Mixed Maneuver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) - **Activity** Two-Action diff --git a/compendium/feats/mobile-finisher-apg.md b/compendium/feats/mobile-finisher-apg.md index 4d8e9ea49..bc0ac26dc 100644 --- a/compendium/feats/mobile-finisher-apg.md +++ b/compendium/feats/mobile-finisher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Mobile Finisher"] --- # Mobile Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Activity** Single Action diff --git a/compendium/feats/mobile-magical-combat-lopsg.md b/compendium/feats/mobile-magical-combat-lopsg.md index 981b3c84c..a9430185c 100644 --- a/compendium/feats/mobile-magical-combat-lopsg.md +++ b/compendium/feats/mobile-magical-combat-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Mobile Magical Combat"] --- # Mobile Magical Combat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) - **Requirements**: You're wielding a melee weapon and have [Cast a Spell](rules/actions/cast-a-spell.md) requiring at least 1 action this turn. diff --git a/compendium/feats/mobile-shot-stance.md b/compendium/feats/mobile-shot-stance.md index ef92e2f6b..caf565fc4 100644 --- a/compendium/feats/mobile-shot-stance.md +++ b/compendium/feats/mobile-shot-stance.md @@ -8,7 +8,7 @@ tags: aliases: ["Mobile Shot Stance"] --- # Mobile Shot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/mobility.md b/compendium/feats/mobility.md index 596740571..d0e8eeba9 100644 --- a/compendium/feats/mobility.md +++ b/compendium/feats/mobility.md @@ -7,7 +7,7 @@ tags: aliases: ["Mobility"] --- # Mobility *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You move in a way that denies your enemies the opportunity to retaliate. When you take a [Stride](rules/actions/stride.md) action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. diff --git a/compendium/feats/moderate-enhance-venom-loil.md b/compendium/feats/moderate-enhance-venom-loil.md index 890f5c103..201268df9 100644 --- a/compendium/feats/moderate-enhance-venom-loil.md +++ b/compendium/feats/moderate-enhance-venom-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Moderate Enhance Venom"] --- # Moderate Enhance Venom *Feat 9* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: Lesser Enhance Venom diff --git a/compendium/feats/molten-wit-loil.md b/compendium/feats/molten-wit-loil.md index 33c72e10a..503407a3c 100644 --- a/compendium/feats/molten-wit-loil.md +++ b/compendium/feats/molten-wit-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Molten Wit"] --- # Molten Wit *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") Your elemental soul has sparked not just your body but also your mind. You either become trained in [Deception](compendium/skills.md#Deception) and gain the [Charming Liar](compendium/feats/charming-liar.md) skill feat, or you become trained in [Diplomacy](compendium/skills.md#Diplomacy) and gain the [Group Impression](compendium/feats/group-impression.md) skill feat. If you're already trained in one of these skills, you must take the other and can choose from either skill feat. If you're trained in both skills, you become trained in a different skill of your choice instead and can choose from either skill feat. diff --git a/compendium/feats/moment-of-clarity.md b/compendium/feats/moment-of-clarity.md index 1638f90b7..a5630614e 100644 --- a/compendium/feats/moment-of-clarity.md +++ b/compendium/feats/moment-of-clarity.md @@ -9,11 +9,11 @@ tags: aliases: ["Moment Of Clarity"] --- # Moment Of Clarity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Single Action -You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the [concentrate](rules/traits/concentrate.md) trait even if those actions don't have the [rage](rules/traits/rage.md) trait. +You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait even if those actions don't have the [rage](rules/traits/rage.md "Rage Combat Trait") trait. *Source: Core Rulebook p. 88* %% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/monastic-archer-stance-apg.md b/compendium/feats/monastic-archer-stance-apg.md index f44f21049..d0f1e5b85 100644 --- a/compendium/feats/monastic-archer-stance-apg.md +++ b/compendium/feats/monastic-archer-stance-apg.md @@ -8,14 +8,14 @@ tags: aliases: ["Monastic Archer Stance"] --- # Monastic Archer Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") -- **Requirements**: You are unarmored and wielding a [longbow](compendium/equipment/items/longbow.md), [shortbow](compendium/equipment/items/shortbow.md), or a bow with the [monk](rules/traits/monk.md) trait. +- **Requirements**: You are unarmored and wielding a [longbow](compendium/equipment/items/longbow.md), [shortbow](compendium/equipment/items/shortbow.md), or a bow with the [monk](rules/traits/monk.md "Monk Class Trait") trait. - **Activity** Single Action -You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are those using [longbows](compendium/equipment/items/longbow.md), [shortbows](compendium/equipment/items/shortbow.md), or bows with the [monk](rules/traits/monk.md) trait. You can use [Flurry of Blows](rules/actions/flurry-of-blows.md) with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific [Strike](rules/actions/strike.md). +You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are those using [longbows](compendium/equipment/items/longbow.md), [shortbows](compendium/equipment/items/shortbow.md), or bows with the [monk](rules/traits/monk.md "Monk Class Trait") trait. You can use [Flurry of Blows](rules/actions/flurry-of-blows.md) with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific [Strike](rules/actions/strike.md). -**Special.** When you select this feat, you become trained in the [longbow](compendium/equipment/items/longbow.md), [shortbow](compendium/equipment/items/shortbow.md), and any simple and martial bows with the [monk](rules/traits/monk.md) trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master. +**Special.** When you select this feat, you become trained in the [longbow](compendium/equipment/items/longbow.md), [shortbow](compendium/equipment/items/shortbow.md), and any simple and martial bows with the [monk](rules/traits/monk.md "Monk Class Trait") trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master. ## Monastic Archer Stance leads to... diff --git a/compendium/feats/monastic-weaponry.md b/compendium/feats/monastic-weaponry.md index 8ee0cf057..b23c1711c 100644 --- a/compendium/feats/monastic-weaponry.md +++ b/compendium/feats/monastic-weaponry.md @@ -7,10 +7,10 @@ tags: aliases: ["Monastic Weaponry"] --- # Monastic Weaponry *Feat 1* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") -You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the [monk](rules/traits/monk.md) trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as [Crane Stance](compendium/feats/crane-stance.md). +You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the [monk](rules/traits/monk.md "Monk Class Trait") trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as [Crane Stance](compendium/feats/crane-stance.md). ## Monastic Weaponry leads to... diff --git a/compendium/feats/monk-dedication.md b/compendium/feats/monk-dedication.md index 058e8b422..2ada5b273 100644 --- a/compendium/feats/monk-dedication.md +++ b/compendium/feats/monk-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Monk Dedication"] --- # Monk Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Dexterity 14 diff --git a/compendium/feats/monk-moves.md b/compendium/feats/monk-moves.md index 24fa50487..1c842b1bc 100644 --- a/compendium/feats/monk-moves.md +++ b/compendium/feats/monk-moves.md @@ -7,7 +7,7 @@ tags: aliases: ["Monk Moves"] --- # Monk Moves *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) diff --git a/compendium/feats/monk-resiliency.md b/compendium/feats/monk-resiliency.md index e86c71731..1cfb5a28a 100644 --- a/compendium/feats/monk-resiliency.md +++ b/compendium/feats/monk-resiliency.md @@ -7,7 +7,7 @@ tags: aliases: ["Monk Resiliency"] --- # Monk Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier diff --git a/compendium/feats/monkey-spirits-loil.md b/compendium/feats/monkey-spirits-loil.md index f966600df..2db8d592f 100644 --- a/compendium/feats/monkey-spirits-loil.md +++ b/compendium/feats/monkey-spirits-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Monkey Spirits"] --- # Monkey Spirits *Feat 13* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") Vanaras generally consider the spirits of departed monkeys to be less informative or interesting than their own ancestors traveling the cycles of existence, yet these monkey spirits can prove useful when the situation is dire. You can cast [mad monkeys](compendium/spells/mad-monkeys-apg.md) (Pathfinder Advanced Player's Guide 222) once per day as a 5th-level primal innate spell. You become an expert in primal spell DCs and primal spell attack rolls. If you choose flagrant burglary for this casting of mad monkeys, you can have the monkeys use your [Thievery](compendium/skills.md#Thievery) modifier instead of your spell DC – 10. diff --git a/compendium/feats/monks-flurry.md b/compendium/feats/monks-flurry.md index d7b9cf271..05691219a 100644 --- a/compendium/feats/monks-flurry.md +++ b/compendium/feats/monks-flurry.md @@ -7,7 +7,7 @@ tags: aliases: ["Monk's Flurry"] --- # Monk's Flurry *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) diff --git a/compendium/feats/monster-hunter.md b/compendium/feats/monster-hunter.md index b6e455037..baf4acfdb 100644 --- a/compendium/feats/monster-hunter.md +++ b/compendium/feats/monster-hunter.md @@ -7,7 +7,7 @@ tags: aliases: ["Monster Hunter"] --- # Monster Hunter *Feat 1* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You swiftly assess your prey and apply what you know. As part of the action used to [Hunt your Prey](rules/actions/hunt-prey.md), you can attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about your prey. When you critically succeed at identifying your hunted prey with [Recall Knowledge](rules/actions/recall-knowledge.md), you note a weakness in the creature's defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature. diff --git a/compendium/feats/monster-warden.md b/compendium/feats/monster-warden.md index 67918b1a6..902160cad 100644 --- a/compendium/feats/monster-warden.md +++ b/compendium/feats/monster-warden.md @@ -7,7 +7,7 @@ tags: aliases: ["Monster Warden"] --- # Monster Warden *Feat 2* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Monster Hunter](compendium/feats/monster-hunter.md) diff --git a/compendium/feats/monstrosity-shape.md b/compendium/feats/monstrosity-shape.md index bc62315a1..40abcc412 100644 --- a/compendium/feats/monstrosity-shape.md +++ b/compendium/feats/monstrosity-shape.md @@ -7,7 +7,7 @@ tags: aliases: ["Monstrosity Shape"] --- # Monstrosity Shape *Feat 16* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) diff --git a/compendium/feats/monstrous-peacemaker.md b/compendium/feats/monstrous-peacemaker.md index 803974084..f048eb0b6 100644 --- a/compendium/feats/monstrous-peacemaker.md +++ b/compendium/feats/monstrous-peacemaker.md @@ -7,7 +7,7 @@ tags: aliases: ["Monstrous Peacemaker"] --- # Monstrous Peacemaker *Feat 1* -[half-orc](rules/traits/half-orc.md) +[half-orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM's discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on [Perception](compendium/skills.md#Perception) checks to [Sense the Motives](rules/actions/sense-motive.md) of such creatures. diff --git a/compendium/feats/moon-may-loag.md b/compendium/feats/moon-may-loag.md index 33fa79c0a..5c09a5dba 100644 --- a/compendium/feats/moon-may-loag.md +++ b/compendium/feats/moon-may-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Moon May"] --- # Moon May *Feat 1* -[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") Your mother was a moon hag, a handmaiden of Groetus, and you have a single scarlet eye and a sliver of her supernal foresight. You can cast [guidance](compendium/spells/guidance.md) as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/morph-risen-da.md b/compendium/feats/morph-risen-da.md index e5007bea7..1af036833 100644 --- a/compendium/feats/morph-risen-da.md +++ b/compendium/feats/morph-risen-da.md @@ -8,10 +8,10 @@ tags: aliases: ["Morph-Risen"] --- # Morph-Risen *Feat 1* -[lineage](rules/traits/lineage-apg.md) [reflection](rules/traits/reflection-da.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") -You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating. This accident might have [drained](rules/conditions.md#Drained) your power, or you might have retained some of your skills, but either way, your form resists further forced transformation. You gain a +1 circumstance bonus to saving throws against [transmutation](rules/traits/transmutation.md) effects, and if you roll a success on a saving throw against a [hostile](rules/conditions.md#Hostile) [morph](rules/traits/morph.md) or [polymorph](rules/traits/polymorph.md) effect, you get a critical success instead. +You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating. This accident might have [drained](rules/conditions.md#Drained) your power, or you might have retained some of your skills, but either way, your form resists further forced transformation. You gain a +1 circumstance bonus to saving throws against [transmutation](rules/traits/transmutation.md "Transmutation School Trait") effects, and if you roll a success on a saving throw against a [hostile](rules/conditions.md#Hostile) [morph](rules/traits/morph.md "Morph Effect Trait") or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect, you get a critical success instead. ## Morph-Risen leads to... diff --git a/compendium/feats/morphic-manipulation-da.md b/compendium/feats/morphic-manipulation-da.md index 88eeb7fb8..b06ddb358 100644 --- a/compendium/feats/morphic-manipulation-da.md +++ b/compendium/feats/morphic-manipulation-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Morphic Manipulation"] --- # Morphic Manipulation *Feat 7* -[exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [primal](rules/traits/primal.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: master in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/morrignas-spider-affinity-loag.md b/compendium/feats/morrignas-spider-affinity-loag.md index 6114afb09..9f9142900 100644 --- a/compendium/feats/morrignas-spider-affinity-loag.md +++ b/compendium/feats/morrignas-spider-affinity-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Morrigna's Spider Affinity"] --- # Morrigna's Spider Affinity *Feat 9* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") Much like morrignas, you feel an affinity for spiders. You can cast [animal messenger](compendium/spells/animal-messenger.md) (spiders only), speak with animals (spiders only), and spider climb each once per day as 2nd-level divine innate spells. diff --git a/compendium/feats/mortal-healing-logm.md b/compendium/feats/mortal-healing-logm.md index 3f2498bc1..50f317943 100644 --- a/compendium/feats/mortal-healing-logm.md +++ b/compendium/feats/mortal-healing-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Mortal Healing"] --- # Mortal Healing *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Godless Healing](compendium/feats/godless-healing-lowg.md), you follow the Laws of Mortality diff --git a/compendium/feats/mortification-lowg.md b/compendium/feats/mortification-lowg.md index 43000cd3b..4210672a0 100644 --- a/compendium/feats/mortification-lowg.md +++ b/compendium/feats/mortification-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mortification"] --- # Mortification *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) diff --git a/compendium/feats/mothers-mindfulness-loag.md b/compendium/feats/mothers-mindfulness-loag.md index c88d88fcf..f7a7de588 100644 --- a/compendium/feats/mothers-mindfulness-loag.md +++ b/compendium/feats/mothers-mindfulness-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Mother's Mindfulness"] --- # Mother's Mindfulness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") - **Frequency**: once per minute - **Trigger** An adjacent ally is hit by an attack. diff --git a/compendium/feats/mountain-quake.md b/compendium/feats/mountain-quake.md index aff36f5e6..3e0b9bf36 100644 --- a/compendium/feats/mountain-quake.md +++ b/compendium/feats/mountain-quake.md @@ -7,7 +7,7 @@ tags: aliases: ["Mountain Quake"] --- # Mountain Quake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Mountain Stronghold](compendium/feats/mountain-stronghold.md) - **Requirements**: You are in [Mountain Stance](compendium/feats/mountain-stance.md). diff --git a/compendium/feats/mountain-stance.md b/compendium/feats/mountain-stance.md index 136300d7b..984ff2cf0 100644 --- a/compendium/feats/mountain-stance.md +++ b/compendium/feats/mountain-stance.md @@ -8,12 +8,12 @@ tags: aliases: ["Mountain Stance"] --- # Mountain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are unarmored and touching the ground. - **Activity** Single Action -You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only [Strikes](rules/actions/strike.md) you can make are falling stone unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only [Strikes](rules/actions/strike.md) you can make are falling stone unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being [Shoved](rules/actions/shove.md) or [Tripped](rules/actions/trip.md). You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your [explorer's clothing](compendium/equipment/items/explorers-clothing.md), [mage armor](compendium/spells/mage-armor.md), and bracers of armor. diff --git a/compendium/feats/mountain-stronghold.md b/compendium/feats/mountain-stronghold.md index bb03cbfb4..d5f16b0d0 100644 --- a/compendium/feats/mountain-stronghold.md +++ b/compendium/feats/mountain-stronghold.md @@ -7,7 +7,7 @@ tags: aliases: ["Mountain Stronghold"] --- # Mountain Stronghold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Mountain Stance](compendium/feats/mountain-stance.md) - **Requirements**: You are in [Mountain Stance](compendium/feats/mountain-stance.md). diff --git a/compendium/feats/mountains-stoutness.md b/compendium/feats/mountains-stoutness.md index e21d753b1..07f3dc1d7 100644 --- a/compendium/feats/mountains-stoutness.md +++ b/compendium/feats/mountains-stoutness.md @@ -7,7 +7,7 @@ tags: aliases: ["Mountain's Stoutness"] --- # Mountain's Stoutness *Feat 9* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the [dying](rules/conditions.md#Dying) condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). diff --git a/compendium/feats/mounted-shield-apg.md b/compendium/feats/mounted-shield-apg.md index 9b8e2ca35..b6471a8e7 100644 --- a/compendium/feats/mounted-shield-apg.md +++ b/compendium/feats/mounted-shield-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mounted Shield"] --- # Mounted Shield *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) diff --git a/compendium/feats/mug-apg.md b/compendium/feats/mug-apg.md index 6c16d4638..0d39cd969 100644 --- a/compendium/feats/mug-apg.md +++ b/compendium/feats/mug-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mug"] --- # Mug [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/multifarious-muse.md b/compendium/feats/multifarious-muse.md index eff2f7949..7c9a09173 100644 --- a/compendium/feats/multifarious-muse.md +++ b/compendium/feats/multifarious-muse.md @@ -7,7 +7,7 @@ tags: aliases: ["Multifarious Muse"] --- # Multifarious Muse *Feat 2* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") Your muse doesn't fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don't gain any of the other effects of the muse you chose. diff --git a/compendium/feats/multilingual-cipher-apg.md b/compendium/feats/multilingual-cipher-apg.md index 0bca9e0ec..c80f67c6e 100644 --- a/compendium/feats/multilingual-cipher-apg.md +++ b/compendium/feats/multilingual-cipher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Multilingual Cipher"] --- # Multilingual Cipher *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/multilingual.md b/compendium/feats/multilingual.md index 620d55a27..9fc8c78fa 100644 --- a/compendium/feats/multilingual.md +++ b/compendium/feats/multilingual.md @@ -8,7 +8,7 @@ tags: aliases: ["Multilingual"] --- # Multilingual *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/multishot-stance.md b/compendium/feats/multishot-stance.md index 08df636ae..832781de2 100644 --- a/compendium/feats/multishot-stance.md +++ b/compendium/feats/multishot-stance.md @@ -8,10 +8,10 @@ tags: aliases: ["Multishot Stance"] --- # Multishot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Triple Shot](compendium/feats/triple-shot.md) -- **Requirements**: You are wielding a ranged weapon with [reload 0](rules/traits/reload.md). +- **Requirements**: You are wielding a ranged weapon with reload 0. - **Activity** Single Action You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for [Double Shot](compendium/feats/double-shot.md) is reduced to –1, or –2 if you add the extra action to make three [Strikes](rules/actions/strike.md). If you move from your position, this stance ends. diff --git a/compendium/feats/multitalented.md b/compendium/feats/multitalented.md index aee113237..5a4fb649b 100644 --- a/compendium/feats/multitalented.md +++ b/compendium/feats/multitalented.md @@ -7,7 +7,7 @@ tags: aliases: ["Multitalented"] --- # Multitalented *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype. diff --git a/compendium/feats/mummy-dedication-botd.md b/compendium/feats/mummy-dedication-botd.md index f55205e5e..ffb321180 100644 --- a/compendium/feats/mummy-dedication-botd.md +++ b/compendium/feats/mummy-dedication-botd.md @@ -9,13 +9,13 @@ tags: aliases: ["Mummy Dedication"] --- # Mummy Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: you are dead and were mummified (by natural or ritualistic means) -Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the [mummy](rules/traits/mummy-b1.md) and [undead](rules/traits/undead.md) traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [Toughness](compendium/feats/toughness.md) feat, but also fire weakness equal to half your level. +Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the [mummy](rules/traits/mummy-b1.md "Mummy Creature Trait") and [undead](rules/traits/undead.md "Undead Creature Type Trait") traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [Toughness](compendium/feats/toughness.md) feat, but also fire weakness equal to half your level. -Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to `1d6` instead of `1d4`, and your fist loses the [nonlethal](rules/traits/nonlethal.md) trait. +Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to `1d6` instead of `1d4`, and your fist loses the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats. diff --git a/compendium/feats/mummys-despair-botd.md b/compendium/feats/mummys-despair-botd.md index 70b2a80d6..bfe36ff5b 100644 --- a/compendium/feats/mummys-despair-botd.md +++ b/compendium/feats/mummys-despair-botd.md @@ -13,7 +13,7 @@ tags: aliases: ["Mummy's Despair"] --- # Mummy's Despair [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Frequency**: once per hour diff --git a/compendium/feats/murderers-circle-aoe3.md b/compendium/feats/murderers-circle-aoe3.md index 8ba00ace8..806096cfe 100644 --- a/compendium/feats/murderers-circle-aoe3.md +++ b/compendium/feats/murderers-circle-aoe3.md @@ -7,7 +7,7 @@ tags: aliases: ["Murderer's Circle"] --- # Murderer's Circle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Provocator Dedication](compendium/feats/provocator-dedication-aoe3.md) - **Activity** Single Action diff --git a/compendium/feats/murderous-thorns-loil.md b/compendium/feats/murderous-thorns-loil.md index 41601a411..f08d7eaa4 100644 --- a/compendium/feats/murderous-thorns-loil.md +++ b/compendium/feats/murderous-thorns-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Murderous Thorns"] --- # Murderous Thorns *Feat 5* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") - **Prerequisites**: [Hidden](rules/conditions.md#Hidden) Thorn or thorned rose diff --git a/compendium/feats/murksight-apg.md b/compendium/feats/murksight-apg.md index 56c418856..d36b7dd73 100644 --- a/compendium/feats/murksight-apg.md +++ b/compendium/feats/murksight-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Murksight"] --- # Murksight *Feat 8* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Your vision pierces through non-magical fog, mist, rain, and snow. You don't take circumstance penalties to ranged attacks or [Perception](compendium/skills.md#Perception) checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target [concealed](rules/conditions.md#Concealed) only by such effects. diff --git a/compendium/feats/muscle-mimicry-da.md b/compendium/feats/muscle-mimicry-da.md index ea3d02554..70a02be31 100644 --- a/compendium/feats/muscle-mimicry-da.md +++ b/compendium/feats/muscle-mimicry-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Muscle Mimicry"] --- # Muscle Mimicry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md); trained in [Athletics](compendium/skills.md#Athletics), master in [Deception](compendium/skills.md#Deception) - **Trigger** An enemy makes a successful [Disarm](rules/actions/disarm.md), [Escape](rules/actions/escape.md), diff --git a/compendium/feats/musetouched-apg.md b/compendium/feats/musetouched-apg.md index ce3a30138..801738a5c 100644 --- a/compendium/feats/musetouched-apg.md +++ b/compendium/feats/musetouched-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Musetouched"] --- # Musetouched *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to [Escape](rules/actions/escape.md). When you roll a critical failure on a check to [Escape](rules/actions/escape.md), you get a failure instead, and when you roll a success, you get a critical success instead. diff --git a/compendium/feats/mutable-familiar-apg.md b/compendium/feats/mutable-familiar-apg.md index f16aa2412..b5b451cf0 100644 --- a/compendium/feats/mutable-familiar-apg.md +++ b/compendium/feats/mutable-familiar-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mutable Familiar"] --- # Mutable Familiar *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) diff --git a/compendium/feats/mutate-weapon-loag.md b/compendium/feats/mutate-weapon-loag.md index 68b1ab863..3d525f4ed 100644 --- a/compendium/feats/mutate-weapon-loag.md +++ b/compendium/feats/mutate-weapon-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Mutate Weapon"] --- # Mutate Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") - **Prerequisites**: [Living Weapon](compendium/feats/living-weapon-loag.md) - **Activity** Single Action diff --git a/compendium/feats/myriad-forms-loag.md b/compendium/feats/myriad-forms-loag.md index f262959f8..b69008e1f 100644 --- a/compendium/feats/myriad-forms-loag.md +++ b/compendium/feats/myriad-forms-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Myriad Forms"] --- # Myriad Forms *Feat 5* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") With a bit of self-discovery, you find a new form. You gain the alternate form of a kitsune heritage other than your own, adding it to the options for your [Change Shape](rules/actions/change-shape-kitsune-loag.md). diff --git a/compendium/feats/mysterious-breadth-apg.md b/compendium/feats/mysterious-breadth-apg.md index d31369869..605978536 100644 --- a/compendium/feats/mysterious-breadth-apg.md +++ b/compendium/feats/mysterious-breadth-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mysterious Breadth"] --- # Mysterious Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md) diff --git a/compendium/feats/mysterious-repertoire-apg.md b/compendium/feats/mysterious-repertoire-apg.md index 1f70a3b0f..b45ca013a 100644 --- a/compendium/feats/mysterious-repertoire-apg.md +++ b/compendium/feats/mysterious-repertoire-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Mysterious Repertoire"] --- # Mysterious Repertoire *Feat 14* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like [Divine Access](compendium/feats/divine-access-apg.md). You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time. diff --git a/compendium/feats/mystery-conduit-apg.md b/compendium/feats/mystery-conduit-apg.md index dad65b8d6..fe196ba4d 100644 --- a/compendium/feats/mystery-conduit-apg.md +++ b/compendium/feats/mystery-conduit-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Mystery Conduit"] --- # Mystery Conduit *Feat 20* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") -The power of your mystery enables you to cast more than just revelation spells. When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the [cursebound](rules/traits/cursebound-apg.md) trait. +The power of your mystery enables you to cast more than just revelation spells. When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") trait. *Source: Advanced Player's Guide p. 81* %% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/nagaji-lore-loil.md b/compendium/feats/nagaji-lore-loil.md index 400b96204..cc17c504d 100644 --- a/compendium/feats/nagaji-lore-loil.md +++ b/compendium/feats/nagaji-lore-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Nagaji Lore"] --- # Nagaji Lore *Feat 1* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") You're the vassal or apprentice of a learned naga, and you've studied the secrets of naga magic and concocting intricate poisons. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Occultism](compendium/skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in your choice of [Nagaji Lore](compendium/skills.md#Lore) or [Naga Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/nagaji-spell-expertise-loil.md b/compendium/feats/nagaji-spell-expertise-loil.md index 75c97bb16..41dbcda66 100644 --- a/compendium/feats/nagaji-spell-expertise-loil.md +++ b/compendium/feats/nagaji-spell-expertise-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Nagaji Spell Expertise"] --- # Nagaji Spell Expertise *Feat 13* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") - **Prerequisites**: Nagaji Spell Mysteries diff --git a/compendium/feats/nagaji-spell-familiarity-loil.md b/compendium/feats/nagaji-spell-familiarity-loil.md index 788def93e..15ba3826b 100644 --- a/compendium/feats/nagaji-spell-familiarity-loil.md +++ b/compendium/feats/nagaji-spell-familiarity-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Nagaji Spell Familiarity"] --- # Nagaji Spell Familiarity *Feat 1* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose [daze](compendium/spells/daze.md), [detect magic](compendium/spells/detect-magic.md), or [mage hand](compendium/spells/mage-hand.md). Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/nagaji-spell-mysteries-loil.md b/compendium/feats/nagaji-spell-mysteries-loil.md index 7bfdaac73..1757519e0 100644 --- a/compendium/feats/nagaji-spell-mysteries-loil.md +++ b/compendium/feats/nagaji-spell-mysteries-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Nagaji Spell Mysteries"] --- # Nagaji Spell Mysteries *Feat 5* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") - **Prerequisites**: at least one innate spell from a nagaji heritage or ancestry feat diff --git a/compendium/feats/nameless-anonymity-lowg.md b/compendium/feats/nameless-anonymity-lowg.md index 0214670e4..de82a3894 100644 --- a/compendium/feats/nameless-anonymity-lowg.md +++ b/compendium/feats/nameless-anonymity-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Nameless Anonymity"] --- # Nameless Anonymity *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) diff --git a/compendium/feats/nanite-shroud-loag.md b/compendium/feats/nanite-shroud-loag.md index 7c9a42572..403fda6a7 100644 --- a/compendium/feats/nanite-shroud-loag.md +++ b/compendium/feats/nanite-shroud-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Nanite Shroud"] --- # Nanite Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[android](rules/traits/android-loag.md) [concentrate](rules/traits/concentrate.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/nanite-surge-loag.md b/compendium/feats/nanite-surge-loag.md index 37b0039e3..362e4944b 100644 --- a/compendium/feats/nanite-surge-loag.md +++ b/compendium/feats/nanite-surge-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Nanite Surge"] --- # Nanite Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[android](rules/traits/android-loag.md) [concentrate](rules/traits/concentrate.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Frequency**: once per hour - **Trigger** You attempt a skill check requiring three actions or fewer. diff --git a/compendium/feats/nantambu-chime-ringer-dedication-sot2.md b/compendium/feats/nantambu-chime-ringer-dedication-sot2.md index e0f40720d..0a439ade7 100644 --- a/compendium/feats/nantambu-chime-ringer-dedication-sot2.md +++ b/compendium/feats/nantambu-chime-ringer-dedication-sot2.md @@ -9,7 +9,7 @@ tags: aliases: ["Nantambu Chime-Ringer Dedication"] --- # Nantambu Chime-Ringer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) and [Society](compendium/skills.md#Society) diff --git a/compendium/feats/narrative-conduit-sot2.md b/compendium/feats/narrative-conduit-sot2.md index e5e7cb296..b69790722 100644 --- a/compendium/feats/narrative-conduit-sot2.md +++ b/compendium/feats/narrative-conduit-sot2.md @@ -10,7 +10,7 @@ tags: aliases: ["Narrative Conduit"] --- # Narrative Conduit *Feat 6* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) diff --git a/compendium/feats/native-waters-loil.md b/compendium/feats/native-waters-loil.md index 34d7ef3f1..62aa329bd 100644 --- a/compendium/feats/native-waters-loil.md +++ b/compendium/feats/native-waters-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Native Waters"] --- # Native Waters *Feat 1* -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") You were born with or obtained a special connection to either fresh water or salt water. Once made, this decision can't be changed. Whenever you take your full rest in a natural body of water of the type corresponding to your connection, you recover additional Hit Points equal to your level, and if you have the [doomed](rules/conditions.md#Doomed) or [fatigued](rules/conditions.md#Fatigued) conditions, you reduce them by 2 instead of 1. diff --git a/compendium/feats/natural-ambition.md b/compendium/feats/natural-ambition.md index 8a5d5b316..877f83f1b 100644 --- a/compendium/feats/natural-ambition.md +++ b/compendium/feats/natural-ambition.md @@ -7,7 +7,7 @@ tags: aliases: ["Natural Ambition"] --- # Natural Ambition *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. diff --git a/compendium/feats/natural-illusionist-locg.md b/compendium/feats/natural-illusionist-locg.md index c20b828eb..e1c65fb49 100644 --- a/compendium/feats/natural-illusionist-locg.md +++ b/compendium/feats/natural-illusionist-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Natural Illusionist"] --- # Natural Illusionist *Feat 5* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: [Illusion Sense](compendium/feats/illusion-sense.md) diff --git a/compendium/feats/natural-medicine.md b/compendium/feats/natural-medicine.md index 5d7d830be..a7c056065 100644 --- a/compendium/feats/natural-medicine.md +++ b/compendium/feats/natural-medicine.md @@ -8,7 +8,7 @@ tags: aliases: ["Natural Medicine"] --- # Natural Medicine *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/natural-performer-locg.md b/compendium/feats/natural-performer-locg.md index 2043cf0e6..df61350fd 100644 --- a/compendium/feats/natural-performer-locg.md +++ b/compendium/feats/natural-performer-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Natural Performer"] --- # Natural Performer *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") Entertainment comes naturally to you. You become trained in [Performance](compendium/skills.md#Performance) and gain one 1st-level Performance skill feat. diff --git a/compendium/feats/natural-skill.md b/compendium/feats/natural-skill.md index e42d8c8d9..259e73541 100644 --- a/compendium/feats/natural-skill.md +++ b/compendium/feats/natural-skill.md @@ -7,7 +7,7 @@ tags: aliases: ["Natural Skill"] --- # Natural Skill *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice. diff --git a/compendium/feats/natural-swimmer-som.md b/compendium/feats/natural-swimmer-som.md index eca363a9f..5b99d16e4 100644 --- a/compendium/feats/natural-swimmer-som.md +++ b/compendium/feats/natural-swimmer-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Natural Swimmer"] --- # Natural Swimmer *Feat 4* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: wave order diff --git a/compendium/feats/necromancers-visage-botd.md b/compendium/feats/necromancers-visage-botd.md index ab7e7f4d8..1a90a9a10 100644 --- a/compendium/feats/necromancers-visage-botd.md +++ b/compendium/feats/necromancers-visage-botd.md @@ -11,7 +11,7 @@ tags: aliases: ["Necromancer's Visage"] --- # Necromancer's Visage *Feat 12* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard diff --git a/compendium/feats/necromantic-bulwark-lokl.md b/compendium/feats/necromantic-bulwark-lokl.md index 07cddd8dd..c94bfaae3 100644 --- a/compendium/feats/necromantic-bulwark-lokl.md +++ b/compendium/feats/necromantic-bulwark-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Necromantic Bulwark"] --- # Necromantic Bulwark *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/feats/necromantic-deflection-lokl.md b/compendium/feats/necromantic-deflection-lokl.md index ad8bb16c2..688f31db6 100644 --- a/compendium/feats/necromantic-deflection-lokl.md +++ b/compendium/feats/necromantic-deflection-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Necromantic Deflection"] --- # Necromantic Deflection *Feat 12* -[champion](rules/traits/champion.md) [druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [druid](rules/traits/druid.md "Druid Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. diff --git a/compendium/feats/necromantic-heir-botd.md b/compendium/feats/necromantic-heir-botd.md index 6a6b3282a..792725614 100644 --- a/compendium/feats/necromantic-heir-botd.md +++ b/compendium/feats/necromantic-heir-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Necromantic Heir"] --- # Necromantic Heir *Feat 17* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") Your affinity for negative energy spills outward and grants you a refilling well of necromantic essence. Once per hour, you can cast [harm](compendium/spells/harm.md) as a 6th-level divine innate spell. diff --git a/compendium/feats/necromantic-physiology-apg.md b/compendium/feats/necromantic-physiology-apg.md index f7433d471..743a5b7f5 100644 --- a/compendium/feats/necromantic-physiology-apg.md +++ b/compendium/feats/necromantic-physiology-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Necromantic Physiology"] --- # Necromantic Physiology *Feat 5* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saves against diseases. diff --git a/compendium/feats/necromantic-resistance-botd.md b/compendium/feats/necromantic-resistance-botd.md index 645f89dbd..27ca63063 100644 --- a/compendium/feats/necromantic-resistance-botd.md +++ b/compendium/feats/necromantic-resistance-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Necromantic Resistance"] --- # Necromantic Resistance *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) -As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. +As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md "Necromancy School Trait") effects and gain resistance to negative damage equal to half your level. *Source: Book of the Dead p. 28* %% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/necromantic-resistance-lowg.md b/compendium/feats/necromantic-resistance-lowg.md index 17c627877..82f616536 100644 --- a/compendium/feats/necromantic-resistance-lowg.md +++ b/compendium/feats/necromantic-resistance-lowg.md @@ -7,11 +7,11 @@ tags: aliases: ["Necromantic Resistance"] --- # Necromantic Resistance *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) -As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. +As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](rules/traits/necromancy.md "Necromancy School Trait") effects and gain resistance to negative damage equal to half your level. ## Necromantic Resistance leads to... diff --git a/compendium/feats/necromantic-tenacity-lowg.md b/compendium/feats/necromantic-tenacity-lowg.md index a67e1aa93..acee7eb24 100644 --- a/compendium/feats/necromantic-tenacity-lowg.md +++ b/compendium/feats/necromantic-tenacity-lowg.md @@ -7,11 +7,11 @@ tags: aliases: ["Necromantic Tenacity"] --- # Necromantic Tenacity *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md) -Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a [necromancy](rules/traits/necromancy.md) effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. +Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a [necromancy](rules/traits/necromancy.md "Necromancy School Trait") effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. *Source: Lost Omens: World Guide p. 47* %% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/necrotic-infusion.md b/compendium/feats/necrotic-infusion.md index c3ae910eb..2ea52f2fe 100644 --- a/compendium/feats/necrotic-infusion.md +++ b/compendium/feats/necrotic-infusion.md @@ -9,7 +9,7 @@ tags: aliases: ["Necrotic Infusion"] --- # Necrotic Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: harmful font, evil alignment - **Activity** Single Action diff --git a/compendium/feats/nestling-fall-loag.md b/compendium/feats/nestling-fall-loag.md index 624eff17b..721f46263 100644 --- a/compendium/feats/nestling-fall-loag.md +++ b/compendium/feats/nestling-fall-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Nestling Fall"] --- # Nestling Fall *Feat 1* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") You trust the strength of your wings and can spread them to glide safely to the ground. As long as you can act, you take no damage from falling, no matter what distance you fall. diff --git a/compendium/feats/never-tire-apg.md b/compendium/feats/never-tire-apg.md index e010ba8e4..cd356fd04 100644 --- a/compendium/feats/never-tire-apg.md +++ b/compendium/feats/never-tire-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Never Tire"] --- # Never Tire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) - **Trigger** You would gain the [fatigued](rules/conditions.md#Fatigued) condition. diff --git a/compendium/feats/night-magic-apg.md b/compendium/feats/night-magic-apg.md index 4c99a3b03..ce788cbc8 100644 --- a/compendium/feats/night-magic-apg.md +++ b/compendium/feats/night-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Night Magic"] --- # Night Magic *Feat 9* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") You can tap into the magic that runs through your blood. You gain [animal form](compendium/spells/animal-form.md) (wolf only, using the statistics for a canine) and [obscuring mist](compendium/spells/obscuring-mist.md) as 2nd-level divine innate spells. You can cast each of these spells once per day. diff --git a/compendium/feats/nightvision-adaptation-loag.md b/compendium/feats/nightvision-adaptation-loag.md index ef63e9e9a..94d10df7f 100644 --- a/compendium/feats/nightvision-adaptation-loag.md +++ b/compendium/feats/nightvision-adaptation-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Nightvision Adaptation"] --- # Nightvision Adaptation *Feat 1* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain [darkvision](rules/abilities/darkvision.md). diff --git a/compendium/feats/nimble-crawl.md b/compendium/feats/nimble-crawl.md index 3e73066f7..b9a70101d 100644 --- a/compendium/feats/nimble-crawl.md +++ b/compendium/feats/nimble-crawl.md @@ -8,7 +8,7 @@ tags: aliases: ["Nimble Crawl"] --- # Nimble Crawl *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/nimble-dodge-rogue.md b/compendium/feats/nimble-dodge-rogue.md index 503001270..a86096750 100644 --- a/compendium/feats/nimble-dodge-rogue.md +++ b/compendium/feats/nimble-dodge-rogue.md @@ -7,7 +7,7 @@ tags: aliases: ["Nimble Dodge (Rogue)"] --- # Nimble Dodge (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** A creature targets you with an attack and you can see the attacker. - **Requirements**: You are not [encumbered](rules/conditions.md#Encumbered). diff --git a/compendium/feats/nimble-dodge-swashbuckler-apg.md b/compendium/feats/nimble-dodge-swashbuckler-apg.md index 852606d9e..caa6fb4c9 100644 --- a/compendium/feats/nimble-dodge-swashbuckler-apg.md +++ b/compendium/feats/nimble-dodge-swashbuckler-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Nimble Dodge (Swashbuckler)"] --- # Nimble Dodge (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Trigger** A creature you can see targets you with an attack. - **Requirements**: You aren't [encumbered](rules/conditions.md#Encumbered). diff --git a/compendium/feats/nimble-elf.md b/compendium/feats/nimble-elf.md index 45acfb34d..2d99f902d 100644 --- a/compendium/feats/nimble-elf.md +++ b/compendium/feats/nimble-elf.md @@ -7,7 +7,7 @@ tags: aliases: ["Nimble Elf"] --- # Nimble Elf *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") Your muscles are tightly honed. Your Speed increases by 5 feet. diff --git a/compendium/feats/nimble-hooves-apg.md b/compendium/feats/nimble-hooves-apg.md index 3f3aeef7f..b2f65df36 100644 --- a/compendium/feats/nimble-hooves-apg.md +++ b/compendium/feats/nimble-hooves-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Nimble Hooves"] --- # Nimble Hooves *Feat 1* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") Your legs end in hooves rather than feet, with joints and tendons that allow you to move with great haste. Your Speed increases by 5 feet. diff --git a/compendium/feats/nimble-roll-rogue.md b/compendium/feats/nimble-roll-rogue.md index 0633d92c3..35a93efaf 100644 --- a/compendium/feats/nimble-roll-rogue.md +++ b/compendium/feats/nimble-roll-rogue.md @@ -7,13 +7,13 @@ tags: aliases: ["Nimble Roll (Rogue)"] --- # Nimble Roll (Rogue) *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: [Nimble Dodge](compendium/feats/nimble-dodge-rogue.md) You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. -When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also [Stride](rules/actions/stride.md) up to 10 feet as part of the reaction. If you do, the reaction gains the [move](rules/traits/move.md) trait. You can use Nimble Roll while [Flying](rules/actions/fly.md) or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. +When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also [Stride](rules/actions/stride.md) up to 10 feet as part of the reaction. If you do, the reaction gains the [move](rules/traits/move.md "Move Combat Trait") trait. You can use Nimble Roll while [Flying](rules/actions/fly.md) or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. *Source: Core Rulebook p. 187* %% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/nimble-roll-swashbuckler-apg.md b/compendium/feats/nimble-roll-swashbuckler-apg.md index 63e31a3f0..496c495f8 100644 --- a/compendium/feats/nimble-roll-swashbuckler-apg.md +++ b/compendium/feats/nimble-roll-swashbuckler-apg.md @@ -7,13 +7,13 @@ tags: aliases: ["Nimble Roll (Swashbuckler)"] --- # Nimble Roll (Swashbuckler) *Feat 8* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: [Nimble Dodge (Swashbuckler)](compendium/feats/nimble-dodge-swashbuckler-apg.md) You can use Nimble Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. -When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also [Stride](rules/actions/stride.md) up to 10 feet as part of the reaction. If you do, the reaction gains the [move](rules/traits/move.md) trait. You can use Nimble Roll while Flying or Swimming instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. +When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also [Stride](rules/actions/stride.md) up to 10 feet as part of the reaction. If you do, the reaction gains the [move](rules/traits/move.md "Move Combat Trait") trait. You can use Nimble Roll while Flying or Swimming instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. *Source: Advanced Player's Guide p. 91* %% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/nimble-shield-hand-apg.md b/compendium/feats/nimble-shield-hand-apg.md index d729c7240..6cd43d304 100644 --- a/compendium/feats/nimble-shield-hand-apg.md +++ b/compendium/feats/nimble-shield-hand-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Nimble Shield Hand"] --- # Nimble Shield Hand *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) diff --git a/compendium/feats/no-cause-for-alarm-apg.md b/compendium/feats/no-cause-for-alarm-apg.md index 55627cce6..cac1888bc 100644 --- a/compendium/feats/no-cause-for-alarm-apg.md +++ b/compendium/feats/no-cause-for-alarm-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["No Cause For Alarm"] --- # No Cause For Alarm [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [general](rules/traits/general.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [general](rules/traits/general.md "General Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) - **Activity** Three-Action diff --git a/compendium/feats/no-da.md b/compendium/feats/no-da.md index b8c7e8ab0..0d756fffb 100644 --- a/compendium/feats/no-da.md +++ b/compendium/feats/no-da.md @@ -7,7 +7,7 @@ tags: aliases: ["No!!!"] --- # No!!! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Trigger** A non-minion ally within 60 feet is reduced to 0 Hit Points. - **Activity** Reaction diff --git a/compendium/feats/no-escape.md b/compendium/feats/no-escape.md index 177797699..169cb549b 100644 --- a/compendium/feats/no-escape.md +++ b/compendium/feats/no-escape.md @@ -8,7 +8,7 @@ tags: aliases: ["No Escape"] --- # No Escape [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Trigger** A foe within reach attempts to move away from you. - **Activity** Reaction diff --git a/compendium/feats/no-evidence-loag.md b/compendium/feats/no-evidence-loag.md index 19dcf48fc..f4894922b 100644 --- a/compendium/feats/no-evidence-loag.md +++ b/compendium/feats/no-evidence-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["No Evidence"] --- # No Evidence *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: expert in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/no-stranger-to-death-lokl.md b/compendium/feats/no-stranger-to-death-lokl.md index 5cc6a923b..f0ba63246 100644 --- a/compendium/feats/no-stranger-to-death-lokl.md +++ b/compendium/feats/no-stranger-to-death-lokl.md @@ -7,11 +7,11 @@ tags: aliases: ["No Stranger to Death"] --- # No Stranger to Death *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) -Your regular exposure to the insidious putrescence of undeath inured you to its effects. You gain a +2 circumstance bonus to saving throws made against spells and effects with the death, [disease](rules/traits/disease.md), and [evil](rules/traits/evil.md) traits. Whenever you become [drained](rules/conditions.md#Drained) or [sickened](rules/conditions.md#Sickened), reduce the status penalty you take from the condition by 1, to a minimum of 0. +Your regular exposure to the insidious putrescence of undeath inured you to its effects. You gain a +2 circumstance bonus to saving throws made against spells and effects with the death, [disease](rules/traits/disease.md "Disease Effect Trait"), and [evil](rules/traits/evil.md "Evil Alignment Trait") traits. Whenever you become [drained](rules/conditions.md#Drained) or [sickened](rules/conditions.md#Sickened), reduce the status penalty you take from the condition by 1, to a minimum of 0. *Source: Lost Omens: Knights of Lastwall p. 79* %% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/noble-resolve-loil.md b/compendium/feats/noble-resolve-loil.md index d209a8268..1c1cb8035 100644 --- a/compendium/feats/noble-resolve-loil.md +++ b/compendium/feats/noble-resolve-loil.md @@ -11,10 +11,10 @@ tags: aliases: ["Noble Resolve"] --- # Noble Resolve *Feat 5* -[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") -Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will. You gain a +1 circumstance bonus to Will saves against effects with the [mental](rules/traits/mental.md) trait. Regardless of success or failure, you become aware of the person who used the effect on you if they were visible to you at the time of use. +Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will. You gain a +1 circumstance bonus to Will saves against effects with the [mental](rules/traits/mental.md "Mental Effect Trait") trait. Regardless of success or failure, you become aware of the person who used the effect on you if they were visible to you at the time of use. *Source: Lost Omens: Impossible Lands p. 31* %% #compendium/src/pf2e/loil #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/nocturnal-charm-loag.md b/compendium/feats/nocturnal-charm-loag.md index 6c4f1b55a..26b29864b 100644 --- a/compendium/feats/nocturnal-charm-loag.md +++ b/compendium/feats/nocturnal-charm-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Nocturnal Charm"] --- # Nocturnal Charm *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") The supernatural charm of your vampiric progenitor hangs about you, and you've learned to use it on mortals. Against humanoids (or other creatures of your type, if you're not a humanoid), you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), and to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) and [Make an Impression](rules/actions/make-an-impression.md). diff --git a/compendium/feats/nocturnal-grippli-lome.md b/compendium/feats/nocturnal-grippli-lome.md index daff94932..7f684f70a 100644 --- a/compendium/feats/nocturnal-grippli-lome.md +++ b/compendium/feats/nocturnal-grippli-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Nocturnal Grippli"] --- # Nocturnal Grippli *Feat 1* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain [darkvision](rules/abilities/darkvision.md), allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. diff --git a/compendium/feats/nocturnal-kindred-botd.md b/compendium/feats/nocturnal-kindred-botd.md index 447a4ef7b..bd7952e72 100644 --- a/compendium/feats/nocturnal-kindred-botd.md +++ b/compendium/feats/nocturnal-kindred-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Nocturnal Kindred"] --- # Nocturnal Kindred *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Vampire Dedication, trained in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/nocturnal-sense-apg.md b/compendium/feats/nocturnal-sense-apg.md index 4a94f6834..515f84c7d 100644 --- a/compendium/feats/nocturnal-sense-apg.md +++ b/compendium/feats/nocturnal-sense-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Nocturnal Sense"] --- # Nocturnal Sense *Feat 6* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: [Acute Scent](compendium/feats/acute-scent.md), or precise or imprecise [scent](rules/abilities/scent.md) and [low-light vision](rules/abilities/low-light-vision.md) diff --git a/compendium/feats/none-shall-know-lome.md b/compendium/feats/none-shall-know-lome.md index 9f601aebd..2692dda39 100644 --- a/compendium/feats/none-shall-know-lome.md +++ b/compendium/feats/none-shall-know-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["None Shall Know"] --- # None Shall Know *Feat 13* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") Even magical means have a hard time prying information from you. You gain nondetection as an innate occult spell once per day, which can only be cast on yourself and is automatically heightened to half your level rounded up. diff --git a/compendium/feats/nonlethal-spell-apg.md b/compendium/feats/nonlethal-spell-apg.md index ce45b46e4..3541a20ca 100644 --- a/compendium/feats/nonlethal-spell-apg.md +++ b/compendium/feats/nonlethal-spell-apg.md @@ -9,11 +9,11 @@ tags: aliases: ["Nonlethal Spell"] --- # Nonlethal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Activity** Single Action -You can alter offensive spells to be less deadly. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that deals damage and doesn't have the [death](rules/traits/death.md) or [negative](rules/traits/negative.md) trait, that spell gains the [nonlethal](rules/traits/nonlethal.md) trait. +You can alter offensive spells to be less deadly. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that deals damage and doesn't have the [death](rules/traits/death.md "Death Effect Trait") or [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait, that spell gains the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. *Source: Advanced Player's Guide p. 142* %% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/nonlethal-takedown-lokl.md b/compendium/feats/nonlethal-takedown-lokl.md index 4751833ab..552c897a6 100644 --- a/compendium/feats/nonlethal-takedown-lokl.md +++ b/compendium/feats/nonlethal-takedown-lokl.md @@ -7,11 +7,11 @@ tags: aliases: ["Nonlethal Takedown"] --- # Nonlethal Takedown *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) -You prefer to use nonlethal means against living opponents, but the weapons you carry are lethal enough to destroy undead. You don't take the normal –2 circumstance penalty when attacking nonlethally with a weapon that lacks the [nonlethal](rules/traits/nonlethal.md) trait. +You prefer to use nonlethal means against living opponents, but the weapons you carry are lethal enough to destroy undead. You don't take the normal –2 circumstance penalty when attacking nonlethally with a weapon that lacks the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. *Source: Lost Omens: Knights of Lastwall p. 79* %% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/nosois-mask-loag.md b/compendium/feats/nosois-mask-loag.md index 5b525e1c7..7c992b18c 100644 --- a/compendium/feats/nosois-mask-loag.md +++ b/compendium/feats/nosois-mask-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Nosoi's Mask"] --- # Nosoi's Mask *Feat 1* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/nothing-but-fluff-lotgb.md b/compendium/feats/nothing-but-fluff-lotgb.md index bbbe621bb..acca86ecb 100644 --- a/compendium/feats/nothing-but-fluff-lotgb.md +++ b/compendium/feats/nothing-but-fluff-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Nothing But Fluff"] --- # Nothing But Fluff *Feat 5* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") - **Prerequisites**: stuffed poppet heritage diff --git a/compendium/feats/numb-botd.md b/compendium/feats/numb-botd.md index 95e505c2c..5649a9527 100644 --- a/compendium/feats/numb-botd.md +++ b/compendium/feats/numb-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Numb"] --- # Numb *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) -As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md) and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) or pain effect, you get a critical success instead. +As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") or pain effect, you get a critical success instead. *Source: Book of the Dead p. 61* %% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/numb-to-death-logm.md b/compendium/feats/numb-to-death-logm.md index 471a86060..002afaf3c 100644 --- a/compendium/feats/numb-to-death-logm.md +++ b/compendium/feats/numb-to-death-logm.md @@ -7,7 +7,7 @@ tags: aliases: ["Numb To Death"] --- # Numb To Death *Feat 7* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: [Diehard](compendium/feats/diehard.md), you have died at least once - **Frequency**: once per day diff --git a/compendium/feats/obscured-emergence-da.md b/compendium/feats/obscured-emergence-da.md index 5f75f4254..f99a951ea 100644 --- a/compendium/feats/obscured-emergence-da.md +++ b/compendium/feats/obscured-emergence-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Obscured Emergence"] --- # Obscured Emergence *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/obscured-terrain-lotgb.md b/compendium/feats/obscured-terrain-lotgb.md index 0d7ad75b9..a58e1bac6 100644 --- a/compendium/feats/obscured-terrain-lotgb.md +++ b/compendium/feats/obscured-terrain-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Obscured Terrain"] --- # Obscured Terrain *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) diff --git a/compendium/feats/observant-explorer-lopsg.md b/compendium/feats/observant-explorer-lopsg.md index 755333176..3b0869e9b 100644 --- a/compendium/feats/observant-explorer-lopsg.md +++ b/compendium/feats/observant-explorer-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Observant Explorer"] --- # Observant Explorer *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/occult-breadth.md b/compendium/feats/occult-breadth.md index 55cd397f8..19e212df7 100644 --- a/compendium/feats/occult-breadth.md +++ b/compendium/feats/occult-breadth.md @@ -7,7 +7,7 @@ tags: aliases: ["Occult Breadth"] --- # Occult Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md) diff --git a/compendium/feats/occult-evolution.md b/compendium/feats/occult-evolution.md index e1c45d7f1..ed8c78b3b 100644 --- a/compendium/feats/occult-evolution.md +++ b/compendium/feats/occult-evolution.md @@ -8,11 +8,11 @@ tags: aliases: ["Occult Evolution"] --- # Occult Evolution *Feat 4* -[occult](rules/traits/occult.md) [sorcerer](rules/traits/sorcerer.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline that grants occult spells -Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one [mental](rules/traits/mental.md) occult spell you don't know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later). +Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one [mental](rules/traits/mental.md "Mental Effect Trait") occult spell you don't know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later). ## Occult Evolution leads to... diff --git a/compendium/feats/occult-resistance-apg.md b/compendium/feats/occult-resistance-apg.md index f2af4c5e9..f906bfdf0 100644 --- a/compendium/feats/occult-resistance-apg.md +++ b/compendium/feats/occult-resistance-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Occult Resistance"] --- # Occult Resistance *Feat 9* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") - **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) -Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against [occult](rules/traits/occult.md) effects. +Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against [occult](rules/traits/occult.md "Occult Tradition Trait") effects. *Source: Advanced Player's Guide p. 31* %% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/compendium/feats/oddity-identification.md b/compendium/feats/oddity-identification.md index bad05547a..a3fe0dcc5 100644 --- a/compendium/feats/oddity-identification.md +++ b/compendium/feats/oddity-identification.md @@ -8,11 +8,11 @@ tags: aliases: ["Oddity Identification"] --- # Oddity Identification *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) -You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to [Occultism](compendium/skills.md#Occultism) checks to [Identify Magic](rules/actions/identify-magic.md) with the [mental](rules/traits/mental.md), [possession](rules/traits/possession.md), [prediction](rules/traits/prediction.md), or [scrying](rules/traits/scrying.md) traits. +You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to [Occultism](compendium/skills.md#Occultism) checks to [Identify Magic](rules/actions/identify-magic.md) with the [mental](rules/traits/mental.md "Mental Effect Trait"), [possession](rules/traits/possession.md "Possession Effect Trait"), [prediction](rules/traits/prediction.md "Prediction Effect Trait"), or [scrying](rules/traits/scrying.md "Scrying Effect Trait") traits. *Source: Core Rulebook p. 264* %% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/ode-to-ouroboros-apg.md b/compendium/feats/ode-to-ouroboros-apg.md index cb4e18822..288eb9073 100644 --- a/compendium/feats/ode-to-ouroboros-apg.md +++ b/compendium/feats/ode-to-ouroboros-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ode To Ouroboros"] --- # Ode To Ouroboros *Feat 10* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You learn the [ode to ouroboros](compendium/spells/ode-to-ouroboros-apg.md) composition spell, which enables you to temporarily spare your allies from death. diff --git a/compendium/feats/offensive-analysis-loag.md b/compendium/feats/offensive-analysis-loag.md index 23d591ed6..026d557bb 100644 --- a/compendium/feats/offensive-analysis-loag.md +++ b/compendium/feats/offensive-analysis-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Offensive Analysis"] --- # Offensive Analysis *Feat 5* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") You can enhance your senses and mental state to consider every aspect of an attack. You can cast [true strike](compendium/spells/true-strike.md) as a divine innate spell once per day. diff --git a/compendium/feats/offensive-subroutine-loag.md b/compendium/feats/offensive-subroutine-loag.md index 1fdbeb9bf..8e5b7f4d8 100644 --- a/compendium/feats/offensive-subroutine-loag.md +++ b/compendium/feats/offensive-subroutine-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Offensive Subroutine"] --- # Offensive Subroutine *Feat 9* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") - **Prerequisites**: [Nanite Surge](compendium/feats/nanite-surge-loag.md) diff --git a/compendium/feats/old-soul-loag.md b/compendium/feats/old-soul-loag.md index e2ff21b5e..3577548f6 100644 --- a/compendium/feats/old-soul-loag.md +++ b/compendium/feats/old-soul-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Old Soul"] --- # Old Soul *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") - **Prerequisites**: at least 100 years old diff --git a/compendium/feats/olethross-decree-loag.md b/compendium/feats/olethross-decree-loag.md index 3988360d0..b97cacedb 100644 --- a/compendium/feats/olethross-decree-loag.md +++ b/compendium/feats/olethross-decree-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Olethros's Decree"] --- # Olethros's Decree [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* -[death](rules/traits/death.md) [divine](rules/traits/divine.md) [duskwalker](rules/traits/duskwalker-apg.md) [necromancy](rules/traits/necromancy.md) +[death](rules/traits/death.md "Death Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Frequency**: once per day - **Activity** Single Action diff --git a/compendium/feats/one-for-all-apg.md b/compendium/feats/one-for-all-apg.md index 48234e346..22658722d 100644 --- a/compendium/feats/one-for-all-apg.md +++ b/compendium/feats/one-for-all-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["One For All"] --- # One For All [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) - **Activity** Single Action diff --git a/compendium/feats/one-inch-punch-apg.md b/compendium/feats/one-inch-punch-apg.md index f645d1739..9a81d45bb 100644 --- a/compendium/feats/one-inch-punch-apg.md +++ b/compendium/feats/one-inch-punch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["One-inch Punch"] --- # One-inch Punch [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: expert strikes - **Activity** Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) diff --git a/compendium/feats/one-millimeter-punch-apg.md b/compendium/feats/one-millimeter-punch-apg.md index a0b890200..b3d8f6058 100644 --- a/compendium/feats/one-millimeter-punch-apg.md +++ b/compendium/feats/one-millimeter-punch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["One-millimeter Punch"] --- # One-millimeter Punch *Feat 16* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [One-Inch Punch](compendium/feats/one-inch-punch-apg.md) diff --git a/compendium/feats/one-more-activation-da.md b/compendium/feats/one-more-activation-da.md index ee096f7a7..23afbab77 100644 --- a/compendium/feats/one-more-activation-da.md +++ b/compendium/feats/one-more-activation-da.md @@ -7,7 +7,7 @@ tags: aliases: ["One More Activation"] --- # One More Activation *Feat 6* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") You've forged a deeper bond to your invested items, allowing you to activate them more than usual. Once each day, you can [Activate an Item](rules/actions/activate-an-item.md) you've invested even after you've used that activation the maximum number of times for its frequency. diff --git a/compendium/feats/one-toed-hop-apg.md b/compendium/feats/one-toed-hop-apg.md index 0952e1984..b18476015 100644 --- a/compendium/feats/one-toed-hop-apg.md +++ b/compendium/feats/one-toed-hop-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["One-toed Hop"] --- # One-toed Hop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/one-with-earth-loag.md b/compendium/feats/one-with-earth-loag.md index c0373ea88..5acbcf61c 100644 --- a/compendium/feats/one-with-earth-loag.md +++ b/compendium/feats/one-with-earth-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["One With Earth"] --- # One With Earth *Feat 13* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") You've learned to harness your connection to the earth to travel through it. You gain a burrow Speed of 15 feet. diff --git a/compendium/feats/one-with-the-land-botd.md b/compendium/feats/one-with-the-land-botd.md index c3a7ff776..971a00e15 100644 --- a/compendium/feats/one-with-the-land-botd.md +++ b/compendium/feats/one-with-the-land-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["One with the Land"] --- # One with the Land *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) diff --git a/compendium/feats/oneiric-influence-da.md b/compendium/feats/oneiric-influence-da.md index 0be9d415e..3252ac604 100644 --- a/compendium/feats/oneiric-influence-da.md +++ b/compendium/feats/oneiric-influence-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Oneiric Influence"] --- # Oneiric Influence *Feat 12* -[archetype](rules/traits/archetype.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Infiltrate Dream](compendium/feats/infiltrate-dream-da.md) diff --git a/compendium/feats/ongoing-investigation-apg.md b/compendium/feats/ongoing-investigation-apg.md index bd691d97f..dd31e5a8e 100644 --- a/compendium/feats/ongoing-investigation-apg.md +++ b/compendium/feats/ongoing-investigation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ongoing Investigation"] --- # Ongoing Investigation *Feat 4* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You're always investigating what's around you, even as you perform other activities. You can move at full Speed while using the [Investigate](rules/actions/investigate.md) exploration activity, and you can use another exploration activity while Investigating. diff --git a/compendium/feats/ongoing-selfishness-apg.md b/compendium/feats/ongoing-selfishness-apg.md index cb3b56dca..02f62e582 100644 --- a/compendium/feats/ongoing-selfishness-apg.md +++ b/compendium/feats/ongoing-selfishness-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Ongoing Selfishness"] --- # Ongoing Selfishness *Feat 1* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: desecrator cause diff --git a/compendium/feats/ongoing-strategy-apg.md b/compendium/feats/ongoing-strategy-apg.md index f9f5081c0..4f35d38e1 100644 --- a/compendium/feats/ongoing-strategy-apg.md +++ b/compendium/feats/ongoing-strategy-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ongoing Strategy"] --- # Ongoing Strategy *Feat 10* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: strategic strike diff --git a/compendium/feats/ooze-empathy-sli.md b/compendium/feats/ooze-empathy-sli.md index 675af3ef6..aedbd0907 100644 --- a/compendium/feats/ooze-empathy-sli.md +++ b/compendium/feats/ooze-empathy-sli.md @@ -7,7 +7,7 @@ tags: aliases: ["Ooze Empathy"] --- # Ooze Empathy *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), at least two other class feats from the oozemorph archetype diff --git a/compendium/feats/oozemorph-dedication-sli.md b/compendium/feats/oozemorph-dedication-sli.md index 9377d74dc..75569f094 100644 --- a/compendium/feats/oozemorph-dedication-sli.md +++ b/compendium/feats/oozemorph-dedication-sli.md @@ -9,7 +9,7 @@ tags: aliases: ["Oozemorph Dedication"] --- # Oozemorph Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in [Occultism](compendium/skills.md#Occultism) and [Ooze Lore](compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to [Escape](rules/actions/escape.md) after being Engulfed. diff --git a/compendium/feats/open-mind-loil.md b/compendium/feats/open-mind-loil.md index 22ea9a75a..6d32483c5 100644 --- a/compendium/feats/open-mind-loil.md +++ b/compendium/feats/open-mind-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Open Mind"] --- # Open Mind *Feat 1* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") You have inherent psychic abilities that allow you to tap into the power of your mind. Choose one cantrip from the occult spell list. You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/opportune-backstab.md b/compendium/feats/opportune-backstab.md index 3d4289cc3..b9ec9c158 100644 --- a/compendium/feats/opportune-backstab.md +++ b/compendium/feats/opportune-backstab.md @@ -7,7 +7,7 @@ tags: aliases: ["Opportune Backstab"] --- # Opportune Backstab [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** A creature within your melee reach is hit by a melee attack from one of your allies. - **Activity** Reaction diff --git a/compendium/feats/opportune-throw-ec1.md b/compendium/feats/opportune-throw-ec1.md index 028eba829..d1023d54b 100644 --- a/compendium/feats/opportune-throw-ec1.md +++ b/compendium/feats/opportune-throw-ec1.md @@ -8,7 +8,7 @@ tags: aliases: ["Opportune Throw"] --- # Opportune Throw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: legendary in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) - **Trigger** A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. diff --git a/compendium/feats/opportunist.md b/compendium/feats/opportunist.md index 537937da8..d03178fec 100644 --- a/compendium/feats/opportunist.md +++ b/compendium/feats/opportunist.md @@ -7,7 +7,7 @@ tags: aliases: ["Opportunist"] --- # Opportunist *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) diff --git a/compendium/feats/opportunistic-grapple-apg.md b/compendium/feats/opportunistic-grapple-apg.md index 4b6cbcc4c..89b9b55f6 100644 --- a/compendium/feats/opportunistic-grapple-apg.md +++ b/compendium/feats/opportunistic-grapple-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Opportunistic Grapple"] --- # Opportunistic Grapple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) - **Trigger** Your prey critically fails on a melee [Strike](rules/actions/strike.md)'s attack roll against you. diff --git a/compendium/feats/oracle-dedication-apg.md b/compendium/feats/oracle-dedication-apg.md index 190cace3d..432a13409 100644 --- a/compendium/feats/oracle-dedication-apg.md +++ b/compendium/feats/oracle-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Oracle Dedication"] --- # Oracle Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 diff --git a/compendium/feats/oracular-providence-apg.md b/compendium/feats/oracular-providence-apg.md index d757b9f17..b6b08bfc0 100644 --- a/compendium/feats/oracular-providence-apg.md +++ b/compendium/feats/oracular-providence-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Oracular Providence"] --- # Oracular Providence *Feat 20* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Prerequisites**: oracular clarity diff --git a/compendium/feats/oracular-warning-apg.md b/compendium/feats/oracular-warning-apg.md index ea80ec698..5a3254f8c 100644 --- a/compendium/feats/oracular-warning-apg.md +++ b/compendium/feats/oracular-warning-apg.md @@ -9,16 +9,16 @@ tags: aliases: ["Oracular Warning"] --- # Oracular Warning [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Trigger** You are about to roll initiative. - **Activity** Free Action -You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a [fortune](rules/traits/fortune.md) effect. If you are legendary in [Religion](compendium/skills.md#Religion), you receive two visions and can warn two allies, granting them both this benefit. +You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. If you are legendary in [Religion](compendium/skills.md#Religion), you receive two visions and can warn two allies, granting them both this benefit. -You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a [misfortune](rules/traits/misfortune.md) effect. +You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. -The two effects are tied together; if you would avoid the [misfortune](rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md) effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md) or [auditory](rules/traits/auditory.md) trait, respectively. +The two effects are tied together; if you would avoid the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect for any reason, or if any of your allies would negate their [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md "Visual Effect Trait") or [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, respectively. *Source: Advanced Player's Guide p. 80* %% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/orc-ferocity.md b/compendium/feats/orc-ferocity.md index 5824ef9d5..469e8ddcb 100644 --- a/compendium/feats/orc-ferocity.md +++ b/compendium/feats/orc-ferocity.md @@ -7,7 +7,7 @@ tags: aliases: ["Orc Ferocity"] --- # Orc Ferocity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You would be reduced to 0 Hit Points but not immediately killed. diff --git a/compendium/feats/orc-lore-apg.md b/compendium/feats/orc-lore-apg.md index 4041ad050..f05fd751f 100644 --- a/compendium/feats/orc-lore-apg.md +++ b/compendium/feats/orc-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Orc Lore"] --- # Orc Lore *Feat 1* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in [Athletics](compendium/skills.md#Athletics) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Orc Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/orc-sight.md b/compendium/feats/orc-sight.md index 39ebfc912..bb2c7ab14 100644 --- a/compendium/feats/orc-sight.md +++ b/compendium/feats/orc-sight.md @@ -7,7 +7,7 @@ tags: aliases: ["Orc Sight"] --- # Orc Sight *Feat 1* -[half-orc](rules/traits/half-orc.md) +[half-orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") - **Prerequisites**: [low-light vision](rules/abilities/low-light-vision.md) diff --git a/compendium/feats/orc-superstition.md b/compendium/feats/orc-superstition.md index e2684b0f8..8bc48c133 100644 --- a/compendium/feats/orc-superstition.md +++ b/compendium/feats/orc-superstition.md @@ -8,12 +8,12 @@ tags: aliases: ["Orc Superstition"] --- # Orc Superstition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[concentrate](rules/traits/concentrate.md) [orc](rules/traits/orc.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") -- **Trigger** You attempt a saving throw against a spell or [magical](rules/traits/magical.md) effect, before rolling. +- **Trigger** You attempt a saving throw against a spell or [magical](rules/traits/magical.md "Magical Item Trait") effect, before rolling. - **Activity** Reaction -You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or [magical](rules/traits/magical.md) effect. +You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or [magical](rules/traits/magical.md "Magical Item Trait") effect. ## Orc Superstition leads to... diff --git a/compendium/feats/orc-warmask-loag.md b/compendium/feats/orc-warmask-loag.md index 79c6f952b..3f0983ce9 100644 --- a/compendium/feats/orc-warmask-loag.md +++ b/compendium/feats/orc-warmask-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Orc Warmask"] --- # Orc Warmask *Feat 1* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") -You paint your face to create a warmask, an invested magic item of negligible Bulk with an item level equal to your level and a usage of worn (mask). It has the [divination](rules/traits/divination.md) trait and a magical tradition trait depending on its type. Donning or removing your warmask requires 1 minute of work, though you don't need to Invest the mask each time. The warmask is unique to you and might signify your hold, your accomplishments, or your faith. While creating your mask, you must choose the source of your warmask's power from the options below. This source determines the mask's associated skill as well as magical tradition. +You paint your face to create a warmask, an invested magic item of negligible Bulk with an item level equal to your level and a usage of worn (mask). It has the [divination](rules/traits/divination.md "Divination School Trait") trait and a magical tradition trait depending on its type. Donning or removing your warmask requires 1 minute of work, though you don't need to Invest the mask each time. The warmask is unique to you and might signify your hold, your accomplishments, or your faith. While creating your mask, you must choose the source of your warmask's power from the options below. This source determines the mask's associated skill as well as magical tradition. Once you select this source, it can't be changed. You become trained in the associated skill, and you gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat as a bonus feat. diff --git a/compendium/feats/orc-weapon-carnage.md b/compendium/feats/orc-weapon-carnage.md index 4e5a635d6..7011ae43d 100644 --- a/compendium/feats/orc-weapon-carnage.md +++ b/compendium/feats/orc-weapon-carnage.md @@ -7,7 +7,7 @@ tags: aliases: ["Orc Weapon Carnage"] --- # Orc Weapon Carnage *Feat 5* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Weapon Familiarity](compendium/feats/orc-weapon-familiarity.md) diff --git a/compendium/feats/orc-weapon-expertise.md b/compendium/feats/orc-weapon-expertise.md index 3668927e6..8913ca3bc 100644 --- a/compendium/feats/orc-weapon-expertise.md +++ b/compendium/feats/orc-weapon-expertise.md @@ -7,7 +7,7 @@ tags: aliases: ["Orc Weapon Expertise"] --- # Orc Weapon Expertise *Feat 13* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Weapon Familiarity](compendium/feats/orc-weapon-familiarity.md) diff --git a/compendium/feats/orc-weapon-familiarity.md b/compendium/feats/orc-weapon-familiarity.md index b6a0cdd9b..9ef687a45 100644 --- a/compendium/feats/orc-weapon-familiarity.md +++ b/compendium/feats/orc-weapon-familiarity.md @@ -7,7 +7,7 @@ tags: aliases: ["Orc Weapon Familiarity"] --- # Orc Weapon Familiarity *Feat 1* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the [falchion](compendium/equipment/items/falchion.md) and [greataxe](compendium/equipment/items/greataxe.md). In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons. diff --git a/compendium/feats/order-explorer.md b/compendium/feats/order-explorer.md index 6540820da..4d707dae0 100644 --- a/compendium/feats/order-explorer.md +++ b/compendium/feats/order-explorer.md @@ -7,7 +7,7 @@ tags: aliases: ["Order Explorer"] --- # Order Explorer *Feat 2* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don't gain any of the other benefits of the order you chose. diff --git a/compendium/feats/order-magic.md b/compendium/feats/order-magic.md index bd4549ee9..844444d1b 100644 --- a/compendium/feats/order-magic.md +++ b/compendium/feats/order-magic.md @@ -7,7 +7,7 @@ tags: aliases: ["Order Magic"] --- # Order Magic *Feat 4* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Order Explorer](compendium/feats/order-explorer.md) diff --git a/compendium/feats/order-spell.md b/compendium/feats/order-spell.md index cc5e5b730..5d33a28fd 100644 --- a/compendium/feats/order-spell.md +++ b/compendium/feats/order-spell.md @@ -7,7 +7,7 @@ tags: aliases: ["Order Spell"] --- # Order Spell *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) diff --git a/compendium/feats/order-training-locg.md b/compendium/feats/order-training-locg.md index 2dc611051..3c2a33bae 100644 --- a/compendium/feats/order-training-locg.md +++ b/compendium/feats/order-training-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Order Training"] --- # Order Training *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) diff --git a/compendium/feats/ornate-tattoo-locg.md b/compendium/feats/ornate-tattoo-locg.md index 53811d6ba..883df925e 100644 --- a/compendium/feats/ornate-tattoo-locg.md +++ b/compendium/feats/ornate-tattoo-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ornate Tattoo"] --- # Ornate Tattoo *Feat 5* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Arcane Tattoos](compendium/feats/arcane-tattoos-locg.md) diff --git a/compendium/feats/orthographic-mastery-apg.md b/compendium/feats/orthographic-mastery-apg.md index ba9bf20e9..0e5e68086 100644 --- a/compendium/feats/orthographic-mastery-apg.md +++ b/compendium/feats/orthographic-mastery-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Orthographic Mastery"] --- # Orthographic Mastery *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) diff --git a/compendium/feats/ostentatious-arrival-som.md b/compendium/feats/ostentatious-arrival-som.md index 2f7bb90a9..f0f613d84 100644 --- a/compendium/feats/ostentatious-arrival-som.md +++ b/compendium/feats/ostentatious-arrival-som.md @@ -10,13 +10,13 @@ tags: aliases: ["Ostentatious Arrival"] --- # Ostentatious Arrival [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [summoner](rules/traits/summoner-som.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Activity** Free Action If the next action you take is to [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md) as a three-action activity, or to Cast a three-action summoning Spell, the creature appears in an explosion. -All creatures in a 10-foot emanation around the creature you summoned or manifested take `1d4` fire damage per spell level for a summoning spell, or `1d4` damage per 2 levels for Manifesting your Eidolon. If the creature you summoned or manifested has the acid, cold, electricity, fire, [sonic](rules/traits/sonic.md), or [water](rules/traits/water.md) trait, the damage is that type instead (or cold damage for the [water](rules/traits/water.md) trait). If the creature has more than one of these traits, you choose which damage type to deal. +All creatures in a 10-foot emanation around the creature you summoned or manifested take `1d4` fire damage per spell level for a summoning spell, or `1d4` damage per 2 levels for Manifesting your Eidolon. If the creature you summoned or manifested has the acid, cold, electricity, fire, [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait, the damage is that type instead (or cold damage for the [water](rules/traits/water.md "Water Energy & Element Trait") trait). If the creature has more than one of these traits, you choose which damage type to deal. *Source: Secrets of Magic p. 69* %% #compendium/src/pf2e/som #trait/concentrate #trait/manipulate #trait/metamagic #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/otherworldly-acumen-apg.md b/compendium/feats/otherworldly-acumen-apg.md index d49c99db5..b86563e41 100644 --- a/compendium/feats/otherworldly-acumen-apg.md +++ b/compendium/feats/otherworldly-acumen-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Otherworldly Acumen"] --- # Otherworldly Acumen *Feat 9* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: at least one innate spell gained from an elf ancestry feat diff --git a/compendium/feats/otherworldly-magic.md b/compendium/feats/otherworldly-magic.md index 9b39490ae..a9478dedb 100644 --- a/compendium/feats/otherworldly-magic.md +++ b/compendium/feats/otherworldly-magic.md @@ -7,7 +7,7 @@ tags: aliases: ["Otherworldly Magic"] --- # Otherworldly Magic *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") Your elven magic manifests as a simple arcane spell, even if you aren't formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/out-of-hand-botd.md b/compendium/feats/out-of-hand-botd.md index 0d4fcd543..4d342e3aa 100644 --- a/compendium/feats/out-of-hand-botd.md +++ b/compendium/feats/out-of-hand-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Out of Hand"] --- # Out of Hand *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) -Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](rules/traits/minion.md) trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](rules/actions/strike.md)). Any [Strikes](rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. +Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](rules/traits/minion.md "Minion Creature Trait") trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](rules/actions/strike.md)). Any [Strikes](rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. ```ad-embed-ability title: Lay Down Arms [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/feats/overcrowd-apg.md b/compendium/feats/overcrowd-apg.md index 6a83c51e5..34c36cdd8 100644 --- a/compendium/feats/overcrowd-apg.md +++ b/compendium/feats/overcrowd-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Overcrowd"] --- # Overcrowd *Feat 9* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") Your physiology is slight, and you can pack into small spaces with others of similar stature. As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one. diff --git a/compendium/feats/overextending-feint-apg.md b/compendium/feats/overextending-feint-apg.md index a69d79f6b..9f0fdb6c0 100644 --- a/compendium/feats/overextending-feint-apg.md +++ b/compendium/feats/overextending-feint-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Overextending Feint"] --- # Overextending Feint *Feat 1* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/overlooked-mastermind-locg.md b/compendium/feats/overlooked-mastermind-locg.md index 7798fee16..c5c402f77 100644 --- a/compendium/feats/overlooked-mastermind-locg.md +++ b/compendium/feats/overlooked-mastermind-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Overlooked Mastermind"] --- # Overlooked Mastermind *Feat 1* -[half-orc](rules/traits/half-orc.md) +[half-orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") Many consider half-orcs little more than dumb brutes. This is offensive to you, but it can occasionally be useful. You are trained in [Deception](compendium/skills.md#Deception) (or another skill of your choice if you were already trained in [Deception](compendium/skills.md#Deception)), and you gain a +2 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) when specifically claiming ignorance and to [Deception](compendium/skills.md#Deception) DCs against [Sense Motive](rules/actions/sense-motive.md) checks to uncover such lies. diff --git a/compendium/feats/overpowering-charge-barbarian-apg.md b/compendium/feats/overpowering-charge-barbarian-apg.md index 209d9f5a2..a0c1bd379 100644 --- a/compendium/feats/overpowering-charge-barbarian-apg.md +++ b/compendium/feats/overpowering-charge-barbarian-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Overpowering Charge (Barbarian)"] --- # Overpowering Charge (Barbarian) *Feat 10* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Prerequisites**: Barreling Charge diff --git a/compendium/feats/overpowering-charge-fighter-apg.md b/compendium/feats/overpowering-charge-fighter-apg.md index e2029d8a7..e87f57bc3 100644 --- a/compendium/feats/overpowering-charge-fighter-apg.md +++ b/compendium/feats/overpowering-charge-fighter-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Overpowering Charge (Fighter)"] --- # Overpowering Charge (Fighter) *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: Barreling Charge diff --git a/compendium/feats/oversized-throw-apg.md b/compendium/feats/oversized-throw-apg.md index 801ff480e..72652105c 100644 --- a/compendium/feats/oversized-throw-apg.md +++ b/compendium/feats/oversized-throw-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Oversized Throw"] --- # Oversized Throw [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Requirements**: You have one or more hands free. - **Activity** Two-Action diff --git a/compendium/feats/overwhelming-blow-apg.md b/compendium/feats/overwhelming-blow-apg.md index b2320c34a..1cf526bbf 100644 --- a/compendium/feats/overwhelming-blow-apg.md +++ b/compendium/feats/overwhelming-blow-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Overwhelming Blow"] --- # Overwhelming Blow [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Activity** Three-Action -You throw your weight into a powerful attack that leaves you vulnerable. Make a melee [Strike](rules/actions/strike.md). This counts as three attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you get a critical hit. If you roll a critical hit, your attack also gains the [deadly ](rules/traits/deadly.md) trait. Whether or not you hit, you become [stunned](rules/conditions.md#Stunned) and are [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. +You throw your weight into a powerful attack that leaves you vulnerable. Make a melee [Strike](rules/actions/strike.md). This counts as three attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you get a critical hit. If you roll a critical hit, your attack also gains the [deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait") trait. Whether or not you hit, you become [stunned](rules/conditions.md#Stunned) and are [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. *Source: Advanced Player's Guide p. 127* %% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/overwhelming-breath-apg.md b/compendium/feats/overwhelming-breath-apg.md index 0298f0d41..f21a171a8 100644 --- a/compendium/feats/overwhelming-breath-apg.md +++ b/compendium/feats/overwhelming-breath-apg.md @@ -9,12 +9,12 @@ tags: aliases: ["Overwhelming Breath"] --- # Overwhelming Breath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [monk](rules/traits/monk.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells - **Activity** Single Action -You control your breathing and align it with your ki, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [monk](rules/traits/monk.md) trait and no duration, the spell and any [Strikes](rules/actions/strike.md) you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level. +You control your breathing and align it with your ki, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [monk](rules/traits/monk.md "Monk Class Trait") trait and no duration, the spell and any [Strikes](rules/actions/strike.md) you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level. *Source: Advanced Player's Guide p. 130* %% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/overwhelming-energy-druid.md b/compendium/feats/overwhelming-energy-druid.md index bf25cc97d..632067446 100644 --- a/compendium/feats/overwhelming-energy-druid.md +++ b/compendium/feats/overwhelming-energy-druid.md @@ -9,7 +9,7 @@ tags: aliases: ["Overwhelming Energy (Druid)"] --- # Overwhelming Energy (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[druid](rules/traits/druid.md "Druid Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/overwhelming-energy-sorcerer.md b/compendium/feats/overwhelming-energy-sorcerer.md index d6e1e7e30..440fa52f5 100644 --- a/compendium/feats/overwhelming-energy-sorcerer.md +++ b/compendium/feats/overwhelming-energy-sorcerer.md @@ -9,7 +9,7 @@ tags: aliases: ["Overwhelming Energy (Sorcerer)"] --- # Overwhelming Energy (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/overwhelming-energy-wizard.md b/compendium/feats/overwhelming-energy-wizard.md index 51ddce008..ebb0873c4 100644 --- a/compendium/feats/overwhelming-energy-wizard.md +++ b/compendium/feats/overwhelming-energy-wizard.md @@ -9,7 +9,7 @@ tags: aliases: ["Overwhelming Energy (Wizard)"] --- # Overwhelming Energy (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Activity** Single Action diff --git a/compendium/feats/overwhelming-spellstrike-som.md b/compendium/feats/overwhelming-spellstrike-som.md index 3700b798a..66fa1d5c2 100644 --- a/compendium/feats/overwhelming-spellstrike-som.md +++ b/compendium/feats/overwhelming-spellstrike-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Overwhelming Spellstrike"] --- # Overwhelming Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) - **Requirements**: Your [Spellstrike](rules/actions/spellstrike-som.md) is charged. diff --git a/compendium/feats/pack-hunter-lome.md b/compendium/feats/pack-hunter-lome.md index 35be902da..7cdcdc394 100644 --- a/compendium/feats/pack-hunter-lome.md +++ b/compendium/feats/pack-hunter-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Pack Hunter"] --- # Pack Hunter *Feat 1* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to [Aid](rules/actions/aid.md), and your allies gain a +2 circumstance bonus to checks to [Aid](rules/actions/aid.md) you. diff --git a/compendium/feats/pack-rat-apg.md b/compendium/feats/pack-rat-apg.md index d24f92bfc..8034abf18 100644 --- a/compendium/feats/pack-rat-apg.md +++ b/compendium/feats/pack-rat-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pack Rat"] --- # Pack Rat *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") Years of packing for travel have taught you how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn't alter the items' Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a bag of holding. diff --git a/compendium/feats/pack-stalker-lome.md b/compendium/feats/pack-stalker-lome.md index e355d5879..e4a04e3d9 100644 --- a/compendium/feats/pack-stalker-lome.md +++ b/compendium/feats/pack-stalker-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Pack Stalker"] --- # Pack Stalker *Feat 5* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") - **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth), [Pack Hunter](compendium/feats/pack-hunter-lome.md) diff --git a/compendium/feats/pack-tactics-loag.md b/compendium/feats/pack-tactics-loag.md index 2be225d0a..636f8b68c 100644 --- a/compendium/feats/pack-tactics-loag.md +++ b/compendium/feats/pack-tactics-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Pack Tactics"] --- # Pack Tactics *Feat 9* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") You have mastered how to hunt with your pack. If an enemy is within reach of you and at least two of your allies, that enemy is [flat-footed](rules/conditions.md#Flat-footed) against you. diff --git a/compendium/feats/pact-of-draconic-fury-da.md b/compendium/feats/pact-of-draconic-fury-da.md index b3ea3b961..aecc371ed 100644 --- a/compendium/feats/pact-of-draconic-fury-da.md +++ b/compendium/feats/pact-of-draconic-fury-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Pact of Draconic Fury"] --- # Pact of Draconic Fury *Feat 6* -[arcane](rules/traits/arcane.md) [archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) diff --git a/compendium/feats/pact-of-eldritch-eyes-da.md b/compendium/feats/pact-of-eldritch-eyes-da.md index 102d81d97..b51ff1730 100644 --- a/compendium/feats/pact-of-eldritch-eyes-da.md +++ b/compendium/feats/pact-of-eldritch-eyes-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Pact of Eldritch Eyes"] --- # Pact of Eldritch Eyes *Feat 14* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) diff --git a/compendium/feats/pact-of-fey-glamour-da.md b/compendium/feats/pact-of-fey-glamour-da.md index 41d800180..a0c20d32a 100644 --- a/compendium/feats/pact-of-fey-glamour-da.md +++ b/compendium/feats/pact-of-fey-glamour-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Pact of Fey Glamour"] --- # Pact of Fey Glamour *Feat 4* -[archetype](rules/traits/archetype.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) diff --git a/compendium/feats/pact-of-infernal-prowess-da.md b/compendium/feats/pact-of-infernal-prowess-da.md index 3809ef96c..536e9f9c3 100644 --- a/compendium/feats/pact-of-infernal-prowess-da.md +++ b/compendium/feats/pact-of-infernal-prowess-da.md @@ -10,11 +10,11 @@ tags: aliases: ["Pact of Infernal Prowess"] --- # Pact of Infernal Prowess *Feat 8* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) -You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a [fortune](rules/traits/fortune.md) effect. Additionally, you can choose to automatically succeed at checks to [Earn Income](rules/actions/earn-income.md) for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a [discern location](compendium/spells/discern-location.md) spell. They can also use 10th-level [scrying](compendium/spells/scrying.md) on you at will, and you automatically critically fail your saving throw. +You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. Additionally, you can choose to automatically succeed at checks to [Earn Income](rules/actions/earn-income.md) for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a [discern location](compendium/spells/discern-location.md) spell. They can also use 10th-level [scrying](compendium/spells/scrying.md) on you at will, and you automatically critically fail your saving throw. **Special.** You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact. diff --git a/compendium/feats/pact-of-the-final-breath-da.md b/compendium/feats/pact-of-the-final-breath-da.md index d349335ff..a3cc2aa2d 100644 --- a/compendium/feats/pact-of-the-final-breath-da.md +++ b/compendium/feats/pact-of-the-final-breath-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Pact of the Final Breath"] --- # Pact of the Final Breath *Feat 12* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) diff --git a/compendium/feats/pactbinder-dedication-da.md b/compendium/feats/pactbinder-dedication-da.md index 817d8cf80..13c9df2ba 100644 --- a/compendium/feats/pactbinder-dedication-da.md +++ b/compendium/feats/pactbinder-dedication-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Pactbinder Dedication"] --- # Pactbinder Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) as well as either [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -17,7 +17,7 @@ The first step toward forming a successful pact is an understanding of the magic ```ad-embed-ability title: Binding Vow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [enchantment](rules/traits/enchantment.md) [occult](rules/traits/occult.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). diff --git a/compendium/feats/pactbound-dedication-lomm.md b/compendium/feats/pactbound-dedication-lomm.md index 6d23ff944..b5cbc6d35 100644 --- a/compendium/feats/pactbound-dedication-lomm.md +++ b/compendium/feats/pactbound-dedication-lomm.md @@ -9,7 +9,7 @@ tags: aliases: ["Pactbound Dedication"] --- # Pactbound Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: Erutaki or Giant language, trained in [Nature](compendium/skills.md#Nature), must have earned the trust of a saumen kar who initiates you into the archetype diff --git a/compendium/feats/pain-tolerance-ooa1.md b/compendium/feats/pain-tolerance-ooa1.md index 4e8767b1b..45c3326dc 100644 --- a/compendium/feats/pain-tolerance-ooa1.md +++ b/compendium/feats/pain-tolerance-ooa1.md @@ -9,7 +9,7 @@ tags: aliases: ["Pain Tolerance"] --- # Pain Tolerance *Feat 6* -[barbarian](rules/traits/barbarian.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You're from Alkenstar or the Mana Wastes. - **Prerequisites**: expert in Fortitude saves diff --git a/compendium/feats/paired-link-da.md b/compendium/feats/paired-link-da.md index c9f859ed2..9c063a9d0 100644 --- a/compendium/feats/paired-link-da.md +++ b/compendium/feats/paired-link-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Paired Link"] --- # Paired Link *Feat 4* -[divination](rules/traits/divination.md) [esoterica](rules/traits/esoterica-da.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[divination](rules/traits/divination.md "Divination School Trait") [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") You break a trinket such as a lodestone or jade pendant in two, creating a sympathetic link between the halves that bridges distance. During your daily preparations, you perform a short ceremony where you gift one of the two halves to a willing ally. diff --git a/compendium/feats/pale-horse-apg.md b/compendium/feats/pale-horse-apg.md index d76b84c77..852c3a3cc 100644 --- a/compendium/feats/pale-horse-apg.md +++ b/compendium/feats/pale-horse-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Pale Horse"] --- # Pale Horse *Feat 12* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: divine ally (steed), tenets of evil diff --git a/compendium/feats/panache-paragon-apg.md b/compendium/feats/panache-paragon-apg.md index 5fb2ad867..9a3f656e8 100644 --- a/compendium/feats/panache-paragon-apg.md +++ b/compendium/feats/panache-paragon-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Panache Paragon"] --- # Panache Paragon *Feat 20* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks. You are permanently [quickened](rules/conditions.md#Quickened). You can use the extra action only to [Tumble Through](rules/actions/tumble-through.md) or perform the skill action listed in your swashbuckler's style as one that allows you to gain panache, or other actions that would allow you to gain panache at the GM's discretion. diff --git a/compendium/feats/paradoxical-mystery-apg.md b/compendium/feats/paradoxical-mystery-apg.md index ae6ebd682..83fdc4102 100644 --- a/compendium/feats/paradoxical-mystery-apg.md +++ b/compendium/feats/paradoxical-mystery-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Paradoxical Mystery"] --- # Paradoxical Mystery *Feat 20* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Prerequisites**: [Greater Revelation](compendium/feats/greater-revelation-apg.md) -The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from the Core Rulebook or another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations, and it has the [cursebound](rules/traits/cursebound-apg.md) trait. +The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from the Core Rulebook or another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations, and it has the [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") trait. *Source: Advanced Player's Guide p. 81* %% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/compendium/feats/paragon-battle-medicine-lol.md b/compendium/feats/paragon-battle-medicine-lol.md index f7db25865..876f615aa 100644 --- a/compendium/feats/paragon-battle-medicine-lol.md +++ b/compendium/feats/paragon-battle-medicine-lol.md @@ -9,7 +9,7 @@ tags: aliases: ["Paragon Battle Medicine"] --- # Paragon Battle Medicine *Feat 7* -[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Battle Medicine](compendium/feats/battle-medicine.md), master in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/paragon-reanimated-companion-ooa3.md b/compendium/feats/paragon-reanimated-companion-ooa3.md index 040ccbe8c..991ff6e9f 100644 --- a/compendium/feats/paragon-reanimated-companion-ooa3.md +++ b/compendium/feats/paragon-reanimated-companion-ooa3.md @@ -7,7 +7,7 @@ tags: aliases: ["Paragon Reanimated Companion"] --- # Paragon Reanimated Companion *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Incredible Reanimated Companion](compendium/feats/incredible-reanimated-companion-ooa3.md) diff --git a/compendium/feats/paragons-guard.md b/compendium/feats/paragons-guard.md index aa0e24a0c..041b36f5f 100644 --- a/compendium/feats/paragons-guard.md +++ b/compendium/feats/paragons-guard.md @@ -8,7 +8,7 @@ tags: aliases: ["Paragon's Guard"] --- # Paragon's Guard [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are wielding a shield. - **Activity** Single Action diff --git a/compendium/feats/parallel-breakthrough-da.md b/compendium/feats/parallel-breakthrough-da.md index da4f33f11..1239814ee 100644 --- a/compendium/feats/parallel-breakthrough-da.md +++ b/compendium/feats/parallel-breakthrough-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Parallel Breakthrough"] --- # Parallel Breakthrough *Feat 6* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") You expand your mind beyond your area of psychic specialty. You gain a 1st-level psi cantrip for a conscious mind other than your own; this can be either the unique surface cantrip or one of the common cantrips and the accompanying amp. If you choose a common cantrip, you also gain the special benefit granted by that conscious mind when casting the cantrip without an amp. You don't gain any other benefits of that conscious mind, such as additional spells known. diff --git a/compendium/feats/paralyzing-slash-botd.md b/compendium/feats/paralyzing-slash-botd.md index 16f92ae5b..c5e54a0cc 100644 --- a/compendium/feats/paralyzing-slash-botd.md +++ b/compendium/feats/paralyzing-slash-botd.md @@ -10,12 +10,12 @@ tags: aliases: ["Paralyzing Slash"] --- # Paralyzing Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Feverish Enzymes](compendium/feats/feverish-enzymes-botd.md) - **Activity** Two-Action -Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. [Strike](rules/actions/strike.md) with your claw or jaws. If you hit a living non-[elf](rules/traits/elf.md) creature, it becomes [paralyzed](rules/conditions.md#Paralyzed) unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes [paralyzed](rules/conditions.md#Paralyzed) can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. +Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. [Strike](rules/actions/strike.md) with your claw or jaws. If you hit a living non-[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") creature, it becomes [paralyzed](rules/conditions.md#Paralyzed) unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes [paralyzed](rules/conditions.md#Paralyzed) can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. *Source: Book of the Dead p. 49* %% #compendium/src/pf2e/botd #trait/archetype #trait/incapacitation #trait/necromancy #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/parry-and-riposte-apg.md b/compendium/feats/parry-and-riposte-apg.md index d7944aa98..ff8064877 100644 --- a/compendium/feats/parry-and-riposte-apg.md +++ b/compendium/feats/parry-and-riposte-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Parry And Riposte"] --- # Parry And Riposte *Feat 18* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: Opportune Riposte diff --git a/compendium/feats/parthenogenic-hatchling-locg.md b/compendium/feats/parthenogenic-hatchling-locg.md index 500d2dc7f..d2e9d5034 100644 --- a/compendium/feats/parthenogenic-hatchling-locg.md +++ b/compendium/feats/parthenogenic-hatchling-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Parthenogenic Hatchling"] --- # Parthenogenic Hatchling *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother. You gain a +1 circumstance bonus to saving throws against diseases. Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease. You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day. diff --git a/compendium/feats/parting-shot-apg.md b/compendium/feats/parting-shot-apg.md index d69923a6e..9f7800631 100644 --- a/compendium/feats/parting-shot-apg.md +++ b/compendium/feats/parting-shot-apg.md @@ -7,9 +7,9 @@ tags: aliases: ["Parting Shot"] --- # Parting Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") -- **Requirements**: You are wielding a loaded ranged weapon or a ranged weapon with [reload 0](rules/traits/reload.md). +- **Requirements**: You are wielding a loaded ranged weapon or a ranged weapon with reload 0. - **Activity** Two-Action You jump back and fire a quick shot that catches your opponent off guard. You [Step](rules/actions/step.md) and then make a ranged [Strike](rules/actions/strike.md) with the required weapon. Your target is [flat-footed](rules/conditions.md#Flat-footed) against the attack. diff --git a/compendium/feats/party-crasher-apg.md b/compendium/feats/party-crasher-apg.md index fd1b80f8e..adb71039d 100644 --- a/compendium/feats/party-crasher-apg.md +++ b/compendium/feats/party-crasher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Party Crasher"] --- # Party Crasher *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), master in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/pass-through-botd.md b/compendium/feats/pass-through-botd.md index 5bb36cde8..e402da8b0 100644 --- a/compendium/feats/pass-through-botd.md +++ b/compendium/feats/pass-through-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Pass Through"] --- # Pass Through [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics), [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) - **Frequency**: once per 10 minutes @@ -16,7 +16,7 @@ aliases: ["Pass Through"] Filtering your form through the substance of an object, you can pass through walls, doors, and more. You [Fly](rules/actions/fly.md) up to your Speed. During this movement, you can try to move through one object. Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a [wall of force](compendium/spells/wall-of-force.md). > [!success-degree] -> - **Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being [incorporeal](rules/traits/incorporeal-b1.md), starting your turn inside an object makes you [slowed](rules/conditions.md#Slowed) for that turn. +> - **Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait"), starting your turn inside an object makes you [slowed](rules/conditions.md#Slowed) for that turn. > - **Failure** Your movement ends, and you trigger reactions as if you moved out of the square you started in. *Source: Book of the Dead p. 47* diff --git a/compendium/feats/past-life-botd.md b/compendium/feats/past-life-botd.md index 212ecdb72..ca98c5851 100644 --- a/compendium/feats/past-life-botd.md +++ b/compendium/feats/past-life-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Past Life"] --- # Past Life *Feat 5* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") Flashes of your life become clearer and more frequent, allowing you to apply skills you developed while alive. You become trained in a skill of your choice and gain the [Additional Lore](compendium/feats/additional-lore.md) feat for a [Lore](compendium/skills.md#Lore) subcategory tied to your life. diff --git a/compendium/feats/path-of-iron-apg.md b/compendium/feats/path-of-iron-apg.md index dfa9ff386..e1a3d6cb7 100644 --- a/compendium/feats/path-of-iron-apg.md +++ b/compendium/feats/path-of-iron-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Path Of Iron"] --- # Path Of Iron [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) - **Frequency**: once per minute diff --git a/compendium/feats/pathfinder-agent-dedication-lowg.md b/compendium/feats/pathfinder-agent-dedication-lowg.md index b72fab4c3..6fd1ec1c1 100644 --- a/compendium/feats/pathfinder-agent-dedication-lowg.md +++ b/compendium/feats/pathfinder-agent-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Pathfinder Agent Dedication"] --- # Pathfinder Agent Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Absalom. - **Prerequisites**: member of the Pathfinder Society diff --git a/compendium/feats/patrons-breadth-apg.md b/compendium/feats/patrons-breadth-apg.md index 61da6e958..fb524833e 100644 --- a/compendium/feats/patrons-breadth-apg.md +++ b/compendium/feats/patrons-breadth-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Patron's Breadth"] --- # Patron's Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md) diff --git a/compendium/feats/patrons-truth-apg.md b/compendium/feats/patrons-truth-apg.md index 76a7cc7f4..3d5e03c15 100644 --- a/compendium/feats/patrons-truth-apg.md +++ b/compendium/feats/patrons-truth-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Patron's Truth"] --- # Patron's Truth *Feat 20* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: patron's gift diff --git a/compendium/feats/peafowl-stance-apg.md b/compendium/feats/peafowl-stance-apg.md index e82407752..ada4ce422 100644 --- a/compendium/feats/peafowl-stance-apg.md +++ b/compendium/feats/peafowl-stance-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Peafowl Stance"] --- # Peafowl Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Monastic Weaponry](compendium/feats/monastic-weaponry.md) -- **Requirements**: You are wielding a sword that has the [monk](rules/traits/monk.md) trait in one hand. +- **Requirements**: You are wielding a sword that has the [monk](rules/traits/monk.md "Monk Class Trait") trait in one hand. - **Activity** Single Action You enter a tall and proud stance while remaining mobile, with all the grace and composure of a peafowl. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are melee [Strikes](rules/actions/strike.md) with the required sword. Once per round, after you hit with a monk sword [Strike](rules/actions/strike.md), you can [Step](rules/actions/step.md) as a free action as your next action. diff --git a/compendium/feats/peafowl-strut-apg.md b/compendium/feats/peafowl-strut-apg.md index 561976ed9..c4efbf4b7 100644 --- a/compendium/feats/peafowl-strut-apg.md +++ b/compendium/feats/peafowl-strut-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Peafowl Strut"] --- # Peafowl Strut [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Peafowl Stance](compendium/feats/peafowl-stance-apg.md) - **Requirements**: You are in Peafowl Stance. diff --git a/compendium/feats/peculiar-anatomy-sli.md b/compendium/feats/peculiar-anatomy-sli.md index b79934e31..c42fbfe76 100644 --- a/compendium/feats/peculiar-anatomy-sli.md +++ b/compendium/feats/peculiar-anatomy-sli.md @@ -7,7 +7,7 @@ tags: aliases: ["Peculiar Anatomy"] --- # Peculiar Anatomy *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) diff --git a/compendium/feats/peer-beyond-av1.md b/compendium/feats/peer-beyond-av1.md index 0747c237b..f8e1fcb43 100644 --- a/compendium/feats/peer-beyond-av1.md +++ b/compendium/feats/peer-beyond-av1.md @@ -7,11 +7,11 @@ tags: aliases: ["Peer Beyond"] --- # Peer Beyond *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) -You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against [mental](rules/traits/mental.md) effects caused by incorporeal undead and haunts, and you can roll a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check for initiative if you know that an incorporeal undead or a haunt is present. +You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects caused by incorporeal undead and haunts, and you can roll a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check for initiative if you know that an incorporeal undead or a haunt is present. If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lore](compendium/skills.md#Lore) check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so. diff --git a/compendium/feats/pelagic-aptitude-loag.md b/compendium/feats/pelagic-aptitude-loag.md index 541e16c33..bdda4fd15 100644 --- a/compendium/feats/pelagic-aptitude-loag.md +++ b/compendium/feats/pelagic-aptitude-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Pelagic Aptitude"] --- # Pelagic Aptitude *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You've learned special tricks to survive underwater. You gain the trained proficiency rank in [Survival](compendium/skills.md#Survival). When in an aquatic environment, if you roll a critical failure on a [Survival](compendium/skills.md#Survival) skill check to [Sense Direction](rules/actions/sense-direction.md) or [Subsist](rules/actions/subsist.md), you get a failure instead. diff --git a/compendium/feats/penetrating-projectile-apg.md b/compendium/feats/penetrating-projectile-apg.md index e74cc77c6..92e7ff344 100644 --- a/compendium/feats/penetrating-projectile-apg.md +++ b/compendium/feats/penetrating-projectile-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Penetrating Projectile"] --- # Penetrating Projectile [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Requirements**: You are wielding a ranged or thrown weapon that deals piercing damage. - **Activity** Two-Action diff --git a/compendium/feats/penetrating-shot.md b/compendium/feats/penetrating-shot.md index bbc63404b..5927436a7 100644 --- a/compendium/feats/penetrating-shot.md +++ b/compendium/feats/penetrating-shot.md @@ -8,7 +8,7 @@ tags: aliases: ["Penetrating Shot"] --- # Penetrating Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[open](rules/traits/open.md) [ranger](rules/traits/ranger.md) +[open](rules/traits/open.md "Open Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Requirements**: You are wielding a ranged weapon. - **Activity** Two-Action diff --git a/compendium/feats/perfect-clarity.md b/compendium/feats/perfect-clarity.md index 531a38f0b..4ea4d71a0 100644 --- a/compendium/feats/perfect-clarity.md +++ b/compendium/feats/perfect-clarity.md @@ -10,7 +10,7 @@ tags: aliases: ["Perfect Clarity"] --- # Perfect Clarity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Trigger** You fail or critically fail an attack roll or Will save. - **Activity** Reaction diff --git a/compendium/feats/perfect-debilitation.md b/compendium/feats/perfect-debilitation.md index a1645e711..b7636d6fa 100644 --- a/compendium/feats/perfect-debilitation.md +++ b/compendium/feats/perfect-debilitation.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Debilitation"] --- # Perfect Debilitation *Feat 18* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") You have perfected the formulas for bombs that impede your enemies. When you use [Debilitating Bomb](compendium/feats/debilitating-bomb.md), your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw. diff --git a/compendium/feats/perfect-distraction.md b/compendium/feats/perfect-distraction.md index 4f7f1e5b6..fd1f75595 100644 --- a/compendium/feats/perfect-distraction.md +++ b/compendium/feats/perfect-distraction.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Distraction"] --- # Perfect Distraction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: legendary in [Deception](compendium/skills.md#Deception) - **Activity** Single Action diff --git a/compendium/feats/perfect-dive-aaws.md b/compendium/feats/perfect-dive-aaws.md index dec4b1ea8..a6dc1398c 100644 --- a/compendium/feats/perfect-dive-aaws.md +++ b/compendium/feats/perfect-dive-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Dive"] --- # Perfect Dive [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/perfect-encore.md b/compendium/feats/perfect-encore.md index 5bf0913cb..447eac739 100644 --- a/compendium/feats/perfect-encore.md +++ b/compendium/feats/perfect-encore.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Encore"] --- # Perfect Encore *Feat 20* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: magnum opus diff --git a/compendium/feats/perfect-finisher-apg.md b/compendium/feats/perfect-finisher-apg.md index d75e0550b..768235c3d 100644 --- a/compendium/feats/perfect-finisher-apg.md +++ b/compendium/feats/perfect-finisher-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Perfect Finisher"] --- # Perfect Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[finisher](rules/traits/finisher-apg.md) [fortune](rules/traits/fortune.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Activity** Single Action diff --git a/compendium/feats/perfect-form-control.md b/compendium/feats/perfect-form-control.md index d29426aed..10cf93b0b 100644 --- a/compendium/feats/perfect-form-control.md +++ b/compendium/feats/perfect-form-control.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Form Control"] --- # Perfect Form Control *Feat 18* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Form Control](compendium/feats/form-control.md), Strength 18 diff --git a/compendium/feats/perfect-ki-adept-lowg.md b/compendium/feats/perfect-ki-adept-lowg.md index 10bd0ce77..67e9b9720 100644 --- a/compendium/feats/perfect-ki-adept-lowg.md +++ b/compendium/feats/perfect-ki-adept-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Ki Adept"] --- # Perfect Ki Adept *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) diff --git a/compendium/feats/perfect-ki-exemplar-loil.md b/compendium/feats/perfect-ki-exemplar-loil.md index ed7e201a4..13af43443 100644 --- a/compendium/feats/perfect-ki-exemplar-loil.md +++ b/compendium/feats/perfect-ki-exemplar-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Ki Exemplar"] --- # Perfect Ki Exemplar *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Student of Perfection Dedication diff --git a/compendium/feats/perfect-ki-expert-loil.md b/compendium/feats/perfect-ki-expert-loil.md index 3fe7a9f2b..517f11438 100644 --- a/compendium/feats/perfect-ki-expert-loil.md +++ b/compendium/feats/perfect-ki-expert-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Ki Expert"] --- # Perfect Ki Expert *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Student of Perfection Dedication diff --git a/compendium/feats/perfect-ki-grandmaster-loil.md b/compendium/feats/perfect-ki-grandmaster-loil.md index f342088e1..6034eff81 100644 --- a/compendium/feats/perfect-ki-grandmaster-loil.md +++ b/compendium/feats/perfect-ki-grandmaster-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Ki Grandmaster"] --- # Perfect Ki Grandmaster *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Perfect Ki Expert or Perfect Ki Exemplar diff --git a/compendium/feats/perfect-mutagen.md b/compendium/feats/perfect-mutagen.md index b47bf386c..1c43c4e5e 100644 --- a/compendium/feats/perfect-mutagen.md +++ b/compendium/feats/perfect-mutagen.md @@ -7,10 +7,10 @@ tags: aliases: ["Perfect Mutagen"] --- # Perfect Mutagen *Feat 20* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a [mutagen](rules/traits/mutagen.md) you crafted, you do not suffer its drawback. +You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") you crafted, you do not suffer its drawback. *Source: Core Rulebook p. 81* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/perfect-resistance-loil.md b/compendium/feats/perfect-resistance-loil.md index c0130168a..74a87373b 100644 --- a/compendium/feats/perfect-resistance-loil.md +++ b/compendium/feats/perfect-resistance-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Resistance"] --- # Perfect Resistance *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Student of Perfection Dedication diff --git a/compendium/feats/perfect-shot.md b/compendium/feats/perfect-shot.md index 1225f9df5..98ff5576a 100644 --- a/compendium/feats/perfect-shot.md +++ b/compendium/feats/perfect-shot.md @@ -8,9 +8,9 @@ tags: aliases: ["Perfect Shot"] --- # Perfect Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") -- **Requirements**: You are wielding a loaded ranged weapon with [reload 1](rules/traits/reload.md) or more, and you have not reloaded your weapon since your last turn. +- **Requirements**: You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn. - **Activity** Three-Action After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged [Strike](rules/actions/strike.md) with the required weapon against your hunted prey. If you hit, the [Strike](rules/actions/strike.md) deals maximum damage. After the [Strike](rules/actions/strike.md), your turn ends. diff --git a/compendium/feats/perfect-strike-lowg.md b/compendium/feats/perfect-strike-lowg.md index 3fb75c9b5..c04cbb6b2 100644 --- a/compendium/feats/perfect-strike-lowg.md +++ b/compendium/feats/perfect-strike-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Strike"] --- # Perfect Strike *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) diff --git a/compendium/feats/perfect-weaponry-loil.md b/compendium/feats/perfect-weaponry-loil.md index 3178f4fb7..0a50f2607 100644 --- a/compendium/feats/perfect-weaponry-loil.md +++ b/compendium/feats/perfect-weaponry-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Weaponry"] --- # Perfect Weaponry *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Student of Perfection Dedication diff --git a/compendium/feats/perfections-path.md b/compendium/feats/perfections-path.md index 4e5716086..8343b4bf4 100644 --- a/compendium/feats/perfections-path.md +++ b/compendium/feats/perfections-path.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfection's Path"] --- # Perfection's Path *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md), expert in at least one saving throw diff --git a/compendium/feats/performance-weapon-expert-aoe3.md b/compendium/feats/performance-weapon-expert-aoe3.md index f2e358856..95808903f 100644 --- a/compendium/feats/performance-weapon-expert-aoe3.md +++ b/compendium/feats/performance-weapon-expert-aoe3.md @@ -7,7 +7,7 @@ tags: aliases: ["Performance Weapon Expert"] --- # Performance Weapon Expert *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Provocator Dedication](compendium/feats/provocator-dedication-aoe3.md), expert in any kind of weapon or unarmed attack diff --git a/compendium/feats/performative-weapons-training-apg.md b/compendium/feats/performative-weapons-training-apg.md index f5fe5c7b4..44db398b8 100644 --- a/compendium/feats/performative-weapons-training-apg.md +++ b/compendium/feats/performative-weapons-training-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Performative Weapons Training"] --- # Performative Weapons Training *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) diff --git a/compendium/feats/perfume-cloud-loil.md b/compendium/feats/perfume-cloud-loil.md index b0da12e60..9b2cf30f3 100644 --- a/compendium/feats/perfume-cloud-loil.md +++ b/compendium/feats/perfume-cloud-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Perfume Cloud"] --- # Perfume Cloud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[disease](rules/traits/disease.md) [ghoran](rules/traits/ghoran-loil.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") - **Frequency**: once per hour - **Activity** Two-Action diff --git a/compendium/feats/peri-magic-loag.md b/compendium/feats/peri-magic-loag.md index 863a19804..4030755bd 100644 --- a/compendium/feats/peri-magic-loag.md +++ b/compendium/feats/peri-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Peri Magic"] --- # Peri Magic *Feat 9* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Emberkin](compendium/feats/emberkin-loag.md) diff --git a/compendium/feats/perpetual-breadth-apg.md b/compendium/feats/perpetual-breadth-apg.md index a7aaa8453..15e9aea1b 100644 --- a/compendium/feats/perpetual-breadth-apg.md +++ b/compendium/feats/perpetual-breadth-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Perpetual Breadth"] --- # Perpetual Breadth *Feat 8* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: perpetual infusions diff --git a/compendium/feats/perpetual-scout-apg.md b/compendium/feats/perpetual-scout-apg.md index 0e7810571..e438f75b3 100644 --- a/compendium/feats/perpetual-scout-apg.md +++ b/compendium/feats/perpetual-scout-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Perpetual Scout"] --- # Perpetual Scout *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) diff --git a/compendium/feats/persistent-creation-locg.md b/compendium/feats/persistent-creation-locg.md index d7ef398cf..d0848e67c 100644 --- a/compendium/feats/persistent-creation-locg.md +++ b/compendium/feats/persistent-creation-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Persistent Creation"] --- # Persistent Creation *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) diff --git a/compendium/feats/persistent-mutagen.md b/compendium/feats/persistent-mutagen.md index 8059d0dc4..395e23484 100644 --- a/compendium/feats/persistent-mutagen.md +++ b/compendium/feats/persistent-mutagen.md @@ -7,11 +7,11 @@ tags: aliases: ["Persistent Mutagen"] --- # Persistent Mutagen *Feat 16* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Extend Elixir](compendium/feats/extend-elixir.md) -You've trained your physical form to remain stable within the a given altered state. Once per day, when you consume an [alchemical](rules/traits/alchemical.md) item with the [infused](rules/traits/infused.md) and [mutagen](rules/traits/mutagen.md) traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration. +You've trained your physical form to remain stable within the a given altered state. Once per day, when you consume an [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") item with the [infused](rules/traits/infused.md "Infused Item Trait") and [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration. *Source: Core Rulebook p. 81* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/pervasive-superstition.md b/compendium/feats/pervasive-superstition.md index 815de1408..0565b8d46 100644 --- a/compendium/feats/pervasive-superstition.md +++ b/compendium/feats/pervasive-superstition.md @@ -7,11 +7,11 @@ tags: aliases: ["Pervasive Superstition"] --- # Pervasive Superstition *Feat 9* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Superstition](compendium/feats/orc-superstition.md) -You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and [magical](rules/traits/magical.md) effects at all times. +You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and [magical](rules/traits/magical.md "Magical Item Trait") effects at all times. ## Pervasive Superstition leads to... diff --git a/compendium/feats/pesh-skin-aoa5.md b/compendium/feats/pesh-skin-aoa5.md index 329c20581..033417679 100644 --- a/compendium/feats/pesh-skin-aoa5.md +++ b/compendium/feats/pesh-skin-aoa5.md @@ -9,7 +9,7 @@ tags: aliases: ["Pesh Skin"] --- # Pesh Skin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[druid](rules/traits/druid.md) [morph](rules/traits/morph.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Requirements**: You are transformed into a plant by a polymorph spell. - **Activity** Single Action diff --git a/compendium/feats/petrified-skin-da.md b/compendium/feats/petrified-skin-da.md index a3add3cb9..a05e6d300 100644 --- a/compendium/feats/petrified-skin-da.md +++ b/compendium/feats/petrified-skin-da.md @@ -9,11 +9,11 @@ tags: aliases: ["Petrified Skin"] --- # Petrified Skin *Feat 12* -[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: You have been [petrified](rules/conditions.md#Petrified) by an enemy. -It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin and covers more of your body as you lose health. You gain a stone fist unarmed attack that deals `1d8` bludgeoning damage, has the [shove](rules/traits/shove.md) trait, and is in the brawling weapon group (unlike a normal fist, it doesn't have the [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) traits). Additionally, you become more [petrified](rules/conditions.md#Petrified) as your life force ebbs. When you have fewer than half your maximum Hit Points, you increase the damage die size of your stone fist from `1d8` to `1d10` and gain resistance to physical damage (except adamantine) equal to your Constitution modifier. +It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin and covers more of your body as you lose health. You gain a stone fist unarmed attack that deals `1d8` bludgeoning damage, has the [shove](rules/traits/shove.md "Shove Weapon Trait") trait, and is in the brawling weapon group (unlike a normal fist, it doesn't have the [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits). Additionally, you become more [petrified](rules/conditions.md#Petrified) as your life force ebbs. When you have fewer than half your maximum Hit Points, you increase the damage die size of your stone fist from `1d8` to `1d10` and gain resistance to physical damage (except adamantine) equal to your Constitution modifier. If you would gain the [dying](rules/conditions.md#Dying) condition, you can choose to instead be permanently [petrified](rules/conditions.md#Petrified) and avoid the risk of death. When you do, you enter your [petrified](rules/conditions.md#Petrified) form with your full maximum Hit Points instead of the normal number. If you become unpetrified, you return to 0 Hit Points, as normal. You can't voluntarily end this petrification. Counteracting this petrification requires a casting of stone to flesh of a spell level equal to at least half your level, and a successful counteract check against the hard DC for your level. Other effects like stone to flesh have similar limitations, as determined by the GM. Each time you recover from this petrification, you gain a new scar on your skin in the shape of a long, thin crack. diff --git a/compendium/feats/phalanx-formation-lokl.md b/compendium/feats/phalanx-formation-lokl.md index 076acea90..6b468dc00 100644 --- a/compendium/feats/phalanx-formation-lokl.md +++ b/compendium/feats/phalanx-formation-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Phalanx Formation"] --- # Phalanx Formation *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) diff --git a/compendium/feats/phase-arrow-apg.md b/compendium/feats/phase-arrow-apg.md index 136998515..7fd8ff50f 100644 --- a/compendium/feats/phase-arrow-apg.md +++ b/compendium/feats/phase-arrow-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Phase Arrow"] --- # Phase Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Frequency**: once per day diff --git a/compendium/feats/phase-out-som.md b/compendium/feats/phase-out-som.md index a959d7c44..432755a6a 100644 --- a/compendium/feats/phase-out-som.md +++ b/compendium/feats/phase-out-som.md @@ -10,12 +10,12 @@ tags: aliases: ["Phase Out"] --- # Phase Out [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[concentrate](rules/traits/concentrate.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: your eidolon is a phantom - **Activity** Three-Action -Your eidolon phases out of reality slightly, gaining resistance to all damage (except force and negative) equal to half your level. It's not incorporeal, but it can't use [Strikes](rules/actions/strike.md) or actions that require a fully physical form, such as [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md). Your eidolon can return to its normal form with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +Your eidolon phases out of reality slightly, gaining resistance to all damage (except force and negative) equal to half your level. It's not incorporeal, but it can't use [Strikes](rules/actions/strike.md) or actions that require a fully physical form, such as [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md). Your eidolon can return to its normal form with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. *Source: Secrets of Magic p. 70* %% #compendium/src/pf2e/som #trait/concentrate #trait/evolution #trait/summoner #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/phonetic-training-apg.md b/compendium/feats/phonetic-training-apg.md index 2e625deeb..2b642581d 100644 --- a/compendium/feats/phonetic-training-apg.md +++ b/compendium/feats/phonetic-training-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Phonetic Training"] --- # Phonetic Training *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/physical-training-lopsg.md b/compendium/feats/physical-training-lopsg.md index bc9928017..ac3739bad 100644 --- a/compendium/feats/physical-training-lopsg.md +++ b/compendium/feats/physical-training-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Physical Training"] --- # Physical Training *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), expert in [Athletics](compendium/skills.md#Athletics) and [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/pick-up-the-pace-apg.md b/compendium/feats/pick-up-the-pace-apg.md index 094011374..9195e000a 100644 --- a/compendium/feats/pick-up-the-pace-apg.md +++ b/compendium/feats/pick-up-the-pace-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pick Up The Pace"] --- # Pick Up The Pace *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: Constitution 14 diff --git a/compendium/feats/pickpocket.md b/compendium/feats/pickpocket.md index 212edbd30..382b86eb5 100644 --- a/compendium/feats/pickpocket.md +++ b/compendium/feats/pickpocket.md @@ -8,7 +8,7 @@ tags: aliases: ["Pickpocket"] --- # Pickpocket *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Thievery](compendium/skills.md#Thievery) diff --git a/compendium/feats/pied-piping-apg.md b/compendium/feats/pied-piping-apg.md index 1f56e04d7..ac06825a6 100644 --- a/compendium/feats/pied-piping-apg.md +++ b/compendium/feats/pied-piping-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pied Piping"] --- # Pied Piping *Feat 20* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You learn the [pied piping](compendium/spells/pied-piping-apg.md) composition spell, which enables you to control the actions of weak-minded individuals. diff --git a/compendium/feats/pierce-the-darkness-lome.md b/compendium/feats/pierce-the-darkness-lome.md index b2c5d11b2..d9c5ef046 100644 --- a/compendium/feats/pierce-the-darkness-lome.md +++ b/compendium/feats/pierce-the-darkness-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Pierce The Darkness"] --- # Pierce The Darkness *Feat 1* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") - **Prerequisites**: low-light vision diff --git a/compendium/feats/pierce-the-light-loag.md b/compendium/feats/pierce-the-light-loag.md index aaf7d7aba..f6e2db46d 100644 --- a/compendium/feats/pierce-the-light-loag.md +++ b/compendium/feats/pierce-the-light-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Pierce The Light"] --- # Pierce The Light *Feat 17* -[fetchling](rules/traits/fetchling-b2.md) [uncommon](rules/traits/uncommon.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You tear the veil between the Material Plane and its shadow. You can cast [plane shift](compendium/spells/plane-shift.md) twice per week as an occult innate spell that can only target yourself; you can travel only to the Material or Shadow Planes, and your body serves as the focus component. diff --git a/compendium/feats/piercing-quills-lome.md b/compendium/feats/piercing-quills-lome.md index 643928f7f..f3e1920cc 100644 --- a/compendium/feats/piercing-quills-lome.md +++ b/compendium/feats/piercing-quills-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Piercing Quills"] --- # Piercing Quills *Feat 9* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") - **Prerequisites**: [Spine Stabber](compendium/feats/spine-stabber-lome.md) diff --git a/compendium/feats/pilgrims-token-apg.md b/compendium/feats/pilgrims-token-apg.md index 5adc961c2..a55b9fc87 100644 --- a/compendium/feats/pilgrims-token-apg.md +++ b/compendium/feats/pilgrims-token-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Pilgrim's Token"] --- # Pilgrim's Token *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/pin-to-the-spot-aoe3.md b/compendium/feats/pin-to-the-spot-aoe3.md index d06749f05..c2e240412 100644 --- a/compendium/feats/pin-to-the-spot-aoe3.md +++ b/compendium/feats/pin-to-the-spot-aoe3.md @@ -7,7 +7,7 @@ tags: aliases: ["Pin To The Spot"] --- # Pin To The Spot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Provocator Dedication](compendium/feats/provocator-dedication-aoe3.md) - **Activity** Two-Action diff --git a/compendium/feats/pinch-time-apg.md b/compendium/feats/pinch-time-apg.md index 6b6b9ebb9..93617c79a 100644 --- a/compendium/feats/pinch-time-apg.md +++ b/compendium/feats/pinch-time-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pinch Time"] --- # Pinch Time *Feat 9* -[half-elf](rules/traits/half-elf.md) +[half-elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") One of your parents has a human life span and another an elven life span, with your own somewhere between. As a result, you have an unusual perspective on time, which you've learned to manifest to aid yourself in moments of stress. You gain [haste](compendium/spells/haste.md) as a 3rd-level arcane innate spell, though you can target only yourself. You can [Cast this Spell](rules/actions/cast-a-spell.md) once per day. diff --git a/compendium/feats/pinning-fire-apg.md b/compendium/feats/pinning-fire-apg.md index 1abe1e424..64975fc53 100644 --- a/compendium/feats/pinning-fire-apg.md +++ b/compendium/feats/pinning-fire-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pinning Fire"] --- # Pinning Fire [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Trigger** You use [Flurry of Blows](rules/actions/flurry-of-blows.md) to make two ranged piercing weapon [Strikes](rules/actions/strike.md) against the same target. - **Activity** Free Action diff --git a/compendium/feats/pinpoint-poisoner-apg.md b/compendium/feats/pinpoint-poisoner-apg.md index 985f37254..e34a2b7f4 100644 --- a/compendium/feats/pinpoint-poisoner-apg.md +++ b/compendium/feats/pinpoint-poisoner-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pinpoint Poisoner"] --- # Pinpoint Poisoner *Feat 8* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") Unsuspecting targets are especially vulnerable to your poisons. When you successfully [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#Flat-footed) creature with a poisoned weapon or expose a [flat-footed](rules/conditions.md#Flat-footed) creature to an inhaled poison, the [flat-footed](rules/conditions.md#Flat-footed) condition also gives that creature a –2 circumstance penalty to its initial save against that poison. diff --git a/compendium/feats/pirate-dedication-apg.md b/compendium/feats/pirate-dedication-apg.md index 72b1227d9..7e4ea0de0 100644 --- a/compendium/feats/pirate-dedication-apg.md +++ b/compendium/feats/pirate-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Pirate Dedication"] --- # Pirate Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) @@ -16,7 +16,7 @@ As a pirate, you sail the seas in search of enemy ships to plunder. You become t ```ad-embed-ability title: Boarding Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[flourish](rules/traits/flourish.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") Either [Stride](rules/actions/stride.md) twice or attempt an [Acrobatics](compendium/skills.md#Acrobatics) check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee [Strike](rules/actions/strike.md) that deals one additional weapon damage die. %% #trait/flourish %% diff --git a/compendium/feats/pirate-weapon-training-apg.md b/compendium/feats/pirate-weapon-training-apg.md index 1658b1a83..47b47213b 100644 --- a/compendium/feats/pirate-weapon-training-apg.md +++ b/compendium/feats/pirate-weapon-training-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pirate Weapon Training"] --- # Pirate Weapon Training *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) diff --git a/compendium/feats/pirouette-loil.md b/compendium/feats/pirouette-loil.md index a29ef613d..5c32a89f3 100644 --- a/compendium/feats/pirouette-loil.md +++ b/compendium/feats/pirouette-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Pirouette"] --- # Pirouette [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[bard](rules/traits/bard.md) [rare](rules/traits/rare.md) [rogue](rules/traits/rogue.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[bard](rules/traits/bard.md "Bard Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: Masquerade of Seasons Stance - **Trigger** An enemy targets you with a [Strike](rules/actions/strike.md). diff --git a/compendium/feats/pit-of-snakes-loil.md b/compendium/feats/pit-of-snakes-loil.md index 0c6fbc263..7b2ba4ba1 100644 --- a/compendium/feats/pit-of-snakes-loil.md +++ b/compendium/feats/pit-of-snakes-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Pit of Snakes"] --- # Pit of Snakes [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 13* -[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [manipulate](rules/traits/manipulate.md) [nagaji](rules/traits/nagaji-loil.md) [occult](rules/traits/occult.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Frequency**: once per day - **Activity** Three-Action diff --git a/compendium/feats/pitborn-apg.md b/compendium/feats/pitborn-apg.md index aab1adefc..551a2aa41 100644 --- a/compendium/feats/pitborn-apg.md +++ b/compendium/feats/pitborn-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Pitborn"] --- # Pitborn *Feat 1* -[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -Your blood bears the mark of a [demon](rules/traits/demon.md), a living embodiment of sin from the fetid depths of the Abyss. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in [Athletics](compendium/skills.md#Athletics). If you were already trained in [Athletics](compendium/skills.md#Athletics) (from your background or class, for example), you instead become trained in a skill of your choice. +Your blood bears the mark of a [demon](rules/traits/demon.md "Demon Creature Trait"), a living embodiment of sin from the fetid depths of the Abyss. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in [Athletics](compendium/skills.md#Athletics). If you were already trained in [Athletics](compendium/skills.md#Athletics) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain any one common 1st-level skill feat with a prerequisite of trained in [Athletics](compendium/skills.md#Athletics), as reflects the manifestation of your Abyssal blood. diff --git a/compendium/feats/pivot-strike-ec1.md b/compendium/feats/pivot-strike-ec1.md index 7afac21de..c8c000a87 100644 --- a/compendium/feats/pivot-strike-ec1.md +++ b/compendium/feats/pivot-strike-ec1.md @@ -10,7 +10,7 @@ tags: aliases: ["Pivot Strike"] --- # Pivot Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) [open](rules/traits/open.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [open](rules/traits/open.md "Open Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) - **Requirements**: You are wielding your staff. diff --git a/compendium/feats/plague-sniffer-loag.md b/compendium/feats/plague-sniffer-loag.md index 236e3b56a..cbdf8e7ea 100644 --- a/compendium/feats/plague-sniffer-loag.md +++ b/compendium/feats/plague-sniffer-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Plague Sniffer"] --- # Plague Sniffer *Feat 5* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") - **Prerequisites**: longsnout rat heritage diff --git a/compendium/feats/planar-sidestep-loil.md b/compendium/feats/planar-sidestep-loil.md index 519295e99..f31f949c8 100644 --- a/compendium/feats/planar-sidestep-loil.md +++ b/compendium/feats/planar-sidestep-loil.md @@ -14,7 +14,7 @@ tags: aliases: ["Planar Sidestep"] --- # Planar Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[arcane](rules/traits/arcane.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** A creature hits you with a melee [Strike](rules/actions/strike.md). diff --git a/compendium/feats/planar-survival.md b/compendium/feats/planar-survival.md index 07c12da51..b4ea0d23d 100644 --- a/compendium/feats/planar-survival.md +++ b/compendium/feats/planar-survival.md @@ -8,7 +8,7 @@ tags: aliases: ["Planar Survival"] --- # Planar Survival *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/plant-evidence-apg.md b/compendium/feats/plant-evidence-apg.md index a95887c23..56cb23126 100644 --- a/compendium/feats/plant-evidence-apg.md +++ b/compendium/feats/plant-evidence-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Plant Evidence"] --- # Plant Evidence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: [Pickpocket](compendium/feats/pickpocket.md) - **Activity** Single Action diff --git a/compendium/feats/plant-shape.md b/compendium/feats/plant-shape.md index 0bbc03963..b19d531c9 100644 --- a/compendium/feats/plant-shape.md +++ b/compendium/feats/plant-shape.md @@ -7,7 +7,7 @@ tags: aliases: ["Plant Shape"] --- # Plant Shape *Feat 10* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Leaf order or [Wild Shape](compendium/feats/wild-shape.md) diff --git a/compendium/feats/play-dead-botd.md b/compendium/feats/play-dead-botd.md index 3006894b5..7867161b8 100644 --- a/compendium/feats/play-dead-botd.md +++ b/compendium/feats/play-dead-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Play Dead"] --- # Play Dead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/play-to-the-crowd-apg.md b/compendium/feats/play-to-the-crowd-apg.md index 2ea864c5e..6c0021f33 100644 --- a/compendium/feats/play-to-the-crowd-apg.md +++ b/compendium/feats/play-to-the-crowd-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Play To The Crowd"] --- # Play To The Crowd [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) - **Trigger** You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators. diff --git a/compendium/feats/plentiful-snares-apg.md b/compendium/feats/plentiful-snares-apg.md index 4e5a821b2..1885899d8 100644 --- a/compendium/feats/plentiful-snares-apg.md +++ b/compendium/feats/plentiful-snares-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Plentiful Snares"] --- # Plentiful Snares *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) diff --git a/compendium/feats/plot-the-future-apg.md b/compendium/feats/plot-the-future-apg.md index 5c1c50746..a5d3afa1a 100644 --- a/compendium/feats/plot-the-future-apg.md +++ b/compendium/feats/plot-the-future-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Plot The Future"] --- # Plot The Future *Feat 14* -[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn. diff --git a/compendium/feats/plum-deluge-frp3.md b/compendium/feats/plum-deluge-frp3.md index 69d431b38..ea2aee572 100644 --- a/compendium/feats/plum-deluge-frp3.md +++ b/compendium/feats/plum-deluge-frp3.md @@ -8,7 +8,7 @@ tags: aliases: ["Plum Deluge"] --- # Plum Deluge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Requirements**: You have at least three of the same contact poison. - **Activity** Three-Action diff --git a/compendium/feats/plumekith-loag.md b/compendium/feats/plumekith-loag.md index 949730cbc..3d285c0dc 100644 --- a/compendium/feats/plumekith-loag.md +++ b/compendium/feats/plumekith-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Plumekith"] --- # Plumekith *Feat 1* -[aasimar](rules/traits/aasimar-apg.md) [lineage](rules/traits/lineage-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -Your blood soars with the power of the magnificent garuda, proud and stoic avian warriors. You only take half the normal damage from falling and gain a +2 circumstance bonus to saving throws against effects with the [air](rules/traits/air.md) trait. +Your blood soars with the power of the magnificent garuda, proud and stoic avian warriors. You only take half the normal damage from falling and gain a +2 circumstance bonus to saving throws against effects with the [air](rules/traits/air.md "Air Energy & Element Trait") trait. ## Plumekith leads to... diff --git a/compendium/feats/point-blank-shot.md b/compendium/feats/point-blank-shot.md index 5ca36603e..59609f692 100644 --- a/compendium/feats/point-blank-shot.md +++ b/compendium/feats/point-blank-shot.md @@ -9,12 +9,12 @@ tags: aliases: ["Point-blank Shot"] --- # Point-blank Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fighter](rules/traits/fighter.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are wielding a ranged weapon. - **Activity** Single Action -You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the [volley](rules/traits/volley.md) trait. When using a ranged weapon that doesn't have the [volley](rules/traits/volley.md) trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. +You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the [volley](rules/traits/volley.md "Volley Weapon Trait") trait. When using a ranged weapon that doesn't have the [volley](rules/traits/volley.md "Volley Weapon Trait") trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. *Source: Core Rulebook p. 144* %% #compendium/src/pf2e/crb #trait/fighter #trait/open #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/poison-coat-apg.md b/compendium/feats/poison-coat-apg.md index d111e7570..07739e2a6 100644 --- a/compendium/feats/poison-coat-apg.md +++ b/compendium/feats/poison-coat-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Poison Coat"] --- # Poison Coat [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) - **Trigger** A creature adjacent to you hits you with a melee unarmed [Strike](rules/actions/strike.md). diff --git a/compendium/feats/poison-resistance-alchemist.md b/compendium/feats/poison-resistance-alchemist.md index 3d0ce04f0..8b29514ad 100644 --- a/compendium/feats/poison-resistance-alchemist.md +++ b/compendium/feats/poison-resistance-alchemist.md @@ -7,7 +7,7 @@ tags: aliases: ["Poison Resistance (Alchemist)"] --- # Poison Resistance (Alchemist) *Feat 2* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. diff --git a/compendium/feats/poison-resistance-druid.md b/compendium/feats/poison-resistance-druid.md index 227a3ee6e..51f63bc10 100644 --- a/compendium/feats/poison-resistance-druid.md +++ b/compendium/feats/poison-resistance-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Poison Resistance (Druid)"] --- # Poison Resistance (Druid) *Feat 2* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. diff --git a/compendium/feats/poison-weapon.md b/compendium/feats/poison-weapon.md index e4a712ecf..14c7cf8a7 100644 --- a/compendium/feats/poison-weapon.md +++ b/compendium/feats/poison-weapon.md @@ -8,12 +8,12 @@ tags: aliases: ["Poison Weapon"] --- # Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Requirements**: You are wielding a piercing or slashing weapon. - **Activity** Single Action -You apply a [poison](rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. +You apply a [poison](rules/traits/poison.md "Poison Effect Trait") to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. **Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. diff --git a/compendium/feats/poisoner-dedication-apg.md b/compendium/feats/poisoner-dedication-apg.md index 9fddac9e1..4926dab47 100644 --- a/compendium/feats/poisoner-dedication-apg.md +++ b/compendium/feats/poisoner-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Poisoner Dedication"] --- # Poisoner Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/poisoners-twist-apg.md b/compendium/feats/poisoners-twist-apg.md index 1cf12add2..8663f7627 100644 --- a/compendium/feats/poisoners-twist-apg.md +++ b/compendium/feats/poisoners-twist-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Poisoner's Twist"] --- # Poisoner's Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), trained in [Medicine](compendium/skills.md#Medicine) - **Requirements**: Your last action was a successful melee [Strike](rules/actions/strike.md) that dealt damage against a target that is afflicted by a poison, and you know which poison. diff --git a/compendium/feats/polearm-tricks-som.md b/compendium/feats/polearm-tricks-som.md index 582a1d967..589f29a00 100644 --- a/compendium/feats/polearm-tricks-som.md +++ b/compendium/feats/polearm-tricks-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Polearm Tricks"] --- # Polearm Tricks *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) diff --git a/compendium/feats/portentous-spell-apg.md b/compendium/feats/portentous-spell-apg.md index 075ac39bc..d07fe74c8 100644 --- a/compendium/feats/portentous-spell-apg.md +++ b/compendium/feats/portentous-spell-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Portentous Spell"] --- # Portentous Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[manipulate](rules/traits/manipulate.md) [mental](rules/traits/mental.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) [visual](rules/traits/visual.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Activity** Single Action diff --git a/compendium/feats/positioning-assault.md b/compendium/feats/positioning-assault.md index 7b18f2fc6..59494f4ec 100644 --- a/compendium/feats/positioning-assault.md +++ b/compendium/feats/positioning-assault.md @@ -8,7 +8,7 @@ tags: aliases: ["Positioning Assault"] --- # Positioning Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Requirements**: You are wielding a two-handed melee weapon and your target is within your reach. - **Activity** Two-Action diff --git a/compendium/feats/positive-luminance-botd.md b/compendium/feats/positive-luminance-botd.md index 86e1bff47..d11676d70 100644 --- a/compendium/feats/positive-luminance-botd.md +++ b/compendium/feats/positive-luminance-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Positive Luminance"] --- # Positive Luminance *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) diff --git a/compendium/feats/posse-apg.md b/compendium/feats/posse-apg.md index ae10dc991..a1dadca69 100644 --- a/compendium/feats/posse-apg.md +++ b/compendium/feats/posse-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Posse"] --- # Posse *Feat 4* -[archetype](rules/traits/archetype.md) [exploration](rules/traits/exploration.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) - **Requirements**: You have designated prey with [Hunt Prey](rules/actions/hunt-prey.md). diff --git a/compendium/feats/potent-poisoner.md b/compendium/feats/potent-poisoner.md index 45e536e12..e2bee61b5 100644 --- a/compendium/feats/potent-poisoner.md +++ b/compendium/feats/potent-poisoner.md @@ -7,11 +7,11 @@ tags: aliases: ["Potent Poisoner"] --- # Potent Poisoner *Feat 10* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Powerful Alchemy](compendium/feats/powerful-alchemy.md) -By concentrating your poisons' toxic components, you make them harder for victims to resist. When you craft an alchemical item with the [poison](rules/traits/poison.md) trait by any means, the DC is increased by up to 4, to a maximum of your class DC. +By concentrating your poisons' toxic components, you make them harder for victims to resist. When you craft an alchemical item with the [poison](rules/traits/poison.md "Poison Effect Trait") trait by any means, the DC is increased by up to 4, to a maximum of your class DC. *Source: Core Rulebook p. 79* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/poultice-preparation-apg.md b/compendium/feats/poultice-preparation-apg.md index ed71bf519..7715d6375 100644 --- a/compendium/feats/poultice-preparation-apg.md +++ b/compendium/feats/poultice-preparation-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Poultice Preparation"] --- # Poultice Preparation *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md) -When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the [oil](rules/traits/oil.md) trait (but remains alchemical, not magical) and loses the [elixir](rules/traits/elixir.md) and [ingested](rules/traits/ingested.md) traits. You can apply a poultice by Interacting with one hand. +When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the [oil](rules/traits/oil.md "Oil Item Trait") trait (but remains alchemical, not magical) and loses the [elixir](rules/traits/elixir.md "Elixir Item Trait") and [ingested](rules/traits/ingested.md "Ingested Item Trait") traits. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of [persistent acid, bleed, or fire damage](rules/conditions.md#Persistent%20Damage), with the DC reduction from appropriate assistance. diff --git a/compendium/feats/powder-punch-stance-ooa1.md b/compendium/feats/powder-punch-stance-ooa1.md index de008bc7e..1f6d8d71f 100644 --- a/compendium/feats/powder-punch-stance-ooa1.md +++ b/compendium/feats/powder-punch-stance-ooa1.md @@ -9,7 +9,7 @@ tags: aliases: ["Powder Punch Stance"] --- # Powder Punch Stance *Feat 2* -[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You're from Alkenstar or the Mana Wastes. - **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) diff --git a/compendium/feats/power-attack.md b/compendium/feats/power-attack.md index 4606c1643..3c52614f1 100644 --- a/compendium/feats/power-attack.md +++ b/compendium/feats/power-attack.md @@ -8,7 +8,7 @@ tags: aliases: ["Power Attack"] --- # Power Attack [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Activity** Two-Action diff --git a/compendium/feats/powerful-alchemy.md b/compendium/feats/powerful-alchemy.md index ffec7b410..3020dbeae 100644 --- a/compendium/feats/powerful-alchemy.md +++ b/compendium/feats/powerful-alchemy.md @@ -7,7 +7,7 @@ tags: aliases: ["Powerful Alchemy"] --- # Powerful Alchemy *Feat 8* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") Alchemical items you create on the fly are particularly potent. When you use [Quick Alchemy](rules/actions/quick-alchemy.md) to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC. diff --git a/compendium/feats/powerful-guts-loag.md b/compendium/feats/powerful-guts-loag.md index 43769601c..d900ecc2e 100644 --- a/compendium/feats/powerful-guts-loag.md +++ b/compendium/feats/powerful-guts-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Powerful Guts"] --- # Powerful Guts *Feat 5* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your [sickened](rules/conditions.md#Sickened) value, you reduce it by 2 (or by 3 on a critical success). diff --git a/compendium/feats/powerful-leap.md b/compendium/feats/powerful-leap.md index 095cad9ce..10809c262 100644 --- a/compendium/feats/powerful-leap.md +++ b/compendium/feats/powerful-leap.md @@ -8,7 +8,7 @@ tags: aliases: ["Powerful Leap"] --- # Powerful Leap *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/powerful-shove.md b/compendium/feats/powerful-shove.md index a929e3c3e..d7829bbb9 100644 --- a/compendium/feats/powerful-shove.md +++ b/compendium/feats/powerful-shove.md @@ -7,7 +7,7 @@ tags: aliases: ["Powerful Shove"] --- # Powerful Shove *Feat 4* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Aggressive Block](compendium/feats/aggressive-block.md) or [Brutish Shove](compendium/feats/brutish-shove.md) diff --git a/compendium/feats/powerful-snares.md b/compendium/feats/powerful-snares.md index fecaa7ed8..03187e417 100644 --- a/compendium/feats/powerful-snares.md +++ b/compendium/feats/powerful-snares.md @@ -7,7 +7,7 @@ tags: aliases: ["Powerful Snares"] --- # Powerful Snares *Feat 8* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md) diff --git a/compendium/feats/powerful-sneak.md b/compendium/feats/powerful-sneak.md index 28b67dde0..c05ac94f7 100644 --- a/compendium/feats/powerful-sneak.md +++ b/compendium/feats/powerful-sneak.md @@ -7,7 +7,7 @@ tags: aliases: ["Powerful Sneak"] --- # Powerful Sneak *Feat 18* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You have learned to exploit your enemies' lowered defenses. When you succeed or critically succeed at a [Strike](rules/actions/strike.md) using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your [Strike](rules/actions/strike.md), rather than precision damage. diff --git a/compendium/feats/practiced-defender-lopsg.md b/compendium/feats/practiced-defender-lopsg.md index 50ec06374..7d3a8153f 100644 --- a/compendium/feats/practiced-defender-lopsg.md +++ b/compendium/feats/practiced-defender-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Practiced Defender"] --- # Practiced Defender *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) diff --git a/compendium/feats/practiced-guidance-aoa3.md b/compendium/feats/practiced-guidance-aoa3.md index 93d4388d4..469f8a34f 100644 --- a/compendium/feats/practiced-guidance-aoa3.md +++ b/compendium/feats/practiced-guidance-aoa3.md @@ -8,7 +8,7 @@ tags: aliases: ["Practiced Guidance"] --- # Practiced Guidance *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) diff --git a/compendium/feats/practiced-opposition-lokl.md b/compendium/feats/practiced-opposition-lokl.md index 74c308b18..0993a8ec0 100644 --- a/compendium/feats/practiced-opposition-lokl.md +++ b/compendium/feats/practiced-opposition-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Practiced Opposition"] --- # Practiced Opposition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) - **Activity** Single Action diff --git a/compendium/feats/practiced-paddler-ec3.md b/compendium/feats/practiced-paddler-ec3.md index 8bc9065c8..178b7108a 100644 --- a/compendium/feats/practiced-paddler-ec3.md +++ b/compendium/feats/practiced-paddler-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Practiced Paddler"] --- # Practiced Paddler *Feat 5* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") - **Prerequisites**: paddler shoony diff --git a/compendium/feats/prairie-rider-apg.md b/compendium/feats/prairie-rider-apg.md index 7ce2107ae..d801ae80b 100644 --- a/compendium/feats/prairie-rider-apg.md +++ b/compendium/feats/prairie-rider-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Prairie Rider"] --- # Prairie Rider *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You grew up riding your clan's shaggy ponies and riding dogs. You become trained in [Nature](compendium/skills.md#Nature). If you would automatically become trained in [Nature](compendium/skills.md#Nature) (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to [Command an Animal](rules/actions/command-an-animal.md) if the target is a traditional halfling mount, such as a pony or riding dog. diff --git a/compendium/feats/prayer-attack-lol.md b/compendium/feats/prayer-attack-lol.md index 8c4806c24..dd419860d 100644 --- a/compendium/feats/prayer-attack-lol.md +++ b/compendium/feats/prayer-attack-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Prayer Attack"] --- # Prayer Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Red Mantis Assassin Dedication](compendium/feats/red-mantis-assassin-dedication-lowg.md) - **Requirements**: You are wielding a sawtooth saber in each hand. diff --git a/compendium/feats/prayer-touched-weapon-lokl.md b/compendium/feats/prayer-touched-weapon-lokl.md index a6cb6c470..bd613ea9d 100644 --- a/compendium/feats/prayer-touched-weapon-lokl.md +++ b/compendium/feats/prayer-touched-weapon-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Prayer-Touched Weapon"] --- # Prayer-Touched Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[cleric](rules/traits/cleric.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Prerequisites**: divine spells, you follow a good-aligned deity diff --git a/compendium/feats/precious-arrow-apg.md b/compendium/feats/precious-arrow-apg.md index c1c41dec9..0da7ad047 100644 --- a/compendium/feats/precious-arrow-apg.md +++ b/compendium/feats/precious-arrow-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Precious Arrow"] --- # Precious Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Activity** Single Action diff --git a/compendium/feats/precise-debilitations.md b/compendium/feats/precise-debilitations.md index 361b87017..a5d72c87c 100644 --- a/compendium/feats/precise-debilitations.md +++ b/compendium/feats/precise-debilitations.md @@ -7,7 +7,7 @@ tags: aliases: ["Precise Debilitations"] --- # Precise Debilitations *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: Thief racket, [Debilitating Strike](rules/actions/debilitating-strike.md) diff --git a/compendium/feats/precise-finisher-apg.md b/compendium/feats/precise-finisher-apg.md index 7397462f9..448581f20 100644 --- a/compendium/feats/precise-finisher-apg.md +++ b/compendium/feats/precise-finisher-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Precise Finisher"] --- # Precise Finisher *Feat 6* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: [Confident Finisher](rules/actions/confident-finisher-apg.md) diff --git a/compendium/feats/predators-growl-loag.md b/compendium/feats/predators-growl-loag.md index 7afb76002..46595274f 100644 --- a/compendium/feats/predators-growl-loag.md +++ b/compendium/feats/predators-growl-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Predator's Growl"] --- # Predator's Growl [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation) - **Trigger** You successfully [Seek](rules/actions/seek.md) a [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) creature. diff --git a/compendium/feats/predators-pounce.md b/compendium/feats/predators-pounce.md index a4143b7c8..4bdea6c90 100644 --- a/compendium/feats/predators-pounce.md +++ b/compendium/feats/predators-pounce.md @@ -11,7 +11,7 @@ tags: aliases: ["Predator's Pounce"] --- # Predator's Pounce [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [instinct](rules/traits/instinct.md) [open](rules/traits/open.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [open](rules/traits/open.md "Open Combat Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: Animal instinct - **Requirements**: You are unarmored or wearing light armor. diff --git a/compendium/feats/predatory-claws-botd.md b/compendium/feats/predatory-claws-botd.md index 006bce25b..fb2c4fac5 100644 --- a/compendium/feats/predatory-claws-botd.md +++ b/compendium/feats/predatory-claws-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Predatory Claws"] --- # Predatory Claws *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) -Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. +Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. If you hit the same enemy with two consecutive claw [Strikes](rules/actions/strike.md) in the same round, you can attempt to [Grapple](rules/actions/grapple.md) that same target as a free action, provided you take that action immediately after the second [Strike](rules/actions/strike.md). diff --git a/compendium/feats/predictable-apg.md b/compendium/feats/predictable-apg.md index cec93907d..8adf6c4c8 100644 --- a/compendium/feats/predictable-apg.md +++ b/compendium/feats/predictable-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Predictable!"] --- # Predictable! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Single Action diff --git a/compendium/feats/predictive-purchase-investigator-apg.md b/compendium/feats/predictive-purchase-investigator-apg.md index db65abafe..3918d6cf0 100644 --- a/compendium/feats/predictive-purchase-investigator-apg.md +++ b/compendium/feats/predictive-purchase-investigator-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Predictive Purchase (Investigator)"] --- # Predictive Purchase (Investigator) *Feat 6* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You have just the thing for the situation. You gain the [Prescient Planner](compendium/feats/prescient-planner-apg.md) and [Prescient Consumable](compendium/feats/prescient-consumable-apg.md) feats. When using [Prescient Planner](compendium/feats/prescient-planner-apg.md), you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute. diff --git a/compendium/feats/predictive-purchase-rogue-apg.md b/compendium/feats/predictive-purchase-rogue-apg.md index bb3484b22..0e04cb788 100644 --- a/compendium/feats/predictive-purchase-rogue-apg.md +++ b/compendium/feats/predictive-purchase-rogue-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Predictive Purchase (Rogue)"] --- # Predictive Purchase (Rogue) *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You somehow manage to have just the thing for the situation. You gain the [Prescient Planner](compendium/feats/prescient-planner-apg.md) and [Prescient Consumable](compendium/feats/prescient-consumable-apg.md) feats. When using [Prescient Planner](compendium/feats/prescient-planner-apg.md), you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so. diff --git a/compendium/feats/preemptive-reconfiguration-loag.md b/compendium/feats/preemptive-reconfiguration-loag.md index fdf55f6bd..81a63094e 100644 --- a/compendium/feats/preemptive-reconfiguration-loag.md +++ b/compendium/feats/preemptive-reconfiguration-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Preemptive Reconfiguration"] --- # Preemptive Reconfiguration [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[aphorite](rules/traits/aphorite-loag.md) +[aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You would take bludgeoning, piercing, or slashing damage. diff --git a/compendium/feats/premonition-of-avoidance-apg.md b/compendium/feats/premonition-of-avoidance-apg.md index 14d3c5078..02b6a40da 100644 --- a/compendium/feats/premonition-of-avoidance-apg.md +++ b/compendium/feats/premonition-of-avoidance-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Premonition Of Avoidance"] --- # Premonition Of Avoidance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Trigger** You attempt a saving throw against a hazard, but you haven't rolled yet. - **Activity** Reaction diff --git a/compendium/feats/premonition-of-clarity-apg.md b/compendium/feats/premonition-of-clarity-apg.md index 4da59334b..b3785f161 100644 --- a/compendium/feats/premonition-of-clarity-apg.md +++ b/compendium/feats/premonition-of-clarity-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Premonition Of Clarity"] --- # Premonition Of Clarity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[cleric](rules/traits/cleric.md) [fortune](rules/traits/fortune.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Frequency**: once per hour -- **Trigger** You fail a saving throw against a [mental](rules/traits/mental.md) effect. +- **Trigger** You fail a saving throw against a [mental](rules/traits/mental.md "Mental Effect Trait") effect. - **Activity** Reaction Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it's worse. diff --git a/compendium/feats/preparation-apg.md b/compendium/feats/preparation-apg.md index 04295e0f8..db806b1b9 100644 --- a/compendium/feats/preparation-apg.md +++ b/compendium/feats/preparation-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Preparation"] --- # Preparation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Single Action diff --git a/compendium/feats/prepare-papers-ooa1.md b/compendium/feats/prepare-papers-ooa1.md index 5a8428b25..4febcd403 100644 --- a/compendium/feats/prepare-papers-ooa1.md +++ b/compendium/feats/prepare-papers-ooa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Prepare Papers"] --- # Prepare Papers *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication, master in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/prescient-consumable-apg.md b/compendium/feats/prescient-consumable-apg.md index 413e05287..e04572407 100644 --- a/compendium/feats/prescient-consumable-apg.md +++ b/compendium/feats/prescient-consumable-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Prescient Consumable"] --- # Prescient Consumable *Feat 7* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: [Prescient Planner](compendium/feats/prescient-planner-apg.md) diff --git a/compendium/feats/prescient-planner-apg.md b/compendium/feats/prescient-planner-apg.md index aade4b4af..19e6b8d3b 100644 --- a/compendium/feats/prescient-planner-apg.md +++ b/compendium/feats/prescient-planner-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Prescient Planner"] --- # Prescient Planner *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Cost**: the Price of the chosen item - **Requirements**: You haven't used this ability since the last time you were able to purchase goods. diff --git a/compendium/feats/preternatural-parry-som.md b/compendium/feats/preternatural-parry-som.md index bcc2b726c..18fb75068 100644 --- a/compendium/feats/preternatural-parry-som.md +++ b/compendium/feats/preternatural-parry-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Preternatural Parry"] --- # Preternatural Parry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spell Parry](compendium/feats/spell-parry-som.md) - **Trigger** You're targeted by a [Strike](rules/actions/strike.md) or a spell attack roll, or you're about to roll a saving throw against a spell effect. diff --git a/compendium/feats/prevailing-position-apg.md b/compendium/feats/prevailing-position-apg.md index 01b20b4c6..609434378 100644 --- a/compendium/feats/prevailing-position-apg.md +++ b/compendium/feats/prevailing-position-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Prevailing Position"] --- # Prevailing Position [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: at least one stance feat - **Trigger** You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance. diff --git a/compendium/feats/preventative-treatment-lokl.md b/compendium/feats/preventative-treatment-lokl.md index ff5e08cea..3deef6110 100644 --- a/compendium/feats/preventative-treatment-lokl.md +++ b/compendium/feats/preventative-treatment-lokl.md @@ -9,11 +9,11 @@ tags: aliases: ["Preventative Treatment"] --- # Preventative Treatment *Feat 8* -[archetype](rules/traits/archetype.md) [secret](rules/traits/secret.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md), [Treat Condition](compendium/feats/treat-condition-apg.md) -You provide preventative remedies and care to help your patient fight off future maladies. You [Treat a Condition](compendium/feats/treat-condition-apg.md) the target doesn't yet have, naming any condition you could normally treat with Treat Condition. The counteract check gains the [secret](rules/traits/secret.md) trait, so the GM rolls it secretly. The next time within the next minute the creature would be affected by that condition, your treatment immediately attempts to reduce the condition value with the effects of Treat Condition, using the secret roll result for the check. Preventative Treatment lasts on a creature for 1 minute, until the treatment is used, or until you use Preventative Treatment again on that creature, whichever comes first. +You provide preventative remedies and care to help your patient fight off future maladies. You [Treat a Condition](compendium/feats/treat-condition-apg.md) the target doesn't yet have, naming any condition you could normally treat with Treat Condition. The counteract check gains the [secret](rules/traits/secret.md "Secret General Trait") trait, so the GM rolls it secretly. The next time within the next minute the creature would be affected by that condition, your treatment immediately attempts to reduce the condition value with the effects of Treat Condition, using the secret roll result for the check. Preventative Treatment lasts on a creature for 1 minute, until the treatment is used, or until you use Preventative Treatment again on that creature, whichever comes first. *Source: Lost Omens: Knights of Lastwall p. 80* %% #compendium/src/pf2e/lokl #trait/archetype #trait/secret #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/pride-hunter-loag.md b/compendium/feats/pride-hunter-loag.md index 3111744a6..60f6bd652 100644 --- a/compendium/feats/pride-hunter-loag.md +++ b/compendium/feats/pride-hunter-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Pride Hunter"] --- # Pride Hunter *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to [Hide](rules/actions/hide.md). diff --git a/compendium/feats/pride-in-arms-locg.md b/compendium/feats/pride-in-arms-locg.md index a7abeba0c..46418ba2e 100644 --- a/compendium/feats/pride-in-arms-locg.md +++ b/compendium/feats/pride-in-arms-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pride In Arms"] --- # Pride In Arms [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") - **Trigger** An ally within 30 feet brings a foe to 0 Hit Points. - **Activity** Reaction diff --git a/compendium/feats/primal-aegis-apg.md b/compendium/feats/primal-aegis-apg.md index 2f9dc4ae7..6b07b8fce 100644 --- a/compendium/feats/primal-aegis-apg.md +++ b/compendium/feats/primal-aegis-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Primal Aegis"] --- # Primal Aegis *Feat 18* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage. diff --git a/compendium/feats/primal-breadth.md b/compendium/feats/primal-breadth.md index d88ea58ef..977a95eb6 100644 --- a/compendium/feats/primal-breadth.md +++ b/compendium/feats/primal-breadth.md @@ -7,7 +7,7 @@ tags: aliases: ["Primal Breadth"] --- # Primal Breadth *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md) diff --git a/compendium/feats/primal-evolution.md b/compendium/feats/primal-evolution.md index 60a8c34db..50b32a271 100644 --- a/compendium/feats/primal-evolution.md +++ b/compendium/feats/primal-evolution.md @@ -8,7 +8,7 @@ tags: aliases: ["Primal Evolution"] --- # Primal Evolution *Feat 4* -[primal](rules/traits/primal.md) [sorcerer](rules/traits/sorcerer.md) +[primal](rules/traits/primal.md "Primal Tradition Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline that grants primal spells diff --git a/compendium/feats/primal-focus.md b/compendium/feats/primal-focus.md index d976eeda0..7c375b595 100644 --- a/compendium/feats/primal-focus.md +++ b/compendium/feats/primal-focus.md @@ -7,7 +7,7 @@ tags: aliases: ["Primal Focus"] --- # Primal Focus *Feat 12* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. diff --git a/compendium/feats/primal-rampage-locg.md b/compendium/feats/primal-rampage-locg.md index c678222d5..7ac800852 100644 --- a/compendium/feats/primal-rampage-locg.md +++ b/compendium/feats/primal-rampage-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Primal Rampage"] --- # Primal Rampage *Feat 13* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You tap into the unstoppable, primeval strength of your ancient kin. You gain [freedom of movement](compendium/spells/freedom-of-movement.md) and [stoneskin](compendium/spells/stoneskin.md) as 4th-level primal innate spells that you can cast once per day. As a 3-action activity, you can [Cast a Spell](rules/actions/cast-a-spell.md) twice to cast both of these innate spells, as long as they are both still available for the day. diff --git a/compendium/feats/primal-summons.md b/compendium/feats/primal-summons.md index e13439a6b..f16fdce3c 100644 --- a/compendium/feats/primal-summons.md +++ b/compendium/feats/primal-summons.md @@ -7,7 +7,7 @@ tags: aliases: ["Primal Summons"] --- # Primal Summons *Feat 12* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Call of the Wild](compendium/feats/call-of-the-wild.md) diff --git a/compendium/feats/primal-wellspring.md b/compendium/feats/primal-wellspring.md index 4288cb308..b42519b58 100644 --- a/compendium/feats/primal-wellspring.md +++ b/compendium/feats/primal-wellspring.md @@ -7,7 +7,7 @@ tags: aliases: ["Primal Wellspring"] --- # Primal Wellspring *Feat 18* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Primal Focus](compendium/feats/primal-focus.md) diff --git a/compendium/feats/prismatic-scales-loil.md b/compendium/feats/prismatic-scales-loil.md index 01a51437f..284b98473 100644 --- a/compendium/feats/prismatic-scales-loil.md +++ b/compendium/feats/prismatic-scales-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Prismatic Scales"] --- # Prismatic Scales *Feat 17* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") You can cause your scales to glow with scintillating, many-hued colors, protecting you from energy while dazzling foes. Once per day, you can cast [prismatic armor](compendium/spells/prismatic-armor-som.md) (Secrets of Magic 122) as an occult innate spell, except the spell alters the coloration of your scales instead of causing you to be clad in armor. This difference is cosmetic, and the spell has all the same effects as normal. diff --git a/compendium/feats/pristine-weapon-apg.md b/compendium/feats/pristine-weapon-apg.md index 9fef37edb..bbfd4ee0a 100644 --- a/compendium/feats/pristine-weapon-apg.md +++ b/compendium/feats/pristine-weapon-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Pristine Weapon"] --- # Pristine Weapon *Feat 10* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Verdant Weapon](compendium/feats/verdant-weapon-apg.md) diff --git a/compendium/feats/progenitor-lore-da.md b/compendium/feats/progenitor-lore-da.md index 8b136e086..1ea6c681d 100644 --- a/compendium/feats/progenitor-lore-da.md +++ b/compendium/feats/progenitor-lore-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Progenitor Lore"] --- # Progenitor Lore *Feat 1* -[reflection](rules/traits/reflection-da.md) +[reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") You didn't just inherit your physical form from your progenitor; you also retained some of their knowledge. You're trained in [Deception](compendium/skills.md#Deception) and [Occultism](compendium/skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a [Lore](compendium/skills.md#Lore) corresponding to your ancestry (e. g., [Elf Lore](compendium/skills.md#Lore) if your progenitor is an elf). diff --git a/compendium/feats/project-persona-apg.md b/compendium/feats/project-persona-apg.md index 42ca851de..21f2d6a9d 100644 --- a/compendium/feats/project-persona-apg.md +++ b/compendium/feats/project-persona-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Project Persona"] --- # Project Persona [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[concentrate](rules/traits/concentrate.md) [gnome](rules/traits/gnome.md) [illusion](rules/traits/illusion.md) [primal](rules/traits/primal.md) [visual](rules/traits/visual.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Activity** Single Action diff --git a/compendium/feats/propulsive-leap-da.md b/compendium/feats/propulsive-leap-da.md index 76a24e62e..29cb9e391 100644 --- a/compendium/feats/propulsive-leap-da.md +++ b/compendium/feats/propulsive-leap-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Propulsive Leap"] --- # Propulsive Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Activity** Single Action diff --git a/compendium/feats/protect-ally-lopsg.md b/compendium/feats/protect-ally-lopsg.md index e4f70ebc0..c68a6b4cb 100644 --- a/compendium/feats/protect-ally-lopsg.md +++ b/compendium/feats/protect-ally-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Protect Ally"] --- # Protect Ally [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) - **Activity** Single Action diff --git a/compendium/feats/protective-bond-som.md b/compendium/feats/protective-bond-som.md index ca75d7669..1733ec7e1 100644 --- a/compendium/feats/protective-bond-som.md +++ b/compendium/feats/protective-bond-som.md @@ -8,14 +8,14 @@ tags: aliases: ["Protective Bond"] --- # Protective Bond [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[abjuration](rules/traits/abjuration.md) [summoner](rules/traits/summoner-som.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Trigger** You and your eidolon are in a damaging effect's area. - **Activity** Reaction The power of your bond can protect you and your eidolon from harm. If you and your eidolon would take different amounts of damage from the area effect, you take the lower amount of damage instead of the greater amount of damage. -**Special.** This feat has the trait matching your eidolon's tradition ([arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md)). +**Special.** This feat has the trait matching your eidolon's tradition ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), or [primal](rules/traits/primal.md "Primal Tradition Trait")). *Source: Secrets of Magic p. 71* %% #compendium/src/pf2e/som #trait/abjuration #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/protective-claws-lome.md b/compendium/feats/protective-claws-lome.md index fe310f419..f69aaa1a3 100644 --- a/compendium/feats/protective-claws-lome.md +++ b/compendium/feats/protective-claws-lome.md @@ -7,11 +7,11 @@ tags: aliases: ["Protective Claws"] --- # Protective Claws *Feat 5* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") - **Prerequisites**: vicious goloma heritage -The chitin on your claws is so hard you can defend against attacks with them. Your claw unarmed attack from the vicious goloma heritage gains the [parry](rules/traits/parry.md) weapon trait. +The chitin on your claws is so hard you can defend against attacks with them. Your claw unarmed attack from the vicious goloma heritage gains the [parry](rules/traits/parry.md "Parry Weapon Trait") weapon trait. *Source: Lost Omens: The Mwangi Expanse p. 118* %% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/compendium/feats/protective-sheath-locg.md b/compendium/feats/protective-sheath-locg.md index 1c1920b6b..ed137ad0a 100644 --- a/compendium/feats/protective-sheath-locg.md +++ b/compendium/feats/protective-sheath-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Protective Sheath"] --- # Protective Sheath *Feat 5* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: [Clan's Edge](compendium/feats/clans-edge-locg.md) diff --git a/compendium/feats/protective-spirit-mask-sot6.md b/compendium/feats/protective-spirit-mask-sot6.md index ef142eb21..949a3dcd7 100644 --- a/compendium/feats/protective-spirit-mask-sot6.md +++ b/compendium/feats/protective-spirit-mask-sot6.md @@ -10,7 +10,7 @@ tags: aliases: ["Protective Spirit Mask"] --- # Protective Spirit Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Druid Dedication or Wizard Dedication diff --git a/compendium/feats/protective-subroutine-loag.md b/compendium/feats/protective-subroutine-loag.md index 11b4c92e3..415d9a650 100644 --- a/compendium/feats/protective-subroutine-loag.md +++ b/compendium/feats/protective-subroutine-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Protective Subroutine"] --- # Protective Subroutine *Feat 5* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") - **Prerequisites**: [Nanite Surge](compendium/feats/nanite-surge-loag.md) diff --git a/compendium/feats/provocator-dedication-aoe3.md b/compendium/feats/provocator-dedication-aoe3.md index a7a3bdbd3..0166ff475 100644 --- a/compendium/feats/provocator-dedication-aoe3.md +++ b/compendium/feats/provocator-dedication-aoe3.md @@ -9,7 +9,7 @@ tags: aliases: ["Provocator Dedication"] --- # Provocator Dedication *Feat 10* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Successfully defeat the ebaraks in the Irorium. - **Prerequisites**: Strength 14, Charisma 14 diff --git a/compendium/feats/proximity-alert-loag.md b/compendium/feats/proximity-alert-loag.md index 210e355e2..5dd4bab20 100644 --- a/compendium/feats/proximity-alert-loag.md +++ b/compendium/feats/proximity-alert-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Proximity Alert"] --- # Proximity Alert *Feat 1* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") You're unnaturally in tune with your surroundings and react instinctively to danger. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks made as initiative rolls. diff --git a/compendium/feats/psi-burst-da.md b/compendium/feats/psi-burst-da.md index 03d4dbc90..7fce4c650 100644 --- a/compendium/feats/psi-burst-da.md +++ b/compendium/feats/psi-burst-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Psi Burst"] --- # Psi Burst [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [mindshift](rules/traits/mindshift-da.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Frequency**: once per round - **Activity** Single Action diff --git a/compendium/feats/psi-catastrophe-da.md b/compendium/feats/psi-catastrophe-da.md index f46bdd7b0..7ed8334e8 100644 --- a/compendium/feats/psi-catastrophe-da.md +++ b/compendium/feats/psi-catastrophe-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Psi Catastrophe"] --- # Psi Catastrophe [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [mindshift](rules/traits/mindshift-da.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/psi-development-da.md b/compendium/feats/psi-development-da.md index 1dbabcf45..d4a592272 100644 --- a/compendium/feats/psi-development-da.md +++ b/compendium/feats/psi-development-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Psi Development"] --- # Psi Development *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) diff --git a/compendium/feats/psi-strikes-da.md b/compendium/feats/psi-strikes-da.md index e4d249feb..bc2eab9b2 100644 --- a/compendium/feats/psi-strikes-da.md +++ b/compendium/feats/psi-strikes-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Psi Strikes"] --- # Psi Strikes [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[mindshift](rules/traits/mindshift-da.md) [psychic](rules/traits/psychic-da.md) +[mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Frequency**: once per turn - **Requirements**: Your most recent action was to [Cast a Spell](rules/actions/cast-a-spell.md) or to [Unleash your Psyche](rules/actions/unleash-psyche-da.md). diff --git a/compendium/feats/psychic-dedication-da.md b/compendium/feats/psychic-dedication-da.md index 41cb7e7f0..ed0bd162e 100644 --- a/compendium/feats/psychic-dedication-da.md +++ b/compendium/feats/psychic-dedication-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Psychic Dedication"] --- # Psychic Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 or Charisma 14 diff --git a/compendium/feats/psychic-duelist-dedication-da.md b/compendium/feats/psychic-duelist-dedication-da.md index 1d508149f..1a3ed2348 100644 --- a/compendium/feats/psychic-duelist-dedication-da.md +++ b/compendium/feats/psychic-duelist-dedication-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Psychic Duelist Dedication"] --- # Psychic Duelist Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism), you have been in a psychic duel diff --git a/compendium/feats/psychic-rapport-da.md b/compendium/feats/psychic-rapport-da.md index 11a223d46..a41330f52 100644 --- a/compendium/feats/psychic-rapport-da.md +++ b/compendium/feats/psychic-rapport-da.md @@ -7,10 +7,10 @@ tags: aliases: ["Psychic Rapport"] --- # Psychic Rapport *Feat 1* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") -Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures. After you [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks, and to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). +Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures. After you [Cast a Spell](rules/actions/cast-a-spell.md) with the [mental](rules/traits/mental.md "Mental Effect Trait") trait, until the start of your next turn, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks, and to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). *Source: Dark Archive p. 24* %% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/compendium/feats/psychopomp-familiar-botd.md b/compendium/feats/psychopomp-familiar-botd.md index 4e3f2aa97..e4dcecd9e 100644 --- a/compendium/feats/psychopomp-familiar-botd.md +++ b/compendium/feats/psychopomp-familiar-botd.md @@ -7,16 +7,16 @@ tags: aliases: ["Psychopomp Familiar"] --- # Psychopomp Familiar *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md), familiar -Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the [monitor](rules/traits/monitor.md) and [psychopomp](rules/traits/psychopomp-b1.md) traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. +Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") and [psychopomp](rules/traits/psychopomp-b1.md "Psychopomp Creature Trait") traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities. - **Soul Sight** Your familiar gains [lifesense](rules/abilities/lifesense.md) with a range of 30 feet. -- **Spirit Touch** Your familiar can touch [incorporeal](rules/traits/incorporeal-b1.md) creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. +- **Spirit Touch** Your familiar can touch [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. ## Psychopomp Familiar leads to... diff --git a/compendium/feats/puncturing-horn-loil.md b/compendium/feats/puncturing-horn-loil.md index 7df23727a..1db0bfae8 100644 --- a/compendium/feats/puncturing-horn-loil.md +++ b/compendium/feats/puncturing-horn-loil.md @@ -7,10 +7,10 @@ tags: aliases: ["Puncturing Horn"] --- # Puncturing Horn *Feat 1* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") -While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively. You gain a horn unarmed attack that deals `1d6` piercing damage. Your horn is in the brawling group and has the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. +While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively. You gain a horn unarmed attack that deals `1d6` piercing damage. Your horn is in the brawling group and has the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. **Special.** If you have the xyloshi heritage, your horn instead deals `1d8` piercing damage. diff --git a/compendium/feats/purge-of-moments-da.md b/compendium/feats/purge-of-moments-da.md index 8461e6a28..5d5cfc0f5 100644 --- a/compendium/feats/purge-of-moments-da.md +++ b/compendium/feats/purge-of-moments-da.md @@ -9,13 +9,13 @@ tags: aliases: ["Purge of Moments"] --- # Purge of Moments [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) - **Frequency**: once per hour - **Activity** Three-Action -All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, [negative](rules/traits/negative.md) effects, afflictions, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage). Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. +All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, afflictions, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage). Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. *Source: Dark Archive p. 185* %% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/purge-sins-loag.md b/compendium/feats/purge-sins-loag.md index 142c821e4..4f02f8493 100644 --- a/compendium/feats/purge-sins-loag.md +++ b/compendium/feats/purge-sins-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Purge Sins"] --- # Purge Sins [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[aasimar](rules/traits/aasimar-apg.md) [healing](rules/traits/healing.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Frequency**: once per day - **Activity** Single Action diff --git a/compendium/feats/purifying-breeze-lokl.md b/compendium/feats/purifying-breeze-lokl.md index 7837ae49e..45d7c110a 100644 --- a/compendium/feats/purifying-breeze-lokl.md +++ b/compendium/feats/purifying-breeze-lokl.md @@ -10,14 +10,14 @@ tags: aliases: ["Purifying Breeze"] --- # Purifying Breeze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[cleric](rules/traits/cleric.md) [oracle](rules/traits/oracle-apg.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Prerequisites**: divine spells -- **Requirements**: Your most recent action was to cast a non-cantrip spell with the [healing](rules/traits/healing.md) trait. +- **Requirements**: Your most recent action was to cast a non-cantrip spell with the [healing](rules/traits/healing.md "Healing Effect Trait") trait. - **Activity** Single Action -You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne [disease](rules/traits/disease.md) or [poison](rules/traits/poison.md) effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws. +You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne [disease](rules/traits/disease.md "Disease Effect Trait") or [poison](rules/traits/poison.md "Poison Effect Trait") effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws. *Source: Lost Omens: Knights of Lastwall p. 85* %% #compendium/src/pf2e/lokl #trait/cleric #trait/oracle #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/purifying-spell-som.md b/compendium/feats/purifying-spell-som.md index 21cb38284..9d0cef8e6 100644 --- a/compendium/feats/purifying-spell-som.md +++ b/compendium/feats/purifying-spell-som.md @@ -10,12 +10,12 @@ tags: aliases: ["Purifying Spell"] --- # Purifying Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) [water](rules/traits/water.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Prerequisites**: wave order - **Activity** Single Action -You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast [heal](compendium/spells/heal.md) targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal. If you do, heal gains the [water](rules/traits/water.md) trait. +You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast [heal](compendium/spells/heal.md) targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal. If you do, heal gains the [water](rules/traits/water.md "Water Energy & Element Trait") trait. *Source: Secrets of Magic p. 200* %% #compendium/src/pf2e/som #trait/concentrate #trait/druid #trait/metamagic #trait/water %% \ No newline at end of file diff --git a/compendium/feats/push-back-the-dead-lokl.md b/compendium/feats/push-back-the-dead-lokl.md index 7f94b9cd0..40053c4a4 100644 --- a/compendium/feats/push-back-the-dead-lokl.md +++ b/compendium/feats/push-back-the-dead-lokl.md @@ -11,7 +11,7 @@ tags: aliases: ["Push Back the Dead!"] --- # Push Back the Dead! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Single Action diff --git a/compendium/feats/pushing-attack-som.md b/compendium/feats/pushing-attack-som.md index 9c90cd4f9..8c3c7305a 100644 --- a/compendium/feats/pushing-attack-som.md +++ b/compendium/feats/pushing-attack-som.md @@ -8,12 +8,12 @@ tags: aliases: ["Pushing Attack"] --- # Pushing Attack *Feat 10* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon has an attack that pushes away enemies. -Choose one of the eidolon's unarmed attacks with the [shove](rules/traits/shove.md) trait. It gains the [Push](rules/abilities/push.md) action for that attack. +Choose one of the eidolon's unarmed attacks with the [shove](rules/traits/shove.md "Shove Weapon Trait") trait. It gains the [Push](rules/abilities/push.md) action for that attack. *Source: Secrets of Magic p. 71* %% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/qlippoth-magic-loag.md b/compendium/feats/qlippoth-magic-loag.md index 2ee45d45d..672166423 100644 --- a/compendium/feats/qlippoth-magic-loag.md +++ b/compendium/feats/qlippoth-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Qlippoth Magic"] --- # Qlippoth Magic *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Riftmarked](compendium/feats/riftmarked-loag.md) diff --git a/compendium/feats/quadruped-lotgb.md b/compendium/feats/quadruped-lotgb.md index 6df243720..ce0ce7977 100644 --- a/compendium/feats/quadruped-lotgb.md +++ b/compendium/feats/quadruped-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Quadruped"] --- # Quadruped *Feat 1* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") You were crafted in a form with four legs rather than two. Your Speed is 30 feet. diff --git a/compendium/feats/quah-bond-locg.md b/compendium/feats/quah-bond-locg.md index bd66e64b4..b9eb22848 100644 --- a/compendium/feats/quah-bond-locg.md +++ b/compendium/feats/quah-bond-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Quah Bond"] --- # Quah Bond *Feat 1* -[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Shoanti ethnicity diff --git a/compendium/feats/quaking-stomp.md b/compendium/feats/quaking-stomp.md index 4733808e9..bd590d1ed 100644 --- a/compendium/feats/quaking-stomp.md +++ b/compendium/feats/quaking-stomp.md @@ -9,7 +9,7 @@ tags: aliases: ["Quaking Stomp"] --- # Quaking Stomp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[barbarian](rules/traits/barbarian.md) [manipulate](rules/traits/manipulate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Frequency**: once per 10 minutes - **Activity** Single Action diff --git a/compendium/feats/quick-alchemy.md b/compendium/feats/quick-alchemy.md index 43180cf02..102b563b2 100644 --- a/compendium/feats/quick-alchemy.md +++ b/compendium/feats/quick-alchemy.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Alchemy"] --- # Quick Alchemy *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) diff --git a/compendium/feats/quick-bomber.md b/compendium/feats/quick-bomber.md index 71ffbc254..e9b2ab2f9 100644 --- a/compendium/feats/quick-bomber.md +++ b/compendium/feats/quick-bomber.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Bomber"] --- # Quick Bomber [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Activity** Single Action diff --git a/compendium/feats/quick-change-apg.md b/compendium/feats/quick-change-apg.md index 4343bf668..38cc6b896 100644 --- a/compendium/feats/quick-change-apg.md +++ b/compendium/feats/quick-change-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Change"] --- # Quick Change *Feat 7* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) diff --git a/compendium/feats/quick-change-loag.md b/compendium/feats/quick-change-loag.md index 6a520f2b4..48324ab8e 100644 --- a/compendium/feats/quick-change-loag.md +++ b/compendium/feats/quick-change-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Change"] --- # Quick Change [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[beastkin](rules/traits/beastkin-loag.md) +[beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") - **Trigger** You roll initiative. - **Activity** Free Action diff --git a/compendium/feats/quick-climb.md b/compendium/feats/quick-climb.md index 1aed4d24c..90a8c3415 100644 --- a/compendium/feats/quick-climb.md +++ b/compendium/feats/quick-climb.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Climb"] --- # Quick Climb *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/quick-coercion.md b/compendium/feats/quick-coercion.md index e1107e01b..aae571b50 100644 --- a/compendium/feats/quick-coercion.md +++ b/compendium/feats/quick-coercion.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Coercion"] --- # Quick Coercion *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/quick-contacts-apg.md b/compendium/feats/quick-contacts-apg.md index d92df153c..123961611 100644 --- a/compendium/feats/quick-contacts-apg.md +++ b/compendium/feats/quick-contacts-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Contacts"] --- # Quick Contacts *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Society](compendium/skills.md#Society); [Connections](compendium/feats/connections.md) or Underworld Connections diff --git a/compendium/feats/quick-disguise.md b/compendium/feats/quick-disguise.md index a6e1391c5..f96f7a461 100644 --- a/compendium/feats/quick-disguise.md +++ b/compendium/feats/quick-disguise.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Disguise"] --- # Quick Disguise *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/quick-draw-ranger.md b/compendium/feats/quick-draw-ranger.md index eae72a32b..06d6c1b16 100644 --- a/compendium/feats/quick-draw-ranger.md +++ b/compendium/feats/quick-draw-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Draw (Ranger)"] --- # Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Activity** Single Action diff --git a/compendium/feats/quick-draw-rogue.md b/compendium/feats/quick-draw-rogue.md index 49ebb1954..273360a9e 100644 --- a/compendium/feats/quick-draw-rogue.md +++ b/compendium/feats/quick-draw-rogue.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Draw (Rogue)"] --- # Quick Draw (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Single Action diff --git a/compendium/feats/quick-fix-apg.md b/compendium/feats/quick-fix-apg.md index 966ed80db..132f7d612 100644 --- a/compendium/feats/quick-fix-apg.md +++ b/compendium/feats/quick-fix-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Fix"] --- # Quick Fix *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) diff --git a/compendium/feats/quick-identification.md b/compendium/feats/quick-identification.md index 86586870b..2cd35f2de 100644 --- a/compendium/feats/quick-identification.md +++ b/compendium/feats/quick-identification.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Identification"] --- # Quick Identification *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/quick-juggler-ec1.md b/compendium/feats/quick-juggler-ec1.md index 59904038c..7cb04d0de 100644 --- a/compendium/feats/quick-juggler-ec1.md +++ b/compendium/feats/quick-juggler-ec1.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Juggler"] --- # Quick Juggler *Feat 4* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) diff --git a/compendium/feats/quick-jump.md b/compendium/feats/quick-jump.md index 5a260662e..b60373733 100644 --- a/compendium/feats/quick-jump.md +++ b/compendium/feats/quick-jump.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Jump"] --- # Quick Jump *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/quick-mount-apg.md b/compendium/feats/quick-mount-apg.md index 426bd01dd..876ca759d 100644 --- a/compendium/feats/quick-mount-apg.md +++ b/compendium/feats/quick-mount-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Mount"] --- # Quick Mount [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) - **Requirements**: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. diff --git a/compendium/feats/quick-recognition.md b/compendium/feats/quick-recognition.md index d3254d778..10b10ae21 100644 --- a/compendium/feats/quick-recognition.md +++ b/compendium/feats/quick-recognition.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Recognition"] --- # Quick Recognition *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Recognize Spell](compendium/feats/recognize-spell.md) diff --git a/compendium/feats/quick-repair.md b/compendium/feats/quick-repair.md index 3d5929854..77ff3ed36 100644 --- a/compendium/feats/quick-repair.md +++ b/compendium/feats/quick-repair.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Repair"] --- # Quick Repair *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/quick-reversal.md b/compendium/feats/quick-reversal.md index e28ca036d..9c2d40d09 100644 --- a/compendium/feats/quick-reversal.md +++ b/compendium/feats/quick-reversal.md @@ -9,7 +9,7 @@ tags: aliases: ["Quick Reversal"] --- # Quick Reversal [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You are flanked by at least two enemies. - **Activity** Single Action diff --git a/compendium/feats/quick-setup-tv.md b/compendium/feats/quick-setup-tv.md index 29c0adcfb..e1dfccf88 100644 --- a/compendium/feats/quick-setup-tv.md +++ b/compendium/feats/quick-setup-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Quick Setup"] --- # Quick Setup *Feat 7* -[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/quick-shield-block-champion.md b/compendium/feats/quick-shield-block-champion.md index 212090a34..bc69ea650 100644 --- a/compendium/feats/quick-shield-block-champion.md +++ b/compendium/feats/quick-shield-block-champion.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Shield Block (Champion)"] --- # Quick Shield Block (Champion) *Feat 8* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) diff --git a/compendium/feats/quick-shield-block-fighter.md b/compendium/feats/quick-shield-block-fighter.md index c94c2576e..a9789037c 100644 --- a/compendium/feats/quick-shield-block-fighter.md +++ b/compendium/feats/quick-shield-block-fighter.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Shield Block (Fighter)"] --- # Quick Shield Block (Fighter) *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) diff --git a/compendium/feats/quick-shot-apg.md b/compendium/feats/quick-shot-apg.md index 40c940f02..8548523f8 100644 --- a/compendium/feats/quick-shot-apg.md +++ b/compendium/feats/quick-shot-apg.md @@ -8,12 +8,12 @@ tags: aliases: ["Quick Shot"] --- # Quick Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) - **Activity** Single Action -You draw your bow and attack with the same action. You [Interact](rules/actions/interact.md) to draw a weapon from the bow weapon group that is loaded or has [reload 0](rules/traits/reload.md), then [Strike](rules/actions/strike.md) with that weapon. +You draw your bow and attack with the same action. You [Interact](rules/actions/interact.md) to draw a weapon from the bow weapon group that is loaded or has reload 0, then [Strike](rules/actions/strike.md) with that weapon. *Source: Advanced Player's Guide p. 157* %% #compendium/src/pf2e/apg #trait/archetype #trait/open %% \ No newline at end of file diff --git a/compendium/feats/quick-snares.md b/compendium/feats/quick-snares.md index 824779c6f..790db6d19 100644 --- a/compendium/feats/quick-snares.md +++ b/compendium/feats/quick-snares.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Snares"] --- # Quick Snares *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md) diff --git a/compendium/feats/quick-squeeze.md b/compendium/feats/quick-squeeze.md index 1ae1c8328..5f1a751c4 100644 --- a/compendium/feats/quick-squeeze.md +++ b/compendium/feats/quick-squeeze.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Squeeze"] --- # Quick Squeeze *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/quick-stow-apg.md b/compendium/feats/quick-stow-apg.md index cad4404d6..3e56d8e4a 100644 --- a/compendium/feats/quick-stow-apg.md +++ b/compendium/feats/quick-stow-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Stow"] --- # Quick Stow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") - **Prerequisites**: [Cheek Pouches](compendium/feats/cheek-pouches-apg.md) - **Frequency**: once per round diff --git a/compendium/feats/quick-stow-lopsg.md b/compendium/feats/quick-stow-lopsg.md index 3fd0e9b8e..586daa0d2 100644 --- a/compendium/feats/quick-stow-lopsg.md +++ b/compendium/feats/quick-stow-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Stow"] --- # Quick Stow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) - **Activity** Single Action diff --git a/compendium/feats/quick-study-apg.md b/compendium/feats/quick-study-apg.md index b0c589efd..9e58cd41e 100644 --- a/compendium/feats/quick-study-apg.md +++ b/compendium/feats/quick-study-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Quick Study"] --- # Quick Study *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) diff --git a/compendium/feats/quick-swim.md b/compendium/feats/quick-swim.md index 9d442e7da..013cbb848 100644 --- a/compendium/feats/quick-swim.md +++ b/compendium/feats/quick-swim.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Swim"] --- # Quick Swim *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/quick-unlock.md b/compendium/feats/quick-unlock.md index 77062fcc9..2e3700a66 100644 --- a/compendium/feats/quick-unlock.md +++ b/compendium/feats/quick-unlock.md @@ -8,7 +8,7 @@ tags: aliases: ["Quick Unlock"] --- # Quick Unlock *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Thievery](compendium/skills.md#Thievery) diff --git a/compendium/feats/quicken-heartbeat-ec3.md b/compendium/feats/quicken-heartbeat-ec3.md index 0b763c43c..5015677f7 100644 --- a/compendium/feats/quicken-heartbeat-ec3.md +++ b/compendium/feats/quicken-heartbeat-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Quicken Heartbeat"] --- # Quicken Heartbeat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) - **Frequency**: once per turn diff --git a/compendium/feats/quickened-attunement-som.md b/compendium/feats/quickened-attunement-som.md index 51e52f9d8..16897258b 100644 --- a/compendium/feats/quickened-attunement-som.md +++ b/compendium/feats/quickened-attunement-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Quickened Attunement"] --- # Quickened Attunement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), legendary in [Nature](compendium/skills.md#Nature) - **Frequency**: once per day diff --git a/compendium/feats/quickened-casting-bard.md b/compendium/feats/quickened-casting-bard.md index 5388197ce..045b26607 100644 --- a/compendium/feats/quickened-casting-bard.md +++ b/compendium/feats/quickened-casting-bard.md @@ -9,7 +9,7 @@ tags: aliases: ["Quickened Casting (Bard)"] --- # Quickened Casting (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Frequency**: once per day - **Activity** Free Action diff --git a/compendium/feats/quickened-casting-oracle-apg.md b/compendium/feats/quickened-casting-oracle-apg.md index 3737d083a..b90393af7 100644 --- a/compendium/feats/quickened-casting-oracle-apg.md +++ b/compendium/feats/quickened-casting-oracle-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Quickened Casting (Oracle)"] --- # Quickened Casting (Oracle) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Frequency**: once per day - **Activity** Free Action diff --git a/compendium/feats/quickened-casting-sorcerer.md b/compendium/feats/quickened-casting-sorcerer.md index 4660683dc..aa93e8d01 100644 --- a/compendium/feats/quickened-casting-sorcerer.md +++ b/compendium/feats/quickened-casting-sorcerer.md @@ -9,7 +9,7 @@ tags: aliases: ["Quickened Casting (Sorcerer)"] --- # Quickened Casting (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Frequency**: once per day - **Activity** Free Action diff --git a/compendium/feats/quickened-casting-witch-apg.md b/compendium/feats/quickened-casting-witch-apg.md index d05683558..45d42e86f 100644 --- a/compendium/feats/quickened-casting-witch-apg.md +++ b/compendium/feats/quickened-casting-witch-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Quickened Casting (Witch)"] --- # Quickened Casting (Witch) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Frequency**: once per day - **Activity** Free Action diff --git a/compendium/feats/quickened-casting-wizard.md b/compendium/feats/quickened-casting-wizard.md index 953df0d45..3483a55f9 100644 --- a/compendium/feats/quickened-casting-wizard.md +++ b/compendium/feats/quickened-casting-wizard.md @@ -9,7 +9,7 @@ tags: aliases: ["Quickened Casting (Wizard)"] --- # Quickened Casting (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Frequency**: once per day - **Activity** Free Action diff --git a/compendium/feats/quiet-allies.md b/compendium/feats/quiet-allies.md index c2a8e544d..7073a5952 100644 --- a/compendium/feats/quiet-allies.md +++ b/compendium/feats/quiet-allies.md @@ -8,7 +8,7 @@ tags: aliases: ["Quiet Allies"] --- # Quiet Allies *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/quill-spray-lome.md b/compendium/feats/quill-spray-lome.md index 85f055d4a..0d650b554 100644 --- a/compendium/feats/quill-spray-lome.md +++ b/compendium/feats/quill-spray-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Quill Spray"] --- # Quill Spray [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") - **Prerequisites**: quillcoat shisk or quill unarmed attack - **Frequency**: once per day diff --git a/compendium/feats/quivering-palm.md b/compendium/feats/quivering-palm.md index 101944b92..4e66c22f8 100644 --- a/compendium/feats/quivering-palm.md +++ b/compendium/feats/quivering-palm.md @@ -7,7 +7,7 @@ tags: aliases: ["Quivering Palm"] --- # Quivering Palm *Feat 16* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/radiant-blade-master.md b/compendium/feats/radiant-blade-master.md index 8ebbc5460..75e241858 100644 --- a/compendium/feats/radiant-blade-master.md +++ b/compendium/feats/radiant-blade-master.md @@ -7,7 +7,7 @@ tags: aliases: ["Radiant Blade Master"] --- # Radiant Blade Master *Feat 20* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (blade), [Radiant Blade Spirit](compendium/feats/radiant-blade-spirit.md) diff --git a/compendium/feats/radiant-blade-spirit.md b/compendium/feats/radiant-blade-spirit.md index 49fd8d291..257d5fbd8 100644 --- a/compendium/feats/radiant-blade-spirit.md +++ b/compendium/feats/radiant-blade-spirit.md @@ -7,7 +7,7 @@ tags: aliases: ["Radiant Blade Spirit"] --- # Radiant Blade Spirit *Feat 10* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (blade) diff --git a/compendium/feats/radiant-burst-loag.md b/compendium/feats/radiant-burst-loag.md index 31292c930..c6a43b47e 100644 --- a/compendium/feats/radiant-burst-loag.md +++ b/compendium/feats/radiant-burst-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Radiant Burst"] --- # Radiant Burst [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[fire](rules/traits/fire.md) [ifrit](rules/traits/ifrit-b2.md) [incapacitation](rules/traits/incapacitation.md) [light](rules/traits/light.md) [visual](rules/traits/visual.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [light](rules/traits/light.md "Light Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/radiant-circuitry-loag.md b/compendium/feats/radiant-circuitry-loag.md index 00daf1422..e0ce87510 100644 --- a/compendium/feats/radiant-circuitry-loag.md +++ b/compendium/feats/radiant-circuitry-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Radiant Circuitry"] --- # Radiant Circuitry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[android](rules/traits/android-loag.md) [concentrate](rules/traits/concentrate.md) [light](rules/traits/light.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [light](rules/traits/light.md "Light Effect Trait") - **Activity** Single Action diff --git a/compendium/feats/radiant-infusion-apg.md b/compendium/feats/radiant-infusion-apg.md index 4aa66c6fe..e6e987719 100644 --- a/compendium/feats/radiant-infusion-apg.md +++ b/compendium/feats/radiant-infusion-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Radiant Infusion"] --- # Radiant Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: good alignment, healing font - **Activity** Single Action diff --git a/compendium/feats/radiate-glory-loag.md b/compendium/feats/radiate-glory-loag.md index c70de495b..9a0878332 100644 --- a/compendium/feats/radiate-glory-loag.md +++ b/compendium/feats/radiate-glory-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Radiate Glory"] --- # Radiate Glory [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* -[aasimar](rules/traits/aasimar-apg.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [visual](rules/traits/visual.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Activity** Single Action diff --git a/compendium/feats/ragdyas-dance-loil.md b/compendium/feats/ragdyas-dance-loil.md index 179df88dd..ecd203aec 100644 --- a/compendium/feats/ragdyas-dance-loil.md +++ b/compendium/feats/ragdyas-dance-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Ragdya's Dance"] --- # Ragdya's Dance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Frequency**: once per hour - **Trigger** An adjacent [observed](rules/conditions.md#Observed) creature succeeds at an attack roll against you. diff --git a/compendium/feats/ragdyas-revelry-loil.md b/compendium/feats/ragdyas-revelry-loil.md index ecd9876b7..0b9c408e5 100644 --- a/compendium/feats/ragdyas-revelry-loil.md +++ b/compendium/feats/ragdyas-revelry-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Ragdya's Revelry"] --- # Ragdya's Revelry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** An adjacent creature you can see fails an attack roll against you. diff --git a/compendium/feats/raging-athlete.md b/compendium/feats/raging-athlete.md index 0b6be4638..3044d3db1 100644 --- a/compendium/feats/raging-athlete.md +++ b/compendium/feats/raging-athlete.md @@ -7,7 +7,7 @@ tags: aliases: ["Raging Athlete"] --- # Raging Athlete *Feat 4* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/raging-intimidation.md b/compendium/feats/raging-intimidation.md index 1233e706b..283ac0b3c 100644 --- a/compendium/feats/raging-intimidation.md +++ b/compendium/feats/raging-intimidation.md @@ -7,10 +7,10 @@ tags: aliases: ["Raging Intimidation"] --- # Raging Intimidation *Feat 1* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") -Your fury fills your foes with fear. While you are raging, your [Demoralize](rules/actions/demoralize.md) and [Scare to Death](compendium/feats/scare-to-death.md) actions (from the [Intimidation](compendium/skills.md#Intimidation) skill and an [Intimidation](compendium/skills.md#Intimidation) skill feat, respectively) gain the [rage](rules/traits/rage.md) trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats [Intimidating Glare](compendium/feats/intimidating-glare.md) and [Scare to Death](compendium/feats/scare-to-death.md), you gain these feats. +Your fury fills your foes with fear. While you are raging, your [Demoralize](rules/actions/demoralize.md) and [Scare to Death](compendium/feats/scare-to-death.md) actions (from the [Intimidation](compendium/skills.md#Intimidation) skill and an [Intimidation](compendium/skills.md#Intimidation) skill feat, respectively) gain the [rage](rules/traits/rage.md "Rage Combat Trait") trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats [Intimidating Glare](compendium/feats/intimidating-glare.md) and [Scare to Death](compendium/feats/scare-to-death.md), you gain these feats. *Source: Core Rulebook p. 88* %% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/raging-thrower.md b/compendium/feats/raging-thrower.md index 09521076e..f36c3e5ae 100644 --- a/compendium/feats/raging-thrower.md +++ b/compendium/feats/raging-thrower.md @@ -7,7 +7,7 @@ tags: aliases: ["Raging Thrower"] --- # Raging Thrower *Feat 1* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") Thrown weapons become especially deadly in your fury. You apply the additional damage from [Rage](rules/actions/rage.md) to your thrown weapon attacks. If you have the [Brutal Critical](compendium/feats/brutal-critical.md) feat or the devastator class feature, apply their benefits to thrown weapon attacks. diff --git a/compendium/feats/rain-of-embers-stance-lopsg.md b/compendium/feats/rain-of-embers-stance-lopsg.md index b75b8bda5..57a81e85d 100644 --- a/compendium/feats/rain-of-embers-stance-lopsg.md +++ b/compendium/feats/rain-of-embers-stance-lopsg.md @@ -10,12 +10,12 @@ tags: aliases: ["Rain Of Embers Stance"] --- # Rain Of Embers Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fire](rules/traits/fire.md) [monk](rules/traits/monk.md) [rare](rules/traits/rare.md) [stance](rules/traits/stance.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that dance with biting flames. The only [Strikes](rules/actions/strike.md) you can make are fire talon [Strikes](rules/actions/strike.md). These deal `1d4` fire damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [fire](rules/traits/fire.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that dance with biting flames. The only [Strikes](rules/actions/strike.md) you can make are fire talon [Strikes](rules/actions/strike.md). These deal `1d4` fire damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1). diff --git a/compendium/feats/rain-scribe-mobility-locg.md b/compendium/feats/rain-scribe-mobility-locg.md index 1956ad77e..642ae2b62 100644 --- a/compendium/feats/rain-scribe-mobility-locg.md +++ b/compendium/feats/rain-scribe-mobility-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rain-scribe Mobility"] --- # Rain-scribe Mobility [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation - **Activity** Two-Action diff --git a/compendium/feats/rain-scribe-sustenance-locg.md b/compendium/feats/rain-scribe-sustenance-locg.md index 89eecd792..33c62b202 100644 --- a/compendium/feats/rain-scribe-sustenance-locg.md +++ b/compendium/feats/rain-scribe-sustenance-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rain-scribe Sustenance"] --- # Rain-scribe Sustenance *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation diff --git a/compendium/feats/raise-a-tome-som.md b/compendium/feats/raise-a-tome-som.md index a02a270be..a5cd753bb 100644 --- a/compendium/feats/raise-a-tome-som.md +++ b/compendium/feats/raise-a-tome-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Raise A Tome"] --- # Raise A Tome [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Requirements**: You're holding a book. - **Activity** Single Action diff --git a/compendium/feats/rakshasa-magic-loag.md b/compendium/feats/rakshasa-magic-loag.md index f1acce39d..3f2ab09de 100644 --- a/compendium/feats/rakshasa-magic-loag.md +++ b/compendium/feats/rakshasa-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Rakshasa Magic"] --- # Rakshasa Magic *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Beastbrood](compendium/feats/beastbrood-loag.md) diff --git a/compendium/feats/rakshasa-ravaged-loil.md b/compendium/feats/rakshasa-ravaged-loil.md index 36ef64b3c..a93752f97 100644 --- a/compendium/feats/rakshasa-ravaged-loil.md +++ b/compendium/feats/rakshasa-ravaged-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Rakshasa Ravaged"] --- # Rakshasa Ravaged *Feat 9* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/rallying-charge-apg.md b/compendium/feats/rallying-charge-apg.md index 675498932..41fc53d3d 100644 --- a/compendium/feats/rallying-charge-apg.md +++ b/compendium/feats/rallying-charge-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Rallying Charge"] --- # Rallying Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/rallying-cry-loag.md b/compendium/feats/rallying-cry-loag.md index cbff1574f..ade7b9191 100644 --- a/compendium/feats/rallying-cry-loag.md +++ b/compendium/feats/rallying-cry-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Rallying Cry"] --- # Rallying Cry [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[auditory](rules/traits/auditory.md) [hobgoblin](rules/traits/hobgoblin-locg.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/rampaging-ferocity-apg.md b/compendium/feats/rampaging-ferocity-apg.md index fa61a3663..4a4a9c972 100644 --- a/compendium/feats/rampaging-ferocity-apg.md +++ b/compendium/feats/rampaging-ferocity-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rampaging Ferocity"] --- # Rampaging Ferocity [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Ferocity](compendium/feats/orc-ferocity.md) - **Trigger** You use [Orc Ferocity](compendium/feats/orc-ferocity.md). diff --git a/compendium/feats/rampaging-form-loag.md b/compendium/feats/rampaging-form-loag.md index f714cf0af..bd85d132c 100644 --- a/compendium/feats/rampaging-form-loag.md +++ b/compendium/feats/rampaging-form-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Rampaging Form"] --- # Rampaging Form *Feat 17* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") - **Prerequisites**: [Change Shape (Kitsune)](rules/actions/change-shape-kitsune-loag.md) with a fox alternate form diff --git a/compendium/feats/ranged-combatant-som.md b/compendium/feats/ranged-combatant-som.md index 9a25c4999..3a030ab3c 100644 --- a/compendium/feats/ranged-combatant-som.md +++ b/compendium/feats/ranged-combatant-som.md @@ -8,10 +8,10 @@ tags: aliases: ["Ranged Combatant"] --- # Ranged Combatant *Feat 2* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") -Spines, flame jets, and holy blasts are just some of the ways your eidolon might strike from a distance. It gains a ranged unarmed attack with a range increment of 30 feet that deals `1d4` damage and has the [magical](rules/traits/magical.md) and [propulsive](rules/traits/propulsive.md) traits. When you select this feat, choose a damage type: acid, bludgeoning, cold, electricity, fire, negative, piercing, positive, or slashing. +Spines, flame jets, and holy blasts are just some of the ways your eidolon might strike from a distance. It gains a ranged unarmed attack with a range increment of 30 feet that deals `1d4` damage and has the [magical](rules/traits/magical.md "Magical Item Trait") and [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") traits. When you select this feat, choose a damage type: acid, bludgeoning, cold, electricity, fire, negative, piercing, positive, or slashing. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment. diff --git a/compendium/feats/ranged-reprisal.md b/compendium/feats/ranged-reprisal.md index 1e86ea9f8..338ac0fef 100644 --- a/compendium/feats/ranged-reprisal.md +++ b/compendium/feats/ranged-reprisal.md @@ -7,7 +7,7 @@ tags: aliases: ["Ranged Reprisal"] --- # Ranged Reprisal *Feat 1* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: Paladin cause diff --git a/compendium/feats/ranger-dedication.md b/compendium/feats/ranger-dedication.md index 11aa5d6ed..63d1c8965 100644 --- a/compendium/feats/ranger-dedication.md +++ b/compendium/feats/ranger-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Ranger Dedication"] --- # Ranger Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Dexterity 14 diff --git a/compendium/feats/ranger-resiliency.md b/compendium/feats/ranger-resiliency.md index ac4bb52a1..e98ca3f41 100644 --- a/compendium/feats/ranger-resiliency.md +++ b/compendium/feats/ranger-resiliency.md @@ -7,7 +7,7 @@ tags: aliases: ["Ranger Resiliency"] --- # Ranger Resiliency *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier diff --git a/compendium/feats/rangers-bramble-apg.md b/compendium/feats/rangers-bramble-apg.md index fb28f6fdf..b42259efe 100644 --- a/compendium/feats/rangers-bramble-apg.md +++ b/compendium/feats/rangers-bramble-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ranger's Bramble"] --- # Ranger's Bramble *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: warden spells diff --git a/compendium/feats/rapid-affixture-apg.md b/compendium/feats/rapid-affixture-apg.md index b6fc248f3..68a47875e 100644 --- a/compendium/feats/rapid-affixture-apg.md +++ b/compendium/feats/rapid-affixture-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Rapid Affixture"] --- # Rapid Affixture *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/rapid-manifestation-som.md b/compendium/feats/rapid-manifestation-som.md index e976e3be9..c8c811de4 100644 --- a/compendium/feats/rapid-manifestation-som.md +++ b/compendium/feats/rapid-manifestation-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Rapid Manifestation"] --- # Rapid Manifestation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) - **Trigger** You roll initiative or a hazard attacks you. diff --git a/compendium/feats/rapid-mantel.md b/compendium/feats/rapid-mantel.md index c5eb459d8..3d3732963 100644 --- a/compendium/feats/rapid-mantel.md +++ b/compendium/feats/rapid-mantel.md @@ -8,7 +8,7 @@ tags: aliases: ["Rapid Mantel"] --- # Rapid Mantel *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/rapid-recharge-som.md b/compendium/feats/rapid-recharge-som.md index 73ff619ed..f0fa52416 100644 --- a/compendium/feats/rapid-recharge-som.md +++ b/compendium/feats/rapid-recharge-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Rapid Recharge"] --- # Rapid Recharge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) - **Frequency**: once per day diff --git a/compendium/feats/rapid-response-apg.md b/compendium/feats/rapid-response-apg.md index d58ce2d22..9eaff7c3e 100644 --- a/compendium/feats/rapid-response-apg.md +++ b/compendium/feats/rapid-response-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rapid Response"] --- # Rapid Response [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Trigger** An ally is reduced to 0 Hit Points. - **Activity** Reaction diff --git a/compendium/feats/rat-familiar-apg.md b/compendium/feats/rat-familiar-apg.md index 858f1fd22..f65b476fc 100644 --- a/compendium/feats/rat-familiar-apg.md +++ b/compendium/feats/rat-familiar-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rat Familiar"] --- # Rat Familiar *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You have a pet rat that has become magically bonded to you. You gain a familiar, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat. diff --git a/compendium/feats/rat-form-apg.md b/compendium/feats/rat-form-apg.md index f48df5e83..d4b31be61 100644 --- a/compendium/feats/rat-form-apg.md +++ b/compendium/feats/rat-form-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Rat Form"] --- # Rat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [ratfolk](rules/traits/ratfolk-b1.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Single Action diff --git a/compendium/feats/rat-magic-apg.md b/compendium/feats/rat-magic-apg.md index 5658d99fa..1a522a0d0 100644 --- a/compendium/feats/rat-magic-apg.md +++ b/compendium/feats/rat-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rat Magic"] --- # Rat Magic *Feat 5* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") There always seems to be a little rat around to carry messages for you. You can cast [animal messenger](compendium/spells/animal-messenger.md) once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost. diff --git a/compendium/feats/ratfolk-growth-loag.md b/compendium/feats/ratfolk-growth-loag.md index 1354e87a1..c8babdff8 100644 --- a/compendium/feats/ratfolk-growth-loag.md +++ b/compendium/feats/ratfolk-growth-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Ratfolk Growth"] --- # Ratfolk Growth *Feat 17* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You call upon the familial bonds you share with other ysoki to defend them in battle. You can cast [enlarge](compendium/spells/enlarge.md) as a 6th-level primal innate spell once per day. You can target only yourself and other ratfolk with this spell. diff --git a/compendium/feats/ratfolk-lore-apg.md b/compendium/feats/ratfolk-lore-apg.md index b8563ddfb..c3cb90268 100644 --- a/compendium/feats/ratfolk-lore-apg.md +++ b/compendium/feats/ratfolk-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ratfolk Lore"] --- # Ratfolk Lore *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Ratfolk Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/ratfolk-roll-loag.md b/compendium/feats/ratfolk-roll-loag.md index 2d694e47e..7c94eb5af 100644 --- a/compendium/feats/ratfolk-roll-loag.md +++ b/compendium/feats/ratfolk-roll-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Ratfolk Roll"] --- # Ratfolk Roll [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[move](rules/traits/move.md) [ratfolk](rules/traits/ratfolk-b1.md) +[move](rules/traits/move.md "Move Combat Trait") [ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") - **Activity** Two-Action diff --git a/compendium/feats/ratspeak-apg.md b/compendium/feats/ratspeak-apg.md index 82f939c8c..3a329db71 100644 --- a/compendium/feats/ratspeak-apg.md +++ b/compendium/feats/ratspeak-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ratspeak"] --- # Ratspeak *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") To you, the squeaking of rats and other rodents makes a strange kind of sense. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents. diff --git a/compendium/feats/ravenings-desperation-ec3.md b/compendium/feats/ravenings-desperation-ec3.md index 0e7213c6f..7056dae6e 100644 --- a/compendium/feats/ravenings-desperation-ec3.md +++ b/compendium/feats/ravenings-desperation-ec3.md @@ -9,7 +9,7 @@ tags: aliases: ["Ravening's Desperation"] --- # Ravening's Desperation *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Zevgavizeb Lore](compendium/skills.md#Lore) diff --git a/compendium/feats/ravenous-charge-botd.md b/compendium/feats/ravenous-charge-botd.md index 60f88367f..b584c7c3c 100644 --- a/compendium/feats/ravenous-charge-botd.md +++ b/compendium/feats/ravenous-charge-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Ravenous Charge"] --- # Ravenous Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Activity** Two-Action diff --git a/compendium/feats/razor-claws-locg.md b/compendium/feats/razor-claws-locg.md index 875b08edf..15c980573 100644 --- a/compendium/feats/razor-claws-locg.md +++ b/compendium/feats/razor-claws-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Razor Claws"] --- # Razor Claws *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") Your have honed your claws to be deadly. Your claw attack deals `1d6` slashing damage instead of `1d4` and gains the versatile (piercing) trait. diff --git a/compendium/feats/razzle-dazzle-apg.md b/compendium/feats/razzle-dazzle-apg.md index 8d76e5076..7a342fb09 100644 --- a/compendium/feats/razzle-dazzle-apg.md +++ b/compendium/feats/razzle-dazzle-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Razzle-dazzle"] --- # Razzle-dazzle [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Frequency**: once per hour - **Trigger** You blind or dazzle a creature. diff --git a/compendium/feats/reach-beyond-frp1.md b/compendium/feats/reach-beyond-frp1.md index c3276531e..aab3079fe 100644 --- a/compendium/feats/reach-beyond-frp1.md +++ b/compendium/feats/reach-beyond-frp1.md @@ -7,11 +7,11 @@ tags: aliases: ["Reach Beyond"] --- # Reach Beyond *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) -You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee [Strikes](rules/actions/strike.md) against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is [hidden](rules/conditions.md#Hidden), requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the [concentrate](rules/traits/concentrate.md) trait, to focus on a creature inside of a solid object. If you do, the next melee [Strike](rules/actions/strike.md) you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. +You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee [Strikes](rules/actions/strike.md) against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is [hidden](rules/conditions.md#Hidden), requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to focus on a creature inside of a solid object. If you do, the next melee [Strike](rules/actions/strike.md) you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* %% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reach-spell-bard.md b/compendium/feats/reach-spell-bard.md index d3d164299..115f9517d 100644 --- a/compendium/feats/reach-spell-bard.md +++ b/compendium/feats/reach-spell-bard.md @@ -9,7 +9,7 @@ tags: aliases: ["Reach Spell (Bard)"] --- # Reach Spell (Bard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/reach-spell-cleric.md b/compendium/feats/reach-spell-cleric.md index 21a7b89b4..11fc73172 100644 --- a/compendium/feats/reach-spell-cleric.md +++ b/compendium/feats/reach-spell-cleric.md @@ -9,7 +9,7 @@ tags: aliases: ["Reach Spell (Cleric)"] --- # Reach Spell (Cleric) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/reach-spell-druid.md b/compendium/feats/reach-spell-druid.md index c861f1908..1b823931d 100644 --- a/compendium/feats/reach-spell-druid.md +++ b/compendium/feats/reach-spell-druid.md @@ -9,7 +9,7 @@ tags: aliases: ["Reach Spell (Druid)"] --- # Reach Spell (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/reach-spell-oracle-apg.md b/compendium/feats/reach-spell-oracle-apg.md index f047a39ec..6882e605a 100644 --- a/compendium/feats/reach-spell-oracle-apg.md +++ b/compendium/feats/reach-spell-oracle-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Reach Spell (Oracle)"] --- # Reach Spell (Oracle) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Activity** Single Action diff --git a/compendium/feats/reach-spell-sorcerer.md b/compendium/feats/reach-spell-sorcerer.md index 77d25d8da..ca9c52f5d 100644 --- a/compendium/feats/reach-spell-sorcerer.md +++ b/compendium/feats/reach-spell-sorcerer.md @@ -9,7 +9,7 @@ tags: aliases: ["Reach Spell (Sorcerer)"] --- # Reach Spell (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/reach-spell-witch-apg.md b/compendium/feats/reach-spell-witch-apg.md index bab0245e0..14b48be4d 100644 --- a/compendium/feats/reach-spell-witch-apg.md +++ b/compendium/feats/reach-spell-witch-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Reach Spell (Witch)"] --- # Reach Spell (Witch) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Activity** Single Action diff --git a/compendium/feats/reach-spell-wizard.md b/compendium/feats/reach-spell-wizard.md index dbe86d48f..9aadefc40 100644 --- a/compendium/feats/reach-spell-wizard.md +++ b/compendium/feats/reach-spell-wizard.md @@ -9,7 +9,7 @@ tags: aliases: ["Reach Spell (Wizard)"] --- # Reach Spell (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Activity** Single Action diff --git a/compendium/feats/reactive-charm-lotgb.md b/compendium/feats/reactive-charm-lotgb.md index 48af84de0..c20dee62d 100644 --- a/compendium/feats/reactive-charm-lotgb.md +++ b/compendium/feats/reactive-charm-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Reactive Charm"] --- # Reactive Charm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) - **Frequency**: once per day diff --git a/compendium/feats/reactive-dismissal-som.md b/compendium/feats/reactive-dismissal-som.md index a875a6006..f8419ff79 100644 --- a/compendium/feats/reactive-dismissal-som.md +++ b/compendium/feats/reactive-dismissal-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Reactive Dismissal"] --- # Reactive Dismissal [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Trigger** Your eidolon would take damage. - **Activity** Reaction diff --git a/compendium/feats/reactive-distraction.md b/compendium/feats/reactive-distraction.md index c250f0c91..25f188124 100644 --- a/compendium/feats/reactive-distraction.md +++ b/compendium/feats/reactive-distraction.md @@ -9,7 +9,7 @@ tags: aliases: ["Reactive Distraction"] --- # Reactive Distraction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: legendary in [Deception](compendium/skills.md#Deception), [Perfect Distraction](compendium/feats/perfect-distraction.md) - **Trigger** You would be hit by an attack or targeted by an effect, or you are within an effect's area. diff --git a/compendium/feats/reactive-interference.md b/compendium/feats/reactive-interference.md index bc8837da5..3c77d62ef 100644 --- a/compendium/feats/reactive-interference.md +++ b/compendium/feats/reactive-interference.md @@ -7,7 +7,7 @@ tags: aliases: ["Reactive Interference"] --- # Reactive Interference [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** An adjacent enemy begins to use a reaction. - **Activity** Reaction diff --git a/compendium/feats/reactive-pursuit.md b/compendium/feats/reactive-pursuit.md index c76ded988..a30fc6339 100644 --- a/compendium/feats/reactive-pursuit.md +++ b/compendium/feats/reactive-pursuit.md @@ -7,7 +7,7 @@ tags: aliases: ["Reactive Pursuit"] --- # Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](rules/actions/stride.md) action. - **Activity** Reaction diff --git a/compendium/feats/reactive-shield.md b/compendium/feats/reactive-shield.md index 04862cb60..9db43e881 100644 --- a/compendium/feats/reactive-shield.md +++ b/compendium/feats/reactive-shield.md @@ -7,7 +7,7 @@ tags: aliases: ["Reactive Shield"] --- # Reactive Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Trigger** An enemy hits you with a melee [Strike](rules/actions/strike.md). - **Requirements**: You are wielding a shield. diff --git a/compendium/feats/reactive-transformation-apg.md b/compendium/feats/reactive-transformation-apg.md index 79270a27e..ce6c0ae8d 100644 --- a/compendium/feats/reactive-transformation-apg.md +++ b/compendium/feats/reactive-transformation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reactive Transformation"] --- # Reactive Transformation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md); [Dragon Shape](compendium/feats/dragon-shape.md), [Elemental Shape](compendium/feats/elemental-shape.md), - **Trigger** varies diff --git a/compendium/feats/read-disaster-apg.md b/compendium/feats/read-disaster-apg.md index 37c4658a3..b3a33b7f8 100644 --- a/compendium/feats/read-disaster-apg.md +++ b/compendium/feats/read-disaster-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Read Disaster"] --- # Read Disaster *Feat 8* -[divination](rules/traits/divination.md) [exploration](rules/traits/exploration.md) [oracle](rules/traits/oracle-apg.md) [prediction](rules/traits/prediction.md) +[divination](rules/traits/divination.md "Divination School Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of [augury](compendium/spells/augury.md), except you learn only about the dangers ahead; any results of "weal" are instead "nothing," and results of "weal and woe" are instead "woe." If you are legendary in [Religion](compendium/skills.md#Religion), you take only 1 minute to Read Disaster. diff --git a/compendium/feats/read-lips.md b/compendium/feats/read-lips.md index ba1a41ad7..c43bdb2e1 100644 --- a/compendium/feats/read-lips.md +++ b/compendium/feats/read-lips.md @@ -8,7 +8,7 @@ tags: aliases: ["Read Lips"] --- # Read Lips *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/read-psychometric-resonance-da.md b/compendium/feats/read-psychometric-resonance-da.md index 7d8d40d97..b7fa8a6ce 100644 --- a/compendium/feats/read-psychometric-resonance-da.md +++ b/compendium/feats/read-psychometric-resonance-da.md @@ -15,7 +15,7 @@ tags: aliases: ["Read Psychometric Resonance"] --- # Read Psychometric Resonance *Feat 1* -[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [exploration](rules/traits/exploration.md) [general](rules/traits/general.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) @@ -23,7 +23,7 @@ With a touch, you can read the psychic impressions left on objects by their prev ```ad-embed-ability title: Psychometric Assessment -[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [exploration](rules/traits/exploration.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Requirements**: Your bare hands are touching an object in which you detected psychometric resonance diff --git a/compendium/feats/read-shibboleths-apg.md b/compendium/feats/read-shibboleths-apg.md index 044b97ba9..5d6af1078 100644 --- a/compendium/feats/read-shibboleths-apg.md +++ b/compendium/feats/read-shibboleths-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Read Shibboleths"] --- # Read Shibboleths *Feat 7* -[archetype](rules/traits/archetype.md) [linguistic](rules/traits/linguistic.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), master in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/read-the-land-som.md b/compendium/feats/read-the-land-som.md index 76092433b..ac18a1231 100644 --- a/compendium/feats/read-the-land-som.md +++ b/compendium/feats/read-the-land-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Read The Land"] --- # Read The Land *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), master in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/read-the-stars-loag.md b/compendium/feats/read-the-stars-loag.md index 9107489d6..fd0d5fa85 100644 --- a/compendium/feats/read-the-stars-loag.md +++ b/compendium/feats/read-the-stars-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Read The Stars"] --- # Read The Stars *Feat 9* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: trained in [Astrology Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/reanimating-spark-lotgb.md b/compendium/feats/reanimating-spark-lotgb.md index 06dcb6ea8..23a12c707 100644 --- a/compendium/feats/reanimating-spark-lotgb.md +++ b/compendium/feats/reanimating-spark-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Reanimating Spark"] --- # Reanimating Spark *Feat 13* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You have the [dying](rules/conditions.md#Dying) condition and are about to attempt a recovery check. diff --git a/compendium/feats/reanimator-dedication-botd.md b/compendium/feats/reanimator-dedication-botd.md index 6006a46fd..498b129f1 100644 --- a/compendium/feats/reanimator-dedication-botd.md +++ b/compendium/feats/reanimator-dedication-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Reanimator Dedication"] --- # Reanimator Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: able to cast [animate dead](compendium/spells/animate-dead-apg.md) with a spell slot diff --git a/compendium/feats/reaper-of-repose-locg.md b/compendium/feats/reaper-of-repose-locg.md index 28d090fbb..8340f8eba 100644 --- a/compendium/feats/reaper-of-repose-locg.md +++ b/compendium/feats/reaper-of-repose-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reaper Of Repose"] --- # Reaper Of Repose *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), master proficiency in a weapon diff --git a/compendium/feats/reason-rapidly-apg.md b/compendium/feats/reason-rapidly-apg.md index a324bb721..510e601ad 100644 --- a/compendium/feats/reason-rapidly-apg.md +++ b/compendium/feats/reason-rapidly-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reason Rapidly"] --- # Reason Rapidly [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Activity** Single Action diff --git a/compendium/feats/reassuring-presence-lome.md b/compendium/feats/reassuring-presence-lome.md index 3ae753f05..8b0893efb 100644 --- a/compendium/feats/reassuring-presence-lome.md +++ b/compendium/feats/reassuring-presence-lome.md @@ -9,7 +9,7 @@ tags: aliases: ["Reassuring Presence"] --- # Reassuring Presence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[anadi](rules/traits/anadi-lome.md) [auditory](rules/traits/auditory.md) [visual](rules/traits/visual.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Trigger** An ally within 30 feet gains the [frightened](rules/conditions.md#Frightened) condition. - **Activity** Reaction diff --git a/compendium/feats/rebounding-toss-apg.md b/compendium/feats/rebounding-toss-apg.md index c5a8b1453..4aa619b58 100644 --- a/compendium/feats/rebounding-toss-apg.md +++ b/compendium/feats/rebounding-toss-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Rebounding Toss"] --- # Rebounding Toss [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Requirements**: You are wielding a thrown weapon. - **Activity** Two-Action diff --git a/compendium/feats/reckless-abandon-barbarian.md b/compendium/feats/reckless-abandon-barbarian.md index c1e2bcbb2..6b4840455 100644 --- a/compendium/feats/reckless-abandon-barbarian.md +++ b/compendium/feats/reckless-abandon-barbarian.md @@ -8,7 +8,7 @@ tags: aliases: ["Reckless Abandon (Barbarian)"] --- # Reckless Abandon (Barbarian) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Trigger** Your turn begins, and you are at half or fewer Hit Points. - **Activity** Free Action diff --git a/compendium/feats/reckless-abandon-goblin-apg.md b/compendium/feats/reckless-abandon-goblin-apg.md index 5a1c2c23a..6e4c975d8 100644 --- a/compendium/feats/reckless-abandon-goblin-apg.md +++ b/compendium/feats/reckless-abandon-goblin-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Reckless Abandon (Goblin)"] --- # Reckless Abandon (Goblin) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* -[fortune](rules/traits/fortune.md) [goblin](rules/traits/goblin.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") [goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Free Action diff --git a/compendium/feats/reclaim-spell-ec6.md b/compendium/feats/reclaim-spell-ec6.md index 3a0f6b7c8..2de4ad3ca 100644 --- a/compendium/feats/reclaim-spell-ec6.md +++ b/compendium/feats/reclaim-spell-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Reclaim Spell"] --- # Reclaim Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: [Reprepare Spell](compendium/feats/reprepare-spell.md) - **Activity** Single Action diff --git a/compendium/feats/reclaimant-plea-lokl.md b/compendium/feats/reclaimant-plea-lokl.md index 47c067755..a0498d05f 100644 --- a/compendium/feats/reclaimant-plea-lokl.md +++ b/compendium/feats/reclaimant-plea-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Reclaimant Plea"] --- # Reclaimant Plea *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), ability to cast divine spells diff --git a/compendium/feats/recognize-ambush-loag.md b/compendium/feats/recognize-ambush-loag.md index ae5010cc2..4f974125e 100644 --- a/compendium/feats/recognize-ambush-loag.md +++ b/compendium/feats/recognize-ambush-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Recognize Ambush"] --- # Recognize Ambush [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") - **Trigger** You roll initiative. - **Activity** Free Action diff --git a/compendium/feats/recognize-spell.md b/compendium/feats/recognize-spell.md index 8074875d9..c8d06e36c 100644 --- a/compendium/feats/recognize-spell.md +++ b/compendium/feats/recognize-spell.md @@ -9,7 +9,7 @@ tags: aliases: ["Recognize Spell"] --- # Recognize Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) - **Trigger** A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. diff --git a/compendium/feats/recognize-threat-locg.md b/compendium/feats/recognize-threat-locg.md index f1c0cd0a7..e026efffe 100644 --- a/compendium/feats/recognize-threat-locg.md +++ b/compendium/feats/recognize-threat-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Recognize Threat"] --- # Recognize Threat [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill, [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Trigger** Your first turn of an encounter begins, and you can see a creature. diff --git a/compendium/feats/recollect-studies-lopsg.md b/compendium/feats/recollect-studies-lopsg.md index f2b1c06f5..055a74745 100644 --- a/compendium/feats/recollect-studies-lopsg.md +++ b/compendium/feats/recollect-studies-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Recollect Studies"] --- # Recollect Studies [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), expert in a skill used to [Recall Knowledge](rules/actions/recall-knowledge.md) - **Requirements**: You're fighting a creature of your level or lower that could be identified by [Recall Knowledge](rules/actions/recall-knowledge.md) with a skill in which you're an expert. diff --git a/compendium/feats/reconstruct-the-scene-investigator-apg.md b/compendium/feats/reconstruct-the-scene-investigator-apg.md index f3de76b23..587d72253 100644 --- a/compendium/feats/reconstruct-the-scene-investigator-apg.md +++ b/compendium/feats/reconstruct-the-scene-investigator-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Reconstruct The Scene (Investigator)"] --- # Reconstruct The Scene (Investigator) *Feat 16* -[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through. diff --git a/compendium/feats/reconstruct-the-scene-rogue-apg.md b/compendium/feats/reconstruct-the-scene-rogue-apg.md index 4a16f51f2..3ca77bacb 100644 --- a/compendium/feats/reconstruct-the-scene-rogue-apg.md +++ b/compendium/feats/reconstruct-the-scene-rogue-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Reconstruct The Scene (Rogue)"] --- # Reconstruct The Scene (Rogue) *Feat 16* -[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through. diff --git a/compendium/feats/recover-spell-lopsg.md b/compendium/feats/recover-spell-lopsg.md index ac1a02200..87ede28d2 100644 --- a/compendium/feats/recover-spell-lopsg.md +++ b/compendium/feats/recover-spell-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Recover Spell"] --- # Recover Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) - **Requirements**: An enemy's action disrupted your attempts to [Cast a Spell](rules/actions/cast-a-spell.md) since the beginning of your last turn. diff --git a/compendium/feats/red-herring-apg.md b/compendium/feats/red-herring-apg.md index c0d7a34f5..67f795b78 100644 --- a/compendium/feats/red-herring-apg.md +++ b/compendium/feats/red-herring-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Red Herring"] --- # Red Herring *Feat 2* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You have a keen sense for avoiding spurious lines of inquiry. When you [Pursue a Lead](rules/actions/pursue-a-lead-apg.md), the GM tells you if the lead you chose is inconsequential. For example, if you found a splatter of gray mud on the wall, thought it was suspicious, and [Pursued it as a Lead](rules/actions/pursue-a-lead-apg.md), the GM would tell you if there was no greater mystery related to it. When the GM tells you a lead is inconsequential, you can decline to [Pursue the Lead](rules/actions/pursue-a-lead-apg.md), keeping any leads you were already pursuing. You still can't use [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) again for 10 minutes, as normal. diff --git a/compendium/feats/red-mantis-assassin-dedication-lowg.md b/compendium/feats/red-mantis-assassin-dedication-lowg.md index e5f3d341e..e3886197b 100644 --- a/compendium/feats/red-mantis-assassin-dedication-lowg.md +++ b/compendium/feats/red-mantis-assassin-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Red Mantis Assassin Dedication"] --- # Red Mantis Assassin Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Mediogalti Island. - **Prerequisites**: trained in sawtooth sabers, deity is [Achaekek](compendium/setting/deities/achaekek-logm.md), lawful evil alignment, member of the Red Mantis assassins diff --git a/compendium/feats/redirect-attention-da.md b/compendium/feats/redirect-attention-da.md index 5c6310f9f..bdc1366f1 100644 --- a/compendium/feats/redirect-attention-da.md +++ b/compendium/feats/redirect-attention-da.md @@ -7,10 +7,10 @@ tags: aliases: ["Redirect Attention"] --- # Redirect Attention *Feat 13* -[reflection](rules/traits/reflection-da.md) +[reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") -Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you. Whenever you would be directly targeted with a [scrying](rules/traits/scrying.md) effect, the effect must attempt a counteract check against the higher of your spell DC or class DC. If the check fails, the effect targets your progenitor instead of you. +Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you. Whenever you would be directly targeted with a [scrying](rules/traits/scrying.md "Scrying Effect Trait") effect, the effect must attempt a counteract check against the higher of your spell DC or class DC. If the check fails, the effect targets your progenitor instead of you. *Source: Dark Archive p. 121* %% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/redirect-elements-som.md b/compendium/feats/redirect-elements-som.md index fa90cf5ff..d4beb2870 100644 --- a/compendium/feats/redirect-elements-som.md +++ b/compendium/feats/redirect-elements-som.md @@ -7,10 +7,10 @@ tags: aliases: ["Redirect Elements"] --- # Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) -- **Trigger** The spell attack roll for a foe's spell with an [elemental](rules/traits/elemental.md) trait targeting you fails or critically fails. +- **Trigger** The spell attack roll for a foe's spell with an [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait targeting you fails or critically fails. - **Activity** Reaction You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. diff --git a/compendium/feats/reflect-foe-da.md b/compendium/feats/reflect-foe-da.md index ab6307019..a2fb06bfe 100644 --- a/compendium/feats/reflect-foe-da.md +++ b/compendium/feats/reflect-foe-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Reflect Foe"] --- # Reflect Foe *Feat 17* -[reflection](rules/traits/reflection-da.md) +[reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") You create a copy of a foe by calling them forth from a nearby reflection, clonally growing them in an instant from one of your hairs or otherwise creating them in a way that matches your own nature as a reflection. You can cast [duplicate foe](compendium/spells/duplicate-foe.md) once per day as an innate occult spell. At 20th level, your innate duplicate foe is heightened to 8th level. diff --git a/compendium/feats/reflect-spell-sorcerer.md b/compendium/feats/reflect-spell-sorcerer.md index 0a12f34ae..d3b80975a 100644 --- a/compendium/feats/reflect-spell-sorcerer.md +++ b/compendium/feats/reflect-spell-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Reflect Spell (Sorcerer)"] --- # Reflect Spell (Sorcerer) *Feat 14* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: [Counterspell](compendium/feats/counterspell-sorcerer.md) diff --git a/compendium/feats/reflect-spell-witch-apg.md b/compendium/feats/reflect-spell-witch-apg.md index f3c9e7659..c10352ea4 100644 --- a/compendium/feats/reflect-spell-witch-apg.md +++ b/compendium/feats/reflect-spell-witch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reflect Spell (Witch)"] --- # Reflect Spell (Witch) *Feat 14* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Counterspell](compendium/feats/counterspell-witch-apg.md) diff --git a/compendium/feats/reflect-spell-wizard.md b/compendium/feats/reflect-spell-wizard.md index 13cc281d5..0299261ee 100644 --- a/compendium/feats/reflect-spell-wizard.md +++ b/compendium/feats/reflect-spell-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Reflect Spell (Wizard)"] --- # Reflect Spell (Wizard) *Feat 14* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: [Counterspell](compendium/feats/counterspell-wizard.md) diff --git a/compendium/feats/reflecting-riposte-ec6.md b/compendium/feats/reflecting-riposte-ec6.md index 356cb6a97..9c6c2d6c4 100644 --- a/compendium/feats/reflecting-riposte-ec6.md +++ b/compendium/feats/reflecting-riposte-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Reflecting Riposte"] --- # Reflecting Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Dueling Riposte](compendium/feats/dueling-riposte.md), [Mirror Shield](compendium/feats/mirror-shield.md), or Twin Riposte - **Trigger** An opponent casts a spell and you critically succeed at a saving throw against it. diff --git a/compendium/feats/reflective-pocket-da.md b/compendium/feats/reflective-pocket-da.md index 04000b142..5c0bb175e 100644 --- a/compendium/feats/reflective-pocket-da.md +++ b/compendium/feats/reflective-pocket-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Reflective Pocket"] --- # Reflective Pocket *Feat 5* -[extradimensional](rules/traits/extradimensional.md) [reflection](rules/traits/reflection-da.md) +[extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") - **Prerequisites**: [Mirror-Risen](compendium/feats/mirror-risen-da.md) diff --git a/compendium/feats/reflective-ripple-stance-som.md b/compendium/feats/reflective-ripple-stance-som.md index 762060d85..aba2df751 100644 --- a/compendium/feats/reflective-ripple-stance-som.md +++ b/compendium/feats/reflective-ripple-stance-som.md @@ -10,18 +10,18 @@ tags: aliases: ["Reflective Ripple Stance"] --- # Reflective Ripple Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [stance](rules/traits/stance.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Requirements**: You're unarmored. - **Activity** Single Action You enter a stance of fluid grace as small amounts of water flow with your movements and attacks. You can make flowing wave attacks that deal `1d6` bludgeoning damage. -They are in the brawling group and have the [agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [trip](rules/traits/trip.md), [unarmed](rules/traits/unarmed.md), and [water](rules/traits/water.md) traits. +They are in the brawling group and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait"), and [water](rules/traits/water.md "Water Energy & Element Trait") traits. While in Reflective Ripple Stance, you gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Disarm](rules/actions/disarm.md), [Swim](rules/actions/swim.md), or [Trip](rules/actions/trip.md), and you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed and Tripped. -**Special.** This feat gains your choice of either the [divine](rules/traits/divine.md) or [occult](rules/traits/occult.md) trait, matching your ki spell tradition if possible. +**Special.** This feat gains your choice of either the [divine](rules/traits/divine.md "Divine Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") trait, matching your ki spell tradition if possible. ## Reflective Ripple Stance leads to... diff --git a/compendium/feats/reflexive-catch-ec1.md b/compendium/feats/reflexive-catch-ec1.md index ee73a43ec..9b00ef846 100644 --- a/compendium/feats/reflexive-catch-ec1.md +++ b/compendium/feats/reflexive-catch-ec1.md @@ -10,14 +10,14 @@ tags: aliases: ["Reflexive Catch"] --- # Reflexive Catch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Acrobatics](compendium/skills.md#Acrobatics), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) - **Trigger** An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon. - **Requirements**: The item or thrown weapon is of a Bulk you can Juggle. - **Activity** Reaction -You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits. +You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits. *Source: Extinction Curse #1: The Show Must Go On p. 74* %% #compendium/src/pf2e/ec1 #trait/archetype #trait/concentrate #trait/manipulate #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/reflexive-grip-lopsg.md b/compendium/feats/reflexive-grip-lopsg.md index 9610bc8e5..b754603ea 100644 --- a/compendium/feats/reflexive-grip-lopsg.md +++ b/compendium/feats/reflexive-grip-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reflexive Grip"] --- # Reflexive Grip *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) diff --git a/compendium/feats/reflexive-riposte-apg.md b/compendium/feats/reflexive-riposte-apg.md index 46e2e3708..6ab0b0085 100644 --- a/compendium/feats/reflexive-riposte-apg.md +++ b/compendium/feats/reflexive-riposte-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reflexive Riposte"] --- # Reflexive Riposte *Feat 10* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: [Opportune Riposte](rules/actions/opportune-riposte-apg.md) diff --git a/compendium/feats/reflexive-shield.md b/compendium/feats/reflexive-shield.md index 27399d4b2..627ddc4a8 100644 --- a/compendium/feats/reflexive-shield.md +++ b/compendium/feats/reflexive-shield.md @@ -7,7 +7,7 @@ tags: aliases: ["Reflexive Shield"] --- # Reflexive Shield *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") You can use your shield to fend off the worst of area effects and other damage. When you [Raise your Shield](rules/actions/raise-a-shield.md), you gain your shield's circumstance bonus to Reflex saves. If you have the [Shield Block](compendium/feats/shield-block.md) reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage. diff --git a/compendium/feats/regrowth-loag.md b/compendium/feats/regrowth-loag.md index ef584670d..f86fdfa38 100644 --- a/compendium/feats/regrowth-loag.md +++ b/compendium/feats/regrowth-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Regrowth"] --- # Regrowth *Feat 17* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast [regenerate](compendium/spells/regenerate.md) as a 7th-level primal innate spell once per day. diff --git a/compendium/feats/rehydration-loag.md b/compendium/feats/rehydration-loag.md index 5a6bce9e8..1be8dc68d 100644 --- a/compendium/feats/rehydration-loag.md +++ b/compendium/feats/rehydration-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Rehydration"] --- # Rehydration *Feat 13* -[azarketi](rules/traits/azarketi-loag.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [water](rules/traits/water.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Frequency**: once per day diff --git a/compendium/feats/reimagine-loil.md b/compendium/feats/reimagine-loil.md index 491ea4761..101086b45 100644 --- a/compendium/feats/reimagine-loil.md +++ b/compendium/feats/reimagine-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Reimagine"] --- # Reimagine *Feat 13* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Prerequisites**: Transcendent Realization diff --git a/compendium/feats/reinforce-eidolon-som.md b/compendium/feats/reinforce-eidolon-som.md index cd6b98d25..4b4c558ef 100644 --- a/compendium/feats/reinforce-eidolon-som.md +++ b/compendium/feats/reinforce-eidolon-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Reinforce Eidolon"] --- # Reinforce Eidolon *Feat 2* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") You buffer your eidolon. You gain the [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md) link cantrip. diff --git a/compendium/feats/rejuvenating-touch-apg.md b/compendium/feats/rejuvenating-touch-apg.md index 5a985c14b..9878a9955 100644 --- a/compendium/feats/rejuvenating-touch-apg.md +++ b/compendium/feats/rejuvenating-touch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rejuvenating Touch"] --- # Rejuvenating Touch *Feat 18* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) diff --git a/compendium/feats/rejuvenation-botd.md b/compendium/feats/rejuvenation-botd.md index d45c186f4..df25b5bd8 100644 --- a/compendium/feats/rejuvenation-botd.md +++ b/compendium/feats/rejuvenation-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Rejuvenation"] --- # Rejuvenation *Feat 12* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) diff --git a/compendium/feats/rejuvenation-token-botd.md b/compendium/feats/rejuvenation-token-botd.md index 11a90c4e5..6dc61816b 100644 --- a/compendium/feats/rejuvenation-token-botd.md +++ b/compendium/feats/rejuvenation-token-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Rejuvenation Token"] --- # Rejuvenation Token *Feat 9* -[necromancy](rules/traits/necromancy.md) [skeleton](rules/traits/skeleton-b1.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You tie yourself to the Material Plane by implanting a piece of your consciousness into a weapon, piece of armor, or other item that's precious to you. As long as this object is intact, even if your body is destroyed, you can be restored to the exact state you were in the last time you made daily preparations with this object in your possession. The soulbound object can be used as a special focus for raise dead, resurrect, or similar magic. This warps the spell to bring you back in your skeletal undead state rather than bringing you back to life. [Pharasma](compendium/setting/deities/pharasma.md) can't prevent you from returning when the spell is modified in this way. When you return, you permanently lose a memory that was precious to you, in addition to any other side effects of the spell that brought you back. Your soulbound object becomes inert until you spend 1 week of downtime to anchor yourself to it again, further fragmenting your mind. diff --git a/compendium/feats/relentless-disarm-aoa5.md b/compendium/feats/relentless-disarm-aoa5.md index d9a0d18da..29e037821 100644 --- a/compendium/feats/relentless-disarm-aoa5.md +++ b/compendium/feats/relentless-disarm-aoa5.md @@ -7,7 +7,7 @@ tags: aliases: ["Relentless Disarm"] --- # Relentless Disarm *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/relentless-stalker-fop.md b/compendium/feats/relentless-stalker-fop.md index 7419949bd..f3d732144 100644 --- a/compendium/feats/relentless-stalker-fop.md +++ b/compendium/feats/relentless-stalker-fop.md @@ -9,12 +9,12 @@ tags: aliases: ["Relentless Stalker"] --- # Relentless Stalker [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[move](rules/traits/move.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[move](rules/traits/move.md "Move Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Trigger** An adjacent creature you are hunting attempts to move away from you using an action that has the [move](rules/traits/move.md) trait. +- **Trigger** An adjacent creature you are hunting attempts to move away from you using an action that has the [move](rules/traits/move.md "Move Combat Trait") trait. - **Activity** Reaction -Your hunted prey cannot escape your relentless pursuit. [Stride](rules/actions/stride.md) up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a [magical](rules/traits/magical.md) effect. +Your hunted prey cannot escape your relentless pursuit. [Stride](rules/actions/stride.md) up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a [magical](rules/traits/magical.md "Magical Item Trait") effect. *Source: The Fall of Plaguestone p. 57* %% #compendium/src/pf2e/fop #trait/move #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/relentless-wings-apg.md b/compendium/feats/relentless-wings-apg.md index 02f32beb3..974c71f5a 100644 --- a/compendium/feats/relentless-wings-apg.md +++ b/compendium/feats/relentless-wings-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Relentless Wings"] --- # Relentless Wings *Feat 17* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Fiendish Wings](compendium/feats/fiendish-wings-apg.md) diff --git a/compendium/feats/reliable-luck-apg.md b/compendium/feats/reliable-luck-apg.md index 3caf967e0..9d1cb519e 100644 --- a/compendium/feats/reliable-luck-apg.md +++ b/compendium/feats/reliable-luck-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reliable Luck"] --- # Reliable Luck *Feat 17* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) diff --git a/compendium/feats/reliable-squire-lokl.md b/compendium/feats/reliable-squire-lokl.md index d1c3027cc..2ff2eae90 100644 --- a/compendium/feats/reliable-squire-lokl.md +++ b/compendium/feats/reliable-squire-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Reliable Squire"] --- # Reliable Squire *Feat 2* -[bard](rules/traits/bard.md) [champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. diff --git a/compendium/feats/reloading-trick-av3.md b/compendium/feats/reloading-trick-av3.md index 0ba7d0d6d..c2d7a2dea 100644 --- a/compendium/feats/reloading-trick-av3.md +++ b/compendium/feats/reloading-trick-av3.md @@ -8,7 +8,7 @@ tags: aliases: ["Reloading Trick"] --- # Reloading Trick [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) - **Frequency**: once per round diff --git a/compendium/feats/remediate-apg.md b/compendium/feats/remediate-apg.md index acd0ee4d2..cd60e8308 100644 --- a/compendium/feats/remediate-apg.md +++ b/compendium/feats/remediate-apg.md @@ -9,13 +9,13 @@ tags: aliases: ["Remediate"] --- # Remediate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: harmful font or healing font - **Frequency**: once per hour - **Activity** Free Action -If your next action is to use your divine font to cast a 3-action [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) spell to attempt to counteract one effect in the spell's area with the [chaotic](rules/traits/chaotic.md), [evil](rules/traits/evil.md), [good](rules/traits/good.md), or [lawful](rules/traits/lawful.md) trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait. +If your next action is to use your divine font to cast a 3-action [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md) spell to attempt to counteract one effect in the spell's area with the [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait"), [evil](rules/traits/evil.md "Evil Alignment Trait"), [good](rules/traits/good.md "Good Alignment Trait"), or [lawful](rules/traits/lawful.md "Lawful Alignment Trait") trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait. *Source: Advanced Player's Guide p. 123* %% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/remember-your-training-lopsg.md b/compendium/feats/remember-your-training-lopsg.md index 8b4fb857f..c9fee7f4c 100644 --- a/compendium/feats/remember-your-training-lopsg.md +++ b/compendium/feats/remember-your-training-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Remember Your Training"] --- # Remember Your Training [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Frequency**: once per day diff --git a/compendium/feats/reminder-of-the-greater-fear-ngd.md b/compendium/feats/reminder-of-the-greater-fear-ngd.md index 9bbf7c2f2..593595a4c 100644 --- a/compendium/feats/reminder-of-the-greater-fear-ngd.md +++ b/compendium/feats/reminder-of-the-greater-fear-ngd.md @@ -8,7 +8,7 @@ tags: aliases: ["Reminder of the Greater Fear"] --- # Reminder of the Greater Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/remorseless-lash-locg.md b/compendium/feats/remorseless-lash-locg.md index 04c6e21db..15a7d93b9 100644 --- a/compendium/feats/remorseless-lash-locg.md +++ b/compendium/feats/remorseless-lash-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Remorseless Lash"] --- # Remorseless Lash *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You're skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon [Strike](rules/actions/strike.md) against a [frightened](rules/conditions.md#Frightened) foe, that foe can't reduce their [frightened](rules/conditions.md#Frightened) condition below 1 until the beginning of your next turn. diff --git a/compendium/feats/remote-trigger-apg.md b/compendium/feats/remote-trigger-apg.md index d245ba1e5..38e00e9d6 100644 --- a/compendium/feats/remote-trigger-apg.md +++ b/compendium/feats/remote-trigger-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Remote Trigger"] --- # Remote Trigger *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) diff --git a/compendium/feats/remove-presence-da.md b/compendium/feats/remove-presence-da.md index a36175b81..ce147b1c8 100644 --- a/compendium/feats/remove-presence-da.md +++ b/compendium/feats/remove-presence-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Remove Presence"] --- # Remove Presence *Feat 8* -[amp](rules/traits/amp-da.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[amp](rules/traits/amp-da.md "Amp Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your spell reaches into the mind of a creature and removes you from it. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. diff --git a/compendium/feats/renewed-vigor.md b/compendium/feats/renewed-vigor.md index 69d52b576..7f176ce54 100644 --- a/compendium/feats/renewed-vigor.md +++ b/compendium/feats/renewed-vigor.md @@ -9,7 +9,7 @@ tags: aliases: ["Renewed Vigor"] --- # Renewed Vigor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/renewing-quills-lome.md b/compendium/feats/renewing-quills-lome.md index eaebc72d7..38bcdaf0d 100644 --- a/compendium/feats/renewing-quills-lome.md +++ b/compendium/feats/renewing-quills-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Renewing Quills"] --- # Renewing Quills *Feat 5* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") - **Prerequisites**: quillcoat shisk diff --git a/compendium/feats/repair-module-loag.md b/compendium/feats/repair-module-loag.md index 5e05c7a77..b76fb6700 100644 --- a/compendium/feats/repair-module-loag.md +++ b/compendium/feats/repair-module-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Repair Module"] --- # Repair Module [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[android](rules/traits/android-loag.md) [concentrate](rules/traits/concentrate.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Frequency**: once per day - **Activity** Single Action diff --git a/compendium/feats/repeating-hand-crossbow-training-av3.md b/compendium/feats/repeating-hand-crossbow-training-av3.md index 16d8d74c5..6b152badd 100644 --- a/compendium/feats/repeating-hand-crossbow-training-av3.md +++ b/compendium/feats/repeating-hand-crossbow-training-av3.md @@ -7,7 +7,7 @@ tags: aliases: ["Repeating Hand Crossbow Training"] --- # Repeating Hand Crossbow Training *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) diff --git a/compendium/feats/replenishing-consumption-botd.md b/compendium/feats/replenishing-consumption-botd.md index 16e8916b1..b782ba941 100644 --- a/compendium/feats/replenishing-consumption-botd.md +++ b/compendium/feats/replenishing-consumption-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Replenishing Consumption"] --- # Replenishing Consumption *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) diff --git a/compendium/feats/replenishing-hydration-aaws.md b/compendium/feats/replenishing-hydration-aaws.md index c60737bfa..bfd3ef353 100644 --- a/compendium/feats/replenishing-hydration-aaws.md +++ b/compendium/feats/replenishing-hydration-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Replenishing Hydration"] --- # Replenishing Hydration *Feat 9* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You draw life from the water around you. If you submerge in water and rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. diff --git a/compendium/feats/replenishment-of-war.md b/compendium/feats/replenishment-of-war.md index e83c9e447..27ede4a95 100644 --- a/compendium/feats/replenishment-of-war.md +++ b/compendium/feats/replenishment-of-war.md @@ -7,7 +7,7 @@ tags: aliases: ["Replenishment Of War"] --- # Replenishment Of War *Feat 10* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: expert in your deity's favored weapon diff --git a/compendium/feats/replicate-da.md b/compendium/feats/replicate-da.md index 29cc268d2..f7f365b9f 100644 --- a/compendium/feats/replicate-da.md +++ b/compendium/feats/replicate-da.md @@ -7,11 +7,11 @@ tags: aliases: ["Replicate"] --- # Replicate *Feat 5* -[reflection](rules/traits/reflection-da.md) +[reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") - **Prerequisites**: [Clone-Risen](compendium/feats/clone-risen-da.md) -You've learned to reshape your malleable form. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) once per day as an innate occult spell. This is a [transmutation](rules/traits/transmutation.md) and [morph](rules/traits/morph.md) effect, as your body physically transforms, rather than an [illusion](rules/traits/illusion.md) effect. +You've learned to reshape your malleable form. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) once per day as an innate occult spell. This is a [transmutation](rules/traits/transmutation.md "Transmutation School Trait") and [morph](rules/traits/morph.md "Morph Effect Trait") effect, as your body physically transforms, rather than an [illusion](rules/traits/illusion.md "Illusion School Trait") effect. *Source: Dark Archive p. 121* %% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/compendium/feats/reprepare-spell.md b/compendium/feats/reprepare-spell.md index c2a439951..c4f95d68e 100644 --- a/compendium/feats/reprepare-spell.md +++ b/compendium/feats/reprepare-spell.md @@ -7,7 +7,7 @@ tags: aliases: ["Reprepare Spell"] --- # Reprepare Spell *Feat 18* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") You've discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you've already reprepared that spell previously in the same day. diff --git a/compendium/feats/reptile-rider-loag.md b/compendium/feats/reptile-rider-loag.md index d1e966ef7..19ae7d5d7 100644 --- a/compendium/feats/reptile-rider-loag.md +++ b/compendium/feats/reptile-rider-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Reptile Rider"] --- # Reptile Rider *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") To you, crocodilians, giant lizards, and dinosaurs are loyal steeds, not monsters. diff --git a/compendium/feats/reptile-speaker-locg.md b/compendium/feats/reptile-speaker-locg.md index e62849478..5c0b79780 100644 --- a/compendium/feats/reptile-speaker-locg.md +++ b/compendium/feats/reptile-speaker-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reptile Speaker"] --- # Reptile Speaker *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals that are reptiles (the GM determines which animals count as reptiles). diff --git a/compendium/feats/repulse-the-wicked-lokl.md b/compendium/feats/repulse-the-wicked-lokl.md index 0c13f41ce..13739bdb0 100644 --- a/compendium/feats/repulse-the-wicked-lokl.md +++ b/compendium/feats/repulse-the-wicked-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Repulse the Wicked"] --- # Repulse the Wicked [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) - **Trigger** An undead within your reach critically fails an attack roll targeting you. diff --git a/compendium/feats/rescuers-press-lol.md b/compendium/feats/rescuers-press-lol.md index 0bf8ded0f..18bd16958 100644 --- a/compendium/feats/rescuers-press-lol.md +++ b/compendium/feats/rescuers-press-lol.md @@ -8,11 +8,11 @@ tags: aliases: ["Rescuer's Press"] --- # Rescuer's Press *Feat 4* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) -Any shield you wield gains the [shove](rules/traits/shove.md) trait. When you [Shove](rules/actions/shove.md) using a shield and [Stride](rules/actions/stride.md) as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the [Everstand Stance](compendium/feats/everstand-stance-locg.md) and successfully [Shove](rules/actions/shove.md) a creature using a shield that you wield two-handed, you can increase the distance of your [Shove](rules/actions/shove.md) to 10 feet. +Any shield you wield gains the [shove](rules/traits/shove.md "Shove Weapon Trait") trait. When you [Shove](rules/actions/shove.md) using a shield and [Stride](rules/actions/stride.md) as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the [Everstand Stance](compendium/feats/everstand-stance-locg.md) and successfully [Shove](rules/actions/shove.md) a creature using a shield that you wield two-handed, you can increase the distance of your [Shove](rules/actions/shove.md) to 10 feet. *Source: Lost Omens: Legends p. 68* %% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/compendium/feats/reset-the-past-da.md b/compendium/feats/reset-the-past-da.md index 2e2ef5611..25cd76a13 100644 --- a/compendium/feats/reset-the-past-da.md +++ b/compendium/feats/reset-the-past-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Reset the Past"] --- # Reset the Past [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Frequency**: once per day - **Activity** Free Action diff --git a/compendium/feats/resilient-mind-lokl.md b/compendium/feats/resilient-mind-lokl.md index 9c9fa9119..948928f0d 100644 --- a/compendium/feats/resilient-mind-lokl.md +++ b/compendium/feats/resilient-mind-lokl.md @@ -9,11 +9,11 @@ tags: aliases: ["Resilient Mind"] --- # Resilient Mind *Feat 2* -[champion](rules/traits/champion.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. -You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md) effects. This bonus increases to +2 against [mental](rules/traits/mental.md) effects originating from undead. +You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. This bonus increases to +2 against [mental](rules/traits/mental.md "Mental Effect Trait") effects originating from undead. *Source: Lost Omens: Knights of Lastwall p. 82* %% #compendium/src/pf2e/lokl #trait/champion #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/resilient-shell-som.md b/compendium/feats/resilient-shell-som.md index dfc5f9865..0db607c68 100644 --- a/compendium/feats/resilient-shell-som.md +++ b/compendium/feats/resilient-shell-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Resilient Shell"] --- # Resilient Shell *Feat 14* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon is resilient against attacks. It gains resistance to physical damage equal to its Constitution modifier. diff --git a/compendium/feats/resilient-touch-apg.md b/compendium/feats/resilient-touch-apg.md index 903653e22..4b47fdc54 100644 --- a/compendium/feats/resilient-touch-apg.md +++ b/compendium/feats/resilient-touch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Resilient Touch"] --- # Resilient Touch *Feat 10* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) diff --git a/compendium/feats/resist-ruin-apg.md b/compendium/feats/resist-ruin-apg.md index 92de7bc90..7789636c0 100644 --- a/compendium/feats/resist-ruin-apg.md +++ b/compendium/feats/resist-ruin-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Resist Ruin"] --- # Resist Ruin *Feat 13* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") Your duskwalker heritage allows you to extend protection against negative energy to yourself or an ally in need. You gain resistance 5 to negative energy, and once per day, you can cast [death ward](compendium/spells/death-ward.md) as a divine innate spell. diff --git a/compendium/feats/resolute-da.md b/compendium/feats/resolute-da.md index bd2441852..180c78e7b 100644 --- a/compendium/feats/resolute-da.md +++ b/compendium/feats/resolute-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Resolute"] --- # Resolute *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md), expert in Will diff --git a/compendium/feats/resolute-defender-lokl.md b/compendium/feats/resolute-defender-lokl.md index 48e0618ad..9506fe35c 100644 --- a/compendium/feats/resolute-defender-lokl.md +++ b/compendium/feats/resolute-defender-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Resolute Defender"] --- # Resolute Defender *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/feats/resounding-blow-apg.md b/compendium/feats/resounding-blow-apg.md index 05f2d55a3..cfeb5f2c7 100644 --- a/compendium/feats/resounding-blow-apg.md +++ b/compendium/feats/resounding-blow-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Resounding Blow"] --- # Resounding Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Requirements**: You are wielding a melee weapon that deals bludgeoning damage. - **Activity** Two-Action diff --git a/compendium/feats/resounding-bravery-apg.md b/compendium/feats/resounding-bravery-apg.md index abacdbc80..9bcfea207 100644 --- a/compendium/feats/resounding-bravery-apg.md +++ b/compendium/feats/resounding-bravery-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Resounding Bravery"] --- # Resounding Bravery *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: bravery -Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a [fear](rules/traits/fear.md) effect. +Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a [fear](rules/traits/fear.md "Fear Effect Trait") effect. *Source: Advanced Player's Guide p. 127* %% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/resounding-cascade-som.md b/compendium/feats/resounding-cascade-som.md index e1f287c1d..70556e29f 100644 --- a/compendium/feats/resounding-cascade-som.md +++ b/compendium/feats/resounding-cascade-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Resounding Cascade"] --- # Resounding Cascade [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md) - **Trigger** You use [Arcane Cascade](rules/actions/arcane-cascade-som.md). diff --git a/compendium/feats/resounding-finale-apg.md b/compendium/feats/resounding-finale-apg.md index 2d39a6660..396d3bba2 100644 --- a/compendium/feats/resounding-finale-apg.md +++ b/compendium/feats/resounding-finale-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Resounding Finale"] --- # Resounding Finale [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[abjuration](rules/traits/abjuration.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: maestro muse - **Trigger** You or an ally benefiting from your composition spell would take sonic damage. diff --git a/compendium/feats/resourceful-ritualist-apg.md b/compendium/feats/resourceful-ritualist-apg.md index a42855aca..21b3a2fd5 100644 --- a/compendium/feats/resourceful-ritualist-apg.md +++ b/compendium/feats/resourceful-ritualist-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Resourceful Ritualist"] --- # Resourceful Ritualist *Feat 6* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) diff --git a/compendium/feats/restitch-lotgb.md b/compendium/feats/restitch-lotgb.md index f385a0873..66e2a34d0 100644 --- a/compendium/feats/restitch-lotgb.md +++ b/compendium/feats/restitch-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Restitch"] --- # Restitch *Feat 17* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") You've learned how to sew even the most terrible tears and wounds together. You can cast [regenerate](compendium/spells/regenerate.md) as a 7th-level arcane innate spell once per day. diff --git a/compendium/feats/restoring-blood-loil.md b/compendium/feats/restoring-blood-loil.md index 3df6de8d2..8fc716510 100644 --- a/compendium/feats/restoring-blood-loil.md +++ b/compendium/feats/restoring-blood-loil.md @@ -7,11 +7,11 @@ tags: aliases: ["Restoring Blood"] --- # Restoring Blood *Feat 5* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) -Your body can process an alternative to your venom that heals wounds. You can use your [Envenom](rules/actions/envenom-loil.md) action to produce a blood restorative instead of vishkanyan venom. You can make a blood restorative at most once per 10 minutes, even if your [Envenom](rules/actions/envenom-loil.md) action can be used more frequently. You or an adjacent creature can [Interact](rules/actions/interact.md) to consume the restorative to regain `3d6` Hit Points. This is a positive [healing](rules/traits/healing.md) effect. A restorative spoils at the start of your next turn. When you reach 15th level, the restorative restores `5d6` Hit Points instead. +Your body can process an alternative to your venom that heals wounds. You can use your [Envenom](rules/actions/envenom-loil.md) action to produce a blood restorative instead of vishkanyan venom. You can make a blood restorative at most once per 10 minutes, even if your [Envenom](rules/actions/envenom-loil.md) action can be used more frequently. You or an adjacent creature can [Interact](rules/actions/interact.md) to consume the restorative to regain `3d6` Hit Points. This is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. A restorative spoils at the start of your next turn. When you reach 15th level, the restorative restores `5d6` Hit Points instead. *Source: Lost Omens: Impossible Lands p. 61* %% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/resurrectionist.md b/compendium/feats/resurrectionist.md index b753a63e1..0e3be7005 100644 --- a/compendium/feats/resurrectionist.md +++ b/compendium/feats/resurrectionist.md @@ -7,7 +7,7 @@ tags: aliases: ["Resurrectionist"] --- # Resurrectionist *Feat 16* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a [dying](rules/conditions.md#Dying) creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked [unconscious](rules/conditions.md#Unconscious). diff --git a/compendium/feats/resuscitate-apg.md b/compendium/feats/resuscitate-apg.md index 4604da2cf..74416d5cb 100644 --- a/compendium/feats/resuscitate-apg.md +++ b/compendium/feats/resuscitate-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Resuscitate"] --- # Resuscitate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md), legendary in [Medicine](compendium/skills.md#Medicine) - **Requirements**: You are holding healer's tools or are wearing them and have a hand free. diff --git a/compendium/feats/retain-absorbed-spell-lopsg.md b/compendium/feats/retain-absorbed-spell-lopsg.md index 88aad631a..ce8e5d0d5 100644 --- a/compendium/feats/retain-absorbed-spell-lopsg.md +++ b/compendium/feats/retain-absorbed-spell-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Retain Absorbed Spell"] --- # Retain Absorbed Spell *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Absorb Spell](compendium/feats/absorb-spell-locg.md) diff --git a/compendium/feats/retaliatory-cleansing-lokl.md b/compendium/feats/retaliatory-cleansing-lokl.md index 8391ed873..5a1f63cfa 100644 --- a/compendium/feats/retaliatory-cleansing-lokl.md +++ b/compendium/feats/retaliatory-cleansing-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Retaliatory Cleansing"] --- # Retaliatory Cleansing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Trigger** You would take damage from an adjacent creature's [Strike](rules/actions/strike.md). diff --git a/compendium/feats/retractable-claws-loag.md b/compendium/feats/retractable-claws-loag.md index f6581f5da..802dbfaeb 100644 --- a/compendium/feats/retractable-claws-loag.md +++ b/compendium/feats/retractable-claws-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Retractable Claws"] --- # Retractable Claws *Feat 1* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") -You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. +You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. *Source: Lost Omens: Ancestry Guide p. 125* %% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/return-fire-apg.md b/compendium/feats/return-fire-apg.md index 94ffdc4ee..68f4c4033 100644 --- a/compendium/feats/return-fire-apg.md +++ b/compendium/feats/return-fire-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Return Fire"] --- # Return Fire *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Deflect Arrow](compendium/feats/deflect-arrow.md), [Monastic Archer Stance](compendium/feats/monastic-archer-stance-apg.md) - **Requirements**: You are in Monastic Archer Stance, are wielding a bow, and have a free hand. diff --git a/compendium/feats/returning-throw-apg.md b/compendium/feats/returning-throw-apg.md index 118f1e9c4..e7e5ebc18 100644 --- a/compendium/feats/returning-throw-apg.md +++ b/compendium/feats/returning-throw-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Returning Throw"] --- # Returning Throw [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Activity** Two-Action diff --git a/compendium/feats/reveal-hidden-self-loil.md b/compendium/feats/reveal-hidden-self-loil.md index c1e9cd5a4..c858fcf29 100644 --- a/compendium/feats/reveal-hidden-self-loil.md +++ b/compendium/feats/reveal-hidden-self-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Reveal Hidden Self"] --- # Reveal Hidden Self [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 5* -[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [illusion](rules/traits/illusion.md) [tiefling](rules/traits/tiefling-b1.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Beastbrood](compendium/feats/beastbrood-loag.md) - **Frequency**: once per day diff --git a/compendium/feats/reveal-machinations-aoa3.md b/compendium/feats/reveal-machinations-aoa3.md index 588f16904..8d475ff0b 100644 --- a/compendium/feats/reveal-machinations-aoa3.md +++ b/compendium/feats/reveal-machinations-aoa3.md @@ -9,7 +9,7 @@ tags: aliases: ["Reveal Machinations"] --- # Reveal Machinations [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 15* -[general](rules/traits/general.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Deception](compendium/skills.md#Deception) - **Activity** Single Action diff --git a/compendium/feats/reveal-true-name-som.md b/compendium/feats/reveal-true-name-som.md index 25452578d..21b1db25e 100644 --- a/compendium/feats/reveal-true-name-som.md +++ b/compendium/feats/reveal-true-name-som.md @@ -14,7 +14,7 @@ tags: aliases: ["Reveal True Name"] --- # Reveal True Name [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [general](rules/traits/general.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) [skill](rules/traits/skill.md) [true name](rules/traits/true-name-som.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [general](rules/traits/general.md "General Feat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [true name](rules/traits/true-name-som.md "True Name General Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) and at least one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), and [Religion](compendium/skills.md#Religion) - **Activity** Two-Action diff --git a/compendium/feats/revealing-stab.md b/compendium/feats/revealing-stab.md index 4c5556e37..6a5cb99df 100644 --- a/compendium/feats/revealing-stab.md +++ b/compendium/feats/revealing-stab.md @@ -7,7 +7,7 @@ tags: aliases: ["Revealing Stab"] --- # Revealing Stab [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Requirements**: You are wielding a melee weapon that deals piercing damage. - **Activity** Two-Action diff --git a/compendium/feats/reverberate-apg.md b/compendium/feats/reverberate-apg.md index 90ffa1ab9..fa5fb0e90 100644 --- a/compendium/feats/reverberate-apg.md +++ b/compendium/feats/reverberate-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reverberate"] --- # Reverberate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Trigger** You would take sonic damage from a spell. - **Activity** Reaction diff --git a/compendium/feats/reverse-curse-da.md b/compendium/feats/reverse-curse-da.md index 9cc08884b..a3c2175f7 100644 --- a/compendium/feats/reverse-curse-da.md +++ b/compendium/feats/reverse-curse-da.md @@ -7,11 +7,11 @@ tags: aliases: ["Reverse Curse"] --- # Reverse Curse *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Counter Curse -When you counter a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, attempting a saving throw against its own DC if the effect allows a saving throw. +When you counter a [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, attempting a saving throw against its own DC if the effect allows a saving throw. In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself. diff --git a/compendium/feats/reverse-engineering-apg.md b/compendium/feats/reverse-engineering-apg.md index 94b7e2338..f28a87db3 100644 --- a/compendium/feats/reverse-engineering-apg.md +++ b/compendium/feats/reverse-engineering-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Reverse Engineering"] --- # Reverse Engineering *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) diff --git a/compendium/feats/reversing-charge-da.md b/compendium/feats/reversing-charge-da.md index c4f4d9e05..c47d9a19e 100644 --- a/compendium/feats/reversing-charge-da.md +++ b/compendium/feats/reversing-charge-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Reversing Charge"] --- # Reversing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Activity** Two-Action diff --git a/compendium/feats/revivification-protocol-loag.md b/compendium/feats/revivification-protocol-loag.md index 62ca4da9c..d378ea35e 100644 --- a/compendium/feats/revivification-protocol-loag.md +++ b/compendium/feats/revivification-protocol-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Revivification Protocol"] --- # Revivification Protocol [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[android](rules/traits/android-loag.md) +[android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You have the [dying](rules/conditions.md#Dying) condition and are about to attempt a recovery check. diff --git a/compendium/feats/revivifying-mutagen.md b/compendium/feats/revivifying-mutagen.md index e2b36e8c5..5389dea43 100644 --- a/compendium/feats/revivifying-mutagen.md +++ b/compendium/feats/revivifying-mutagen.md @@ -7,10 +7,10 @@ tags: aliases: ["Revivifying Mutagen"] --- # Revivifying Mutagen *Feat 2* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -While under the effect of a mutagen, you can metabolize that mutagen's power to heal yourself. This uses a single action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits. Once the action is complete, you regain `1d6` Hit Points for every 2 item levels of the mutagen (minimum `1d6`), but the mutagen's duration immediately ends, even if you are under the effect of [Persistent Mutagen](compendium/feats/persistent-mutagen.md). +While under the effect of a mutagen, you can metabolize that mutagen's power to heal yourself. This uses a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits. Once the action is complete, you regain `1d6` Hit Points for every 2 item levels of the mutagen (minimum `1d6`), but the mutagen's duration immediately ends, even if you are under the effect of [Persistent Mutagen](compendium/feats/persistent-mutagen.md). *Source: Core Rulebook p. 77* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/ricochet-feint-apg.md b/compendium/feats/ricochet-feint-apg.md index 71c196ecf..7a3dc5e27 100644 --- a/compendium/feats/ricochet-feint-apg.md +++ b/compendium/feats/ricochet-feint-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ricochet Feint"] --- # Ricochet Feint *Feat 12* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: [Ricochet Stance](compendium/feats/ricochet-stance-rogue-apg.md) diff --git a/compendium/feats/ricochet-stance-fighter-apg.md b/compendium/feats/ricochet-stance-fighter-apg.md index b6e645076..312fe98ec 100644 --- a/compendium/feats/ricochet-stance-fighter-apg.md +++ b/compendium/feats/ricochet-stance-fighter-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Ricochet Stance (Fighter)"] --- # Ricochet Stance (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/ricochet-stance-rogue-apg.md b/compendium/feats/ricochet-stance-rogue-apg.md index 3cf7fe6ba..881d6ebe6 100644 --- a/compendium/feats/ricochet-stance-rogue-apg.md +++ b/compendium/feats/ricochet-stance-rogue-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Ricochet Stance (Rogue)"] --- # Ricochet Stance (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[rogue](rules/traits/rogue.md) [stance](rules/traits/stance.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Activity** Single Action -You adopt a [stance](rules/traits/stance.md) to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged [Strike](rules/actions/strike.md) to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional [Strikes](rules/actions/strike.md). You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged [Strike](rules/actions/strike.md) with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground. +You adopt a [stance](rules/traits/stance.md "Stance Combat Trait") to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged [Strike](rules/actions/strike.md) to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional [Strikes](rules/actions/strike.md). You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged [Strike](rules/actions/strike.md) with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground. ## Ricochet Stance (Rogue) leads to... diff --git a/compendium/feats/ricocheting-leap-lome.md b/compendium/feats/ricocheting-leap-lome.md index da10da7b2..56a3bfb57 100644 --- a/compendium/feats/ricocheting-leap-lome.md +++ b/compendium/feats/ricocheting-leap-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Ricocheting Leap"] --- # Ricocheting Leap *Feat 9* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics), [Wall Jump](compendium/feats/wall-jump.md) diff --git a/compendium/feats/ride.md b/compendium/feats/ride.md index 5d7b833f9..2fa355fb6 100644 --- a/compendium/feats/ride.md +++ b/compendium/feats/ride.md @@ -7,10 +7,10 @@ tags: aliases: ["Ride"] --- # Ride *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") -When you [Command an Animal](rules/actions/command-an-animal.md) you're mounted on to take a [move](rules/traits/move.md) action (such as [Stride](rules/actions/stride.md)), you automatically succeed instead of needing to attempt a check. Any animal you're mounted on acts on your turn, like a minion. If you [Mount](rules/actions/mount.md) an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 249 has more on [Command an Animal](rules/actions/command-an-animal.md). +When you [Command an Animal](rules/actions/command-an-animal.md) you're mounted on to take a [move](rules/traits/move.md "Move Combat Trait") action (such as [Stride](rules/actions/stride.md)), you automatically succeed instead of needing to attempt a check. Any animal you're mounted on acts on your turn, like a minion. If you [Mount](rules/actions/mount.md) an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 249 has more on [Command an Animal](rules/actions/command-an-animal.md). *Source: Core Rulebook p. 266* %% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/riftmarked-loag.md b/compendium/feats/riftmarked-loag.md index 7058e5a50..071f705b5 100644 --- a/compendium/feats/riftmarked-loag.md +++ b/compendium/feats/riftmarked-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Riftmarked"] --- # Riftmarked *Feat 1* -[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -Long ago, [qlippoth](rules/traits/qlippoth-b2.md) marked someone in your lineage, most likely through their ancient runestones that dot Golarion's surface. Yours is an old lineage, primordial and twisted, and you have a sense for similarly twisted things. You're trained in [Occultism](compendium/skills.md#Occultism). If you're already trained in [Occultism](compendium/skills.md#Occultism) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. +Long ago, [qlippoth](rules/traits/qlippoth-b2.md "Qlippoth Creature Trait") marked someone in your lineage, most likely through their ancient runestones that dot Golarion's surface. Yours is an old lineage, primordial and twisted, and you have a sense for similarly twisted things. You're trained in [Occultism](compendium/skills.md#Occultism). If you're already trained in [Occultism](compendium/skills.md#Occultism) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. ## Riftmarked leads to... diff --git a/compendium/feats/right-hand-blood-lome.md b/compendium/feats/right-hand-blood-lome.md index 66e20b09c..d102b44c4 100644 --- a/compendium/feats/right-hand-blood-lome.md +++ b/compendium/feats/right-hand-blood-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Right-hand Blood"] --- # Right-hand Blood *Feat 5* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") It's said that the flesh of the right side of a hyena can heal diseases, but that of the left side is poisonous. You can take 1 damage to feed someone blood from your right side and [Administer First Aid](rules/actions/administer-first-aid.md) or take `2d8` damage to [Treat Disease](rules/actions/treat-disease.md) or [Treat Wounds](rules/actions/treat-wounds.md); in either case, you don't need healer's tools, and gain a +1 item bonus. Blood from your left side causes the check to critically fail automatically. diff --git a/compendium/feats/rimesoul-loag.md b/compendium/feats/rimesoul-loag.md index 738d68a2d..674050252 100644 --- a/compendium/feats/rimesoul-loag.md +++ b/compendium/feats/rimesoul-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Rimesoul"] --- # Rimesoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [undine](rules/traits/undine-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") -The water inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental [cold](rules/traits/cold.md) effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on). +The water inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental [cold](rules/traits/cold.md "Cold Energy & Element Trait") effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on). *Source: Lost Omens: Ancestry Guide p. 119* %% #compendium/src/pf2e/loag #trait/lineage #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/ringmasters-introduction-ec6.md b/compendium/feats/ringmasters-introduction-ec6.md index fdfb93123..b4495a919 100644 --- a/compendium/feats/ringmasters-introduction-ec6.md +++ b/compendium/feats/ringmasters-introduction-ec6.md @@ -9,7 +9,7 @@ tags: aliases: ["Ringmaster's Introduction"] --- # Ringmaster's Introduction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [bard](rules/traits/bard.md "Bard Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Trigger** An ally's turn begins. - **Requirements**: The ally hasn't acted in the current combat. diff --git a/compendium/feats/rippling-spin-som.md b/compendium/feats/rippling-spin-som.md index 12ffe517c..eb137e692 100644 --- a/compendium/feats/rippling-spin-som.md +++ b/compendium/feats/rippling-spin-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Rippling Spin"] --- # Rippling Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Reflective Ripple Stance](compendium/feats/reflective-ripple-stance-som.md) - **Trigger** You are hit by a physical melee attack by an attacker you can see that's in reach. diff --git a/compendium/feats/riptide-aaws.md b/compendium/feats/riptide-aaws.md index c1f8e2f7b..6db7d5af3 100644 --- a/compendium/feats/riptide-aaws.md +++ b/compendium/feats/riptide-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Riptide"] --- # Riptide [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") - **Prerequisites**: [Drag Down](compendium/feats/drag-down-aaws.md), expert in [Athletics](compendium/skills.md#Athletics) - **Trigger** You successfully [Grapple](rules/actions/grapple.md) a creature of the same size as you or smaller. diff --git a/compendium/feats/risky-surgery-apg.md b/compendium/feats/risky-surgery-apg.md index 88bd6050e..0925be53d 100644 --- a/compendium/feats/risky-surgery-apg.md +++ b/compendium/feats/risky-surgery-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Risky Surgery"] --- # Risky Surgery *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/rites-of-convocation-apg.md b/compendium/feats/rites-of-convocation-apg.md index f19cc6cd4..1772c3a14 100644 --- a/compendium/feats/rites-of-convocation-apg.md +++ b/compendium/feats/rites-of-convocation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rites Of Convocation"] --- # Rites Of Convocation *Feat 4* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as [summon animal](compendium/spells/summon-animal.md), [summon construct](compendium/spells/summon-construct.md), and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the summon spell's minimum spell level. diff --git a/compendium/feats/rites-of-transfiguration-apg.md b/compendium/feats/rites-of-transfiguration-apg.md index 0ebe5fb9f..f8518631d 100644 --- a/compendium/feats/rites-of-transfiguration-apg.md +++ b/compendium/feats/rites-of-transfiguration-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Rites Of Transfiguration"] --- # Rites Of Transfiguration *Feat 14* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") You can adapt your patron's power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns baleful polymorph, even if baleful polymorph isn't on your tradition's spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th level or higher you've prepared in one of your witch spell slots with a [baleful polymorph](compendium/spells/baleful-polymorph.md) spell of the same level. diff --git a/compendium/feats/ritual-researcher-apg.md b/compendium/feats/ritual-researcher-apg.md index 94c2381f0..a2fc396ea 100644 --- a/compendium/feats/ritual-researcher-apg.md +++ b/compendium/feats/ritual-researcher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Ritual Researcher"] --- # Ritual Researcher *Feat 4* -[bard](rules/traits/bard.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: enigma muse, expert in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/ritual-reversion-locg.md b/compendium/feats/ritual-reversion-locg.md index b83c2ba4e..27012cb93 100644 --- a/compendium/feats/ritual-reversion-locg.md +++ b/compendium/feats/ritual-reversion-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Ritual Reversion"] --- # Ritual Reversion [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[leshy](rules/traits/leshy-b1.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Two-Action diff --git a/compendium/feats/ritualist-dedication-apg.md b/compendium/feats/ritualist-dedication-apg.md index 44c7b4c16..7dfd76f5b 100644 --- a/compendium/feats/ritualist-dedication-apg.md +++ b/compendium/feats/ritualist-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Ritualist Dedication"] --- # Ritualist Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/robust-recovery.md b/compendium/feats/robust-recovery.md index d0322f686..d8db380cf 100644 --- a/compendium/feats/robust-recovery.md +++ b/compendium/feats/robust-recovery.md @@ -8,7 +8,7 @@ tags: aliases: ["Robust Recovery"] --- # Robust Recovery *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/rock-runner.md b/compendium/feats/rock-runner.md index c91ef9d9b..359212db1 100644 --- a/compendium/feats/rock-runner.md +++ b/compendium/feats/rock-runner.md @@ -7,7 +7,7 @@ tags: aliases: ["Rock Runner"] --- # Rock Runner *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the [Acrobatics](compendium/skills.md#Acrobatics) skill to [Balance](rules/actions/balance.md) on narrow surfaces or uneven ground made of stone or earth, you aren't [flat-footed](rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](compendium/skills.md#Acrobatics) checks, you get a critical success instead. diff --git a/compendium/feats/rockslide-spell-som.md b/compendium/feats/rockslide-spell-som.md index 0d3a6d609..4c9890b9d 100644 --- a/compendium/feats/rockslide-spell-som.md +++ b/compendium/feats/rockslide-spell-som.md @@ -9,12 +9,12 @@ tags: aliases: ["Rockslide Spell"] --- # Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [earth](rules/traits/earth.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) - **Activity** Single Action -You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](rules/traits/earth.md) trait. +You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to [Cast a non-cantrip Spell](rules/actions/cast-a-spell.md) that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait. *Source: Secrets of Magic p. 207* %% #compendium/src/pf2e/som #trait/archetype #trait/earth #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/rogue-dedication.md b/compendium/feats/rogue-dedication.md index da6b61d25..22834f439 100644 --- a/compendium/feats/rogue-dedication.md +++ b/compendium/feats/rogue-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Rogue Dedication"] --- # Rogue Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Dexterity 14 diff --git a/compendium/feats/rokoan-arts-loag.md b/compendium/feats/rokoan-arts-loag.md index 6e7737ab4..7064b6d04 100644 --- a/compendium/feats/rokoan-arts-loag.md +++ b/compendium/feats/rokoan-arts-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Rokoan Arts"] --- # Rokoan Arts *Feat 9* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") Ancestral spirits have begun to bond themselves to you, granting you powers characteristic of a rokoa. You can cast [speak with animals](compendium/spells/speak-with-animals.md) and [status](compendium/spells/status.md) as primal innate spells once per day each. diff --git a/compendium/feats/roll-with-it-locg.md b/compendium/feats/roll-with-it-locg.md index c1c3b59d1..6717c163b 100644 --- a/compendium/feats/roll-with-it-locg.md +++ b/compendium/feats/roll-with-it-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Roll With It"] --- # Roll With It [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: unbreakable goblin heritage, [Bouncy Goblin](compendium/feats/bouncy-goblin-locg.md) - **Trigger** A foe hits you with a melee weapon or unarmed attack. diff --git a/compendium/feats/root-magic-apg.md b/compendium/feats/root-magic-apg.md index 8070f1f06..9d23d8caa 100644 --- a/compendium/feats/root-magic-apg.md +++ b/compendium/feats/root-magic-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Root Magic"] --- # Root Magic *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/root-to-life-da.md b/compendium/feats/root-to-life-da.md index 91e8b7c5c..28d02c2ab 100644 --- a/compendium/feats/root-to-life-da.md +++ b/compendium/feats/root-to-life-da.md @@ -11,13 +11,13 @@ tags: aliases: ["Root to Life"] --- # Root to Life [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 1* -[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line. You place a small plant or similar symbol on an adjacent [dying](rules/conditions.md#Dying) creature, immediately stabilizing them; the creature is no longer [dying](rules/conditions.md#Dying) and is instead [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points. -If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the [auditory](rules/traits/auditory.md) trait to the action. When you do so, attempt flat checks to remove each source of [persistent damage](rules/conditions.md#Persistent%20Damage) affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15. +If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait to the action. When you do so, attempt flat checks to remove each source of [persistent damage](rules/conditions.md#Persistent%20Damage) affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15. *Source: Dark Archive p. 42* %% #compendium/src/pf2e/da #trait/esoterica #trait/manipulate #trait/necromancy #trait/primal #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/rope-mastery-frp2.md b/compendium/feats/rope-mastery-frp2.md index 7ecb55124..747f07e78 100644 --- a/compendium/feats/rope-mastery-frp2.md +++ b/compendium/feats/rope-mastery-frp2.md @@ -7,7 +7,7 @@ tags: aliases: ["Rope Mastery"] --- # Rope Mastery *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/rope-runner-apg.md b/compendium/feats/rope-runner-apg.md index 9062a78e9..a913a0dc1 100644 --- a/compendium/feats/rope-runner-apg.md +++ b/compendium/feats/rope-runner-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Rope Runner"] --- # Rope Runner *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md); trained in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/rough-rider.md b/compendium/feats/rough-rider.md index d6aa8c081..120d86123 100644 --- a/compendium/feats/rough-rider.md +++ b/compendium/feats/rough-rider.md @@ -7,7 +7,7 @@ tags: aliases: ["Rough Rider"] --- # Rough Rider *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") You are especially good at riding traditional goblin mounts. You gain the [Ride](compendium/feats/ride.md) feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to [Nature](compendium/skills.md#Nature) checks to use [Command an Animal](rules/actions/command-an-animal.md) on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion's steed ally. diff --git a/compendium/feats/rough-terrain-stance-som.md b/compendium/feats/rough-terrain-stance-som.md index 3688f1849..19d8ca5a0 100644 --- a/compendium/feats/rough-terrain-stance-som.md +++ b/compendium/feats/rough-terrain-stance-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Rough Terrain Stance"] --- # Rough Terrain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) - **Requirements**: You gained a terrain attunement benefit this turn. diff --git a/compendium/feats/round-ears-locg.md b/compendium/feats/round-ears-locg.md index ea59e0616..38284cb57 100644 --- a/compendium/feats/round-ears-locg.md +++ b/compendium/feats/round-ears-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Round Ears"] --- # Round Ears *Feat 1* -[half-elf](rules/traits/half-elf.md) +[half-elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") Your elven lineage is subtle enough that you look barely different from other humans, and you've learned to use that to your advantage. You gain the trained proficiency rank in [Deception](compendium/skills.md#Deception) (or another skill of your choice, if you were already trained in [Deception](compendium/skills.md#Deception)) diff --git a/compendium/feats/ru-shi-loag.md b/compendium/feats/ru-shi-loag.md index 13783450c..a9cdb39b1 100644 --- a/compendium/feats/ru-shi-loag.md +++ b/compendium/feats/ru-shi-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Ru-shi"] --- # Ru-shi *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") You were born to a jiang-shi, one of the so-called hopping vampires found most often in Tian-Xia. Your parent had a supernatural obsession with counting small objects, which manifests in you as a preternatural gift for linguistics and mathematics. You are trained in [Society](compendium/skills.md#Society) and gain the [Eye for Numbers](compendium/feats/eye-for-numbers-apg.md) skill feat. If you would automatically become trained in [Society](compendium/skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. diff --git a/compendium/feats/rubbery-skin-sli.md b/compendium/feats/rubbery-skin-sli.md index 99b4dfb2d..2c9cafded 100644 --- a/compendium/feats/rubbery-skin-sli.md +++ b/compendium/feats/rubbery-skin-sli.md @@ -7,7 +7,7 @@ tags: aliases: ["Rubbery Skin"] --- # Rubbery Skin *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) diff --git a/compendium/feats/ruby-resurrection-frp3.md b/compendium/feats/ruby-resurrection-frp3.md index 73acdb924..8d51fff02 100644 --- a/compendium/feats/ruby-resurrection-frp3.md +++ b/compendium/feats/ruby-resurrection-frp3.md @@ -10,7 +10,7 @@ tags: aliases: ["Ruby Resurrection"] --- # Ruby Resurrection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: once per day - **Trigger** You would be reduced to 0 Hit Points. diff --git a/compendium/feats/rugged-survivalist-lopsg.md b/compendium/feats/rugged-survivalist-lopsg.md index 87299e8da..e2f4dcd0a 100644 --- a/compendium/feats/rugged-survivalist-lopsg.md +++ b/compendium/feats/rugged-survivalist-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Rugged Survivalist"] --- # Rugged Survivalist *Feat 12* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), master in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/rule-of-three-sot2.md b/compendium/feats/rule-of-three-sot2.md index 40f17af11..18b1f2b42 100644 --- a/compendium/feats/rule-of-three-sot2.md +++ b/compendium/feats/rule-of-three-sot2.md @@ -10,7 +10,7 @@ tags: aliases: ["Rule Of Three"] --- # Rule Of Three [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) - **Trigger** The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or diff --git a/compendium/feats/runelord-dedication-som.md b/compendium/feats/runelord-dedication-som.md index e99ca2cd0..4dcb761b8 100644 --- a/compendium/feats/runelord-dedication-som.md +++ b/compendium/feats/runelord-dedication-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Runelord Dedication"] --- # Runelord Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: runelord specialization diff --git a/compendium/feats/runescarred-dedication-lowg.md b/compendium/feats/runescarred-dedication-lowg.md index 5d665963a..69c401803 100644 --- a/compendium/feats/runescarred-dedication-lowg.md +++ b/compendium/feats/runescarred-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Runescarred Dedication"] --- # Runescarred Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Saga Lands. - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) diff --git a/compendium/feats/runic-impression-som.md b/compendium/feats/runic-impression-som.md index d9cab94bd..96a991804 100644 --- a/compendium/feats/runic-impression-som.md +++ b/compendium/feats/runic-impression-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Runic Impression"] --- # Runic Impression *Feat 8* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: focus pool diff --git a/compendium/feats/runic-mind-smithing-da.md b/compendium/feats/runic-mind-smithing-da.md index bbf190c08..21bb5eee8 100644 --- a/compendium/feats/runic-mind-smithing-da.md +++ b/compendium/feats/runic-mind-smithing-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Runic Mind Smithing"] --- # Runic Mind Smithing *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) diff --git a/compendium/feats/running-reload.md b/compendium/feats/running-reload.md index f9c1f9eef..cc70444ee 100644 --- a/compendium/feats/running-reload.md +++ b/compendium/feats/running-reload.md @@ -7,7 +7,7 @@ tags: aliases: ["Running Reload"] --- # Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Activity** Single Action diff --git a/compendium/feats/running-tackle-lotgb.md b/compendium/feats/running-tackle-lotgb.md index c49330561..fd3fb8769 100644 --- a/compendium/feats/running-tackle-lotgb.md +++ b/compendium/feats/running-tackle-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Running Tackle"] --- # Running Tackle [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Activity** Two-Action diff --git a/compendium/feats/runtsage-loag.md b/compendium/feats/runtsage-loag.md index 4b228086c..f03427c94 100644 --- a/compendium/feats/runtsage-loag.md +++ b/compendium/feats/runtsage-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Runtsage"] --- # Runtsage *Feat 5* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain the [Adopted Ancestry](compendium/feats/adopted-ancestry.md) general feat and must select goblin as the feat's chosen ancestry. You also gain one 1st-level goblin ancestry feat. diff --git a/compendium/feats/saber-teeth-loag.md b/compendium/feats/saber-teeth-loag.md index 34acc05b6..a30400ada 100644 --- a/compendium/feats/saber-teeth-loag.md +++ b/compendium/feats/saber-teeth-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Saber Teeth"] --- # Saber Teeth *Feat 1* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") -You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals `1d6` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md) trait. +You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals `1d6` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") trait. *Source: Lost Omens: Ancestry Guide p. 19* %% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/compendium/feats/sabotage.md b/compendium/feats/sabotage.md index d1a287801..a61309d3b 100644 --- a/compendium/feats/sabotage.md +++ b/compendium/feats/sabotage.md @@ -8,7 +8,7 @@ tags: aliases: ["Sabotage"] --- # Sabotage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[incapacitation](rules/traits/incapacitation.md) [rogue](rules/traits/rogue.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Requirements**: You have a free hand. - **Activity** Single Action diff --git a/compendium/feats/sacral-lord-da.md b/compendium/feats/sacral-lord-da.md index 572547016..787c97d89 100644 --- a/compendium/feats/sacral-lord-da.md +++ b/compendium/feats/sacral-lord-da.md @@ -9,11 +9,11 @@ tags: aliases: ["Sacral Lord"] --- # Sacral Lord *Feat 4* -[champion](rules/traits/champion.md) [oracle](rules/traits/oracle-apg.md) [rare](rules/traits/rare.md) +[champion](rules/traits/champion.md "Champion Class Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) -By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast [detect magic](compendium/spells/detect-magic.md), guidance, and sigil as innate divine cantrips, and you gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on creatures that have the celestial, fiend, fey, [monitor](rules/traits/monitor.md), or [spirit](rules/traits/spirit.md) traits. +By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast [detect magic](compendium/spells/detect-magic.md), guidance, and sigil as innate divine cantrips, and you gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on creatures that have the celestial, fiend, fey, [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [spirit](rules/traits/spirit.md "Spirit Creature Trait") traits. **Special.** You and your land are linked. Changes to one mirror themselves on the other—if you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land. diff --git a/compendium/feats/sacral-monarch-da.md b/compendium/feats/sacral-monarch-da.md index 484c48f96..090c311ec 100644 --- a/compendium/feats/sacral-monarch-da.md +++ b/compendium/feats/sacral-monarch-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Sacral Monarch"] --- # Sacral Monarch *Feat 14* -[champion](rules/traits/champion.md) [oracle](rules/traits/oracle-apg.md) +[champion](rules/traits/champion.md "Champion Class Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Prerequisites**: [Sacral Lord](compendium/feats/sacral-lord-da.md), master in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/sacred-armaments-lokl.md b/compendium/feats/sacred-armaments-lokl.md index ebe5c4279..3a54647b8 100644 --- a/compendium/feats/sacred-armaments-lokl.md +++ b/compendium/feats/sacred-armaments-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Sacred Armaments"] --- # Sacred Armaments *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/feats/sacred-defender-apg.md b/compendium/feats/sacred-defender-apg.md index b4f835cbe..bb586d1e5 100644 --- a/compendium/feats/sacred-defender-apg.md +++ b/compendium/feats/sacred-defender-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sacred Defender"] --- # Sacred Defender *Feat 20* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (evil creatures for tenets of good, good creatures for tenets of evil, and so on). In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success. diff --git a/compendium/feats/sacred-defense-logm.md b/compendium/feats/sacred-defense-logm.md index 3411a2740..5e8a0a523 100644 --- a/compendium/feats/sacred-defense-logm.md +++ b/compendium/feats/sacred-defense-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Sacred Defense"] --- # Sacred Defense [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[divine](rules/traits/divine.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Religion](compendium/skills.md#Religion), you follow a deity - **Frequency**: once per hour diff --git a/compendium/feats/sacred-ki-logm.md b/compendium/feats/sacred-ki-logm.md index 2d171a124..20d4238c5 100644 --- a/compendium/feats/sacred-ki-logm.md +++ b/compendium/feats/sacred-ki-logm.md @@ -7,7 +7,7 @@ tags: aliases: ["Sacred Ki"] --- # Sacred Ki *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: Ki [Strike](rules/actions/strike.md), you follow a deity diff --git a/compendium/feats/sacred-spells-botd.md b/compendium/feats/sacred-spells-botd.md index 24aef9064..baf5bdd62 100644 --- a/compendium/feats/sacred-spells-botd.md +++ b/compendium/feats/sacred-spells-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Sacred Spells"] --- # Sacred Spells *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) -Add [chill touch](compendium/spells/chill-touch.md), [death ward](compendium/spells/death-ward.md), [disrupt undead](compendium/spells/disrupt-undead.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), [holy cascade](compendium/spells/holy-cascade.md), [magic stone](compendium/spells/magic-stone-apg.md), and [sunburst](compendium/spells/sunburst.md) to your spell list. These are all [necromancy](rules/traits/necromancy.md) spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. +Add [chill touch](compendium/spells/chill-touch.md), [death ward](compendium/spells/death-ward.md), [disrupt undead](compendium/spells/disrupt-undead.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), [holy cascade](compendium/spells/holy-cascade.md), [magic stone](compendium/spells/magic-stone-apg.md), and [sunburst](compendium/spells/sunburst.md) to your spell list. These are all [necromancy](rules/traits/necromancy.md "Necromancy School Trait") spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits. diff --git a/compendium/feats/sacrifice-armor-apg.md b/compendium/feats/sacrifice-armor-apg.md index 6ff67bd4c..5515d8856 100644 --- a/compendium/feats/sacrifice-armor-apg.md +++ b/compendium/feats/sacrifice-armor-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sacrifice Armor"] --- # Sacrifice Armor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Trigger** You are hit by a [Strike](rules/actions/strike.md) that deals physical damage. - **Activity** Reaction diff --git a/compendium/feats/safe-house-apg.md b/compendium/feats/safe-house-apg.md index e33852007..45605dcbe 100644 --- a/compendium/feats/safe-house-apg.md +++ b/compendium/feats/safe-house-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Safe House"] --- # Safe House *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) diff --git a/compendium/feats/safeguard-soul-botd.md b/compendium/feats/safeguard-soul-botd.md index b42cb8e5a..2c958e551 100644 --- a/compendium/feats/safeguard-soul-botd.md +++ b/compendium/feats/safeguard-soul-botd.md @@ -9,11 +9,11 @@ tags: aliases: ["Safeguard Soul"] --- # Safeguard Soul *Feat 8* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) -You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against [death](rules/traits/death.md) effects, [possession](rules/traits/possession.md) effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. +You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against [death](rules/traits/death.md "Death Effect Trait") effects, [possession](rules/traits/possession.md "Possession Effect Trait") effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. *Source: Book of the Dead p. 27* %% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/divine %% \ No newline at end of file diff --git a/compendium/feats/safeguarded-spell-apg.md b/compendium/feats/safeguarded-spell-apg.md index 70b98b3d8..9f65d31bd 100644 --- a/compendium/feats/safeguarded-spell-apg.md +++ b/compendium/feats/safeguarded-spell-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Safeguarded Spell"] --- # Safeguarded Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/sanctify-water-logm.md b/compendium/feats/sanctify-water-logm.md index 70c0f57be..9dff62750 100644 --- a/compendium/feats/sanctify-water-logm.md +++ b/compendium/feats/sanctify-water-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Sanctify Water"] --- # Sanctify Water [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Religion](compendium/skills.md#Religion), good or evil deity - **Activity** Single Action diff --git a/compendium/feats/saoc-astrology-locg.md b/compendium/feats/saoc-astrology-locg.md index ae6e995cf..3e4585f7e 100644 --- a/compendium/feats/saoc-astrology-locg.md +++ b/compendium/feats/saoc-astrology-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Saoc Astrology"] --- # Saoc Astrology [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Lirgeni nationality - **Frequency**: three per day diff --git a/compendium/feats/sap-life.md b/compendium/feats/sap-life.md index 141cd40b3..4e90cea40 100644 --- a/compendium/feats/sap-life.md +++ b/compendium/feats/sap-life.md @@ -8,7 +8,7 @@ tags: aliases: ["Sap Life"] --- # Sap Life *Feat 2* -[cleric](rules/traits/cleric.md) [healing](rules/traits/healing.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") You draw the life force out of your enemies to heal your own wounds. When you cast a [harm](compendium/spells/harm.md) spell and damage at least one living creature, you regain Hit Points equal to the spell level of your [harm](compendium/spells/harm.md) spell. If you aren't a living creature, you gain no benefit from this feat. diff --git a/compendium/feats/savage-critical.md b/compendium/feats/savage-critical.md index aa39bf7cd..605260f9e 100644 --- a/compendium/feats/savage-critical.md +++ b/compendium/feats/savage-critical.md @@ -7,7 +7,7 @@ tags: aliases: ["Savage Critical"] --- # Savage Critical *Feat 18* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") The wounds you inflict are grievous. When you [Strike](rules/actions/strike.md) with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure. diff --git a/compendium/feats/saving-slash-lowg.md b/compendium/feats/saving-slash-lowg.md index 6f52ea2c8..375b9e36c 100644 --- a/compendium/feats/saving-slash-lowg.md +++ b/compendium/feats/saving-slash-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Saving Slash"] --- # Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) - **Trigger** An opponent critically hits you with a melee attack. diff --git a/compendium/feats/scalding-spit-locg.md b/compendium/feats/scalding-spit-locg.md index 1e73c1208..d6647cc96 100644 --- a/compendium/feats/scalding-spit-locg.md +++ b/compendium/feats/scalding-spit-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Scalding Spit"] --- # Scalding Spit *Feat 9* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: [Torch Goblin](compendium/feats/torch-goblin-locg.md) diff --git a/compendium/feats/scales-of-the-dragon-apg.md b/compendium/feats/scales-of-the-dragon-apg.md index bf9906dfe..cdb184764 100644 --- a/compendium/feats/scales-of-the-dragon-apg.md +++ b/compendium/feats/scales-of-the-dragon-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Scales Of The Dragon"] --- # Scales Of The Dragon *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) diff --git a/compendium/feats/scaling-poppet-lotgb.md b/compendium/feats/scaling-poppet-lotgb.md index 9a023e775..830df0b5b 100644 --- a/compendium/feats/scaling-poppet-lotgb.md +++ b/compendium/feats/scaling-poppet-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Scaling Poppet"] --- # Scaling Poppet *Feat 9* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") Your construction integrates ropes, hooks, or other tools to help you move across steep surfaces. You gain a climb Speed of 15 feet. diff --git a/compendium/feats/scalpels-point-apg.md b/compendium/feats/scalpels-point-apg.md index 90802d291..53801bc18 100644 --- a/compendium/feats/scalpels-point-apg.md +++ b/compendium/feats/scalpels-point-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Scalpel's Point"] --- # Scalpel's Point *Feat 4* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Prerequisites**: forensic medicine methodology diff --git a/compendium/feats/scamper-apg.md b/compendium/feats/scamper-apg.md index f3e74a3ce..b804041e2 100644 --- a/compendium/feats/scamper-apg.md +++ b/compendium/feats/scamper-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Scamper"] --- # Scamper [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Requirements**: You are adjacent to at least one enemy. - **Activity** Single Action diff --git a/compendium/feats/scamper-underfoot-ec3.md b/compendium/feats/scamper-underfoot-ec3.md index 18f61fc89..f7cd30899 100644 --- a/compendium/feats/scamper-underfoot-ec3.md +++ b/compendium/feats/scamper-underfoot-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Scamper Underfoot"] --- # Scamper Underfoot *Feat 1* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") You are used to ducking under foes and can scurry around the battlefield with ease. You gain a +1 circumstance bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Tumble Through](rules/actions/tumble-through.md) the spaces of Medium or larger enemies, and the presence of an enemy doesn't make the squares difficult terrain. diff --git a/compendium/feats/scapegoat-parallel-self-frp3.md b/compendium/feats/scapegoat-parallel-self-frp3.md index 38936b417..703f8cb71 100644 --- a/compendium/feats/scapegoat-parallel-self-frp3.md +++ b/compendium/feats/scapegoat-parallel-self-frp3.md @@ -10,7 +10,7 @@ tags: aliases: ["Scapegoat Parallel Self"] --- # Scapegoat Parallel Self [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: once per day - **Trigger** Your turn starts or your oracular curse would advance. @@ -18,7 +18,7 @@ aliases: ["Scapegoat Parallel Self"] Seeing Syndara superimpose creatures with similar metaphysical properties, you've realized a way to manipulate the effects of your oracular curse. -You immediately change your curse to its minor, moderate, or major stage, or back to its mild form, exchanging the [curse](rules/traits/curse.md) effect with that of a parallel version of yourself in another reality. +You immediately change your curse to its minor, moderate, or major stage, or back to its mild form, exchanging the [curse](rules/traits/curse.md "Curse Effect Trait") effect with that of a parallel version of yourself in another reality. *Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* %% #compendium/src/pf2e/frp3 #trait/divine #trait/necromancy #trait/oracle #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/scar-thick-skin-loag.md b/compendium/feats/scar-thick-skin-loag.md index d2ea54969..f38c62f6a 100644 --- a/compendium/feats/scar-thick-skin-loag.md +++ b/compendium/feats/scar-thick-skin-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Scar-thick Skin"] --- # Scar-thick Skin *Feat 5* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance. diff --git a/compendium/feats/scare-to-death.md b/compendium/feats/scare-to-death.md index 0d8f76fe2..ea5b53be7 100644 --- a/compendium/feats/scare-to-death.md +++ b/compendium/feats/scare-to-death.md @@ -11,7 +11,7 @@ tags: aliases: ["Scare To Death"] --- # Scare To Death [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 15* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [general](rules/traits/general.md) [incapacitation](rules/traits/incapacitation.md) [skill](rules/traits/skill.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [general](rules/traits/general.md "General Feat Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Single Action @@ -19,7 +19,7 @@ aliases: ["Scare To Death"] You can frighten foes so much, they might die. Attempt an [Intimidation](compendium/skills.md#Intimidation) check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can't hear you or doesn't understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute. > [!success-degree] -> - **Critical Success** The target must attempt at a Fortitude save against your [Intimidation](compendium/skills.md#Intimidation) DC. On a critical failure, it dies. On any other result, it becomes [frightened](rules/conditions.md#Frightened) and is [fleeing](rules/conditions.md#Fleeing) for 1 round. The critical failure effect has the [death](rules/traits/death.md) trait. +> - **Critical Success** The target must attempt at a Fortitude save against your [Intimidation](compendium/skills.md#Intimidation) DC. On a critical failure, it dies. On any other result, it becomes [frightened](rules/conditions.md#Frightened) and is [fleeing](rules/conditions.md#Fleeing) for 1 round. The critical failure effect has the [death](rules/traits/death.md "Death Effect Trait") trait. > - **Success** The target becomes [frightened](rules/conditions.md#Frightened). > - **Failure** The target becomes [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The target is unaffected. diff --git a/compendium/feats/scarecrow-aoa3.md b/compendium/feats/scarecrow-aoa3.md index 0b6854de1..a11e62ecc 100644 --- a/compendium/feats/scarecrow-aoa3.md +++ b/compendium/feats/scarecrow-aoa3.md @@ -8,7 +8,7 @@ tags: aliases: ["Scarecrow"] --- # Scarecrow *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) diff --git a/compendium/feats/scattered-fire-lotgb.md b/compendium/feats/scattered-fire-lotgb.md index 4ab93897c..e2f11d3ea 100644 --- a/compendium/feats/scattered-fire-lotgb.md +++ b/compendium/feats/scattered-fire-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Scattered Fire"] --- # Scattered Fire *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) diff --git a/compendium/feats/scavengers-search-apg.md b/compendium/feats/scavengers-search-apg.md index 27c9432d0..5450d6d6f 100644 --- a/compendium/feats/scavengers-search-apg.md +++ b/compendium/feats/scavengers-search-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Scavenger's Search"] --- # Scavenger's Search *Feat 1* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") You're always on the lookout for supplies and valuables. Each time you use the [Seek](rules/actions/seek.md) action to search for objects (including secret doors and hazards), you can search for objects in your choice of a 10-foot emanation around you or an adjacent 15-foot-by-15-foot area, rather than a single adjacent 10-foot-by-10-foot area. diff --git a/compendium/feats/scholarly-defense-av2.md b/compendium/feats/scholarly-defense-av2.md index 1b2716c9c..9cff749ed 100644 --- a/compendium/feats/scholarly-defense-av2.md +++ b/compendium/feats/scholarly-defense-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Scholarly Defense"] --- # Scholarly Defense *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) diff --git a/compendium/feats/scholars-inheritance-loag.md b/compendium/feats/scholars-inheritance-loag.md index f5191af3e..58816a3c9 100644 --- a/compendium/feats/scholars-inheritance-loag.md +++ b/compendium/feats/scholars-inheritance-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Scholar's Inheritance"] --- # Scholar's Inheritance *Feat 1* -[suli](rules/traits/suli-b2.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") Your parents devoted themselves to alchemical experiments involving elemental energy. diff --git a/compendium/feats/scholastic-identification-apg.md b/compendium/feats/scholastic-identification-apg.md index 828995907..37f137c27 100644 --- a/compendium/feats/scholastic-identification-apg.md +++ b/compendium/feats/scholastic-identification-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Scholastic Identification"] --- # Scholastic Identification *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), master in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/school-counterspell-som.md b/compendium/feats/school-counterspell-som.md index 982f12716..a9a82e657 100644 --- a/compendium/feats/school-counterspell-som.md +++ b/compendium/feats/school-counterspell-som.md @@ -7,7 +7,7 @@ tags: aliases: ["School Counterspell"] --- # School Counterspell *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Counterspell, [Runelord Dedication](compendium/feats/runelord-dedication-som.md) diff --git a/compendium/feats/school-spell-redirection-som.md b/compendium/feats/school-spell-redirection-som.md index 71eb31ae8..548f33b26 100644 --- a/compendium/feats/school-spell-redirection-som.md +++ b/compendium/feats/school-spell-redirection-som.md @@ -7,7 +7,7 @@ tags: aliases: ["School Spell Redirection"] --- # School Spell Redirection *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Counterspell, [Runelord Dedication](compendium/feats/runelord-dedication-som.md) diff --git a/compendium/feats/schooled-in-secrets-apg.md b/compendium/feats/schooled-in-secrets-apg.md index c2dfeaaab..75a89af56 100644 --- a/compendium/feats/schooled-in-secrets-apg.md +++ b/compendium/feats/schooled-in-secrets-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Schooled In Secrets"] --- # Schooled In Secrets *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/scintillating-spell-apg.md b/compendium/feats/scintillating-spell-apg.md index 2e36bac0d..18f42a5bd 100644 --- a/compendium/feats/scintillating-spell-apg.md +++ b/compendium/feats/scintillating-spell-apg.md @@ -10,11 +10,11 @@ tags: aliases: ["Scintillating Spell"] --- # Scintillating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[concentrate](rules/traits/concentrate.md) [light](rules/traits/light.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [light](rules/traits/light.md "Light Effect Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action -Your spells become a radiant display of light and color. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that doesn't have the [darkness](rules/traits/darkness.md) trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is [dazzled](rules/conditions.md#Dazzled) for 1 round, and those who critically failed are instead [blinded](rules/conditions.md#Blinded) for 1 round. +Your spells become a radiant display of light and color. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that doesn't have the [darkness](rules/traits/darkness.md "Darkness Effect Trait") trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is [dazzled](rules/conditions.md#Dazzled) for 1 round, and those who critically failed are instead [blinded](rules/conditions.md#Blinded) for 1 round. *Source: Advanced Player's Guide p. 141* %% #compendium/src/pf2e/apg #trait/concentrate #trait/light #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/scion-transformation-loag.md b/compendium/feats/scion-transformation-loag.md index 86fb75b97..d7525c7f4 100644 --- a/compendium/feats/scion-transformation-loag.md +++ b/compendium/feats/scion-transformation-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Scion Transformation"] --- # Scion Transformation *Feat 17* -[lizardfolk](rules/traits/lizardfolk-b1.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") You go into hibernation for 24 hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. You permanently gain the effects of [enlarge](compendium/spells/enlarge.md), and your maximum Hit Points increase by your level. The ritual transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size may not transform, at the GM's discretion). diff --git a/compendium/feats/scorching-disarm-loag.md b/compendium/feats/scorching-disarm-loag.md index 0c3c3a7c0..aaadc91c1 100644 --- a/compendium/feats/scorching-disarm-loag.md +++ b/compendium/feats/scorching-disarm-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Scorching Disarm"] --- # Scorching Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[fire](rules/traits/fire.md) [ifrit](rules/traits/ifrit-b2.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Single Action diff --git a/compendium/feats/scour-the-library-da.md b/compendium/feats/scour-the-library-da.md index 76727b116..95cb5da23 100644 --- a/compendium/feats/scour-the-library-da.md +++ b/compendium/feats/scour-the-library-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Scour the Library"] --- # Scour the Library [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Requirements**: gathered lore subconscious mind - **Activity** Single Action diff --git a/compendium/feats/scouring-rage-apg.md b/compendium/feats/scouring-rage-apg.md index 39ebc6a69..5c3f3331a 100644 --- a/compendium/feats/scouring-rage-apg.md +++ b/compendium/feats/scouring-rage-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Scouring Rage"] --- # Scouring Rage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Prerequisites**: an instinct that allows you to change your additional damage from [Rage](rules/actions/rage.md) to a different damage type - **Trigger** You [Rage](rules/actions/rage.md). diff --git a/compendium/feats/scout-dedication-apg.md b/compendium/feats/scout-dedication-apg.md index 8f153bc42..0fef6620a 100644 --- a/compendium/feats/scout-dedication-apg.md +++ b/compendium/feats/scout-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Scout Dedication"] --- # Scout Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/scouts-charge-apg.md b/compendium/feats/scouts-charge-apg.md index 137cef435..02f8701e3 100644 --- a/compendium/feats/scouts-charge-apg.md +++ b/compendium/feats/scouts-charge-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Scout's Charge"] --- # Scout's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) - **Activity** Two-Action diff --git a/compendium/feats/scouts-pounce-apg.md b/compendium/feats/scouts-pounce-apg.md index 2e5271788..588a217f7 100644 --- a/compendium/feats/scouts-pounce-apg.md +++ b/compendium/feats/scouts-pounce-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Scout's Pounce"] --- # Scout's Pounce [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) - **Requirements**: You are [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by all of your opponents, and you aren't within 10 feet of any enemy. diff --git a/compendium/feats/scouts-speed-apg.md b/compendium/feats/scouts-speed-apg.md index f15b8710c..54f4e9068 100644 --- a/compendium/feats/scouts-speed-apg.md +++ b/compendium/feats/scouts-speed-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Scout's Speed"] --- # Scout's Speed *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) diff --git a/compendium/feats/scouts-warning-ranger.md b/compendium/feats/scouts-warning-ranger.md index 35b6fdf8b..356029a50 100644 --- a/compendium/feats/scouts-warning-ranger.md +++ b/compendium/feats/scouts-warning-ranger.md @@ -7,12 +7,12 @@ tags: aliases: ["Scout's Warning (Ranger)"] --- # Scout's Warning (Ranger) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Trigger** You are about to roll a [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check for initiative. - **Activity** Free Action -You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md) or the [auditory](rules/traits/auditory.md) trait, respectively. +You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md "Visual Effect Trait") or the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, respectively. *Source: Core Rulebook p. 172* %% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/scouts-warning-rogue.md b/compendium/feats/scouts-warning-rogue.md index 5bb80984f..29fc5023a 100644 --- a/compendium/feats/scouts-warning-rogue.md +++ b/compendium/feats/scouts-warning-rogue.md @@ -7,12 +7,12 @@ tags: aliases: ["Scout's Warning (Rogue)"] --- # Scout's Warning (Rogue) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** You are about to roll a [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check for initiative. - **Activity** Free Action -You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md) or [auditory](rules/traits/auditory.md) trait, respectively. +You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md "Visual Effect Trait") or [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, respectively. *Source: Core Rulebook p. 186* %% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/scroll-esoterica-da.md b/compendium/feats/scroll-esoterica-da.md index f62897b26..e35bc97af 100644 --- a/compendium/feats/scroll-esoterica-da.md +++ b/compendium/feats/scroll-esoterica-da.md @@ -8,11 +8,11 @@ tags: aliases: ["Scroll Esoterica"] --- # Scroll Esoterica *Feat 6* -[esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: [Scroll Thaumaturgy](compendium/feats/scroll-thaumaturgy-da.md) -Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls. Each day during your daily preparations, you can create a single temporary [scroll](compendium/equipment/items/scroll.md) containing a 1st-level spell of any tradition. The spell must be [common](rules/traits/common.md), or you must otherwise have access to it. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't used it by then. It can't be used to [Learn the Spell](rules/actions/learn-a-spell.md). +Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls. Each day during your daily preparations, you can create a single temporary [scroll](compendium/equipment/items/scroll.md) containing a 1st-level spell of any tradition. The spell must be [common](rules/traits/common.md "Common Rarity Trait"), or you must otherwise have access to it. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't used it by then. It can't be used to [Learn the Spell](rules/actions/learn-a-spell.md). At 8th level, add a second temporary scroll containing a 2nd-level spell. diff --git a/compendium/feats/scroll-savant.md b/compendium/feats/scroll-savant.md index af458e719..b7988c0e2 100644 --- a/compendium/feats/scroll-savant.md +++ b/compendium/feats/scroll-savant.md @@ -7,7 +7,7 @@ tags: aliases: ["Scroll Savant"] --- # Scroll Savant *Feat 10* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/scroll-thaumaturgy-da.md b/compendium/feats/scroll-thaumaturgy-da.md index 76f1072e2..d844979b7 100644 --- a/compendium/feats/scroll-thaumaturgy-da.md +++ b/compendium/feats/scroll-thaumaturgy-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Scroll Thaumaturgy"] --- # Scroll Thaumaturgy *Feat 1* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. You can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll's DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. diff --git a/compendium/feats/scroll-trickster-dedication-apg.md b/compendium/feats/scroll-trickster-dedication-apg.md index 8f12ec8fe..43f27af6d 100644 --- a/compendium/feats/scroll-trickster-dedication-apg.md +++ b/compendium/feats/scroll-trickster-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Scroll Trickster Dedication"] --- # Scroll Trickster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/scrollmaster-dedication-locg.md b/compendium/feats/scrollmaster-dedication-locg.md index 077a13baf..35eedf153 100644 --- a/compendium/feats/scrollmaster-dedication-locg.md +++ b/compendium/feats/scrollmaster-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Scrollmaster Dedication"] --- # Scrollmaster Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in any [Lore](compendium/skills.md#Lore) skill, member of the Pathfinder Society affiliated with the School of Scrolls diff --git a/compendium/feats/scrounger-dedication-apg.md b/compendium/feats/scrounger-dedication-apg.md index 9ec207db9..98ae13e9c 100644 --- a/compendium/feats/scrounger-dedication-apg.md +++ b/compendium/feats/scrounger-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Scrounger Dedication"] --- # Scrounger Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/sculpt-shadows-loag.md b/compendium/feats/sculpt-shadows-loag.md index a38d3b3bc..e31f443cb 100644 --- a/compendium/feats/sculpt-shadows-loag.md +++ b/compendium/feats/sculpt-shadows-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Sculpt Shadows"] --- # Sculpt Shadows [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 9* -[conjuration](rules/traits/conjuration.md) [fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) [shadow](rules/traits/shadow.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Activity** Three-Action diff --git a/compendium/feats/scuttle-up-loil.md b/compendium/feats/scuttle-up-loil.md index 77a6469b9..f716998bc 100644 --- a/compendium/feats/scuttle-up-loil.md +++ b/compendium/feats/scuttle-up-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Scuttle Up"] --- # Scuttle Up *Feat 1* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Prerequisites**: athamasi or xyloshi diff --git a/compendium/feats/sealed-poppet-lotgb.md b/compendium/feats/sealed-poppet-lotgb.md index f09827d2d..51cecbf94 100644 --- a/compendium/feats/sealed-poppet-lotgb.md +++ b/compendium/feats/sealed-poppet-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Sealed Poppet"] --- # Sealed Poppet *Feat 5* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") You've reinforced your interior parts with sealant or other flame-retardant materials, protecting you from fire. You no longer have the weakness to fire from the flammable ability. diff --git a/compendium/feats/seasoned-apg.md b/compendium/feats/seasoned-apg.md index 4bc02c41e..38a1c96ca 100644 --- a/compendium/feats/seasoned-apg.md +++ b/compendium/feats/seasoned-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Seasoned"] --- # Seasoned *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Alcohol Lore](compendium/skills.md#Lore), [Cooking Lore](compendium/skills.md#Lore), or [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/second-ally.md b/compendium/feats/second-ally.md index 1c3dc602f..36b26e336 100644 --- a/compendium/feats/second-ally.md +++ b/compendium/feats/second-ally.md @@ -7,7 +7,7 @@ tags: aliases: ["Second Ally"] --- # Second Ally *Feat 8* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally diff --git a/compendium/feats/second-chance-spell-apg.md b/compendium/feats/second-chance-spell-apg.md index 48035a17a..03c0a109d 100644 --- a/compendium/feats/second-chance-spell-apg.md +++ b/compendium/feats/second-chance-spell-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Second Chance Spell"] --- # Second Chance Spell *Feat 18* -[enchantment](rules/traits/enchantment.md) [wizard](rules/traits/wizard.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") When your target proves resilient to your magical deceptions, you can try them again on someone else. When you cast an enchantment spell that targets one creature and that creature critically succeeds at its Will save, you can [Cast the Spell](rules/actions/cast-a-spell.md) again before the end of your next turn on a different creature without expending an additional spell slot. The second casting doesn't grant you any benefits that you would normally gain for [Casting a Spell](rules/actions/cast-a-spell.md) from a spell slot. diff --git a/compendium/feats/second-shield-apg.md b/compendium/feats/second-shield-apg.md index b09eab99d..1e23a5cfa 100644 --- a/compendium/feats/second-shield-apg.md +++ b/compendium/feats/second-shield-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Second Shield"] --- # Second Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) - **Trigger** Your [Shield Block](compendium/feats/shield-block.md) causes your shield to break or be destroyed. diff --git a/compendium/feats/second-sting.md b/compendium/feats/second-sting.md index 13af9cf45..e6302e29d 100644 --- a/compendium/feats/second-sting.md +++ b/compendium/feats/second-sting.md @@ -8,7 +8,7 @@ tags: aliases: ["Second Sting"] --- # Second Sting [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[press](rules/traits/press.md) [ranger](rules/traits/ranger.md) +[press](rules/traits/press.md "Press Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Requirements**: You are wielding two melee weapons, each in a different hand. - **Activity** Single Action diff --git a/compendium/feats/second-wind.md b/compendium/feats/second-wind.md index c9c8b4210..8d8a7302f 100644 --- a/compendium/feats/second-wind.md +++ b/compendium/feats/second-wind.md @@ -7,7 +7,7 @@ tags: aliases: ["Second Wind"] --- # Second Wind *Feat 2* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") You can enter a second rage, but afterward you need to catch your breath. You can [Rage](rules/actions/rage.md) without waiting for 1 minute after the previous [Rage](rules/actions/rage.md) (or 1 round, with quick rage), but when you end this second [Rage](rules/actions/rage.md), you're [fatigued](rules/conditions.md#Fatigued) until you rest for 10 minutes. diff --git a/compendium/feats/secret-eyes-lome.md b/compendium/feats/secret-eyes-lome.md index baa8956e2..11a818c15 100644 --- a/compendium/feats/secret-eyes-lome.md +++ b/compendium/feats/secret-eyes-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Secret Eyes"] --- # Secret Eyes *Feat 13* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") You can call forth an [invisible](rules/conditions.md#Invisible) eye to let you peek on secrets. Once per day, you can cast [prying eye](compendium/spells/prying-eye.md) as an innate occult spell. diff --git a/compendium/feats/secret-speech-aoa3.md b/compendium/feats/secret-speech-aoa3.md index 9c82f1444..c44aac3d1 100644 --- a/compendium/feats/secret-speech-aoa3.md +++ b/compendium/feats/secret-speech-aoa3.md @@ -9,7 +9,7 @@ tags: aliases: ["Secret Speech"] --- # Secret Speech *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/secrets-of-shadow-som.md b/compendium/feats/secrets-of-shadow-som.md index 4b9ec19c1..1f5a890ac 100644 --- a/compendium/feats/secrets-of-shadow-som.md +++ b/compendium/feats/secrets-of-shadow-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Secrets Of Shadow"] --- # Secrets Of Shadow *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadow Reservoir](compendium/feats/shadow-reservoir-som.md) diff --git a/compendium/feats/see-the-unseen-lome.md b/compendium/feats/see-the-unseen-lome.md index c99e2f5b2..25ebf92ac 100644 --- a/compendium/feats/see-the-unseen-lome.md +++ b/compendium/feats/see-the-unseen-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["See The Unseen"] --- # See The Unseen *Feat 13* -[goloma](rules/traits/goloma-lome.md) +[goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") You notice things that others can't see at all. While you're adjacent to an [undetected](rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](rules/conditions.md#Hidden) from you. You only need a successful DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. diff --git a/compendium/feats/seedpod-locg.md b/compendium/feats/seedpod-locg.md index b12cdbfa2..d251ea993 100644 --- a/compendium/feats/seedpod-locg.md +++ b/compendium/feats/seedpod-locg.md @@ -7,10 +7,10 @@ tags: aliases: ["Seedpod"] --- # Seedpod *Feat 1* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") -Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 10 feet that deals `1d4` bludgeoning damage; these [Strikes](rules/actions/strike.md) have the [manipulate](rules/traits/manipulate.md) trait. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target's Speed for 1 round. Seedpods do not add critical specialization effects. +Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 10 feet that deals `1d4` bludgeoning damage; these [Strikes](rules/actions/strike.md) have the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target's Speed for 1 round. Seedpods do not add critical specialization effects. ## Seedpod leads to... diff --git a/compendium/feats/seeker-arrow-apg.md b/compendium/feats/seeker-arrow-apg.md index 5b9607085..58292853e 100644 --- a/compendium/feats/seeker-arrow-apg.md +++ b/compendium/feats/seeker-arrow-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Seeker Arrow"] --- # Seeker Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) - **Activity** Single Action diff --git a/compendium/feats/seeker-of-truths-av2.md b/compendium/feats/seeker-of-truths-av2.md index de4e93935..114ecccd0 100644 --- a/compendium/feats/seeker-of-truths-av2.md +++ b/compendium/feats/seeker-of-truths-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Seeker Of Truths"] --- # Seeker Of Truths *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) diff --git a/compendium/feats/seize-botd.md b/compendium/feats/seize-botd.md index f8a97df59..80700b498 100644 --- a/compendium/feats/seize-botd.md +++ b/compendium/feats/seize-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Seize"] --- # Seize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Requirements**: Your last action was a successful fist [Strike](rules/actions/strike.md) against a creature no more than one size larger than you. diff --git a/compendium/feats/selective-energy.md b/compendium/feats/selective-energy.md index e179903a7..8d7de8c45 100644 --- a/compendium/feats/selective-energy.md +++ b/compendium/feats/selective-energy.md @@ -7,7 +7,7 @@ tags: aliases: ["Selective Energy"] --- # Selective Energy *Feat 6* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell. diff --git a/compendium/feats/self-destruct-ooa3.md b/compendium/feats/self-destruct-ooa3.md index cb14158c3..abf85dac9 100644 --- a/compendium/feats/self-destruct-ooa3.md +++ b/compendium/feats/self-destruct-ooa3.md @@ -7,7 +7,7 @@ tags: aliases: ["Self-Destruct"] --- # Self-Destruct [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) - **Trigger** Your reanimated clockwork companion is reduced to 0 Hit Points. diff --git a/compendium/feats/selfless-parry-apg.md b/compendium/feats/selfless-parry-apg.md index 552218987..6cb39e599 100644 --- a/compendium/feats/selfless-parry-apg.md +++ b/compendium/feats/selfless-parry-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Selfless Parry"] --- # Selfless Parry *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md), [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) diff --git a/compendium/feats/semblance-of-life-botd.md b/compendium/feats/semblance-of-life-botd.md index 7e5606da9..436798b81 100644 --- a/compendium/feats/semblance-of-life-botd.md +++ b/compendium/feats/semblance-of-life-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Semblance of Life"] --- # Semblance of Life [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](rules/traits/archetype.md) [divine](rules/traits/divine.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Trigger** You deal damage to a living creature with your fist [Strike](rules/actions/strike.md) or with [Desiccating Inhalation](compendium/feats/desiccating-inhalation-botd.md). diff --git a/compendium/feats/sense-alignment-aoe1.md b/compendium/feats/sense-alignment-aoe1.md index 8eaa220f8..08272443e 100644 --- a/compendium/feats/sense-alignment-aoe1.md +++ b/compendium/feats/sense-alignment-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Sense Alignment"] --- # Sense Alignment [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [secret](rules/traits/secret.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) - **Activity** Three-Action diff --git a/compendium/feats/sense-allies-apg.md b/compendium/feats/sense-allies-apg.md index b8c548e42..2c7897ba5 100644 --- a/compendium/feats/sense-allies-apg.md +++ b/compendium/feats/sense-allies-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sense Allies"] --- # Sense Allies *Feat 5* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be [undetected](rules/conditions.md#Undetected) by you are instead [hidden](rules/conditions.md#Hidden) from you. The flat check for you to target willing allies within 60 feet that are [hidden](rules/conditions.md#Hidden) from you is 5 instead of 11. diff --git a/compendium/feats/sense-chaos-locg.md b/compendium/feats/sense-chaos-locg.md index 79a2cbeb3..b116b5b8a 100644 --- a/compendium/feats/sense-chaos-locg.md +++ b/compendium/feats/sense-chaos-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sense Chaos"] --- # Sense Chaos *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) diff --git a/compendium/feats/sense-evil.md b/compendium/feats/sense-evil.md index 4a24ad2dc..378993097 100644 --- a/compendium/feats/sense-evil.md +++ b/compendium/feats/sense-evil.md @@ -7,7 +7,7 @@ tags: aliases: ["Sense Evil"] --- # Sense Evil *Feat 8* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/sense-for-trouble-loag.md b/compendium/feats/sense-for-trouble-loag.md index a1fee7174..207fa05f3 100644 --- a/compendium/feats/sense-for-trouble-loag.md +++ b/compendium/feats/sense-for-trouble-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Sense For Trouble"] --- # Sense For Trouble *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) diff --git a/compendium/feats/sense-good-apg.md b/compendium/feats/sense-good-apg.md index f72e2fc98..9bbbc8f68 100644 --- a/compendium/feats/sense-good-apg.md +++ b/compendium/feats/sense-good-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Sense Good"] --- # Sense Good *Feat 8* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: tenets of evil diff --git a/compendium/feats/sense-ki-frp2.md b/compendium/feats/sense-ki-frp2.md index 56b711e3d..bd96fcd4c 100644 --- a/compendium/feats/sense-ki-frp2.md +++ b/compendium/feats/sense-ki-frp2.md @@ -8,7 +8,7 @@ tags: aliases: ["Sense Ki"] --- # Sense Ki *Feat 12* -[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/sense-the-unseen-investigator-apg.md b/compendium/feats/sense-the-unseen-investigator-apg.md index afe520fc3..31aa36306 100644 --- a/compendium/feats/sense-the-unseen-investigator-apg.md +++ b/compendium/feats/sense-the-unseen-investigator-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sense The Unseen (Investigator)"] --- # Sense The Unseen (Investigator) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Trigger** You fail a check to [Seek](rules/actions/seek.md). - **Activity** Reaction diff --git a/compendium/feats/sense-the-unseen-ranger.md b/compendium/feats/sense-the-unseen-ranger.md index b251d37b2..2eb6ac702 100644 --- a/compendium/feats/sense-the-unseen-ranger.md +++ b/compendium/feats/sense-the-unseen-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Sense The Unseen (Ranger)"] --- # Sense The Unseen (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Trigger** You fail a check to [Seek](rules/actions/seek.md). - **Activity** Reaction diff --git a/compendium/feats/sense-the-unseen-rogue.md b/compendium/feats/sense-the-unseen-rogue.md index a61ac6f65..7f65eb496 100644 --- a/compendium/feats/sense-the-unseen-rogue.md +++ b/compendium/feats/sense-the-unseen-rogue.md @@ -7,7 +7,7 @@ tags: aliases: ["Sense The Unseen (Rogue)"] --- # Sense The Unseen (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** You fail a check to [Seek](rules/actions/seek.md). - **Activity** Reaction diff --git a/compendium/feats/sense-thoughts-locg.md b/compendium/feats/sense-thoughts-locg.md index 399eacf54..103f1df5b 100644 --- a/compendium/feats/sense-thoughts-locg.md +++ b/compendium/feats/sense-thoughts-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Sense Thoughts"] --- # Sense Thoughts *Feat 9* -[elf](rules/traits/elf.md) [uncommon](rules/traits/uncommon.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Share Thoughts](compendium/feats/share-thoughts-locg.md) diff --git a/compendium/feats/senses-of-the-bear-tv.md b/compendium/feats/senses-of-the-bear-tv.md index e8fabb296..1449ed773 100644 --- a/compendium/feats/senses-of-the-bear-tv.md +++ b/compendium/feats/senses-of-the-bear-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Senses of the Bear"] --- # Senses of the Bear *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. If you already had low-light vision, you instead gain darkvision. diff --git a/compendium/feats/sensitive-nose-lome.md b/compendium/feats/sensitive-nose-lome.md index 5380faed8..0df30f0e7 100644 --- a/compendium/feats/sensitive-nose-lome.md +++ b/compendium/feats/sensitive-nose-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Sensitive Nose"] --- # Sensitive Nose *Feat 1* -[gnoll](rules/traits/gnoll-b1.md) +[gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") Your large black nose isn't just for show. You gain imprecise [scent](rules/abilities/scent.md) with a range of 30 feet. diff --git a/compendium/feats/sentinel-dedication-apg.md b/compendium/feats/sentinel-dedication-apg.md index cde49fe3f..2cc6c7d8a 100644 --- a/compendium/feats/sentinel-dedication-apg.md +++ b/compendium/feats/sentinel-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Sentinel Dedication"] --- # Sentinel Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. diff --git a/compendium/feats/sepulchral-sublimation-botd.md b/compendium/feats/sepulchral-sublimation-botd.md index e7c1e77f2..562ebdfea 100644 --- a/compendium/feats/sepulchral-sublimation-botd.md +++ b/compendium/feats/sepulchral-sublimation-botd.md @@ -13,7 +13,7 @@ tags: aliases: ["Sepulchral Sublimation"] --- # Sepulchral Sublimation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: ability to permanently create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard - **Requirements**: You have at least one undead minion that you permanently control. diff --git a/compendium/feats/serpentcoil-slam-loil.md b/compendium/feats/serpentcoil-slam-loil.md index 6f89ff989..b398c3d1a 100644 --- a/compendium/feats/serpentcoil-slam-loil.md +++ b/compendium/feats/serpentcoil-slam-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Serpentcoil Slam"] --- # Serpentcoil Slam [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") - **Frequency**: once per minute - **Activity** Single Action diff --git a/compendium/feats/serpentine-swimmer-loil.md b/compendium/feats/serpentine-swimmer-loil.md index eae028598..d2ca1b3f0 100644 --- a/compendium/feats/serpentine-swimmer-loil.md +++ b/compendium/feats/serpentine-swimmer-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Serpentine Swimmer"] --- # Serpentine Swimmer *Feat 9* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") - **Prerequisites**: Water Nagaji diff --git a/compendium/feats/serpents-tongue-loil.md b/compendium/feats/serpents-tongue-loil.md index 8f6731a4b..305971a23 100644 --- a/compendium/feats/serpents-tongue-loil.md +++ b/compendium/feats/serpents-tongue-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Serpent's Tongue"] --- # Serpent's Tongue *Feat 1* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") You subconsciously flick your tongue through the air to taste the world around you. You gain imprecise scent with a range of 30 feet. diff --git a/compendium/feats/settlement-scholastics-apg.md b/compendium/feats/settlement-scholastics-apg.md index c88114168..d57cbf482 100644 --- a/compendium/feats/settlement-scholastics-apg.md +++ b/compendium/feats/settlement-scholastics-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Settlement Scholastics"] --- # Settlement Scholastics *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) diff --git a/compendium/feats/seven-part-link-da.md b/compendium/feats/seven-part-link-da.md index ae0ef079a..70060fed9 100644 --- a/compendium/feats/seven-part-link-da.md +++ b/compendium/feats/seven-part-link-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Seven-Part Link"] --- # Seven-Part Link *Feat 16* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Paired Link diff --git a/compendium/feats/sever-magic-da.md b/compendium/feats/sever-magic-da.md index 712aa2bcc..bb90922c7 100644 --- a/compendium/feats/sever-magic-da.md +++ b/compendium/feats/sever-magic-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Sever Magic"] --- # Sever Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Requirements**: You're holding an implement. - **Activity** Two-Action diff --git a/compendium/feats/sever-space-frp3.md b/compendium/feats/sever-space-frp3.md index 18748b9eb..6a47add18 100644 --- a/compendium/feats/sever-space-frp3.md +++ b/compendium/feats/sever-space-frp3.md @@ -11,7 +11,7 @@ tags: aliases: ["Sever Space"] --- # Sever Space [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[conjuration](rules/traits/conjuration.md) [fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Requirements**: You are wielding a weapon that deals slashing damage or have an unarmed [Strike](rules/actions/strike.md) that deals slashing damage. - **Activity** Two-Action diff --git a/compendium/feats/shackleborn-loag.md b/compendium/feats/shackleborn-loag.md index 24114789e..8307693c4 100644 --- a/compendium/feats/shackleborn-loag.md +++ b/compendium/feats/shackleborn-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Shackleborn"] --- # Shackleborn *Feat 1* -[lineage](rules/traits/lineage-apg.md) [tiefling](rules/traits/tiefling-b1.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -Your lineage shows the signs of [velstrac](rules/traits/velstrac-b2.md) tampering, including some curious quirk bequeathed by those shadowy surgeons of flesh and souls. Your flesh heals cleanly and quickly—all the better for you to serve as a subject for their ghastly art. You gain the [Fast Recovery](compendium/feats/fast-recovery.md) feat, even if you don't meet the prerequisites. +Your lineage shows the signs of [velstrac](rules/traits/velstrac-b2.md "Velstrac Creature Trait") tampering, including some curious quirk bequeathed by those shadowy surgeons of flesh and souls. Your flesh heals cleanly and quickly—all the better for you to serve as a subject for their ghastly art. You gain the [Fast Recovery](compendium/feats/fast-recovery.md) feat, even if you don't meet the prerequisites. ## Shackleborn leads to... diff --git a/compendium/feats/shadow-blending-loag.md b/compendium/feats/shadow-blending-loag.md index ab34a130a..d5b84978c 100644 --- a/compendium/feats/shadow-blending-loag.md +++ b/compendium/feats/shadow-blending-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Shadow Blending"] --- # Shadow Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[fetchling](rules/traits/fetchling-b2.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [shadow](rules/traits/shadow.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Trigger** A creature attempts a flat check to target you while you're [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) due to dim light or darkness. - **Activity** Reaction diff --git a/compendium/feats/shadow-hunter.md b/compendium/feats/shadow-hunter.md index 90ea9bb40..30978476a 100644 --- a/compendium/feats/shadow-hunter.md +++ b/compendium/feats/shadow-hunter.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Hunter"] --- # Shadow Hunter *Feat 18* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Camouflage](compendium/feats/camouflage.md) diff --git a/compendium/feats/shadow-illusion-apg.md b/compendium/feats/shadow-illusion-apg.md index 8e0583e88..b00d0e9dc 100644 --- a/compendium/feats/shadow-illusion-apg.md +++ b/compendium/feats/shadow-illusion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Illusion"] --- # Shadow Illusion *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) diff --git a/compendium/feats/shadow-magic-apg.md b/compendium/feats/shadow-magic-apg.md index 7e1de9ace..65b30416b 100644 --- a/compendium/feats/shadow-magic-apg.md +++ b/compendium/feats/shadow-magic-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Magic"] --- # Shadow Magic *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) diff --git a/compendium/feats/shadow-mark-apg.md b/compendium/feats/shadow-mark-apg.md index 96a9b1e1c..b56e8d118 100644 --- a/compendium/feats/shadow-mark-apg.md +++ b/compendium/feats/shadow-mark-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Shadow Mark"] --- # Shadow Mark *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/shadow-master-apg.md b/compendium/feats/shadow-master-apg.md index 332a6e890..2f2c5b1a8 100644 --- a/compendium/feats/shadow-master-apg.md +++ b/compendium/feats/shadow-master-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Shadow Master"] --- # Shadow Master *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) -The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md) effect. +The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. *Source: Advanced Player's Guide p. 192* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/shadow-of-the-wilds-locg.md b/compendium/feats/shadow-of-the-wilds-locg.md index 037ebe488..d811b6055 100644 --- a/compendium/feats/shadow-of-the-wilds-locg.md +++ b/compendium/feats/shadow-of-the-wilds-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Of The Wilds"] --- # Shadow Of The Wilds *Feat 1* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") It's difficult to notice your passage through wild areas. As long as you're not in an urban environment, you're always considered to be [Covering Tracks](rules/actions/cover-tracks.md), even if you chose a different activity in exploration mode. diff --git a/compendium/feats/shadow-pact-locg.md b/compendium/feats/shadow-pact-locg.md index 1e1d555f6..43c29647f 100644 --- a/compendium/feats/shadow-pact-locg.md +++ b/compendium/feats/shadow-pact-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Pact"] --- # Shadow Pact *Feat 13* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: Nidalese ethnicity diff --git a/compendium/feats/shadow-power-apg.md b/compendium/feats/shadow-power-apg.md index eaf1b1e64..e77d51866 100644 --- a/compendium/feats/shadow-power-apg.md +++ b/compendium/feats/shadow-power-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Power"] --- # Shadow Power *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadow Magic](compendium/feats/shadow-magic-apg.md) diff --git a/compendium/feats/shadow-reservoir-som.md b/compendium/feats/shadow-reservoir-som.md index 8697889ee..925df5619 100644 --- a/compendium/feats/shadow-reservoir-som.md +++ b/compendium/feats/shadow-reservoir-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Reservoir"] --- # Shadow Reservoir *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: ability to cast spells from spell slots, [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) @@ -15,7 +15,7 @@ Your own shadow speaks to you, providing knowledge of spells and a reservoir of Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot. -Spells cast from your shadow reservoir gain the [shadow](rules/traits/shadow.md) trait, and affected creatures might be able to 0. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. +Spells cast from your shadow reservoir gain the [shadow](rules/traits/shadow.md "Shadow General Trait") trait, and affected creatures might be able to 0. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir. diff --git a/compendium/feats/shadow-self-apg.md b/compendium/feats/shadow-self-apg.md index e8b7889cf..df907219f 100644 --- a/compendium/feats/shadow-self-apg.md +++ b/compendium/feats/shadow-self-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Self"] --- # Shadow Self *Feat 17* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: legendary [Stealth](compendium/skills.md#Stealth) - **Frequency**: once per hour diff --git a/compendium/feats/shadow-sight-loag.md b/compendium/feats/shadow-sight-loag.md index 661b6218a..acd429457 100644 --- a/compendium/feats/shadow-sight-loag.md +++ b/compendium/feats/shadow-sight-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Shadow Sight"] --- # Shadow Sight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[fetchling](rules/traits/fetchling-b2.md) [occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Frequency**: once per hour - **Activity** Single Action diff --git a/compendium/feats/shadow-sneak-attack-apg.md b/compendium/feats/shadow-sneak-attack-apg.md index ba7431b2b..45bbefec1 100644 --- a/compendium/feats/shadow-sneak-attack-apg.md +++ b/compendium/feats/shadow-sneak-attack-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Sneak Attack"] --- # Shadow Sneak Attack *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) diff --git a/compendium/feats/shadow-spell-som.md b/compendium/feats/shadow-spell-som.md index 55a94eef0..d7056f4fe 100644 --- a/compendium/feats/shadow-spell-som.md +++ b/compendium/feats/shadow-spell-som.md @@ -9,12 +9,12 @@ tags: aliases: ["Shadow Spell"] --- # Shadow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) [shadow](rules/traits/shadow.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) - **Activity** Single Action -You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [shadow](rules/traits/shadow.md) trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to [Stealth](compendium/skills.md#Stealth) or takes a –2 status penalty to [Perception](compendium/skills.md#Perception) (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. +You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md) that has the [shadow](rules/traits/shadow.md "Shadow General Trait") trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to [Stealth](compendium/skills.md#Stealth) or takes a –2 status penalty to [Perception](compendium/skills.md#Perception) (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. The effects of Shadow Spell end if you use Shadow Spell again. diff --git a/compendium/feats/shadow-spells-som.md b/compendium/feats/shadow-spells-som.md index 27bbd11d4..363722ca1 100644 --- a/compendium/feats/shadow-spells-som.md +++ b/compendium/feats/shadow-spells-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow Spells"] --- # Shadow Spells *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) diff --git a/compendium/feats/shadowcaster-dedication-som.md b/compendium/feats/shadowcaster-dedication-som.md index 2954a8ac6..8157ee090 100644 --- a/compendium/feats/shadowcaster-dedication-som.md +++ b/compendium/feats/shadowcaster-dedication-som.md @@ -9,11 +9,11 @@ tags: aliases: ["Shadowcaster Dedication"] --- # Shadowcaster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: ability to cast spells -You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the [light](rules/traits/light.md) trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a [light](compendium/spells/light.md) spell, such as the Domain Initiate feat granting you the [dazzling flash](compendium/spells/dazzling-flash.md) spell, you don't gain that spell. +You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the [light](rules/traits/light.md "Light Effect Trait") trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a [light](compendium/spells/light.md) spell, such as the Domain Initiate feat granting you the [dazzling flash](compendium/spells/dazzling-flash.md) spell, you don't gain that spell. You gain the [cloak of shadow](compendium/spells/cloak-of-shadow.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](rules/actions/refocus.md) activity. You can [Refocus](rules/actions/refocus.md) by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites. diff --git a/compendium/feats/shadowdancer-dedication-apg.md b/compendium/feats/shadowdancer-dedication-apg.md index 0e512ec6b..9542c48bf 100644 --- a/compendium/feats/shadowdancer-dedication-apg.md +++ b/compendium/feats/shadowdancer-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Shadowdancer Dedication"] --- # Shadowdancer Dedication *Feat 8* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth), expert in [Performance](compendium/skills.md#Performance) diff --git a/compendium/feats/shadows-assault-loag.md b/compendium/feats/shadows-assault-loag.md index be5670f50..f3e6d03ca 100644 --- a/compendium/feats/shadows-assault-loag.md +++ b/compendium/feats/shadows-assault-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow's Assault"] --- # Shadow's Assault *Feat 13* -[fetchling](rules/traits/fetchling-b2.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") Your shadow assaults your foes. You can cast [shadow blast](compendium/spells/shadow-blast.md) as a 5th-level occult innate spell once per day. At 17th level, your shadow blast is heightened to 6th level. diff --git a/compendium/feats/shadows-web-apg.md b/compendium/feats/shadows-web-apg.md index 8802e8910..0f0ca9e0c 100644 --- a/compendium/feats/shadows-web-apg.md +++ b/compendium/feats/shadows-web-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shadow's Web"] --- # Shadow's Web *Feat 14* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells - **Requirements**: You are in Clinging Shadows Initiate. diff --git a/compendium/feats/shadowy-disguise-loag.md b/compendium/feats/shadowy-disguise-loag.md index b69ab659a..c0530a6d3 100644 --- a/compendium/feats/shadowy-disguise-loag.md +++ b/compendium/feats/shadowy-disguise-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Shadowy Disguise"] --- # Shadowy Disguise *Feat 5* -[fetchling](rules/traits/fetchling-b2.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") -You wrap yourself in shadow to change your appearance. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) as a 1st-level occult innate spell once per day. This spell gains the [shadow](rules/traits/shadow.md) trait. +You wrap yourself in shadow to change your appearance. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) as a 1st-level occult innate spell once per day. This spell gains the [shadow](rules/traits/shadow.md "Shadow General Trait") trait. *Source: Lost Omens: Ancestry Guide p. 88* %% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/compendium/feats/shaitan-magic-loag.md b/compendium/feats/shaitan-magic-loag.md index f62b01c81..24ff15107 100644 --- a/compendium/feats/shaitan-magic-loag.md +++ b/compendium/feats/shaitan-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Shaitan Magic"] --- # Shaitan Magic *Feat 9* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") The magic of shaitans runs through your blood. You can cast [glitterdust](compendium/spells/glitterdust.md) and [resist energy](compendium/spells/resist-energy.md) once per day each as 2nd-level arcane innate spells. diff --git a/compendium/feats/shaitan-skin-loag.md b/compendium/feats/shaitan-skin-loag.md index cf72dc713..cb7bf5eff 100644 --- a/compendium/feats/shaitan-skin-loag.md +++ b/compendium/feats/shaitan-skin-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Shaitan Skin"] --- # Shaitan Skin *Feat 13* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") When in danger, you can harden the stone in your skin into armor, much like a shaitan. You can cast [stoneskin](compendium/spells/stoneskin.md) on yourself only, 3 times per day as a 4th-level arcane innate spell. diff --git a/compendium/feats/shake-it-off.md b/compendium/feats/shake-it-off.md index 0fa311bbd..f17579d26 100644 --- a/compendium/feats/shake-it-off.md +++ b/compendium/feats/shake-it-off.md @@ -9,7 +9,7 @@ tags: aliases: ["Shake It Off"] --- # Shake It Off [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/shall-not-falter-shall-not-rout-lol.md b/compendium/feats/shall-not-falter-shall-not-rout-lol.md index 9df9f2df7..709643c41 100644 --- a/compendium/feats/shall-not-falter-shall-not-rout-lol.md +++ b/compendium/feats/shall-not-falter-shall-not-rout-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Shall Not Falter, Shall Not Rout"] --- # Shall Not Falter, Shall Not Rout *Feat 10* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) diff --git a/compendium/feats/shamble-botd.md b/compendium/feats/shamble-botd.md index 1ce00a81a..4036e88ab 100644 --- a/compendium/feats/shamble-botd.md +++ b/compendium/feats/shamble-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Shamble"] --- # Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Activity** Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) diff --git a/compendium/feats/shameless-request.md b/compendium/feats/shameless-request.md index 476249394..e50bc17b9 100644 --- a/compendium/feats/shameless-request.md +++ b/compendium/feats/shameless-request.md @@ -8,7 +8,7 @@ tags: aliases: ["Shameless Request"] --- # Shameless Request *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Requirements**: master in [Diplomacy](compendium/skills.md#Diplomacy). diff --git a/compendium/feats/shape-of-the-cloud-dragon-sot3.md b/compendium/feats/shape-of-the-cloud-dragon-sot3.md index bd92d5253..b6ad3f7d4 100644 --- a/compendium/feats/shape-of-the-cloud-dragon-sot3.md +++ b/compendium/feats/shape-of-the-cloud-dragon-sot3.md @@ -8,7 +8,7 @@ tags: aliases: ["Shape of the Cloud Dragon"] --- # Shape of the Cloud Dragon *Feat 14* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -16,7 +16,7 @@ You've discovered how to transform yourself into a cloud dragon. Once per day, y While in this form, you gain the following cloud dragon–specific abilities: -- **Cloud** cloud walk (you can walk on clouds or fog); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <10 feet>](rules/traits/reach.md)), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn ([reach <10 feet>](rules/traits/reach.md)), **Damage** `3d8` piercing; breath weapon 30-foot cone, `6d12` electricity. +- **Cloud** cloud walk (you can walk on clouds or fog); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn ([reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `3d8` piercing; breath weapon 30-foot cone, `6d12` electricity. **Special.** You can use this feat in place of [Shape of the Dragon](compendium/feats/shape-of-the-dragon-apg.md) to fulfill feat requirements. diff --git a/compendium/feats/shape-of-the-dragon-apg.md b/compendium/feats/shape-of-the-dragon-apg.md index 43399d074..438e6ad06 100644 --- a/compendium/feats/shape-of-the-dragon-apg.md +++ b/compendium/feats/shape-of-the-dragon-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shape Of The Dragon"] --- # Shape Of The Dragon *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) diff --git a/compendium/feats/shapechangers-intuition-loag.md b/compendium/feats/shapechangers-intuition-loag.md index 21fdeae8f..288dfe5d6 100644 --- a/compendium/feats/shapechangers-intuition-loag.md +++ b/compendium/feats/shapechangers-intuition-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Shapechanger's Intuition"] --- # Shapechanger's Intuition *Feat 1* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") A lifetime of experience helps you see through disguises. When you come within 10 feet of a creature that is transformed into another form or is Impersonating a specific creature, the GM rolls a secret [Perception](compendium/skills.md#Perception) check for you to realize that the creature is transformed, even if you didn't spend an action to [Seek](rules/actions/seek.md) against that creature. diff --git a/compendium/feats/shaped-contaminant-aoa5.md b/compendium/feats/shaped-contaminant-aoa5.md index 0d2d95bfe..7ef8cabf6 100644 --- a/compendium/feats/shaped-contaminant-aoa5.md +++ b/compendium/feats/shaped-contaminant-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Shaped Contaminant"] --- # Shaped Contaminant *Feat 12* -[alchemist](rules/traits/alchemist.md) [uncommon](rules/traits/uncommon.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely. When you activate an inhaled poison, you can cause it to fill a 20-foot line that's 5 feet tall rather than a 10-foot cube. You gain a +3 status bonus to saving throws against inhaled poisons that you activate. diff --git a/compendium/feats/share-burden-da.md b/compendium/feats/share-burden-da.md index 10bf6f900..a155b65cf 100644 --- a/compendium/feats/share-burden-da.md +++ b/compendium/feats/share-burden-da.md @@ -7,13 +7,13 @@ tags: aliases: ["Share Burden"] --- # Share Burden [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) -- **Trigger** An ally within 60 feet would be affected by a [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect, and you wouldn't be affected but you are an eligible target for the effect. +- **Trigger** An ally within 60 feet would be affected by a [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, and you wouldn't be affected but you are an eligible target for the effect. - **Activity** Reaction -You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering [curse](rules/traits/curse.md) or [misfortune](rules/traits/misfortune.md) effect affects you. +You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering [curse](rules/traits/curse.md "Curse Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect affects you. *Source: Dark Archive p. 169* %% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/share-eidolon-magic-som.md b/compendium/feats/share-eidolon-magic-som.md index ce9e8d89c..cc364bc11 100644 --- a/compendium/feats/share-eidolon-magic-som.md +++ b/compendium/feats/share-eidolon-magic-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Share Eidolon Magic"] --- # Share Eidolon Magic *Feat 14* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Magical Understudy](compendium/feats/magical-understudy-som.md) diff --git a/compendium/feats/share-rage.md b/compendium/feats/share-rage.md index c4e36e59a..56b8cf9e7 100644 --- a/compendium/feats/share-rage.md +++ b/compendium/feats/share-rage.md @@ -10,12 +10,12 @@ tags: aliases: ["Share Rage"] --- # Share Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[auditory](rules/traits/auditory.md) [barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Requirements**: You haven't used this ability since you last Raged. - **Activity** Single Action -You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the [Rage](rules/actions/rage.md) action, except it can still use [concentrate](rules/traits/concentrate.md) actions. +You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the [Rage](rules/actions/rage.md) action, except it can still use [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") actions. ## Share Rage leads to... diff --git a/compendium/feats/share-thoughts-locg.md b/compendium/feats/share-thoughts-locg.md index 0f24d8fef..0af0782e2 100644 --- a/compendium/feats/share-thoughts-locg.md +++ b/compendium/feats/share-thoughts-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Share Thoughts"] --- # Share Thoughts *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: Mualijae, Ilverani, or Vourinoi ethnicity diff --git a/compendium/feats/share-weakness-da.md b/compendium/feats/share-weakness-da.md index 1ecdd1304..f3f2377dc 100644 --- a/compendium/feats/share-weakness-da.md +++ b/compendium/feats/share-weakness-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Share Weakness"] --- # Share Weakness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), mortal weakness - **Requirements**: You are Exploiting a creature's Vulnerability using mortal weakness. diff --git a/compendium/feats/shared-assault-apg.md b/compendium/feats/shared-assault-apg.md index 748ac616d..78716ea54 100644 --- a/compendium/feats/shared-assault-apg.md +++ b/compendium/feats/shared-assault-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Assault"] --- # Shared Assault *Feat 12* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: [Courageous Assault](compendium/feats/courageous-assault-apg.md) diff --git a/compendium/feats/shared-attunement-som.md b/compendium/feats/shared-attunement-som.md index e60daf55b..6b2062b08 100644 --- a/compendium/feats/shared-attunement-som.md +++ b/compendium/feats/shared-attunement-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Attunement"] --- # Shared Attunement *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) diff --git a/compendium/feats/shared-avoidance-apg.md b/compendium/feats/shared-avoidance-apg.md index f662dd3d1..74093b6c1 100644 --- a/compendium/feats/shared-avoidance-apg.md +++ b/compendium/feats/shared-avoidance-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Avoidance"] --- # Shared Avoidance *Feat 10* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Premonition of Avoidance](compendium/feats/premonition-of-avoidance-apg.md) diff --git a/compendium/feats/shared-clarity-apg.md b/compendium/feats/shared-clarity-apg.md index 7ea97f17d..693a69ea4 100644 --- a/compendium/feats/shared-clarity-apg.md +++ b/compendium/feats/shared-clarity-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Shared Clarity"] --- # Shared Clarity *Feat 18* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Premonition of Clarity](compendium/feats/premonition-of-clarity-apg.md) -You can project your premonitions of clarity to your allies. When you use [Premonition of Clarity](compendium/feats/premonition-of-clarity-apg.md), allies within 15 feet of you who failed the same saving throw against the same [mental](rules/traits/mental.md) effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus. +You can project your premonitions of clarity to your allies. When you use [Premonition of Clarity](compendium/feats/premonition-of-clarity-apg.md), allies within 15 feet of you who failed the same saving throw against the same [mental](rules/traits/mental.md "Mental Effect Trait") effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus. *Source: Advanced Player's Guide p. 123* %% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/shared-dream-da.md b/compendium/feats/shared-dream-da.md index c97490e85..96bfd9770 100644 --- a/compendium/feats/shared-dream-da.md +++ b/compendium/feats/shared-dream-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Dream"] --- # Shared Dream *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) diff --git a/compendium/feats/shared-luck-apg.md b/compendium/feats/shared-luck-apg.md index 0098bfad8..ffee49a55 100644 --- a/compendium/feats/shared-luck-apg.md +++ b/compendium/feats/shared-luck-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Luck"] --- # Shared Luck *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Cat's Luck](compendium/feats/cats-luck-apg.md) diff --git a/compendium/feats/shared-luck-locg.md b/compendium/feats/shared-luck-locg.md index 835c01658..cc2edd8a9 100644 --- a/compendium/feats/shared-luck-locg.md +++ b/compendium/feats/shared-luck-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Luck"] --- # Shared Luck *Feat 5* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Halfling Luck](compendium/feats/halfling-luck.md) diff --git a/compendium/feats/shared-prey.md b/compendium/feats/shared-prey.md index 68621d1e9..04896b550 100644 --- a/compendium/feats/shared-prey.md +++ b/compendium/feats/shared-prey.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Prey"] --- # Shared Prey *Feat 14* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Double Prey](compendium/feats/double-prey.md), [Warden's Boon](compendium/feats/wardens-boon.md) diff --git a/compendium/feats/shared-replenishment.md b/compendium/feats/shared-replenishment.md index 836475c22..4b5eb5815 100644 --- a/compendium/feats/shared-replenishment.md +++ b/compendium/feats/shared-replenishment.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Replenishment"] --- # Shared Replenishment *Feat 12* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Replenishment of War](compendium/feats/replenishment-of-war.md) diff --git a/compendium/feats/shared-sight-lokl.md b/compendium/feats/shared-sight-lokl.md index 330542e22..3355bc03b 100644 --- a/compendium/feats/shared-sight-lokl.md +++ b/compendium/feats/shared-sight-lokl.md @@ -11,7 +11,7 @@ tags: aliases: ["Shared Sight"] --- # Shared Sight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Prerequisites**: [Soulsight](compendium/feats/soulsight-bard-apg.md) diff --git a/compendium/feats/shared-stratagem-apg.md b/compendium/feats/shared-stratagem-apg.md index b39d7c02c..f686d0580 100644 --- a/compendium/feats/shared-stratagem-apg.md +++ b/compendium/feats/shared-stratagem-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Stratagem"] --- # Shared Stratagem *Feat 2* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn. diff --git a/compendium/feats/shared-synergy-locg.md b/compendium/feats/shared-synergy-locg.md index 5a5814560..dfbb89c02 100644 --- a/compendium/feats/shared-synergy-locg.md +++ b/compendium/feats/shared-synergy-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Synergy"] --- # Shared Synergy *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md) diff --git a/compendium/feats/shared-warding-da.md b/compendium/feats/shared-warding-da.md index daecaf26b..f210a98ce 100644 --- a/compendium/feats/shared-warding-da.md +++ b/compendium/feats/shared-warding-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Shared Warding"] --- # Shared Warding *Feat 12* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Esoteric Warden diff --git a/compendium/feats/sharp-fangs-locg.md b/compendium/feats/sharp-fangs-locg.md index 4ab8796bf..891c3724b 100644 --- a/compendium/feats/sharp-fangs-locg.md +++ b/compendium/feats/sharp-fangs-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sharp Fangs"] --- # Sharp Fangs *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") Your teeth are formidable weapons. You gain a fangs unarmed attack that deals `1d8` piercing damage. diff --git a/compendium/feats/shatter-defenses.md b/compendium/feats/shatter-defenses.md index a471058bd..1761a5fe0 100644 --- a/compendium/feats/shatter-defenses.md +++ b/compendium/feats/shatter-defenses.md @@ -8,7 +8,7 @@ tags: aliases: ["Shatter Defenses"] --- # Shatter Defenses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: A [frightened](rules/conditions.md#Frightened) creature is in your melee reach. - **Activity** Single Action diff --git a/compendium/feats/shatter-space-da.md b/compendium/feats/shatter-space-da.md index ec01a1cc1..4ac1d5617 100644 --- a/compendium/feats/shatter-space-da.md +++ b/compendium/feats/shatter-space-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Shatter Space"] --- # Shatter Space *Feat 14* -[amp](rules/traits/amp-da.md) [psychic](rules/traits/psychic-da.md) +[amp](rules/traits/amp-da.md "Amp Feat Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") The sheer power of your magic fractures reality. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast. diff --git a/compendium/feats/shattering-blows-apg.md b/compendium/feats/shattering-blows-apg.md index 85bec0679..596f3e071 100644 --- a/compendium/feats/shattering-blows-apg.md +++ b/compendium/feats/shattering-blows-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Shattering Blows"] --- # Shattering Blows *Feat 16* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") Your forceful blows shatter objects with ease. While you are [raging](rules/actions/rage.md), your melee [Strikes](rules/actions/strike.md) ignore 5 points of an object's Hardness. If you have the devastator class feature, you instead ignore 10 points of an object's Hardness. diff --git a/compendium/feats/shattering-strike-apg.md b/compendium/feats/shattering-strike-apg.md index a63110c49..ffa8e0739 100644 --- a/compendium/feats/shattering-strike-apg.md +++ b/compendium/feats/shattering-strike-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shattering Strike"] --- # Shattering Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Improvised Pummel](compendium/feats/improvised-pummel-apg.md) - **Trigger** An improvised weapon that you are wielding becomes [broken](rules/conditions.md#Broken) as a result of a critical success on an [Improvised Pummel](compendium/feats/improvised-pummel-apg.md). diff --git a/compendium/feats/shattering-strike.md b/compendium/feats/shattering-strike.md index f82bdeb52..9c5d7b725 100644 --- a/compendium/feats/shattering-strike.md +++ b/compendium/feats/shattering-strike.md @@ -7,7 +7,7 @@ tags: aliases: ["Shattering Strike"] --- # Shattering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/shed-tail-locg.md b/compendium/feats/shed-tail-locg.md index 2bda4fb1e..4ae3c3960 100644 --- a/compendium/feats/shed-tail-locg.md +++ b/compendium/feats/shed-tail-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shed Tail"] --- # Shed Tail [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: [Tail Whip](compendium/feats/tail-whip-locg.md) - **Trigger** You become [grabbed](rules/conditions.md#Grabbed). diff --git a/compendium/feats/sheltering-cave-som.md b/compendium/feats/sheltering-cave-som.md index e4d34bf3c..2d88f2fcb 100644 --- a/compendium/feats/sheltering-cave-som.md +++ b/compendium/feats/sheltering-cave-som.md @@ -11,12 +11,12 @@ tags: aliases: ["Sheltering Cave"] --- # Sheltering Cave *Feat 4* -[conjuration](rules/traits/conjuration.md) [druid](rules/traits/druid.md) [earth](rules/traits/earth.md) [exploration](rules/traits/exploration.md) [primal](rules/traits/primal.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [druid](rules/traits/druid.md "Druid Class Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Prerequisites**: stone order - **Requirements**: You're standing on ground composed of earth, stone, or a similar material. -You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the [structure](rules/traits/structure.md) trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements. The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close. +You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the [structure](rules/traits/structure.md "Structure General Trait") trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements. The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close. *Source: Secrets of Magic p. 199* %% #compendium/src/pf2e/som #trait/conjuration #trait/druid #trait/earth #trait/exploration #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/sheltering-slab-apg.md b/compendium/feats/sheltering-slab-apg.md index 115644052..e78467d68 100644 --- a/compendium/feats/sheltering-slab-apg.md +++ b/compendium/feats/sheltering-slab-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sheltering Slab"] --- # Sheltering Slab *Feat 5* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") The stone around you is your ally, and you have learned to use it to shore up your weaknesses. As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't [flat-footed](rules/conditions.md#Flat-footed) against attacks as a result of being flanked. This works even if you are at the outside corner of the wall. diff --git a/compendium/feats/shepherd-of-desolation-lokl.md b/compendium/feats/shepherd-of-desolation-lokl.md index 595c661fd..57f3aeff7 100644 --- a/compendium/feats/shepherd-of-desolation-lokl.md +++ b/compendium/feats/shepherd-of-desolation-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Shepherd of Desolation"] --- # Shepherd of Desolation *Feat 12* -[archetype](rules/traits/archetype.md) [aura](rules/traits/aura.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), [Survivor of Desolation](compendium/feats/survivor-of-desolation-locg.md) diff --git a/compendium/feats/shield-block.md b/compendium/feats/shield-block.md index c8038f2da..a9d8d414b 100644 --- a/compendium/feats/shield-block.md +++ b/compendium/feats/shield-block.md @@ -7,7 +7,7 @@ tags: aliases: ["Shield Block"] --- # Shield Block [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Trigger** While you have your [shield raised](rules/actions/raise-a-shield.md), you would take damage from a physical attack. - **Activity** Reaction diff --git a/compendium/feats/shield-of-faith-apg.md b/compendium/feats/shield-of-faith-apg.md index c7a9bc36e..7ce1825e0 100644 --- a/compendium/feats/shield-of-faith-apg.md +++ b/compendium/feats/shield-of-faith-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shield Of Faith"] --- # Shield Of Faith *Feat 10* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: [Domain Initiate](compendium/feats/domain-initiate.md) diff --git a/compendium/feats/shield-of-grace.md b/compendium/feats/shield-of-grace.md index 99257fed8..02ed8119f 100644 --- a/compendium/feats/shield-of-grace.md +++ b/compendium/feats/shield-of-grace.md @@ -7,7 +7,7 @@ tags: aliases: ["Shield Of Grace"] --- # Shield Of Grace *Feat 16* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Shield Warden](compendium/feats/shield-warden-champion.md) diff --git a/compendium/feats/shield-of-reckoning.md b/compendium/feats/shield-of-reckoning.md index 7f5381aef..7ab2d6e42 100644 --- a/compendium/feats/shield-of-reckoning.md +++ b/compendium/feats/shield-of-reckoning.md @@ -8,7 +8,7 @@ tags: aliases: ["Shield Of Reckoning"] --- # Shield Of Reckoning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[champion](rules/traits/champion.md) [flourish](rules/traits/flourish.md) +[champion](rules/traits/champion.md "Champion Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: champion's reaction, divine ally (shield), tenets of good, [Shield Warden](compendium/feats/shield-warden-champion.md) - **Trigger** A foe's attack against an ally matches the trigger for both your [Shield Block](compendium/feats/shield-block.md) reaction and your champion's reaction. diff --git a/compendium/feats/shield-paragon.md b/compendium/feats/shield-paragon.md index 9547addb4..40e8cdcb5 100644 --- a/compendium/feats/shield-paragon.md +++ b/compendium/feats/shield-paragon.md @@ -7,7 +7,7 @@ tags: aliases: ["Shield Paragon"] --- # Shield Paragon *Feat 20* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (shield) diff --git a/compendium/feats/shield-salvation-apg.md b/compendium/feats/shield-salvation-apg.md index 5623aeee3..f7eebe07e 100644 --- a/compendium/feats/shield-salvation-apg.md +++ b/compendium/feats/shield-salvation-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shield Salvation"] --- # Shield Salvation *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) diff --git a/compendium/feats/shield-wall-lokl.md b/compendium/feats/shield-wall-lokl.md index 85737717e..2366b6615 100644 --- a/compendium/feats/shield-wall-lokl.md +++ b/compendium/feats/shield-wall-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Shield Wall"] --- # Shield Wall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[champion](rules/traits/champion.md) [fighter](rules/traits/fighter.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [fighter](rules/traits/fighter.md "Fighter Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Trigger** Your shield is raised and an adjacent ally [Raises a Shield](rules/actions/raise-a-shield.md). diff --git a/compendium/feats/shield-warden-champion.md b/compendium/feats/shield-warden-champion.md index e510afcc9..24224482c 100644 --- a/compendium/feats/shield-warden-champion.md +++ b/compendium/feats/shield-warden-champion.md @@ -7,7 +7,7 @@ tags: aliases: ["Shield Warden (Champion)"] --- # Shield Warden (Champion) *Feat 6* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (shield), tenets of good diff --git a/compendium/feats/shield-warden-fighter.md b/compendium/feats/shield-warden-fighter.md index 0c28ba489..5cf85a882 100644 --- a/compendium/feats/shield-warden-fighter.md +++ b/compendium/feats/shield-warden-fighter.md @@ -7,7 +7,7 @@ tags: aliases: ["Shield Warden (Fighter)"] --- # Shield Warden (Fighter) *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) diff --git a/compendium/feats/shielded-stride.md b/compendium/feats/shielded-stride.md index 35076eb39..5db55e725 100644 --- a/compendium/feats/shielded-stride.md +++ b/compendium/feats/shielded-stride.md @@ -7,7 +7,7 @@ tags: aliases: ["Shielded Stride"] --- # Shielded Stride *Feat 4* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") When your shield is up, your enemies' blows can't touch you. When you have your [shield raised](rules/actions/raise-a-shield.md), you can [Stride](rules/actions/stride.md) to move half your Speed without triggering reactions that are triggered by your movement (such as [Attacks of Opportunity](rules/abilities/attack-of-opportunity.md)). You can use Shielded Stride while Flying or Swimming instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. diff --git a/compendium/feats/shielded-tome-som.md b/compendium/feats/shielded-tome-som.md index c4e19d37e..4bdabb4f1 100644 --- a/compendium/feats/shielded-tome-som.md +++ b/compendium/feats/shielded-tome-som.md @@ -9,13 +9,13 @@ tags: aliases: ["Shielded Tome"] --- # Shielded Tome *Feat 6* -[arcane](rules/traits/arcane.md) [magus](rules/traits/magus-som.md) [transmutation](rules/traits/transmutation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Raise a Tome](compendium/feats/raise-a-tome-som.md) During your daily preparations, you can magically fuse a shield into your favorite book, where it appears as an elaborate bookmark. While the two are fused, the book shares the Hardness, Hit Points, and Broken Threshold of the shield, and it can be used to [Shield Block](compendium/feats/shield-block.md) if you have that reaction, with a requirement of "You have Raised the Tome" instead of the usual requirements. -You can switch the fused item's form from a book to a shield with a book-shaped motif as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. When the item is in book form, you can read the book and [Raise the Tome](compendium/feats/raise-a-tome-som.md), and when it's in shield form, you can [Raise the Shield](rules/actions/raise-a-shield.md), [Activate it](rules/actions/activate-an-item.md), and gain any other benefits or effects the shield normally has (such as a spellguard shield's bonus to saving throws against magic). The fusion lasts until your next daily preparations. +You can switch the fused item's form from a book to a shield with a book-shaped motif as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. When the item is in book form, you can read the book and [Raise the Tome](compendium/feats/raise-a-tome-som.md), and when it's in shield form, you can [Raise the Shield](rules/actions/raise-a-shield.md), [Activate it](rules/actions/activate-an-item.md), and gain any other benefits or effects the shield normally has (such as a spellguard shield's bonus to saving throws against magic). The fusion lasts until your next daily preparations. *Source: Secrets of Magic p. 45* %% #compendium/src/pf2e/som #trait/arcane #trait/magus #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/shieldmarshal-dedication-loil.md b/compendium/feats/shieldmarshal-dedication-loil.md index dafb4a2b7..4283aaa36 100644 --- a/compendium/feats/shieldmarshal-dedication-loil.md +++ b/compendium/feats/shieldmarshal-dedication-loil.md @@ -9,7 +9,7 @@ tags: aliases: ["Shieldmarshal Dedication"] --- # Shieldmarshal Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in [Society](compendium/skills.md#Society); if you were already trained, you become an expert in [Society](compendium/skills.md#Society) instead. diff --git a/compendium/feats/shift-spell-frp2.md b/compendium/feats/shift-spell-frp2.md index 859e059be..e92b90d28 100644 --- a/compendium/feats/shift-spell-frp2.md +++ b/compendium/feats/shift-spell-frp2.md @@ -8,7 +8,7 @@ tags: aliases: ["Shift Spell"] --- # Shift Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Access**: member of the Magaambya - **Requirements**: You have an active spell that affects an area and you are within the spell's range. diff --git a/compendium/feats/shifting-faces-loag.md b/compendium/feats/shifting-faces-loag.md index b082c6f9e..63a125ccc 100644 --- a/compendium/feats/shifting-faces-loag.md +++ b/compendium/feats/shifting-faces-loag.md @@ -7,12 +7,12 @@ tags: aliases: ["Shifting Faces"] --- # Shifting Faces *Feat 5* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") - **Prerequisites**: tailless alternate form - **Frequency**: once per day -You wear many faces, even those that don't belong to you. When you Change Shape into your tailless form, you gain the effects of 3rd-level [illusory disguise](compendium/spells/illusory-disguise.md) for 1 hour or until you shift back, except it's a [transmutation](rules/traits/transmutation.md) effect rather than an illusion. +You wear many faces, even those that don't belong to you. When you Change Shape into your tailless form, you gain the effects of 3rd-level [illusory disguise](compendium/spells/illusory-disguise.md) for 1 hour or until you shift back, except it's a [transmutation](rules/traits/transmutation.md "Transmutation School Trait") effect rather than an illusion. *Source: Lost Omens: Ancestry Guide p. 126* %% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/compendium/feats/shifting-terrain-som.md b/compendium/feats/shifting-terrain-som.md index 5095ec914..9f8236e6d 100644 --- a/compendium/feats/shifting-terrain-som.md +++ b/compendium/feats/shifting-terrain-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Shifting Terrain"] --- # Shifting Terrain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rough Terrain Stance](compendium/feats/rough-terrain-stance-som.md), master in [Nature](compendium/skills.md#Nature) - **Requirements**: Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance. diff --git a/compendium/feats/shining-arms-lotgb.md b/compendium/feats/shining-arms-lotgb.md index c2c43bf6a..c8b80700a 100644 --- a/compendium/feats/shining-arms-lotgb.md +++ b/compendium/feats/shining-arms-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Shining Arms"] --- # Shining Arms *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [light](compendium/spells/light.md) diff --git a/compendium/feats/shining-oath.md b/compendium/feats/shining-oath.md index 78126a533..ffee4f3d5 100644 --- a/compendium/feats/shining-oath.md +++ b/compendium/feats/shining-oath.md @@ -8,7 +8,7 @@ tags: aliases: ["Shining Oath"] --- # Shining Oath *Feat 2* -[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) +[champion](rules/traits/champion.md "Champion Class Trait") [oath](rules/traits/oath.md "Oath Feat Trait") - **Prerequisites**: tenets of good diff --git a/compendium/feats/shinstabber-loag.md b/compendium/feats/shinstabber-loag.md index 57c31cd86..c7068ff16 100644 --- a/compendium/feats/shinstabber-loag.md +++ b/compendium/feats/shinstabber-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Shinstabber"] --- # Shinstabber *Feat 13* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") - **Prerequisites**: [Overcrowd](compendium/feats/overcrowd-apg.md) diff --git a/compendium/feats/shiny-button-eyes-lotgb.md b/compendium/feats/shiny-button-eyes-lotgb.md index 004f35b92..58c0c9c6e 100644 --- a/compendium/feats/shiny-button-eyes-lotgb.md +++ b/compendium/feats/shiny-button-eyes-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Shiny Button Eyes"] --- # Shiny Button Eyes *Feat 1* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") You've polished your eyes to reflect the smallest details in dimmest light. You gain the [Canny Acumen](compendium/feats/canny-acumen.md) skill feat as a bonus feat, but you must choose [Perception](compendium/skills.md#Perception). diff --git a/compendium/feats/shisk-lore-lome.md b/compendium/feats/shisk-lore-lome.md index 28da4b2e7..cd6f7c6ee 100644 --- a/compendium/feats/shisk-lore-lome.md +++ b/compendium/feats/shisk-lore-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Shisk Lore"] --- # Shisk Lore *Feat 1* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") You hoard knowledge like a dragon hoards gold. You gain the trained proficiency rank in three [Lore](compendium/skills.md#Lore) skills of your choice. You also become trained in [Shisk Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/shokis-argument-loag.md b/compendium/feats/shokis-argument-loag.md index bc7eae1c3..b45e442ea 100644 --- a/compendium/feats/shokis-argument-loag.md +++ b/compendium/feats/shokis-argument-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Shoki's Argument"] --- # Shoki's Argument *Feat 5* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") You feel a connection to shokis, the rambling collectors of wayward souls, and might have found old texts written by one. You are trained in [Diplomacy](compendium/skills.md#Diplomacy). If you were already trained in [Diplomacy](compendium/skills.md#Diplomacy) (from your background or class, for example), you instead become trained in a skill of your choice. You can also cast [disrupt undead](compendium/spells/disrupt-undead.md) as a divine innate cantrip at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/shoony-lore-ec3.md b/compendium/feats/shoony-lore-ec3.md index a701b3b0c..5fc779e29 100644 --- a/compendium/feats/shoony-lore-ec3.md +++ b/compendium/feats/shoony-lore-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Shoony Lore"] --- # Shoony Lore *Feat 1* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") Growing up in shoony society, you learned the value of honesty, friendship, and hard work, even during trying times. You gain the trained proficiency rank in [Diplomacy](compendium/skills.md#Diplomacy) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Shoony Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/shooting-stars-stance-apg.md b/compendium/feats/shooting-stars-stance-apg.md index a7d3363dc..bf9431540 100644 --- a/compendium/feats/shooting-stars-stance-apg.md +++ b/compendium/feats/shooting-stars-stance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Shooting Stars Stance"] --- # Shooting Stars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Monastic Weaponry](compendium/feats/monastic-weaponry.md) - **Activity** Single Action diff --git a/compendium/feats/shore-step-som.md b/compendium/feats/shore-step-som.md index 2b7aebdd6..8c6f3c83a 100644 --- a/compendium/feats/shore-step-som.md +++ b/compendium/feats/shore-step-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Shore Step"] --- # Shore Step *Feat 1* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: wave order diff --git a/compendium/feats/shory-aerialist-locg.md b/compendium/feats/shory-aerialist-locg.md index 421cad60e..7a97c9d0d 100644 --- a/compendium/feats/shory-aerialist-locg.md +++ b/compendium/feats/shory-aerialist-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shory Aerialist"] --- # Shory Aerialist *Feat 13* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: Garundi, Mauxi, or Tian-Yae ethnicity; [Shory Aeromancer](compendium/feats/shory-aeromancer-locg.md) or ability to cast [fly](compendium/spells/fly.md) diff --git a/compendium/feats/shory-aeromancer-locg.md b/compendium/feats/shory-aeromancer-locg.md index 4f96d45a8..92b3b9cf3 100644 --- a/compendium/feats/shory-aeromancer-locg.md +++ b/compendium/feats/shory-aeromancer-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shory Aeromancer"] --- # Shory Aeromancer *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: Garundi, Mauxi, or Tian-Yae ethnicity diff --git a/compendium/feats/shoulder-catastrophe-locg.md b/compendium/feats/shoulder-catastrophe-locg.md index 501c5ccf2..f77fb85ba 100644 --- a/compendium/feats/shoulder-catastrophe-locg.md +++ b/compendium/feats/shoulder-catastrophe-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shoulder Catastrophe"] --- # Shoulder Catastrophe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) - **Trigger** An enemy critically succeeds at a [Strike](rules/actions/strike.md) against an adjacent ally. diff --git a/compendium/feats/shove-down-apg.md b/compendium/feats/shove-down-apg.md index 053c287c6..57756c9e3 100644 --- a/compendium/feats/shove-down-apg.md +++ b/compendium/feats/shove-down-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shove Down"] --- # Shove Down [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) - **Requirements**: Your last action was a successful [Shove](rules/actions/shove.md). diff --git a/compendium/feats/shoving-sweep-apg.md b/compendium/feats/shoving-sweep-apg.md index 8d0f69b9b..9d27780de 100644 --- a/compendium/feats/shoving-sweep-apg.md +++ b/compendium/feats/shoving-sweep-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Shoving Sweep"] --- # Shoving Sweep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md), expert in [Athletics](compendium/skills.md#Athletics) - **Trigger** A creature within your reach leaves a square during a move action it's using. diff --git a/compendium/feats/shrink-down-som.md b/compendium/feats/shrink-down-som.md index 153cc30dc..68a82e12b 100644 --- a/compendium/feats/shrink-down-som.md +++ b/compendium/feats/shrink-down-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Shrink Down"] --- # Shrink Down [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](rules/traits/concentrate.md) [eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Single Action diff --git a/compendium/feats/shrouded-magic-loag.md b/compendium/feats/shrouded-magic-loag.md index 404dadb79..a363e6195 100644 --- a/compendium/feats/shrouded-magic-loag.md +++ b/compendium/feats/shrouded-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Shrouded Magic"] --- # Shrouded Magic *Feat 1* -[fetchling](rules/traits/fetchling-b2.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") Choose one cantrip from the occult spell list. You can cast this cantrip as an occult innate spell at will, heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/shrouded-mien-loag.md b/compendium/feats/shrouded-mien-loag.md index ff84021e2..c3e6cc59f 100644 --- a/compendium/feats/shrouded-mien-loag.md +++ b/compendium/feats/shrouded-mien-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Shrouded Mien"] --- # Shrouded Mien *Feat 1* -[fetchling](rules/traits/fetchling-b2.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") You're used to dealing with dangerous situations and sinister creatures. You become trained in [Deception](compendium/skills.md#Deception) (or another skill of your choice, if you're already trained in [Deception](compendium/skills.md#Deception)), and you gain the [Lengthy Diversion](compendium/feats/lengthy-diversion.md) skill feat as a bonus feat. diff --git a/compendium/feats/sickening-bite-botd.md b/compendium/feats/sickening-bite-botd.md index 5e8e16fb6..d43792b77 100644 --- a/compendium/feats/sickening-bite-botd.md +++ b/compendium/feats/sickening-bite-botd.md @@ -7,11 +7,11 @@ tags: aliases: ["Sickening Bite"] --- # Sickening Bite *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) -Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is [sickened](rules/conditions.md#Sickened). This is a [disease](rules/traits/disease.md) effect. If you are satiated, you can end your satiation to make the target [sickened](rules/conditions.md#Sickened) on a regular hit instead. +Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is [sickened](rules/conditions.md#Sickened). This is a [disease](rules/traits/disease.md "Disease Effect Trait") effect. If you are satiated, you can end your satiation to make the target [sickened](rules/conditions.md#Sickened) on a regular hit instead. *Source: Book of the Dead p. 49* %% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/side-by-side-druid.md b/compendium/feats/side-by-side-druid.md index dbb4df48c..ab179c6eb 100644 --- a/compendium/feats/side-by-side-druid.md +++ b/compendium/feats/side-by-side-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Side By Side (Druid)"] --- # Side By Side (Druid) *Feat 10* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Animal Companion diff --git a/compendium/feats/side-by-side-ranger.md b/compendium/feats/side-by-side-ranger.md index 38b59c6d6..38bd403eb 100644 --- a/compendium/feats/side-by-side-ranger.md +++ b/compendium/feats/side-by-side-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Side By Side (Ranger)"] --- # Side By Side (Ranger) *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: an animal companion diff --git a/compendium/feats/sidestep.md b/compendium/feats/sidestep.md index 4508cea90..773fda25d 100644 --- a/compendium/feats/sidestep.md +++ b/compendium/feats/sidestep.md @@ -7,7 +7,7 @@ tags: aliases: ["Sidestep"] --- # Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** The attack roll for a [Strike](rules/actions/strike.md) targeting you fails or critically fails. - **Activity** Reaction diff --git a/compendium/feats/sign-language.md b/compendium/feats/sign-language.md index 8dd20615f..70e620958 100644 --- a/compendium/feats/sign-language.md +++ b/compendium/feats/sign-language.md @@ -8,11 +8,11 @@ tags: aliases: ["Sign Language"] --- # Sign Language *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Society](compendium/skills.md#Society) -You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are [visual](rules/traits/visual.md) rather than [auditory](rules/traits/auditory.md). +You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are [visual](rules/traits/visual.md "Visual Effect Trait") rather than [auditory](rules/traits/auditory.md "Auditory Effect Trait"). Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. diff --git a/compendium/feats/signature-spell-expansion-apg.md b/compendium/feats/signature-spell-expansion-apg.md index 8530b5e14..d6df52ce2 100644 --- a/compendium/feats/signature-spell-expansion-apg.md +++ b/compendium/feats/signature-spell-expansion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Signature Spell Expansion"] --- # Signature Spell Expansion *Feat 10* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower. diff --git a/compendium/feats/signature-spell-expansion-da.md b/compendium/feats/signature-spell-expansion-da.md index 7493b5def..8c2c77f21 100644 --- a/compendium/feats/signature-spell-expansion-da.md +++ b/compendium/feats/signature-spell-expansion-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Signature Spell Expansion"] --- # Signature Spell Expansion *Feat 10* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your direct mental grasp of your power lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower. diff --git a/compendium/feats/signature-synergy-som.md b/compendium/feats/signature-synergy-som.md index 9d95a86c4..2520e6e10 100644 --- a/compendium/feats/signature-synergy-som.md +++ b/compendium/feats/signature-synergy-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Signature Synergy"] --- # Signature Synergy *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Advanced Synergy](compendium/feats/advanced-synergy-som.md) diff --git a/compendium/feats/signifer-armor-expertise-locg.md b/compendium/feats/signifer-armor-expertise-locg.md index ecd912662..032666419 100644 --- a/compendium/feats/signifer-armor-expertise-locg.md +++ b/compendium/feats/signifer-armor-expertise-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Signifer Armor Expertise"] --- # Signifer Armor Expertise *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) diff --git a/compendium/feats/signifers-sight-locg.md b/compendium/feats/signifers-sight-locg.md index fafe42dda..76bd564e4 100644 --- a/compendium/feats/signifers-sight-locg.md +++ b/compendium/feats/signifers-sight-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Signifer's Sight"] --- # Signifer's Sight *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) diff --git a/compendium/feats/silencing-strike-apg.md b/compendium/feats/silencing-strike-apg.md index 897326f6e..b93564016 100644 --- a/compendium/feats/silencing-strike-apg.md +++ b/compendium/feats/silencing-strike-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Silencing Strike"] --- # Silencing Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[barbarian](rules/traits/barbarian.md) [incapacitation](rules/traits/incapacitation.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/silent-spell.md b/compendium/feats/silent-spell.md index f1cfda4e7..d8e38fea5 100644 --- a/compendium/feats/silent-spell.md +++ b/compendium/feats/silent-spell.md @@ -9,7 +9,7 @@ tags: aliases: ["Silent Spell"] --- # Silent Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: [Conceal Spell](compendium/feats/conceal-spell.md) - **Activity** Single Action diff --git a/compendium/feats/silent-step-loag.md b/compendium/feats/silent-step-loag.md index 72eff214f..ff65925a8 100644 --- a/compendium/feats/silent-step-loag.md +++ b/compendium/feats/silent-step-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Silent Step"] --- # Silent Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) [flourish](rules/traits/flourish.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Activity** Single Action diff --git a/compendium/feats/silent-sting-frp2.md b/compendium/feats/silent-sting-frp2.md index a05319f59..aec38b04e 100644 --- a/compendium/feats/silent-sting-frp2.md +++ b/compendium/feats/silent-sting-frp2.md @@ -7,7 +7,7 @@ tags: aliases: ["Silent Sting"] --- # Silent Sting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Stealth](compendium/skills.md#Stealth) - **Trigger** You make a [Strike](rules/actions/strike.md) with a weapon of light bulk. diff --git a/compendium/feats/silent-stone-loil.md b/compendium/feats/silent-stone-loil.md index cb3c2ba72..c701e2931 100644 --- a/compendium/feats/silent-stone-loil.md +++ b/compendium/feats/silent-stone-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Silent Stone"] --- # Silent Stone *Feat 1* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") You've lived in the shadow of the Shattered Range, and the patience of those ancient mountains expresses itself in your stillness. Your body might have veins of granite, sandstone, or similar sedimentary rocks that make it easier for you to camouflage yourself in certain regions. You become trained in [Stealth](compendium/skills.md#Stealth), and you gain the [Terrain Stalker](compendium/feats/terrain-stalker.md) skill feat. If you're already trained in [Stealth](compendium/skills.md#Stealth) from another source, you become trained in a skill of your choice instead. diff --git a/compendium/feats/silvers-refrain-aoa3.md b/compendium/feats/silvers-refrain-aoa3.md index 150e4dbd2..01581712e 100644 --- a/compendium/feats/silvers-refrain-aoa3.md +++ b/compendium/feats/silvers-refrain-aoa3.md @@ -8,7 +8,7 @@ tags: aliases: ["Silver's Refrain"] --- # Silver's Refrain *Feat 12* -[bard](rules/traits/bard.md) [rare](rules/traits/rare.md) +[bard](rules/traits/bard.md "Bard Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") You learn the [silver's refrain](compendium/spells/silvers-refrain-aoa3.md) composition cantrip, which aids you when fighting devils. diff --git a/compendium/feats/simple-crystal-magic-aoa4.md b/compendium/feats/simple-crystal-magic-aoa4.md index c0467c78d..9059c98b0 100644 --- a/compendium/feats/simple-crystal-magic-aoa4.md +++ b/compendium/feats/simple-crystal-magic-aoa4.md @@ -7,7 +7,7 @@ tags: aliases: ["Simple Crystal Magic"] --- # Simple Crystal Magic *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) diff --git a/compendium/feats/sin-reservoir-som.md b/compendium/feats/sin-reservoir-som.md index 9fb596fe2..2c9bc1094 100644 --- a/compendium/feats/sin-reservoir-som.md +++ b/compendium/feats/sin-reservoir-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Sin Reservoir"] --- # Sin Reservoir *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) diff --git a/compendium/feats/sing-to-the-steel-sot2.md b/compendium/feats/sing-to-the-steel-sot2.md index 751a91294..66712458a 100644 --- a/compendium/feats/sing-to-the-steel-sot2.md +++ b/compendium/feats/sing-to-the-steel-sot2.md @@ -9,7 +9,7 @@ tags: aliases: ["Sing To The Steel"] --- # Sing To The Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) - **Frequency**: once per hour @@ -21,7 +21,7 @@ You and your allies within 30 feet gain the effects of one of the following rune You choose the rune and the effect applies to all creatures. -You can use an action, which has the [concentrate](rules/traits/concentrate.md) trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. +You can use an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. *Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* %% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/evocation %% \ No newline at end of file diff --git a/compendium/feats/sinister-appearance-loag.md b/compendium/feats/sinister-appearance-loag.md index adb66c69e..00b5c558d 100644 --- a/compendium/feats/sinister-appearance-loag.md +++ b/compendium/feats/sinister-appearance-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Sinister Appearance"] --- # Sinister Appearance *Feat 1* -[ifrit](rules/traits/ifrit-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") You possess horns, a tail, or red eyes, or could otherwise be mistaken for a tiefling. diff --git a/compendium/feats/sink-and-swim-da.md b/compendium/feats/sink-and-swim-da.md index a9b1c06be..7e9c41461 100644 --- a/compendium/feats/sink-and-swim-da.md +++ b/compendium/feats/sink-and-swim-da.md @@ -9,15 +9,15 @@ tags: aliases: ["Sink and Swim"] --- # Sink and Swim *Feat 14* -[aftermath](rules/traits/aftermath-da.md) [rare](rules/traits/rare.md) [water](rules/traits/water.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [water](rules/traits/water.md) trait or an enemy's ability that has the [water](rules/traits/water.md) trait. +- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [water](rules/traits/water.md "Water Energy & Element Trait") trait or an enemy's ability that has the [water](rules/traits/water.md "Water Energy & Element Trait") trait. Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements. You gain a swim Speed equal to your land Speed. If you already had a swim Speed, it's increased by 10 feet. You gain the Water Transfer activity, which enables you to teleport through a body of water. ```ad-embed-ability title: Water Transfer[two-actions] -[conjuration](rules/traits/conjuration.md) [primal](rules/traits/primal.md) [teleportation](rules/traits/teleportation.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Requirements**: You're on land and adjacent to a body of water diff --git a/compendium/feats/siphon-life-da.md b/compendium/feats/siphon-life-da.md index ba4286445..1673aa1c0 100644 --- a/compendium/feats/siphon-life-da.md +++ b/compendium/feats/siphon-life-da.md @@ -12,9 +12,9 @@ tags: aliases: ["Siphon Life"] --- # Siphon Life [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[aftermath](rules/traits/aftermath-da.md) [flourish](rules/traits/flourish.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [rare](rules/traits/rare.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Prerequisites**: You've been reduced to 0 Hit Points by an enemy with the [negative](rules/traits/negative.md) trait. +- **Prerequisites**: You've been reduced to 0 Hit Points by an enemy with the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait. - **Activity** Two-Action Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy's life force. [Strike](rules/actions/strike.md) with an unarmed attack. If you hit and the target is a living creature, it takes `4d6` additional negative damage, depending on its Fortitude save. If the target takes any negative damage, you gain an equal number of temporary Hit Points, which last for 1 minute. diff --git a/compendium/feats/siphon-power-apg.md b/compendium/feats/siphon-power-apg.md index 55df9ce1a..d804a8ac8 100644 --- a/compendium/feats/siphon-power-apg.md +++ b/compendium/feats/siphon-power-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Siphon Power"] --- # Siphon Power [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Frequency**: once per day - **Requirements**: You haven't acted yet on your turn. diff --git a/compendium/feats/siphoning-touch-lotgb.md b/compendium/feats/siphoning-touch-lotgb.md index 10bd2f9d6..46cb6bb2f 100644 --- a/compendium/feats/siphoning-touch-lotgb.md +++ b/compendium/feats/siphoning-touch-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Siphoning Touch"] --- # Siphoning Touch *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) diff --git a/compendium/feats/six-pillars-stance-frp2.md b/compendium/feats/six-pillars-stance-frp2.md index 5c0a61830..ad26e707b 100644 --- a/compendium/feats/six-pillars-stance-frp2.md +++ b/compendium/feats/six-pillars-stance-frp2.md @@ -8,13 +8,13 @@ tags: aliases: ["Six Pillars Stance"] --- # Six Pillars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) - **Requirements**: You are unarmored. - **Activity** Single Action -You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the [concentrate](rules/traits/concentrate.md) or [manipulate](rules/traits/manipulate.md) traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed [Strikes](rules/actions/strike.md) gain a +1 circumstance bonus to damage. +You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") or [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed [Strikes](rules/actions/strike.md) gain a +1 circumstance bonus to damage. *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* %% #compendium/src/pf2e/frp2 #trait/archetype #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/sixth-pillar-dedication-frp2.md b/compendium/feats/sixth-pillar-dedication-frp2.md index 198ad5e41..88a4a2e92 100644 --- a/compendium/feats/sixth-pillar-dedication-frp2.md +++ b/compendium/feats/sixth-pillar-dedication-frp2.md @@ -9,7 +9,7 @@ tags: aliases: ["Sixth Pillar Dedication"] --- # Sixth Pillar Dedication *Feat 8* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 14, expert in [Acrobatics](compendium/skills.md#Acrobatics), able to cast spells diff --git a/compendium/feats/sixth-pillar-mastery-frp2.md b/compendium/feats/sixth-pillar-mastery-frp2.md index a07d75baa..f85ce91a7 100644 --- a/compendium/feats/sixth-pillar-mastery-frp2.md +++ b/compendium/feats/sixth-pillar-mastery-frp2.md @@ -7,7 +7,7 @@ tags: aliases: ["Sixth Pillar Mastery"] --- # Sixth Pillar Mastery *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) diff --git a/compendium/feats/sixth-sense-da.md b/compendium/feats/sixth-sense-da.md index ad637e3ab..938085a50 100644 --- a/compendium/feats/sixth-sense-da.md +++ b/compendium/feats/sixth-sense-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Sixth Sense"] --- # Sixth Sense *Feat 6* -[divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your psychic abilities also allow you to detect the lingering thoughts of spirits and similar entities. While you're exploring but not [Searching](rules/actions/search.md), the GM rolls a secret check for you to find haunts that usually require [Searching](rules/actions/search.md), as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence, such as celestials, fiends, and monitors. diff --git a/compendium/feats/skeletal-resistance-botd.md b/compendium/feats/skeletal-resistance-botd.md index c104333a3..67457bfca 100644 --- a/compendium/feats/skeletal-resistance-botd.md +++ b/compendium/feats/skeletal-resistance-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Skeletal Resistance"] --- # Skeletal Resistance *Feat 9* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") Your body becomes resistant, your hardened bones deflecting weapons and other forms of damage. You gain resistance 2 to cold, electricity, fire, piercing, and slashing damage. This resistance increases to 3 at 13th level and 4 at 17th level. diff --git a/compendium/feats/skeletal-transformation-botd.md b/compendium/feats/skeletal-transformation-botd.md index adc113c61..1cee81572 100644 --- a/compendium/feats/skeletal-transformation-botd.md +++ b/compendium/feats/skeletal-transformation-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Skeletal Transformation"] --- # Skeletal Transformation *Feat 13* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") You rearrange your bones into a bestial shape. Once per day, you can cast [animal form](compendium/spells/animal-form.md) as a divine innate spell. When you cast it, you choose the spell's level: 3rd, 4th, or 5th. Your battle form looks like a skeletal version of the animal. In this form, you retain the benefits of any skeleton feats that do not require the use of hands or the ability to communicate. diff --git a/compendium/feats/skeleton-commander-botd.md b/compendium/feats/skeleton-commander-botd.md index 1aed74fcc..9f68b363e 100644 --- a/compendium/feats/skeleton-commander-botd.md +++ b/compendium/feats/skeleton-commander-botd.md @@ -8,11 +8,11 @@ tags: aliases: ["Skeleton Commander"] --- # Skeleton Commander *Feat 13* -[skeleton](rules/traits/skeleton-b1.md) [uncommon](rules/traits/uncommon.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Religion](compendium/skills.md#Religion) -You gain the ability to summon your own skeletal minions. You learn the create undead rituals (Core Rulebook 411) to create three types of undead for which you meet the prerequisites. These undead must have the [skeleton](rules/traits/skeleton-b1.md) trait or be other skeletal undead the GM agrees to. You can't teach these rituals to anyone else, and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. +You gain the ability to summon your own skeletal minions. You learn the create undead rituals (Core Rulebook 411) to create three types of undead for which you meet the prerequisites. These undead must have the [skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") trait or be other skeletal undead the GM agrees to. You can't teach these rituals to anyone else, and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. You gain a +2 circumstance bonus to [Religion](compendium/skills.md#Religion) checks for create undead rituals. You can also perform the ritual without the aid of a secondary caster; in this case, you attempt the secondary check normally performed by that caster. diff --git a/compendium/feats/skeptics-defense-da.md b/compendium/feats/skeptics-defense-da.md index f45520bc2..706d75819 100644 --- a/compendium/feats/skeptics-defense-da.md +++ b/compendium/feats/skeptics-defense-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Skeptic's Defense"] --- # Skeptic's Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation) - **Frequency**: once per day diff --git a/compendium/feats/skill-mastery-apg.md b/compendium/feats/skill-mastery-apg.md index 6f2acf78d..8bd098a04 100644 --- a/compendium/feats/skill-mastery-apg.md +++ b/compendium/feats/skill-mastery-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Skill Mastery"] --- # Skill Mastery *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md), trained in at least one skill and expert in at least one skill diff --git a/compendium/feats/skill-mastery.md b/compendium/feats/skill-mastery.md index d0d7fa09e..ee3afe266 100644 --- a/compendium/feats/skill-mastery.md +++ b/compendium/feats/skill-mastery.md @@ -7,7 +7,7 @@ tags: aliases: ["Skill Mastery"] --- # Skill Mastery *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md), trained in at least one skill and expert in at least one skill diff --git a/compendium/feats/skill-training.md b/compendium/feats/skill-training.md index 960fe5cba..d23e94828 100644 --- a/compendium/feats/skill-training.md +++ b/compendium/feats/skill-training.md @@ -8,7 +8,7 @@ tags: aliases: ["Skill Training"] --- # Skill Training *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: Intelligence 12 diff --git a/compendium/feats/skilled-climber-loil.md b/compendium/feats/skilled-climber-loil.md index ac4df90d9..c6bb33749 100644 --- a/compendium/feats/skilled-climber-loil.md +++ b/compendium/feats/skilled-climber-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Skilled Climber"] --- # Skilled Climber *Feat 5* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Prerequisites**: athamasi or xyloshi diff --git a/compendium/feats/skilled-partner-som.md b/compendium/feats/skilled-partner-som.md index bd61a52fa..92d16c07a 100644 --- a/compendium/feats/skilled-partner-som.md +++ b/compendium/feats/skilled-partner-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Skilled Partner"] --- # Skilled Partner *Feat 4* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon gains a 1st-level skill feat and a 2nd-level or lower skill feat. At 7th level, your eidolon gains an additional skill feat, of 7th level or lower. diff --git a/compendium/feats/skillful-climber-loil.md b/compendium/feats/skillful-climber-loil.md index d448a8fa1..7686ae5fa 100644 --- a/compendium/feats/skillful-climber-loil.md +++ b/compendium/feats/skillful-climber-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Skillful Climber"] --- # Skillful Climber *Feat 5* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") You can scamper up or down surfaces as nimbly as a monkey. You gain a climb Speed of 10 feet. If you have the Climber's Tail ancestry feat, your total climb Speed increases to your land Speed when climbing trees. diff --git a/compendium/feats/skillful-tail-ganzi-loag.md b/compendium/feats/skillful-tail-ganzi-loag.md index 99b5f3000..b4aea8026 100644 --- a/compendium/feats/skillful-tail-ganzi-loag.md +++ b/compendium/feats/skillful-tail-ganzi-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Skillful Tail (Ganzi)"] --- # Skillful Tail (Ganzi) *Feat 5* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") You have a tail or similar body part that is always willing to lend a hand (so to speak). You can perform simple [Interact](rules/actions/interact.md) actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. diff --git a/compendium/feats/skillful-tail-loag.md b/compendium/feats/skillful-tail-loag.md index 3f0c0770e..27b06f77a 100644 --- a/compendium/feats/skillful-tail-loag.md +++ b/compendium/feats/skillful-tail-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Skillful Tail ()"] --- # Skillful Tail () *Feat 5* -[ifrit](rules/traits/ifrit-b2.md) [oread](rules/traits/oread-b2.md) [suli](rules/traits/suli-b2.md) [sylph](rules/traits/sylph-b2.md) [undine](rules/traits/undine-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") [oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") You were born with a tail, and with practice you've learned how to perform simple [Interact](rules/actions/interact.md) actions with it, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. diff --git a/compendium/feats/skillful-tail-tiefling-apg.md b/compendium/feats/skillful-tail-tiefling-apg.md index 1d9e710d2..e350ee7ee 100644 --- a/compendium/feats/skillful-tail-tiefling-apg.md +++ b/compendium/feats/skillful-tail-tiefling-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Skillful Tail (Tiefling)"] --- # Skillful Tail (Tiefling) *Feat 5* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") You've always had a tail, but with practice, you've learned to use it for more than signaling your mood. You can perform simple [Interact](rules/actions/interact.md) actions with your tail such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. diff --git a/compendium/feats/skim-scroll-apg.md b/compendium/feats/skim-scroll-apg.md index 64b9b34a1..97135cd06 100644 --- a/compendium/feats/skim-scroll-apg.md +++ b/compendium/feats/skim-scroll-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Skim Scroll"] --- # Skim Scroll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) - **Activity** Single Action diff --git a/compendium/feats/skin-split-loil.md b/compendium/feats/skin-split-loil.md index f35219828..df9f0137b 100644 --- a/compendium/feats/skin-split-loil.md +++ b/compendium/feats/skin-split-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Skin Split"] --- # Skin Split [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/skirmish-strike-ranger.md b/compendium/feats/skirmish-strike-ranger.md index 5b8080036..8a1f86979 100644 --- a/compendium/feats/skirmish-strike-ranger.md +++ b/compendium/feats/skirmish-strike-ranger.md @@ -8,7 +8,7 @@ tags: aliases: ["Skirmish Strike (Ranger)"] --- # Skirmish Strike (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Activity** Single Action diff --git a/compendium/feats/skirmish-strike-rogue.md b/compendium/feats/skirmish-strike-rogue.md index 8ca5d9572..311b55311 100644 --- a/compendium/feats/skirmish-strike-rogue.md +++ b/compendium/feats/skirmish-strike-rogue.md @@ -8,7 +8,7 @@ tags: aliases: ["Skirmish Strike (Rogue)"] --- # Skirmish Strike (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Single Action diff --git a/compendium/feats/skirt-the-light-loag.md b/compendium/feats/skirt-the-light-loag.md index d918f1472..b9e6a0245 100644 --- a/compendium/feats/skirt-the-light-loag.md +++ b/compendium/feats/skirt-the-light-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Skirt The Light"] --- # Skirt The Light *Feat 13* -[fetchling](rules/traits/fetchling-b2.md) [uncommon](rules/traits/uncommon.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You can travel the border between the Material and Shadow Planes and even bring others along. You can cast [shadow walk](compendium/spells/shadow-walk.md) as an occult innate spell once per day. diff --git a/compendium/feats/skitter-apg.md b/compendium/feats/skitter-apg.md index 4e5303d52..1c55a6ae9 100644 --- a/compendium/feats/skitter-apg.md +++ b/compendium/feats/skitter-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Skitter"] --- # Skitter *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: Dexterity 16, [Fleet](compendium/feats/fleet.md) diff --git a/compendium/feats/skittering-scuttle.md b/compendium/feats/skittering-scuttle.md index 738490a7b..16de6efa5 100644 --- a/compendium/feats/skittering-scuttle.md +++ b/compendium/feats/skittering-scuttle.md @@ -7,7 +7,7 @@ tags: aliases: ["Skittering Scuttle"] --- # Skittering Scuttle *Feat 9* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: [Goblin Scuttle](compendium/feats/goblin-scuttle.md) diff --git a/compendium/feats/skittering-sneak-loag.md b/compendium/feats/skittering-sneak-loag.md index f8788cf93..9085e2c8c 100644 --- a/compendium/feats/skittering-sneak-loag.md +++ b/compendium/feats/skittering-sneak-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Skittering Sneak"] --- # Skittering Sneak *Feat 13* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You squish, slink, and skitter from cover to cover with great speed and stealth. You can move up to your full Speed when you [Sneak](rules/actions/sneak.md). diff --git a/compendium/feats/skittertalk-lome.md b/compendium/feats/skittertalk-lome.md index 626bf66cf..6392788ca 100644 --- a/compendium/feats/skittertalk-lome.md +++ b/compendium/feats/skittertalk-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Skittertalk"] --- # Skittertalk *Feat 1* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with spiders and other arachnids. The GM determines which creatures count for this ability. diff --git a/compendium/feats/skull-creeper-loag.md b/compendium/feats/skull-creeper-loag.md index 083e94939..0be481505 100644 --- a/compendium/feats/skull-creeper-loag.md +++ b/compendium/feats/skull-creeper-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Skull Creeper"] --- # Skull Creeper *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You wear skulls to demoralize foes. You become trained in [Intimidation](compendium/skills.md#Intimidation) and gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat. If you're already trained in [Intimidation](compendium/skills.md#Intimidation), you instead become trained in a skill of your choice. If you pay 50 gp for a splendid skull mask, the mask grants you a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation); its usage is worn (mask). diff --git a/compendium/feats/sky-and-heaven-stance-aoe2.md b/compendium/feats/sky-and-heaven-stance-aoe2.md index ea5581a21..8997f2217 100644 --- a/compendium/feats/sky-and-heaven-stance-aoe2.md +++ b/compendium/feats/sky-and-heaven-stance-aoe2.md @@ -8,13 +8,13 @@ tags: aliases: ["Sky And Heaven Stance"] --- # Sky And Heaven Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) - **Requirements**: You are unarmored. - **Activity** Single Action -You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only [Strikes](rules/actions/strike.md) you can make are skyward slash unarmed attacks. These unarmed attacks deal `1d10` slashing damage; are in the brawling; and have the [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md), and [versatile

](rules/traits/versatile.md) traits. +You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only [Strikes](rules/actions/strike.md) you can make are skyward slash unarmed attacks. These unarmed attacks deal `1d10` slashing damage; are in the brawling; and have the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait"), and [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level. diff --git a/compendium/feats/sky-and-heaven-stance-loil.md b/compendium/feats/sky-and-heaven-stance-loil.md index 09f72213c..f6d2753bc 100644 --- a/compendium/feats/sky-and-heaven-stance-loil.md +++ b/compendium/feats/sky-and-heaven-stance-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Sky and Heaven Stance"] --- # Sky and Heaven Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [stance](rules/traits/stance.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: Jalmeri Heavenseeker Dedication - **Requirements**: You're unarmored. diff --git a/compendium/feats/sky-master-mask-sot6.md b/compendium/feats/sky-master-mask-sot6.md index 598ddfbf3..5afea4ec6 100644 --- a/compendium/feats/sky-master-mask-sot6.md +++ b/compendium/feats/sky-master-mask-sot6.md @@ -10,7 +10,7 @@ tags: aliases: ["Sky Master Mask"] --- # Sky Master Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Druid Dedication or Wizard Dedication diff --git a/compendium/feats/skyseeker-aoe2.md b/compendium/feats/skyseeker-aoe2.md index b563c5707..7c0feed5c 100644 --- a/compendium/feats/skyseeker-aoe2.md +++ b/compendium/feats/skyseeker-aoe2.md @@ -8,7 +8,7 @@ tags: aliases: ["Skyseeker"] --- # Skyseeker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [open](rules/traits/open.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Sky and Heaven Stance](compendium/feats/sky-and-heaven-stance-aoe2.md) - **Requirements**: You are in Sky and Heaven Stance. diff --git a/compendium/feats/skyseeker-loil.md b/compendium/feats/skyseeker-loil.md index ebe5b8323..9959142a8 100644 --- a/compendium/feats/skyseeker-loil.md +++ b/compendium/feats/skyseeker-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Skyseeker"] --- # Skyseeker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: Sky and Heaven Stance - **Requirements**: You're in Sky and Heaven Stance. diff --git a/compendium/feats/slag-may-apg.md b/compendium/feats/slag-may-apg.md index 2424c60fa..3df4beec5 100644 --- a/compendium/feats/slag-may-apg.md +++ b/compendium/feats/slag-may-apg.md @@ -8,10 +8,10 @@ tags: aliases: ["Slag May"] --- # Slag May *Feat 1* -[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals `1d6` slashing damage. Your claws are in the brawling group, have the [unarmed](rules/traits/unarmed.md) and [grapple](rules/traits/grapple.md) traits, and are cold iron. +Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals `1d6` slashing damage. Your claws are in the brawling group, have the [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") and [grapple](rules/traits/grapple.md "Grapple Weapon Trait") traits, and are cold iron. *Source: Advanced Player's Guide p. 31* %% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/slayers-blessing-botd.md b/compendium/feats/slayers-blessing-botd.md index a638d9968..846ab6a04 100644 --- a/compendium/feats/slayers-blessing-botd.md +++ b/compendium/feats/slayers-blessing-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Slayer's Blessing"] --- # Slayer's Blessing *Feat 8* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Slayer's Strike](compendium/feats/slayers-strike-botd.md) diff --git a/compendium/feats/slayers-presence-botd.md b/compendium/feats/slayers-presence-botd.md index f6dc53cd7..76958e091 100644 --- a/compendium/feats/slayers-presence-botd.md +++ b/compendium/feats/slayers-presence-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Slayer's Presence"] --- # Slayer's Presence *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Frighten Undead](compendium/feats/frighten-undead-botd.md) diff --git a/compendium/feats/slayers-strike-botd.md b/compendium/feats/slayers-strike-botd.md index 641952adc..7bbef25d8 100644 --- a/compendium/feats/slayers-strike-botd.md +++ b/compendium/feats/slayers-strike-botd.md @@ -11,7 +11,7 @@ tags: aliases: ["Slayer's Strike"] --- # Slayer's Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [positive](rules/traits/positive.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) - **Activity** Two-Action diff --git a/compendium/feats/sleeper-hold.md b/compendium/feats/sleeper-hold.md index 328df8914..7cff963a0 100644 --- a/compendium/feats/sleeper-hold.md +++ b/compendium/feats/sleeper-hold.md @@ -8,7 +8,7 @@ tags: aliases: ["Sleeper Hold"] --- # Sleeper Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[incapacitation](rules/traits/incapacitation.md) [monk](rules/traits/monk.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). - **Activity** Single Action diff --git a/compendium/feats/sleepwalker-dedication-da.md b/compendium/feats/sleepwalker-dedication-da.md index e6b2b6bd2..ec86a0e82 100644 --- a/compendium/feats/sleepwalker-dedication-da.md +++ b/compendium/feats/sleepwalker-dedication-da.md @@ -8,15 +8,15 @@ tags: aliases: ["Sleepwalker Dedication"] --- # Sleepwalker Dedication *Feat 4* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) -You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can voluntarily end your trance by taking a single action, which has a [concentrate](rules/traits/concentrate.md) trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. +You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can voluntarily end your trance by taking a single action, which has a [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects: -- You gain a +1 status bonus to Will saves. This bonus increases to +2 against [mental](rules/traits/mental.md) effects. If you're legendary in [Occultism](compendium/skills.md#Occultism), the bonus against [mental](rules/traits/mental.md) effects increases to +3. +- You gain a +1 status bonus to Will saves. This bonus increases to +2 against [mental](rules/traits/mental.md "Mental Effect Trait") effects. If you're legendary in [Occultism](compendium/skills.md#Occultism), the bonus against [mental](rules/traits/mental.md "Mental Effect Trait") effects increases to +3. - You take a –1 penalty to [Perception](compendium/skills.md#Perception) checks and initiative rolls. **Special.** You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype. diff --git a/compendium/feats/slice-and-swipe-aoe3.md b/compendium/feats/slice-and-swipe-aoe3.md index c1f820e40..7c0eca4c1 100644 --- a/compendium/feats/slice-and-swipe-aoe3.md +++ b/compendium/feats/slice-and-swipe-aoe3.md @@ -10,7 +10,7 @@ tags: aliases: ["Slice And Swipe"] --- # Slice And Swipe [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](rules/traits/flourish.md) [manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Help either the Washboard Dogs or the Diobel - **Requirements**: You're wielding a melee weapon that deals slashing damage and you have a free hand. diff --git a/compendium/feats/slink-loag.md b/compendium/feats/slink-loag.md index 290f3d55e..afbcec08a 100644 --- a/compendium/feats/slink-loag.md +++ b/compendium/feats/slink-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Slink"] --- # Slink *Feat 1* -[fetchling](rules/traits/fetchling-b2.md) +[fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") You can move through gloom with the speed of darkness. You can move 5 feet farther when you take the [Sneak](rules/actions/sneak.md) action, up to your Speed. In addition, as long as you continue to use [Sneak](rules/actions/sneak.md) actions and succeed at your [Stealth](compendium/skills.md#Stealth) check, you don't become [observed](rules/conditions.md#Observed) if you end a [Sneak](rules/actions/sneak.md) action in dim light or darkness, as long as you have cover or greater cover or are [concealed](rules/conditions.md#Concealed) at the end of your turn. diff --git a/compendium/feats/slip-into-shadow-loag.md b/compendium/feats/slip-into-shadow-loag.md index e53a9e8eb..2ad7da773 100644 --- a/compendium/feats/slip-into-shadow-loag.md +++ b/compendium/feats/slip-into-shadow-loag.md @@ -7,11 +7,11 @@ tags: aliases: ["Slip Into Shadow"] --- # Slip Into Shadow *Feat 9* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") -- **Prerequisites**: ability to cast at least one spell with the [darkness](rules/traits/darkness.md) trait +- **Prerequisites**: ability to cast at least one spell with the [darkness](rules/traits/darkness.md "Darkness Effect Trait") trait -Your shadow magic bleeds into the space around you. Whenever you cast a spell with the [darkness](rules/traits/darkness.md) trait, a lingering aura of shadows reduces bright light within a 5-foot emanation around you to dim light until the end of your turn. +Your shadow magic bleeds into the space around you. Whenever you cast a spell with the [darkness](rules/traits/darkness.md "Darkness Effect Trait") trait, a lingering aura of shadows reduces bright light within a 5-foot emanation around you to dim light until the end of your turn. Like in natural dim light, you can use these shadows to [Hide](rules/actions/hide.md), but the aura still makes your overall position obvious, so you can't become [undetected](rules/conditions.md#Undetected) through the use of these shadows alone. diff --git a/compendium/feats/slip-the-grasp-loag.md b/compendium/feats/slip-the-grasp-loag.md index 0753f15c0..91ba26dd6 100644 --- a/compendium/feats/slip-the-grasp-loag.md +++ b/compendium/feats/slip-the-grasp-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Slip The Grasp"] --- # Slip The Grasp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[fleshwarp](rules/traits/fleshwarp-loag.md) [flourish](rules/traits/flourish.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Requirements**: You are [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained). - **Activity** Single Action diff --git a/compendium/feats/slip-with-the-breeze-loag.md b/compendium/feats/slip-with-the-breeze-loag.md index 1d5048605..5f76c355d 100644 --- a/compendium/feats/slip-with-the-breeze-loag.md +++ b/compendium/feats/slip-with-the-breeze-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Slip With The Breeze"] --- # Slip With The Breeze *Feat 5* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/slippery-secrets.md b/compendium/feats/slippery-secrets.md index b73c64029..528b6034d 100644 --- a/compendium/feats/slippery-secrets.md +++ b/compendium/feats/slippery-secrets.md @@ -8,11 +8,11 @@ tags: aliases: ["Slippery Secrets"] --- # Slippery Secrets *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception) -You elude and evade attempts to uncover your true nature or intentions. When a spell or [magical](rules/traits/magical.md) effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a [Deception](compendium/skills.md#Deception) check against the spell or effect's DC. If you succeed, the effect reveals nothing. +You elude and evade attempts to uncover your true nature or intentions. When a spell or [magical](rules/traits/magical.md "Magical Item Trait") effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a [Deception](compendium/skills.md#Deception) check against the spell or effect's DC. If you succeed, the effect reveals nothing. *Source: Core Rulebook p. 266* %% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/slither-loag.md b/compendium/feats/slither-loag.md index 5befa4851..1045c8393 100644 --- a/compendium/feats/slither-loag.md +++ b/compendium/feats/slither-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Slither"] --- # Slither *Feat 1* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") You are an expert at moving through extremely tight spaces. You gain the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat, even if you're not trained in [Acrobatics](compendium/skills.md#Acrobatics). When you roll a success on an [Acrobatics](compendium/skills.md#Acrobatics) check to [Squeeze](rules/actions/squeeze.md), you get a critical success instead. diff --git a/compendium/feats/sly-striker.md b/compendium/feats/sly-striker.md index f4fd10bf7..6e1ccfda4 100644 --- a/compendium/feats/sly-striker.md +++ b/compendium/feats/sly-striker.md @@ -7,7 +7,7 @@ tags: aliases: ["Sly Striker"] --- # Sly Striker *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: sneak attack diff --git a/compendium/feats/smash-from-the-air-apg.md b/compendium/feats/smash-from-the-air-apg.md index 74d452e4e..b9023f1e2 100644 --- a/compendium/feats/smash-from-the-air-apg.md +++ b/compendium/feats/smash-from-the-air-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Smash From The Air"] --- # Smash From The Air *Feat 18* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Cut From the Air](compendium/feats/cut-from-the-air-apg.md) diff --git a/compendium/feats/smashing-tail-loag.md b/compendium/feats/smashing-tail-loag.md index 32196d806..ad943d300 100644 --- a/compendium/feats/smashing-tail-loag.md +++ b/compendium/feats/smashing-tail-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Smashing Tail"] --- # Smashing Tail *Feat 1* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") -You have a tail that serves as a potent weapon. You gain a tail unarmed attack that deals `1d6` bludgeoning damage, has the [sweep](rules/traits/sweep.md) trait, and is in the brawling weapon group. +You have a tail that serves as a potent weapon. You gain a tail unarmed attack that deals `1d6` bludgeoning damage, has the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait, and is in the brawling weapon group. *Source: Lost Omens: Ancestry Guide p. 97* %% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/compendium/feats/smite-evil.md b/compendium/feats/smite-evil.md index 713a13238..df025a7d4 100644 --- a/compendium/feats/smite-evil.md +++ b/compendium/feats/smite-evil.md @@ -7,7 +7,7 @@ tags: aliases: ["Smite Evil"] --- # Smite Evil [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: divine ally (blade), tenets of good - **Activity** Single Action diff --git a/compendium/feats/smite-good-apg.md b/compendium/feats/smite-good-apg.md index 6fbd834b3..da3680f30 100644 --- a/compendium/feats/smite-good-apg.md +++ b/compendium/feats/smite-good-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Smite Good"] --- # Smite Good [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: divine ally (blade), tenets of evil - **Activity** Single Action diff --git a/compendium/feats/smoke-bomb.md b/compendium/feats/smoke-bomb.md index 44a675bd6..b263d6cae 100644 --- a/compendium/feats/smoke-bomb.md +++ b/compendium/feats/smoke-bomb.md @@ -8,7 +8,7 @@ tags: aliases: ["Smoke Bomb"] --- # Smoke Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[additive <1>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) +[additive <1>](rules/traits/additive-1.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Frequency**: once per round - **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. diff --git a/compendium/feats/smokesoul-loag.md b/compendium/feats/smokesoul-loag.md index 52e706b53..bb029ebb7 100644 --- a/compendium/feats/smokesoul-loag.md +++ b/compendium/feats/smokesoul-loag.md @@ -8,14 +8,14 @@ tags: aliases: ["Smokesoul"] --- # Smokesoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [sylph](rules/traits/sylph-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") You have a connection to smoke and haze. You gain the Smoke Blending reaction. ```ad-embed-ability title: Smoke Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") - **Trigger**: A creature attempts a flat check to target you because you're [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) due to fog, haze, mist, or smoke diff --git a/compendium/feats/smoldering-explosion-lotgb.md b/compendium/feats/smoldering-explosion-lotgb.md index bf6f5ef8f..c5a1599c5 100644 --- a/compendium/feats/smoldering-explosion-lotgb.md +++ b/compendium/feats/smoldering-explosion-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Smoldering Explosion"] --- # Smoldering Explosion *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) diff --git a/compendium/feats/snagging-strike.md b/compendium/feats/snagging-strike.md index 1a141b39e..8d503ee3e 100644 --- a/compendium/feats/snagging-strike.md +++ b/compendium/feats/snagging-strike.md @@ -7,7 +7,7 @@ tags: aliases: ["Snagging Strike"] --- # Snagging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Requirements**: You have one hand free, and your target is within reach of that hand. - **Activity** Single Action diff --git a/compendium/feats/snap-out-of-it-apg.md b/compendium/feats/snap-out-of-it-apg.md index 81299d2eb..7d9393b0b 100644 --- a/compendium/feats/snap-out-of-it-apg.md +++ b/compendium/feats/snap-out-of-it-apg.md @@ -10,12 +10,12 @@ tags: aliases: ["Snap Out Of It!"] --- # Snap Out Of It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Single Action -You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a [mental](rules/traits/mental.md) effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. +You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a [mental](rules/traits/mental.md "Mental Effect Trait") effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. *Source: Advanced Player's Guide p. 180* %% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/emotion #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/snap-out-of-it-lopsg.md b/compendium/feats/snap-out-of-it-lopsg.md index 132f60091..a5d82bce5 100644 --- a/compendium/feats/snap-out-of-it-lopsg.md +++ b/compendium/feats/snap-out-of-it-lopsg.md @@ -8,7 +8,7 @@ tags: aliases: ["Snap Out Of It!"] --- # Snap Out Of It! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Medicine](compendium/skills.md#Medicine), [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Activity** Two-Action diff --git a/compendium/feats/snap-shot.md b/compendium/feats/snap-shot.md index 82972b234..51ca34022 100644 --- a/compendium/feats/snap-shot.md +++ b/compendium/feats/snap-shot.md @@ -7,7 +7,7 @@ tags: aliases: ["Snap Shot"] --- # Snap Shot *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon [Strike](rules/actions/strike.md) to instead make a ranged weapon [Strike](rules/actions/strike.md). You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon [Strike](rules/actions/strike.md) with a ranged weapon [Strike](rules/actions/strike.md). diff --git a/compendium/feats/snare-commando-loag.md b/compendium/feats/snare-commando-loag.md index 0a488b15d..fd6642155 100644 --- a/compendium/feats/snare-commando-loag.md +++ b/compendium/feats/snare-commando-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Snare Commando"] --- # Snare Commando [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation), [Snare Crafting](compendium/feats/snare-crafting.md) - **Trigger** A creature fails or critically fails a save against your snare. diff --git a/compendium/feats/snare-crafting.md b/compendium/feats/snare-crafting.md index a4f5e27a2..605563f76 100644 --- a/compendium/feats/snare-crafting.md +++ b/compendium/feats/snare-crafting.md @@ -8,7 +8,7 @@ tags: aliases: ["Snare Crafting"] --- # Snare Crafting *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/snare-genius-apg.md b/compendium/feats/snare-genius-apg.md index cff5c1724..ea1303a8e 100644 --- a/compendium/feats/snare-genius-apg.md +++ b/compendium/feats/snare-genius-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Snare Genius"] --- # Snare Genius *Feat 5* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) diff --git a/compendium/feats/snare-hopping-apg.md b/compendium/feats/snare-hopping-apg.md index 3c8cdf910..82b3f4027 100644 --- a/compendium/feats/snare-hopping-apg.md +++ b/compendium/feats/snare-hopping-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Snare Hopping"] --- # Snare Hopping *Feat 2* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Snare Crafting](compendium/feats/snare-crafting.md), warden spells diff --git a/compendium/feats/snare-setter-apg.md b/compendium/feats/snare-setter-apg.md index 6ff26b7ab..0424b5349 100644 --- a/compendium/feats/snare-setter-apg.md +++ b/compendium/feats/snare-setter-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Snare Setter"] --- # Snare Setter *Feat 1* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/snare-specialist.md b/compendium/feats/snare-specialist.md index 8c0b7542b..94a96490e 100644 --- a/compendium/feats/snare-specialist.md +++ b/compendium/feats/snare-specialist.md @@ -7,7 +7,7 @@ tags: aliases: ["Snare Specialist"] --- # Snare Specialist *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) diff --git a/compendium/feats/snarecrafter-dedication-apg.md b/compendium/feats/snarecrafter-dedication-apg.md index c4339e679..e9b909f0b 100644 --- a/compendium/feats/snarecrafter-dedication-apg.md +++ b/compendium/feats/snarecrafter-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Snarecrafter Dedication"] --- # Snarecrafter Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) diff --git a/compendium/feats/sneak-attacker.md b/compendium/feats/sneak-attacker.md index e786e10f5..f769a8f62 100644 --- a/compendium/feats/sneak-attacker.md +++ b/compendium/feats/sneak-attacker.md @@ -7,7 +7,7 @@ tags: aliases: ["Sneak Attacker"] --- # Sneak Attacker *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) diff --git a/compendium/feats/sneak-savant.md b/compendium/feats/sneak-savant.md index e369236e3..da0ef9dfe 100644 --- a/compendium/feats/sneak-savant.md +++ b/compendium/feats/sneak-savant.md @@ -7,7 +7,7 @@ tags: aliases: ["Sneak Savant"] --- # Sneak Savant *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/sneaky-loag.md b/compendium/feats/sneaky-loag.md index 814b8c9aa..eef4932ce 100644 --- a/compendium/feats/sneaky-loag.md +++ b/compendium/feats/sneaky-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Sneaky"] --- # Sneaky *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") [Stealth](compendium/skills.md#Stealth) is an important tool in your arsenal. You can move 5 feet farther when you take the [Sneak](rules/actions/sneak.md) action, up to your Speed. diff --git a/compendium/feats/snow-may-loag.md b/compendium/feats/snow-may-loag.md index 6dfc038a9..c505f7106 100644 --- a/compendium/feats/snow-may-loag.md +++ b/compendium/feats/snow-may-loag.md @@ -8,10 +8,10 @@ tags: aliases: ["Snow May"] --- # Snow May *Feat 1* -[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") -You're the child of a winter hag, with one blue-white eye and an affinity for rime and snow. When moving over ice or snow in arctic terrain, you always gain the benefits of the [Cover Tracks](rules/actions/cover-tracks.md) action without needing to use the activity or having to move half your Speed. You don't treat icy terrain as uneven ground (though it's still difficult terrain for you), and you ignore difficult terrain caused by snow. Cold precipitation and environmental [cold](rules/traits/cold.md) effects don't alter the time it takes for you to become [fatigued](rules/conditions.md#Fatigued). +You're the child of a winter hag, with one blue-white eye and an affinity for rime and snow. When moving over ice or snow in arctic terrain, you always gain the benefits of the [Cover Tracks](rules/actions/cover-tracks.md) action without needing to use the activity or having to move half your Speed. You don't treat icy terrain as uneven ground (though it's still difficult terrain for you), and you ignore difficult terrain caused by snow. Cold precipitation and environmental [cold](rules/traits/cold.md "Cold Energy & Element Trait") effects don't alter the time it takes for you to become [fatigued](rules/conditions.md#Fatigued). ## Snow May leads to... diff --git a/compendium/feats/snow-step-tv.md b/compendium/feats/snow-step-tv.md index 187bb3aa0..3c071d87d 100644 --- a/compendium/feats/snow-step-tv.md +++ b/compendium/feats/snow-step-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Snow Step"] --- # Snow Step *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") Snow and ice are no hindrance to you. You ignore difficult terrain caused by snow and ice, treat greater difficult terrain created by snow and ice as difficult terrain, and leave no tracks when moving through areas of snow or ice. diff --git a/compendium/feats/snowcaster-tv.md b/compendium/feats/snowcaster-tv.md index ea838b61b..dde913a65 100644 --- a/compendium/feats/snowcaster-tv.md +++ b/compendium/feats/snowcaster-tv.md @@ -7,10 +7,10 @@ tags: aliases: ["Snowcaster"] --- # Snowcaster *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") -Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the [cold](rules/traits/cold.md) trait or another cold spell you have access to. +Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait or another cold spell you have access to. *Source: Treasure Vault p. 185* %% #compendium/src/pf2e/tv #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/soaring-flight-apg.md b/compendium/feats/soaring-flight-apg.md index 82654a6b5..6cbe9e13f 100644 --- a/compendium/feats/soaring-flight-apg.md +++ b/compendium/feats/soaring-flight-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Soaring Flight"] --- # Soaring Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [tengu](rules/traits/tengu-b1.md) [transmutation](rules/traits/transmutation.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: skyborn tengu heritage - **Frequency**: once per day diff --git a/compendium/feats/soaring-form-loag.md b/compendium/feats/soaring-form-loag.md index 98e64aa94..dc869d97f 100644 --- a/compendium/feats/soaring-form-loag.md +++ b/compendium/feats/soaring-form-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Soaring Form"] --- # Soaring Form *Feat 17* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Soaring Flight](compendium/feats/soaring-flight-apg.md) diff --git a/compendium/feats/soaring-poppet-lotgb.md b/compendium/feats/soaring-poppet-lotgb.md index 1a3524704..99e07101a 100644 --- a/compendium/feats/soaring-poppet-lotgb.md +++ b/compendium/feats/soaring-poppet-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Soaring Poppet"] --- # Soaring Poppet *Feat 17* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") Your construction has flaps of cloth or wicker that can keep you aloft. You gain a fly Speed of 15 feet. diff --git a/compendium/feats/soaring-shape.md b/compendium/feats/soaring-shape.md index bb25908e6..5f4fc0cfe 100644 --- a/compendium/feats/soaring-shape.md +++ b/compendium/feats/soaring-shape.md @@ -7,7 +7,7 @@ tags: aliases: ["Soaring Shape"] --- # Soaring Shape *Feat 8* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) diff --git a/compendium/feats/sociable-locg.md b/compendium/feats/sociable-locg.md index b86f208da..e804806bd 100644 --- a/compendium/feats/sociable-locg.md +++ b/compendium/feats/sociable-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sociable"] --- # Sociable *Feat 1* -[half-elf](rules/traits/half-elf.md) +[half-elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") You're extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in [Diplomacy](compendium/skills.md#Diplomacy) (or another skill of your choice if you were already trained in [Diplomacy](compendium/skills.md#Diplomacy)), and you gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. diff --git a/compendium/feats/sociable-vow-da.md b/compendium/feats/sociable-vow-da.md index d7dcd8ac9..6a4315462 100644 --- a/compendium/feats/sociable-vow-da.md +++ b/compendium/feats/sociable-vow-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Sociable Vow"] --- # Sociable Vow *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md), expert in [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/social-camouflage-loil.md b/compendium/feats/social-camouflage-loil.md index a6dd2b744..8ac00efb4 100644 --- a/compendium/feats/social-camouflage-loil.md +++ b/compendium/feats/social-camouflage-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Social Camouflage"] --- # Social Camouflage *Feat 1* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") You have the uncanny ability to quickly blend into the lifestyle of whatever settlement in which you find yourself. After residing in a particular settlement for at least 1 day, you gain a +1 circumstance bonus to checks to [Impersonate](rules/actions/impersonate.md) to pass yourself off as a resident of that settlement. Additionally, you can use [Deception](compendium/skills.md#Deception) in place of [Diplomacy](compendium/skills.md#Diplomacy) to [Gather Information](rules/actions/gather-information.md) while in that settlement. The GM might decide you need more time in particularly large settlements to gain these benefits, or might decide you gain the benefits only while in a specific district or part of the settlement. diff --git a/compendium/feats/social-purview-apg.md b/compendium/feats/social-purview-apg.md index 69bc393f9..908ade1bc 100644 --- a/compendium/feats/social-purview-apg.md +++ b/compendium/feats/social-purview-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Social Purview"] --- # Social Purview *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) diff --git a/compendium/feats/sodbuster-ec3.md b/compendium/feats/sodbuster-ec3.md index 4710553d6..f1b646d40 100644 --- a/compendium/feats/sodbuster-ec3.md +++ b/compendium/feats/sodbuster-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Sodbuster"] --- # Sodbuster *Feat 9* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") - **Prerequisites**: Dig Quickly diff --git a/compendium/feats/solar-rejuvenation-locg.md b/compendium/feats/solar-rejuvenation-locg.md index ce3afb259..613fee11b 100644 --- a/compendium/feats/solar-rejuvenation-locg.md +++ b/compendium/feats/solar-rejuvenation-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Solar Rejuvenation"] --- # Solar Rejuvenation *Feat 9* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from [Treat Wounds](rules/actions/treat-wounds.md). Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter. diff --git a/compendium/feats/solar-rejuvenation-loil.md b/compendium/feats/solar-rejuvenation-loil.md index 8812534e5..201928b77 100644 --- a/compendium/feats/solar-rejuvenation-loil.md +++ b/compendium/feats/solar-rejuvenation-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Solar Rejuvenation"] --- # Solar Rejuvenation *Feat 9* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") The warmth and light of the sun gives you life. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from [Treat Wounds](rules/actions/treat-wounds.md). diff --git a/compendium/feats/solid-lead-apg.md b/compendium/feats/solid-lead-apg.md index efa75febb..f9b808bcf 100644 --- a/compendium/feats/solid-lead-apg.md +++ b/compendium/feats/solid-lead-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Solid Lead"] --- # Solid Lead *Feat 2* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") -Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. Doing so ends one of your current leads as normal. +Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. Doing so ends one of your current leads as normal. During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day. diff --git a/compendium/feats/song-of-grace-and-speed-sot2.md b/compendium/feats/song-of-grace-and-speed-sot2.md index 9c7525ecd..399057e67 100644 --- a/compendium/feats/song-of-grace-and-speed-sot2.md +++ b/compendium/feats/song-of-grace-and-speed-sot2.md @@ -9,7 +9,7 @@ tags: aliases: ["Song Of Grace And Speed"] --- # Song Of Grace And Speed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) - **Frequency**: once per day diff --git a/compendium/feats/song-of-marching-apg.md b/compendium/feats/song-of-marching-apg.md index b3751ce30..e98a56c5e 100644 --- a/compendium/feats/song-of-marching-apg.md +++ b/compendium/feats/song-of-marching-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Song Of Marching"] --- # Song Of Marching *Feat 6* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You learn the [song of marching](compendium/spells/song-of-marching-apg.md) composition cantrip, which enables you and your allies to cross vast distances without strain. diff --git a/compendium/feats/song-of-strength-apg.md b/compendium/feats/song-of-strength-apg.md index 2c6c2229a..9b0c08a9a 100644 --- a/compendium/feats/song-of-strength-apg.md +++ b/compendium/feats/song-of-strength-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Song Of Strength"] --- # Song Of Strength *Feat 2* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: warrior muse diff --git a/compendium/feats/song-of-the-fallen-aoa6.md b/compendium/feats/song-of-the-fallen-aoa6.md index dd8176b2f..6133c4c91 100644 --- a/compendium/feats/song-of-the-fallen-aoa6.md +++ b/compendium/feats/song-of-the-fallen-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Song Of The Fallen"] --- # Song Of The Fallen *Feat 20* -[bard](rules/traits/bard.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: focus pool diff --git a/compendium/feats/soothing-ballad.md b/compendium/feats/soothing-ballad.md index 1a0d87e5d..8847734d5 100644 --- a/compendium/feats/soothing-ballad.md +++ b/compendium/feats/soothing-ballad.md @@ -7,7 +7,7 @@ tags: aliases: ["Soothing Ballad"] --- # Soothing Ballad *Feat 14* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You soothe your allies' wounds with the power of your performance. You learn the [soothing ballad](compendium/spells/soothing-ballad.md) composition spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/soothing-mist-apg.md b/compendium/feats/soothing-mist-apg.md index 3e168dbdc..c096312cc 100644 --- a/compendium/feats/soothing-mist-apg.md +++ b/compendium/feats/soothing-mist-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Soothing Mist"] --- # Soothing Mist *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: warden spells diff --git a/compendium/feats/sorcerer-dedication.md b/compendium/feats/sorcerer-dedication.md index c53cb1804..bcd5b5aac 100644 --- a/compendium/feats/sorcerer-dedication.md +++ b/compendium/feats/sorcerer-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Sorcerer Dedication"] --- # Sorcerer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 diff --git a/compendium/feats/soul-arsenal-som.md b/compendium/feats/soul-arsenal-som.md index 62a7f1482..9bd3fa052 100644 --- a/compendium/feats/soul-arsenal-som.md +++ b/compendium/feats/soul-arsenal-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Soul Arsenal"] --- # Soul Arsenal *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) diff --git a/compendium/feats/soul-flare-som.md b/compendium/feats/soul-flare-som.md index bca701615..711641ca4 100644 --- a/compendium/feats/soul-flare-som.md +++ b/compendium/feats/soul-flare-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Soul Flare"] --- # Soul Flare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) - **Trigger** An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised. diff --git a/compendium/feats/soul-warden-dedication-botd.md b/compendium/feats/soul-warden-dedication-botd.md index a7c6b4b29..40da813a6 100644 --- a/compendium/feats/soul-warden-dedication-botd.md +++ b/compendium/feats/soul-warden-dedication-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Soul Warden Dedication"] --- # Soul Warden Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion), worships [Pharasma](compendium/setting/deities/pharasma.md) or a psychopomp usher diff --git a/compendium/feats/soulforger-dedication-som.md b/compendium/feats/soulforger-dedication-som.md index 8b7d4ccba..a5a10fd02 100644 --- a/compendium/feats/soulforger-dedication-som.md +++ b/compendium/feats/soulforger-dedication-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Soulforger Dedication"] --- # Soulforger Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Wis 14 or ability to cast divine spells @@ -19,7 +19,7 @@ You can Manifest Soulforged Armament to summon your armaments in combat. ```ad-embed-ability title: Manifest Soulforged Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [extradimensional](rules/traits/extradimensional.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") - **Requirements**: If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor diff --git a/compendium/feats/soulsight-bard-apg.md b/compendium/feats/soulsight-bard-apg.md index 15a21fbe4..e3ed1423e 100644 --- a/compendium/feats/soulsight-bard-apg.md +++ b/compendium/feats/soulsight-bard-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Soulsight (Bard)"] --- # Soulsight (Bard) *Feat 8* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to [Seek](rules/actions/seek.md) to locate an [undetected](rules/conditions.md#Undetected) creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects. diff --git a/compendium/feats/soulsight-sorcerer-apg.md b/compendium/feats/soulsight-sorcerer-apg.md index cdb5cb01f..c64431029 100644 --- a/compendium/feats/soulsight-sorcerer-apg.md +++ b/compendium/feats/soulsight-sorcerer-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Soulsight (Sorcerer)"] --- # Soulsight (Sorcerer) *Feat 8* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Prerequisites**: bloodline that grants divine or occult spells diff --git a/compendium/feats/sound-mirror-da.md b/compendium/feats/sound-mirror-da.md index fb6ed84e0..2ad74cd0e 100644 --- a/compendium/feats/sound-mirror-da.md +++ b/compendium/feats/sound-mirror-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Sound Mirror"] --- # Sound Mirror *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) diff --git a/compendium/feats/sow-rumor-locg.md b/compendium/feats/sow-rumor-locg.md index c33a4c2e5..14778c2a6 100644 --- a/compendium/feats/sow-rumor-locg.md +++ b/compendium/feats/sow-rumor-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Sow Rumor"] --- # Sow Rumor *Feat 2* -[general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/sow-spell-apg.md b/compendium/feats/sow-spell-apg.md index 6f1bb72ce..48430b337 100644 --- a/compendium/feats/sow-spell-apg.md +++ b/compendium/feats/sow-spell-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Sow Spell"] --- # Sow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/space-time-shift-da.md b/compendium/feats/space-time-shift-da.md index 9b05faa53..33aa84da8 100644 --- a/compendium/feats/space-time-shift-da.md +++ b/compendium/feats/space-time-shift-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Space-Time Shift"] --- # Space-Time Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/spark-of-independence-lotgb.md b/compendium/feats/spark-of-independence-lotgb.md index fb1131e87..8c92a15c7 100644 --- a/compendium/feats/spark-of-independence-lotgb.md +++ b/compendium/feats/spark-of-independence-lotgb.md @@ -7,11 +7,11 @@ tags: aliases: ["Spark Of Independence"] --- # Spark Of Independence [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") - **Activity** Two-Action -You touch a creature with the [minion](rules/traits/minion.md) trait and share the heightened sense of autonomy you've discovered. The minion is [quickened](rules/conditions.md#Quickened) for 1 round and is then temporarily immune for 10 minutes. It can use this extra action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). +You touch a creature with the [minion](rules/traits/minion.md "Minion Creature Trait") trait and share the heightened sense of autonomy you've discovered. The minion is [quickened](rules/conditions.md#Quickened) for 1 round and is then temporarily immune for 10 minutes. It can use this extra action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). *Source: Lost Omens: The Grand Bazaar p. 64* %% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/compendium/feats/speak-with-bats-loag.md b/compendium/feats/speak-with-bats-loag.md index 839129d6c..9ee6309c0 100644 --- a/compendium/feats/speak-with-bats-loag.md +++ b/compendium/feats/speak-with-bats-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Speak With Bats"] --- # Speak With Bats *Feat 1* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") - **Prerequisites**: nyktera heritage diff --git a/compendium/feats/speak-with-flowers-loil.md b/compendium/feats/speak-with-flowers-loil.md index d59b5f102..935793984 100644 --- a/compendium/feats/speak-with-flowers-loil.md +++ b/compendium/feats/speak-with-flowers-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Speak with Flowers"] --- # Speak with Flowers *Feat 5* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") At your very heartwood, you're a flower animated by elder magic, and with a little effort, you can speak to your kindred. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with flowering plants of all types. diff --git a/compendium/feats/speak-with-kindred-locg.md b/compendium/feats/speak-with-kindred-locg.md index 2caf71dbc..5ec68d00c 100644 --- a/compendium/feats/speak-with-kindred-locg.md +++ b/compendium/feats/speak-with-kindred-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Speak With Kindred"] --- # Speak With Kindred *Feat 5* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") You have a connection with creatures that share your physiology. diff --git a/compendium/feats/speaking-sky-aoe2.md b/compendium/feats/speaking-sky-aoe2.md index 97b3b6c14..eea50f676 100644 --- a/compendium/feats/speaking-sky-aoe2.md +++ b/compendium/feats/speaking-sky-aoe2.md @@ -7,7 +7,7 @@ tags: aliases: ["Speaking Sky"] --- # Speaking Sky *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) diff --git a/compendium/feats/speaking-sky-loil.md b/compendium/feats/speaking-sky-loil.md index 50f289b47..49ba321fa 100644 --- a/compendium/feats/speaking-sky-loil.md +++ b/compendium/feats/speaking-sky-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Speaking Sky"] --- # Speaking Sky *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Jalmeri Heavenseeker Dedication diff --git a/compendium/feats/specialized-beastmaster-companion-apg.md b/compendium/feats/specialized-beastmaster-companion-apg.md index 087a14c9e..651d1f89f 100644 --- a/compendium/feats/specialized-beastmaster-companion-apg.md +++ b/compendium/feats/specialized-beastmaster-companion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Specialized Beastmaster Companion"] --- # Specialized Beastmaster Companion *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md) diff --git a/compendium/feats/specialized-companion-druid.md b/compendium/feats/specialized-companion-druid.md index 03fc2ae51..417760707 100644 --- a/compendium/feats/specialized-companion-druid.md +++ b/compendium/feats/specialized-companion-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Specialized Companion (Druid)"] --- # Specialized Companion (Druid) *Feat 14* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Incredible Companion diff --git a/compendium/feats/specialized-companion-ec2.md b/compendium/feats/specialized-companion-ec2.md index 0b91b993f..e17f44910 100644 --- a/compendium/feats/specialized-companion-ec2.md +++ b/compendium/feats/specialized-companion-ec2.md @@ -8,7 +8,7 @@ tags: aliases: ["Specialized Companion"] --- # Specialized Companion *Feat 18* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Splendid Companion](compendium/feats/splendid-companion-ec2.md) diff --git a/compendium/feats/specialized-companion-ranger.md b/compendium/feats/specialized-companion-ranger.md index 2e75b4e75..c12018ca4 100644 --- a/compendium/feats/specialized-companion-ranger.md +++ b/compendium/feats/specialized-companion-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Specialized Companion (Ranger)"] --- # Specialized Companion (Ranger) *Feat 16* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Incredible Companion](compendium/feats/incredible-companion-ranger.md) diff --git a/compendium/feats/specialized-mount-apg.md b/compendium/feats/specialized-mount-apg.md index a0419ab27..6382748c8 100644 --- a/compendium/feats/specialized-mount-apg.md +++ b/compendium/feats/specialized-mount-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Specialized Mount"] --- # Specialized Mount *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Incredible Mount](compendium/feats/incredible-mount-apg.md) diff --git a/compendium/feats/specialty-crafting.md b/compendium/feats/specialty-crafting.md index 54f5549e5..b5af18d93 100644 --- a/compendium/feats/specialty-crafting.md +++ b/compendium/feats/specialty-crafting.md @@ -8,7 +8,7 @@ tags: aliases: ["Specialty Crafting"] --- # Specialty Crafting *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/speedy-rituals-apg.md b/compendium/feats/speedy-rituals-apg.md index 32e2daee7..44338e019 100644 --- a/compendium/feats/speedy-rituals-apg.md +++ b/compendium/feats/speedy-rituals-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Speedy Rituals"] --- # Speedy Rituals *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Efficient Rituals](compendium/feats/efficient-rituals-apg.md) diff --git a/compendium/feats/spell-combination.md b/compendium/feats/spell-combination.md index c246f3779..e48f59024 100644 --- a/compendium/feats/spell-combination.md +++ b/compendium/feats/spell-combination.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Combination"] --- # Spell Combination *Feat 20* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn't apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot's level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target. diff --git a/compendium/feats/spell-devourer-apg.md b/compendium/feats/spell-devourer-apg.md index 0d732f7a4..e32a05f64 100644 --- a/compendium/feats/spell-devourer-apg.md +++ b/compendium/feats/spell-devourer-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Spell Devourer"] --- # Spell Devourer *Feat 13* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Pervasive Superstition](compendium/feats/pervasive-superstition.md) -You don't just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or [magical](rules/traits/magical.md) effect, you gain temporary Hit Points equal to double the spell's level, or equal to the level if the [magical](rules/traits/magical.md) effect isn't a spell. These temporary Hit Points last until the end of your next turn. +You don't just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or [magical](rules/traits/magical.md "Magical Item Trait") effect, you gain temporary Hit Points equal to double the spell's level, or equal to the level if the [magical](rules/traits/magical.md "Magical Item Trait") effect isn't a spell. These temporary Hit Points last until the end of your next turn. *Source: Advanced Player's Guide p. 19* %% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/spell-gem-botd.md b/compendium/feats/spell-gem-botd.md index 57f63aca4..c11eb6489 100644 --- a/compendium/feats/spell-gem-botd.md +++ b/compendium/feats/spell-gem-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Spell Gem"] --- # Spell Gem *Feat 16* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Lich Dedication, legendary in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/spell-mastery-apg.md b/compendium/feats/spell-mastery-apg.md index 30afdb28d..1234ab371 100644 --- a/compendium/feats/spell-mastery-apg.md +++ b/compendium/feats/spell-mastery-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Mastery"] --- # Spell Mastery *Feat 20* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance. Select any four spells of 9th level or lower that you have access to; each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations, and they have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells. diff --git a/compendium/feats/spell-parry-som.md b/compendium/feats/spell-parry-som.md index 5cb9c2f7d..4a5dcd1b8 100644 --- a/compendium/feats/spell-parry-som.md +++ b/compendium/feats/spell-parry-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Parry"] --- # Spell Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Requirements**: You have one or more hands free. - **Activity** Single Action diff --git a/compendium/feats/spell-penetration.md b/compendium/feats/spell-penetration.md index 1ffb5e74c..8d2f963e2 100644 --- a/compendium/feats/spell-penetration.md +++ b/compendium/feats/spell-penetration.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Penetration"] --- # Spell Penetration *Feat 6* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") You've studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells. diff --git a/compendium/feats/spell-relay-apg.md b/compendium/feats/spell-relay-apg.md index 3f79de8e2..e7576ec5d 100644 --- a/compendium/feats/spell-relay-apg.md +++ b/compendium/feats/spell-relay-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Spell Relay"] --- # Spell Relay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[concentrate](rules/traits/concentrate.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Trigger** An ally [Casts a Spell](rules/actions/cast-a-spell.md) and you are within that spell's range. - **Activity** Reaction diff --git a/compendium/feats/spell-repelling-form-som.md b/compendium/feats/spell-repelling-form-som.md index 8e67e211d..84fdab54b 100644 --- a/compendium/feats/spell-repelling-form-som.md +++ b/compendium/feats/spell-repelling-form-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Spell-repelling Form"] --- # Spell-repelling Form *Feat 14* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon evolves to protect itself from the danger posed by spells. It gains a +1 status bonus to all saving throws against magic. diff --git a/compendium/feats/spell-runes-lowg.md b/compendium/feats/spell-runes-lowg.md index 7c7922ad6..5c0223a05 100644 --- a/compendium/feats/spell-runes-lowg.md +++ b/compendium/feats/spell-runes-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Runes"] --- # Spell Runes *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) diff --git a/compendium/feats/spell-shroud-apg.md b/compendium/feats/spell-shroud-apg.md index ab74a5ee1..4456cd8fc 100644 --- a/compendium/feats/spell-shroud-apg.md +++ b/compendium/feats/spell-shroud-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Spell Shroud"] --- # Spell Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/spell-swipe-som.md b/compendium/feats/spell-swipe-som.md index 653db1752..5ed1de15f 100644 --- a/compendium/feats/spell-swipe-som.md +++ b/compendium/feats/spell-swipe-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Swipe"] --- # Spell Swipe [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 8* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) - **Requirements**: Your [Spellstrike](rules/actions/spellstrike-som.md) is charged. @@ -15,7 +15,7 @@ aliases: ["Spell Swipe"] You attack in an arc and enact your spell against everyone you hit. Make a [Spellstrike](rules/actions/spellstrike-som.md), but roll separate [Strikes](rules/actions/strike.md) to attack two creatures, each of whom must be within your melee reach and adjacent to each other. If your spell could affect two or more targets, your spell affects whichever foes you hit, not just the first target; otherwise, choose one target to affect with the spell. A Spell Swipe counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after you make both attacks. -If you're using a weapon that has the [sweep](rules/traits/sweep.md) trait, its circumstance bonus applies against both targets. You can use this activity with only melee [Strikes](rules/actions/strike.md), even if you have the starlit span hybrid study or a similar ability. +If you're using a weapon that has the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait, its circumstance bonus applies against both targets. You can use this activity with only melee [Strikes](rules/actions/strike.md), even if you have the starlit span hybrid study or a similar ability. If you use [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md) to [Spellstrike](rules/actions/spellstrike-som.md) with an area spell, apply the area as described in [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md), choosing one of the creatures you [Strike](rules/actions/strike.md) to determine the area and whether the spell fails due to a critically failed [Strike](rules/actions/strike.md). If you use [Expansive Spellstrike](compendium/feats/expansive-spellstrike-som.md) to [Spellstrike](rules/actions/spellstrike-som.md) with a targeted spell, the spell is lost completely only if both [Strikes](rules/actions/strike.md) are critical failures. diff --git a/compendium/feats/spell-tinker.md b/compendium/feats/spell-tinker.md index bac3f8fd6..2b643ada3 100644 --- a/compendium/feats/spell-tinker.md +++ b/compendium/feats/spell-tinker.md @@ -8,7 +8,7 @@ tags: aliases: ["Spell Tinker"] --- # Spell Tinker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[concentrate](rules/traits/concentrate.md) [wizard](rules/traits/wizard.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/spell-trickster-dedication-lotgb.md b/compendium/feats/spell-trickster-dedication-lotgb.md index 0bc03ab34..1ea3d856b 100644 --- a/compendium/feats/spell-trickster-dedication-lotgb.md +++ b/compendium/feats/spell-trickster-dedication-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Spell Trickster Dedication"] --- # Spell Trickster Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Able to cast spells; trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/spellbook-prodigy-apg.md b/compendium/feats/spellbook-prodigy-apg.md index 962572fe6..25d06e25b 100644 --- a/compendium/feats/spellbook-prodigy-apg.md +++ b/compendium/feats/spellbook-prodigy-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spellbook Prodigy"] --- # Spellbook Prodigy *Feat 1* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) diff --git a/compendium/feats/spellmaster-dedication-locg.md b/compendium/feats/spellmaster-dedication-locg.md index b814b4da7..85eb6a44f 100644 --- a/compendium/feats/spellmaster-dedication-locg.md +++ b/compendium/feats/spellmaster-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Spellmaster Dedication"] --- # Spellmaster Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells diff --git a/compendium/feats/spellmasters-resilience-locg.md b/compendium/feats/spellmasters-resilience-locg.md index 7d6427623..9f927735a 100644 --- a/compendium/feats/spellmasters-resilience-locg.md +++ b/compendium/feats/spellmasters-resilience-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spellmaster's Resilience"] --- # Spellmaster's Resilience *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) diff --git a/compendium/feats/spellmasters-tenacity-lopsg.md b/compendium/feats/spellmasters-tenacity-lopsg.md index 44daa576d..d0081e353 100644 --- a/compendium/feats/spellmasters-tenacity-lopsg.md +++ b/compendium/feats/spellmasters-tenacity-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spellmaster's Tenacity"] --- # Spellmaster's Tenacity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster's Resilience](compendium/feats/spellmasters-resilience-locg.md) - **Frequency**: once per day diff --git a/compendium/feats/spellmasters-ward-lopsg.md b/compendium/feats/spellmasters-ward-lopsg.md index fd8d0fa6a..55a825e05 100644 --- a/compendium/feats/spellmasters-ward-lopsg.md +++ b/compendium/feats/spellmasters-ward-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spellmaster's Ward"] --- # Spellmaster's Ward *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) diff --git a/compendium/feats/spellstriker-som.md b/compendium/feats/spellstriker-som.md index 0b06fd819..ece88159d 100644 --- a/compendium/feats/spellstriker-som.md +++ b/compendium/feats/spellstriker-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Spellstriker"] --- # Spellstriker *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) diff --git a/compendium/feats/spelunker-lome.md b/compendium/feats/spelunker-lome.md index 4a17dd4ba..4bca135d3 100644 --- a/compendium/feats/spelunker-lome.md +++ b/compendium/feats/spelunker-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Spelunker"] --- # Spelunker *Feat 1* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") Living underground, you have learned to find your way without landmarks or even solid ground. If you roll a success on an [Survival](compendium/skills.md#Survival) check to [Sense Direction](rules/actions/sense-direction.md) or an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. You're not [flat-footed](rules/conditions.md#Flat-footed) when you attempt to [Climb](rules/actions/climb.md). diff --git a/compendium/feats/spew-tentacles-loag.md b/compendium/feats/spew-tentacles-loag.md index ed2f386c7..1bc966b65 100644 --- a/compendium/feats/spew-tentacles-loag.md +++ b/compendium/feats/spew-tentacles-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Spew Tentacles"] --- # Spew Tentacles *Feat 13* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") You can open your mouth to an immense size and spew forth an impossibly large field of tentacles. You can cast [black tentacles](compendium/spells/black-tentacles.md) once per day as an innate occult spell, though when you do so, you spew them from your mouth out to the appropriate range, where they take root and begin Grappling creatures as usual. The tentacles recognize you as a part of them and don't attempt to [Grapple](rules/actions/grapple.md) you, even if you are in the area. diff --git a/compendium/feats/spine-stabber-lome.md b/compendium/feats/spine-stabber-lome.md index facebb5d8..1b5c9f84a 100644 --- a/compendium/feats/spine-stabber-lome.md +++ b/compendium/feats/spine-stabber-lome.md @@ -7,10 +7,10 @@ tags: aliases: ["Spine Stabber"] --- # Spine Stabber *Feat 1* -[shisk](rules/traits/shisk-lome.md) +[shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") -The quills on your arms are particularly sharp and sturdy. You gain a quills unarmed attack that deals `1d6` piercing damage. Your quills are in the knife weapon group and have the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. +The quills on your arms are particularly sharp and sturdy. You gain a quills unarmed attack that deals `1d6` piercing damage. Your quills are in the knife weapon group and have the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. ## Spine Stabber leads to... diff --git a/compendium/feats/spinebreaker-lotgb.md b/compendium/feats/spinebreaker-lotgb.md index 7e696af7b..84a3a48d6 100644 --- a/compendium/feats/spinebreaker-lotgb.md +++ b/compendium/feats/spinebreaker-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Spinebreaker"] --- # Spinebreaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/spiral-sworn-botd.md b/compendium/feats/spiral-sworn-botd.md index de1990937..08994ebfa 100644 --- a/compendium/feats/spiral-sworn-botd.md +++ b/compendium/feats/spiral-sworn-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Spiral Sworn"] --- # Spiral Sworn [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/spirit-sheath-som.md b/compendium/feats/spirit-sheath-som.md index b1d2b48e2..8e1a70a3d 100644 --- a/compendium/feats/spirit-sheath-som.md +++ b/compendium/feats/spirit-sheath-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Spirit Sheath"] --- # Spirit Sheath *Feat 2* -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magus](rules/traits/magus-som.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") You've magically constructed an extradimensional sheath for your weapon that you access through your clothing, typically through a pocket, sleeve, or seam. diff --git a/compendium/feats/spirit-soother-apg.md b/compendium/feats/spirit-soother-apg.md index d5ea94f47..c34ca327b 100644 --- a/compendium/feats/spirit-soother-apg.md +++ b/compendium/feats/spirit-soother-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spirit Soother"] --- # Spirit Soother *Feat 5* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") You are attuned to the minute sounds and sensations of restless spirits. Even if you aren't [Searching](rules/actions/search.md), you can attempt a check to find haunts that normally require you to be [Searching](rules/actions/search.md). You still need to meet any other requirements to find the haunt. diff --git a/compendium/feats/spirit-spells-av1.md b/compendium/feats/spirit-spells-av1.md index 3f8ab6aac..83a8f26db 100644 --- a/compendium/feats/spirit-spells-av1.md +++ b/compendium/feats/spirit-spells-av1.md @@ -7,11 +7,11 @@ tags: aliases: ["Spirit Spells"] --- # Spirit Spells *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) -Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can [Cast this Spell](rules/actions/cast-a-spell.md) as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the [divination](rules/traits/divination.md), [enchantment](rules/traits/enchantment.md), or [necromancy](rules/traits/necromancy.md) trait. You can cast each of these spells once per day. +Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can [Cast this Spell](rules/actions/cast-a-spell.md) as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the [divination](rules/traits/divination.md "Divination School Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), or [necromancy](rules/traits/necromancy.md "Necromancy School Trait") trait. You can cast each of these spells once per day. *Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* %% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/spirit-strikes-apg.md b/compendium/feats/spirit-strikes-apg.md index 7dc6b7b31..552389964 100644 --- a/compendium/feats/spirit-strikes-apg.md +++ b/compendium/feats/spirit-strikes-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spirit Strikes"] --- # Spirit Strikes *Feat 9* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed [Strikes](rules/actions/strike.md) are magical and deal 1 additional negative damage to living creatures and 1 additional positive damage to undead. diff --git a/compendium/feats/spirits-absolution-botd.md b/compendium/feats/spirits-absolution-botd.md index 3e4eeb527..e9dc6323e 100644 --- a/compendium/feats/spirits-absolution-botd.md +++ b/compendium/feats/spirits-absolution-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Spirit's Absolution"] --- # Spirit's Absolution [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) - **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling diff --git a/compendium/feats/spirits-anguish-botd.md b/compendium/feats/spirits-anguish-botd.md index ad7baf971..399f20d21 100644 --- a/compendium/feats/spirits-anguish-botd.md +++ b/compendium/feats/spirits-anguish-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Spirit's Anguish"] --- # Spirit's Anguish [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) - **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling diff --git a/compendium/feats/spirits-interference.md b/compendium/feats/spirits-interference.md index 59832a185..811c53220 100644 --- a/compendium/feats/spirits-interference.md +++ b/compendium/feats/spirits-interference.md @@ -11,7 +11,7 @@ tags: aliases: ["Spirits' Interference"] --- # Spirits' Interference [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[barbarian](rules/traits/barbarian.md) [divine](rules/traits/divine.md) [instinct](rules/traits/instinct.md) [necromancy](rules/traits/necromancy.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: Spirit instinct - **Activity** Single Action diff --git a/compendium/feats/spirits-wrath.md b/compendium/feats/spirits-wrath.md index c7bcaecd7..108d7cc52 100644 --- a/compendium/feats/spirits-wrath.md +++ b/compendium/feats/spirits-wrath.md @@ -11,7 +11,7 @@ tags: aliases: ["Spirit's Wrath"] --- # Spirit's Wrath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[attack](rules/traits/attack.md) [barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [instinct](rules/traits/instinct.md) [rage](rules/traits/rage.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: Spirit instinct - **Activity** Single Action diff --git a/compendium/feats/spiritual-explorer-lopsg.md b/compendium/feats/spiritual-explorer-lopsg.md index c15bebbe5..d79f51b39 100644 --- a/compendium/feats/spiritual-explorer-lopsg.md +++ b/compendium/feats/spiritual-explorer-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spiritual Explorer"] --- # Spiritual Explorer *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/spiritual-guides-apg.md b/compendium/feats/spiritual-guides-apg.md index eec4769f6..40fa83bbc 100644 --- a/compendium/feats/spiritual-guides-apg.md +++ b/compendium/feats/spiritual-guides-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Spiritual Guides"] --- # Spiritual Guides [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: spirit instinct - **Frequency**: once per day diff --git a/compendium/feats/spiritual-sense-apg.md b/compendium/feats/spiritual-sense-apg.md index 7e4e5417d..60dacd2d3 100644 --- a/compendium/feats/spiritual-sense-apg.md +++ b/compendium/feats/spiritual-sense-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Spiritual Sense"] --- # Spiritual Sense *Feat 6* -[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) +[divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not [Searching](rules/actions/search.md), the GM rolls a secret check for you to find haunts that usually require [Searching](rules/actions/search.md), as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors. diff --git a/compendium/feats/spiteful-rake-loag.md b/compendium/feats/spiteful-rake-loag.md index 73559ad29..2b14cb293 100644 --- a/compendium/feats/spiteful-rake-loag.md +++ b/compendium/feats/spiteful-rake-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Spiteful Rake"] --- # Spiteful Rake [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") - **Prerequisites**: claw unarmed attack - **Requirements**: You have both hands free. diff --git a/compendium/feats/splendid-companion-ec2.md b/compendium/feats/splendid-companion-ec2.md index 1af3e2041..2b927c155 100644 --- a/compendium/feats/splendid-companion-ec2.md +++ b/compendium/feats/splendid-companion-ec2.md @@ -8,7 +8,7 @@ tags: aliases: ["Splendid Companion"] --- # Splendid Companion *Feat 12* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Mature Trained Companion](compendium/feats/mature-trained-companion-ec2.md) diff --git a/compendium/feats/splinter-faith-logm.md b/compendium/feats/splinter-faith-logm.md index 0c2f66393..c3d2e6a38 100644 --- a/compendium/feats/splinter-faith-logm.md +++ b/compendium/feats/splinter-faith-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Splinter Faith"] --- # Splinter Faith *Feat 1* -[champion](rules/traits/champion.md) [cleric](rules/traits/cleric.md) +[champion](rules/traits/champion.md "Champion Class Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn't affect the deity's edicts or anathema. Choose four domains. These domains must be chosen from among your deity's domains, your deity's alternate domains, and up to one domain that isn't on either list and isn't anathematic to your deity. Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 level lower than usual for a focus spell. For the purpose of abilities that depend on your deity's domains, the four domains you chose are your deity's domains, and any of your deity's domains you didn't choose are now among your deity's alternate domains. diff --git a/compendium/feats/split-hex-apg.md b/compendium/feats/split-hex-apg.md index f2ae93ec6..09713f731 100644 --- a/compendium/feats/split-hex-apg.md +++ b/compendium/feats/split-hex-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Split Hex"] --- # Split Hex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Activity** Single Action diff --git a/compendium/feats/split-shot-apg.md b/compendium/feats/split-shot-apg.md index b97065af7..b63c976ea 100644 --- a/compendium/feats/split-shot-apg.md +++ b/compendium/feats/split-shot-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Split Shot"] --- # Split Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/split-slot-apg.md b/compendium/feats/split-slot-apg.md index 69de5cb18..797f5b0da 100644 --- a/compendium/feats/split-slot-apg.md +++ b/compendium/feats/split-slot-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Split Slot"] --- # Split Slot *Feat 6* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 level lower than the highest-level spell slot you can cast and prepare two spells in that slot. When you [Cast a Spell](rules/actions/cast-a-spell.md) from that slot, choose which spell to cast. Once you've chosen, the unused spell dissipates as though you hadn't prepared it at all—for example, it isn't available for use with [Drain Bonded Item](rules/actions/drain-bonded-item.md). diff --git a/compendium/feats/spore-cloud-loag.md b/compendium/feats/spore-cloud-loag.md index ac89bf8ca..568b2fc62 100644 --- a/compendium/feats/spore-cloud-loag.md +++ b/compendium/feats/spore-cloud-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Spore Cloud"] --- # Spore Cloud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") - **Frequency**: once per hour - **Activity** Two-Action diff --git a/compendium/feats/spot-translate-apg.md b/compendium/feats/spot-translate-apg.md index 91778181c..9136d931c 100644 --- a/compendium/feats/spot-translate-apg.md +++ b/compendium/feats/spot-translate-apg.md @@ -9,10 +9,10 @@ tags: aliases: ["Spot Translate"] --- # Spot Translate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [linguistic](rules/traits/linguistic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) -- **Trigger** Another creature within 60 feet uses a [linguistic](rules/traits/linguistic.md) effect in a language you understand. +- **Trigger** Another creature within 60 feet uses a [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") effect in a language you understand. - **Activity** Reaction You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected. diff --git a/compendium/feats/spring-attack.md b/compendium/feats/spring-attack.md index 50547b9a2..aa1c8ce48 100644 --- a/compendium/feats/spring-attack.md +++ b/compendium/feats/spring-attack.md @@ -8,7 +8,7 @@ tags: aliases: ["Spring Attack"] --- # Spring Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You are adjacent to an enemy. - **Activity** Single Action diff --git a/compendium/feats/spring-from-the-shadows.md b/compendium/feats/spring-from-the-shadows.md index a9cfa2d65..9c02762e2 100644 --- a/compendium/feats/spring-from-the-shadows.md +++ b/compendium/feats/spring-from-the-shadows.md @@ -8,7 +8,7 @@ tags: aliases: ["Spring From The Shadows"] --- # Spring From The Shadows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Activity** Single Action diff --git a/compendium/feats/springing-leaper-apg.md b/compendium/feats/springing-leaper-apg.md index 5b34c4fd2..0b627933a 100644 --- a/compendium/feats/springing-leaper-apg.md +++ b/compendium/feats/springing-leaper-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Springing Leaper"] --- # Springing Leaper *Feat 5* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/sprites-spark-loag.md b/compendium/feats/sprites-spark-loag.md index 52c68b904..229a2e2e6 100644 --- a/compendium/feats/sprites-spark-loag.md +++ b/compendium/feats/sprites-spark-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Sprite's Spark"] --- # Sprite's Spark *Feat 1* -[sprite](rules/traits/sprite-b1.md) +[sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") You can fling a portion of your magic at foes. You gain a ranged unarmed attack in the sling weapon group with a maximum range of 20 feet that deals `1d4` damage. (No ability modifier is added to the damage roll.) The damage type and name of the unarmed attack depends on your heritage, described below; most sprite heritages not presented in this book also use luminous spark. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. diff --git a/compendium/feats/spys-countermeasures-lowg.md b/compendium/feats/spys-countermeasures-lowg.md index bdc31c0cc..a186e9701 100644 --- a/compendium/feats/spys-countermeasures-lowg.md +++ b/compendium/feats/spys-countermeasures-lowg.md @@ -7,13 +7,13 @@ tags: aliases: ["Spy's Countermeasures"] --- # Spy's Countermeasures *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) -You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a [divination](rules/traits/divination.md) or [mental](rules/traits/mental.md) effect, you can [Identify Magic](rules/actions/identify-magic.md) to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. +You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a [divination](rules/traits/divination.md "Divination School Trait") or [mental](rules/traits/mental.md "Mental Effect Trait") effect, you can [Identify Magic](rules/actions/identify-magic.md) to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. -If you successfully identify a [divination](rules/traits/divination.md) effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a [mental](rules/traits/mental.md) effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. +If you successfully identify a [divination](rules/traits/divination.md "Divination School Trait") effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a [mental](rules/traits/mental.md "Mental Effect Trait") effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. *Source: Lost Omens: World Guide p. 131* %% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/squad-tactics-loag.md b/compendium/feats/squad-tactics-loag.md index c910aa27b..2cd164a9d 100644 --- a/compendium/feats/squad-tactics-loag.md +++ b/compendium/feats/squad-tactics-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Squad Tactics"] --- # Squad Tactics *Feat 9* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You are adept at working with your allies to surround a foe. If an enemy is within reach of you and at least two of your allies, that enemy is [flat-footed](rules/conditions.md#Flat-footed) against you. diff --git a/compendium/feats/squawk-apg.md b/compendium/feats/squawk-apg.md index 0ca7991c4..e6b1c1e54 100644 --- a/compendium/feats/squawk-apg.md +++ b/compendium/feats/squawk-apg.md @@ -7,9 +7,9 @@ tags: aliases: ["Squawk!"] --- # Squawk! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") -- **Trigger** You critically fail a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check against a creature that doesn't have the [tengu](rules/traits/tengu-b1.md) trait. +- **Trigger** You critically fail a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check against a creature that doesn't have the [tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") trait. - **Activity** Reaction You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. diff --git a/compendium/feats/squirm-free-lotgb.md b/compendium/feats/squirm-free-lotgb.md index ba0a64c7a..1787651bb 100644 --- a/compendium/feats/squirm-free-lotgb.md +++ b/compendium/feats/squirm-free-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Squirm Free"] --- # Squirm Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") - **Trigger** A creature grabs, immobilizes, or restrains you. - **Activity** Reaction diff --git a/compendium/feats/staff-acrobat-dedication-ec1.md b/compendium/feats/staff-acrobat-dedication-ec1.md index 5168adf21..c1522d9db 100644 --- a/compendium/feats/staff-acrobat-dedication-ec1.md +++ b/compendium/feats/staff-acrobat-dedication-ec1.md @@ -9,7 +9,7 @@ tags: aliases: ["Staff Acrobat Dedication"] --- # Staff Acrobat Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 16; trained in [Acrobatics](compendium/skills.md#Acrobatics); trained in [Athletics](compendium/skills.md#Athletics); trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm (referred to in this archetype as "your staff") diff --git a/compendium/feats/staff-sweep-ec1.md b/compendium/feats/staff-sweep-ec1.md index 9164a9552..e2f9c9631 100644 --- a/compendium/feats/staff-sweep-ec1.md +++ b/compendium/feats/staff-sweep-ec1.md @@ -9,7 +9,7 @@ tags: aliases: ["Staff Sweep"] --- # Staff Sweep [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) - **Requirements**: You are wielding your staff. diff --git a/compendium/feats/stage-fighting-apg.md b/compendium/feats/stage-fighting-apg.md index c49219edd..c937aa215 100644 --- a/compendium/feats/stage-fighting-apg.md +++ b/compendium/feats/stage-fighting-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Stage Fighting"] --- # Stage Fighting *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) -You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the [nonlethal](rules/traits/nonlethal.md) trait. +You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. *Source: Advanced Player's Guide p. 175* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/staggering-fire-lokl.md b/compendium/feats/staggering-fire-lokl.md index 773c10708..100ea49e7 100644 --- a/compendium/feats/staggering-fire-lokl.md +++ b/compendium/feats/staggering-fire-lokl.md @@ -9,7 +9,7 @@ tags: aliases: ["Staggering Fire"] --- # Staggering Fire [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [press](rules/traits/press.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [press](rules/traits/press.md "Press Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) - **Activity** Single Action diff --git a/compendium/feats/stalking-feline-mask-sot6.md b/compendium/feats/stalking-feline-mask-sot6.md index 4d49beae5..b08c1ebde 100644 --- a/compendium/feats/stalking-feline-mask-sot6.md +++ b/compendium/feats/stalking-feline-mask-sot6.md @@ -10,13 +10,13 @@ tags: aliases: ["Stalking Feline Mask"] --- # Stalking Feline Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Druid Dedication or Wizard Dedication Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. -Immediately after you Cast a non-cantrip Spell with the [shadow](rules/traits/shadow.md) or [darkness](rules/traits/darkness.md) trait, you can attempt to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to [Hide](rules/actions/hide.md) and being [undetected](rules/conditions.md#Undetected) or [hidden](rules/conditions.md#Hidden) to [Sneak](rules/actions/sneak.md). +Immediately after you Cast a non-cantrip Spell with the [shadow](rules/traits/shadow.md "Shadow General Trait") or [darkness](rules/traits/darkness.md "Darkness Effect Trait") trait, you can attempt to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to [Hide](rules/actions/hide.md) and being [undetected](rules/conditions.md#Undetected) or [hidden](rules/conditions.md#Hidden) to [Sneak](rules/actions/sneak.md). *Source: Strength of Thousands #6: Shadows of the Ancients p. 78* %% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/stalwart-standard-lokl.md b/compendium/feats/stalwart-standard-lokl.md index 2c1eae999..70cd895f3 100644 --- a/compendium/feats/stalwart-standard-lokl.md +++ b/compendium/feats/stalwart-standard-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Stalwart Standard"] --- # Stalwart Standard *Feat 10* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Cavalier's Banner](compendium/feats/cavaliers-banner-apg.md), [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) diff --git a/compendium/feats/stance-savant-fighter.md b/compendium/feats/stance-savant-fighter.md index 19da06032..c8f2b9343 100644 --- a/compendium/feats/stance-savant-fighter.md +++ b/compendium/feats/stance-savant-fighter.md @@ -7,12 +7,12 @@ tags: aliases: ["Stance Savant (Fighter)"] --- # Stance Savant (Fighter) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Trigger** You roll initiative. - **Activity** Free Action -When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the [stance](rules/traits/stance.md) trait. +When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the [stance](rules/traits/stance.md "Stance Combat Trait") trait. *Source: Core Rulebook p. 153* %% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/stance-savant-monk.md b/compendium/feats/stance-savant-monk.md index 4b83e9211..599ded85f 100644 --- a/compendium/feats/stance-savant-monk.md +++ b/compendium/feats/stance-savant-monk.md @@ -7,12 +7,12 @@ tags: aliases: ["Stance Savant (Monk)"] --- # Stance Savant (Monk) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Trigger** You roll initiative. - **Activity** Free Action -You enter a stance without a thought. Use an action that has the [stance](rules/traits/stance.md) trait. +You enter a stance without a thought. Use an action that has the [stance](rules/traits/stance.md "Stance Combat Trait") trait. *Source: Core Rulebook p. 164* %% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/stand-still.md b/compendium/feats/stand-still.md index 96ddf680e..19951cb5a 100644 --- a/compendium/feats/stand-still.md +++ b/compendium/feats/stand-still.md @@ -7,7 +7,7 @@ tags: aliases: ["Stand Still"] --- # Stand Still [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Trigger** A creature within your reach uses a move action or leaves a square during a move action it's using. - **Activity** Reaction diff --git a/compendium/feats/standby-spell-som.md b/compendium/feats/standby-spell-som.md index ca71157e3..d78b36b63 100644 --- a/compendium/feats/standby-spell-som.md +++ b/compendium/feats/standby-spell-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Standby Spell"] --- # Standby Spell *Feat 8* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) diff --git a/compendium/feats/star-orb-loag.md b/compendium/feats/star-orb-loag.md index 5e47fce01..c4e265627 100644 --- a/compendium/feats/star-orb-loag.md +++ b/compendium/feats/star-orb-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Star Orb"] --- # Star Orb *Feat 1* -[kitsune](rules/traits/kitsune-loag.md) +[kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") Your magic has crystallized into a spherical stone. You gain a familiar, except it's a star orb: a Tiny stone of light Bulk. The familiar has no Speeds and must select a Speed familiar ability before it can move, animating in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day; when it's an immobile stone, it can't select any familiar or master abilities that require it to move. It always has the innate surge master ability, which counts against your limit for familiar and master abilities. diff --git a/compendium/feats/starlit-eyes-som.md b/compendium/feats/starlit-eyes-som.md index 34f82c0f2..e0f8d3e0c 100644 --- a/compendium/feats/starlit-eyes-som.md +++ b/compendium/feats/starlit-eyes-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Starlit Eyes"] --- # Starlit Eyes *Feat 4* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), starlit span hybrid study diff --git a/compendium/feats/startling-appearance-apg.md b/compendium/feats/startling-appearance-apg.md index dc720eb4a..d82c78cb3 100644 --- a/compendium/feats/startling-appearance-apg.md +++ b/compendium/feats/startling-appearance-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Startling Appearance"] --- # Startling Appearance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) - **Requirements**: You are completely [unnoticed](rules/conditions.md#Unnoticed) by the target creature. diff --git a/compendium/feats/startling-appearance-loag.md b/compendium/feats/startling-appearance-loag.md index bbb553347..5b5f19b6c 100644 --- a/compendium/feats/startling-appearance-loag.md +++ b/compendium/feats/startling-appearance-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Startling Appearance"] --- # Startling Appearance *Feat 1* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") You are trained in [Intimidation](compendium/skills.md#Intimidation) (or another skill of your choice, if you were already trained in [Intimidation](compendium/skills.md#Intimidation)) and gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat as a bonus feat. diff --git a/compendium/feats/stave-off-catastrophe-lopsg.md b/compendium/feats/stave-off-catastrophe-lopsg.md index 688b5abf2..325b337bd 100644 --- a/compendium/feats/stave-off-catastrophe-lopsg.md +++ b/compendium/feats/stave-off-catastrophe-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Stave Off Catastrophe"] --- # Stave Off Catastrophe *Feat 18* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shoulder Catastrophe](compendium/feats/shoulder-catastrophe-locg.md) diff --git a/compendium/feats/stay-down-apg.md b/compendium/feats/stay-down-apg.md index 07d7d21bb..d68b330bc 100644 --- a/compendium/feats/stay-down-apg.md +++ b/compendium/feats/stay-down-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Stay Down!"] --- # Stay Down! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) - **Trigger** A [prone](rules/conditions.md#Prone) foe within your reach Stands. diff --git a/compendium/feats/steadfast-ally-ec3.md b/compendium/feats/steadfast-ally-ec3.md index 6236d0378..d390ad683 100644 --- a/compendium/feats/steadfast-ally-ec3.md +++ b/compendium/feats/steadfast-ally-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Steadfast Ally"] --- # Steadfast Ally *Feat 13* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") - **Prerequisites**: Loyal Empath diff --git a/compendium/feats/steady-balance.md b/compendium/feats/steady-balance.md index a12cd7d51..265b89d51 100644 --- a/compendium/feats/steady-balance.md +++ b/compendium/feats/steady-balance.md @@ -8,7 +8,7 @@ tags: aliases: ["Steady Balance"] --- # Steady Balance *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) diff --git a/compendium/feats/steady-on-stone-loag.md b/compendium/feats/steady-on-stone-loag.md index 9e96d8134..0c4f9c1b6 100644 --- a/compendium/feats/steady-on-stone-loag.md +++ b/compendium/feats/steady-on-stone-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady On Stone"] --- # Steady On Stone *Feat 1* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") Your connection to the earth makes natural uneven surfaces less of a hindrance for you. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the [Acrobatics](compendium/skills.md#Acrobatics) skill to [Balance](rules/actions/balance.md) on narrow surfaces or uneven ground made of stone and earth, you aren't [flat-footed](rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](compendium/skills.md#Acrobatics) checks, you get a critical success instead. diff --git a/compendium/feats/steady-spellcasting-bard.md b/compendium/feats/steady-spellcasting-bard.md index 57df10682..597aacb1f 100644 --- a/compendium/feats/steady-spellcasting-bard.md +++ b/compendium/feats/steady-spellcasting-bard.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Bard)"] --- # Steady Spellcasting (Bard) *Feat 6* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-cleric.md b/compendium/feats/steady-spellcasting-cleric.md index d1317b6d5..0f808eba4 100644 --- a/compendium/feats/steady-spellcasting-cleric.md +++ b/compendium/feats/steady-spellcasting-cleric.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Cleric)"] --- # Steady Spellcasting (Cleric) *Feat 6* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-da.md b/compendium/feats/steady-spellcasting-da.md index ffe6f2c43..6cf8f82c1 100644 --- a/compendium/feats/steady-spellcasting-da.md +++ b/compendium/feats/steady-spellcasting-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting"] --- # Steady Spellcasting *Feat 6* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-druid.md b/compendium/feats/steady-spellcasting-druid.md index 54ebb3656..084acdd96 100644 --- a/compendium/feats/steady-spellcasting-druid.md +++ b/compendium/feats/steady-spellcasting-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Druid)"] --- # Steady Spellcasting (Druid) *Feat 6* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-oracle-apg.md b/compendium/feats/steady-spellcasting-oracle-apg.md index b62f4cbd3..7aabd00ed 100644 --- a/compendium/feats/steady-spellcasting-oracle-apg.md +++ b/compendium/feats/steady-spellcasting-oracle-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Oracle)"] --- # Steady Spellcasting (Oracle) *Feat 6* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If another creature's reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-som.md b/compendium/feats/steady-spellcasting-som.md index c14d1034c..c33c35198 100644 --- a/compendium/feats/steady-spellcasting-som.md +++ b/compendium/feats/steady-spellcasting-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting"] --- # Steady Spellcasting *Feat 4* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-sorcerer.md b/compendium/feats/steady-spellcasting-sorcerer.md index d03421321..9e8cd0a6d 100644 --- a/compendium/feats/steady-spellcasting-sorcerer.md +++ b/compendium/feats/steady-spellcasting-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Sorcerer)"] --- # Steady Spellcasting (Sorcerer) *Feat 6* -[sorcerer](rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-witch-apg.md b/compendium/feats/steady-spellcasting-witch-apg.md index 357baedd0..1c8597f69 100644 --- a/compendium/feats/steady-spellcasting-witch-apg.md +++ b/compendium/feats/steady-spellcasting-witch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Witch)"] --- # Steady Spellcasting (Witch) *Feat 6* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If another creature's reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-wizard.md b/compendium/feats/steady-spellcasting-wizard.md index 3826a5dae..71b84907f 100644 --- a/compendium/feats/steady-spellcasting-wizard.md +++ b/compendium/feats/steady-spellcasting-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Wizard)"] --- # Steady Spellcasting (Wizard) *Feat 6* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steadying-stone-som.md b/compendium/feats/steadying-stone-som.md index 3d418fbac..50eab0330 100644 --- a/compendium/feats/steadying-stone-som.md +++ b/compendium/feats/steadying-stone-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Steadying Stone"] --- # Steadying Stone *Feat 1* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: stone order diff --git a/compendium/feats/steal-essence-ec6.md b/compendium/feats/steal-essence-ec6.md index 1ed016b34..118993855 100644 --- a/compendium/feats/steal-essence-ec6.md +++ b/compendium/feats/steal-essence-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Steal Essence"] --- # Steal Essence [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: legendary in [Thievery](compendium/skills.md#Thievery) or master in [Arcana](compendium/skills.md#Arcana), - **Requirements**: A magic item is within your reach. diff --git a/compendium/feats/steal-spell-apg.md b/compendium/feats/steal-spell-apg.md index c3048da8c..51d4c25ff 100644 --- a/compendium/feats/steal-spell-apg.md +++ b/compendium/feats/steal-spell-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Steal Spell"] --- # Steal Spell *Feat 16* -[magical](rules/traits/magical.md) [rogue](rules/traits/rogue.md) +[magical](rules/traits/magical.md "Magical Item Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: [Legendary Thief](compendium/feats/legendary-thief.md), [Loaner Spell](compendium/feats/loaner-spell-apg.md) diff --git a/compendium/feats/steal-the-sky-aoe2.md b/compendium/feats/steal-the-sky-aoe2.md index 681082773..ffc567999 100644 --- a/compendium/feats/steal-the-sky-aoe2.md +++ b/compendium/feats/steal-the-sky-aoe2.md @@ -7,7 +7,7 @@ tags: aliases: ["Steal The Sky"] --- # Steal The Sky *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) diff --git a/compendium/feats/steal-the-sky-loil.md b/compendium/feats/steal-the-sky-loil.md index c548abdb4..01d178770 100644 --- a/compendium/feats/steal-the-sky-loil.md +++ b/compendium/feats/steal-the-sky-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Steal the Sky"] --- # Steal the Sky *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Jalmeri Heavenseeker Dedication diff --git a/compendium/feats/steal-time-da.md b/compendium/feats/steal-time-da.md index d40997318..6d3a96fc4 100644 --- a/compendium/feats/steal-time-da.md +++ b/compendium/feats/steal-time-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Steal Time"] --- # Steal Time [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per hour diff --git a/compendium/feats/steal-vitality-lotgb.md b/compendium/feats/steal-vitality-lotgb.md index 5eb66e83b..70a56f387 100644 --- a/compendium/feats/steal-vitality-lotgb.md +++ b/compendium/feats/steal-vitality-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Steal Vitality"] --- # Steal Vitality *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) diff --git a/compendium/feats/stealthy-companion.md b/compendium/feats/stealthy-companion.md index 8bb66d752..a3a85c862 100644 --- a/compendium/feats/stealthy-companion.md +++ b/compendium/feats/stealthy-companion.md @@ -7,7 +7,7 @@ tags: aliases: ["Stealthy Companion"] --- # Stealthy Companion *Feat 14* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Camouflage](compendium/feats/camouflage.md), [Animal Companion](compendium/feats/animal-companion-ranger.md) diff --git a/compendium/feats/steam-spell-loag.md b/compendium/feats/steam-spell-loag.md index 9f5ea165f..51828aa2c 100644 --- a/compendium/feats/steam-spell-loag.md +++ b/compendium/feats/steam-spell-loag.md @@ -9,11 +9,11 @@ tags: aliases: ["Steam Spell"] --- # Steam Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [undine](rules/traits/undine-b2.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") - **Activity** Single Action -You transform your fire spells into steam, making them more effective underwater. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md) trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause [persistent fire damage](rules/conditions.md#Persistent%20Damage), nor do they add other effects that would apply to fire but not steam (at the GM's discretion). +You transform your fire spells into steam, making them more effective underwater. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause [persistent fire damage](rules/conditions.md#Persistent%20Damage), nor do they add other effects that would apply to fire but not steam (at the GM's discretion). *Source: Lost Omens: Ancestry Guide p. 120* %% #compendium/src/pf2e/loag #trait/concentrate #trait/metamagic #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/steed-form-som.md b/compendium/feats/steed-form-som.md index c81e41a47..623e8162d 100644 --- a/compendium/feats/steed-form-som.md +++ b/compendium/feats/steed-form-som.md @@ -8,10 +8,10 @@ tags: aliases: ["Steed Form"] --- # Steed Form *Feat 2* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") -Your eidolon changes to make it particularly effective as your mount. While you ride it, you get your full number of actions each round instead of reducing them to 2. This applies only when you ride your eidolon, not when anyone else does (see the Riding Sapient Creatures sidebar on page 71). Your eidolon still must be at least one size category larger than you to ride it. Since you work together to move, your eidolon's move actions while you're mounted gain the [tandem](rules/traits/tandem-som.md) trait. +Your eidolon changes to make it particularly effective as your mount. While you ride it, you get your full number of actions each round instead of reducing them to 2. This applies only when you ride your eidolon, not when anyone else does (see the Riding Sapient Creatures sidebar on page 71). Your eidolon still must be at least one size category larger than you to ride it. Since you work together to move, your eidolon's move actions while you're mounted gain the [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") trait. *Source: Secrets of Magic p. 68* %% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/compendium/feats/steel-skin-apg.md b/compendium/feats/steel-skin-apg.md index 95cf1fdfd..0d82307a0 100644 --- a/compendium/feats/steel-skin-apg.md +++ b/compendium/feats/steel-skin-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Steel Skin"] --- # Steel Skin *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival), [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) diff --git a/compendium/feats/steel-your-resolve-gmg.md b/compendium/feats/steel-your-resolve-gmg.md index feb6f28a1..5c4776013 100644 --- a/compendium/feats/steel-your-resolve-gmg.md +++ b/compendium/feats/steel-your-resolve-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Steel Your Resolve"] --- # Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Cost**: 1 Resolve Point - **Activity** Single Action diff --git a/compendium/feats/steel-yourself-apg.md b/compendium/feats/steel-yourself-apg.md index 3270b62f2..f37343820 100644 --- a/compendium/feats/steel-yourself-apg.md +++ b/compendium/feats/steel-yourself-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Steel Yourself!"] --- # Steel Yourself! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Single Action diff --git a/compendium/feats/stellas-stab-and-snag-lopsg.md b/compendium/feats/stellas-stab-and-snag-lopsg.md index f15a7b45a..167365ea7 100644 --- a/compendium/feats/stellas-stab-and-snag-lopsg.md +++ b/compendium/feats/stellas-stab-and-snag-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Stella's Stab And Snag"] --- # Stella's Stab And Snag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[rogue](rules/traits/rogue.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Thievery](compendium/skills.md#Thievery) - **Requirements**: You are wielding a piercing or slashing melee weapon. diff --git a/compendium/feats/step-lively-apg.md b/compendium/feats/step-lively-apg.md index 8d3cf5880..720bb79ec 100644 --- a/compendium/feats/step-lively-apg.md +++ b/compendium/feats/step-lively-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Step Lively"] --- # Step Lively [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Trigger** A Large or larger enemy ends a move action adjacent to you. - **Activity** Reaction diff --git a/compendium/feats/sticky-bomb.md b/compendium/feats/sticky-bomb.md index c3d3d671e..0b6bc4187 100644 --- a/compendium/feats/sticky-bomb.md +++ b/compendium/feats/sticky-bomb.md @@ -8,7 +8,7 @@ tags: aliases: ["Sticky Bomb"] --- # Sticky Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) +[additive <2>](rules/traits/additive-2.md "Additive Feat Trait") [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Frequency**: once per round - **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical bomb, and that bomb's level is at least 2 levels lower than your advanced alchemy level. diff --git a/compendium/feats/sticky-poison-apg.md b/compendium/feats/sticky-poison-apg.md index 61324d608..7e911af55 100644 --- a/compendium/feats/sticky-poison-apg.md +++ b/compendium/feats/sticky-poison-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sticky Poison"] --- # Sticky Poison *Feat 6* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your [Strike](rules/actions/strike.md) with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your [Strike](rules/actions/strike.md) being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your [Strike](rules/actions/strike.md) with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn. diff --git a/compendium/feats/stitch-flesh-botd.md b/compendium/feats/stitch-flesh-botd.md index 1f792930e..5799ab52f 100644 --- a/compendium/feats/stitch-flesh-botd.md +++ b/compendium/feats/stitch-flesh-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Stitch Flesh"] --- # Stitch Flesh *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/stoked-flame-stance-som.md b/compendium/feats/stoked-flame-stance-som.md index e44780453..ab0a2f245 100644 --- a/compendium/feats/stoked-flame-stance-som.md +++ b/compendium/feats/stoked-flame-stance-som.md @@ -10,16 +10,16 @@ tags: aliases: ["Stoked Flame Stance"] --- # Stoked Flame Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You're unarmored. - **Activity** Single Action -You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal `1d8` slashing damage. They are in the brawling group and have the [forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), [sweep](rules/traits/sweep.md), and [unarmed](rules/traits/unarmed.md) traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical [Strike](rules/actions/strike.md) dealt damage, the target takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal `1d8` slashing damage. They are in the brawling group and have the [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical [Strike](rules/actions/strike.md) dealt damage, the target takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). While in Stoked Flame Stance, you gain a +5-foot status bonus to your Speed. If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd. -**Special.** This feat gains your choice of either the [divine](rules/traits/divine.md) or [occult](rules/traits/occult.md) trait, matching your ki spell tradition if possible. +**Special.** This feat gains your choice of either the [divine](rules/traits/divine.md "Divine Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") trait, matching your ki spell tradition if possible. ## Stoked Flame Stance leads to... diff --git a/compendium/feats/stone-blood-lowg.md b/compendium/feats/stone-blood-lowg.md index e70755508..0f4df86b2 100644 --- a/compendium/feats/stone-blood-lowg.md +++ b/compendium/feats/stone-blood-lowg.md @@ -7,11 +7,11 @@ tags: aliases: ["Stone Blood"] --- # Stone Blood *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) -You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [persistent bleed damage](rules/conditions.md#Persistent%20Damage) you have from 15 to 10, and you can use a single action that has the [concentrate](rules/traits/concentrate.md) trait to gain an early flat check without physically binding the wounds. +You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [persistent bleed damage](rules/conditions.md#Persistent%20Damage) you have from 15 to 10, and you can use a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to gain an early flat check without physically binding the wounds. You recover naturally from the [drained](rules/conditions.md#Drained) condition twice as quickly as normal. diff --git a/compendium/feats/stone-bones-apg.md b/compendium/feats/stone-bones-apg.md index 1f45a969e..73ee4f471 100644 --- a/compendium/feats/stone-bones-apg.md +++ b/compendium/feats/stone-bones-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Stone Bones"] --- # Stone Bones [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Trigger** You are struck by a critical hit that deals physical damage. - **Activity** Reaction diff --git a/compendium/feats/stone-communion-lowg.md b/compendium/feats/stone-communion-lowg.md index 4858ecfa9..0bd64e48d 100644 --- a/compendium/feats/stone-communion-lowg.md +++ b/compendium/feats/stone-communion-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Stone Communion"] --- # Stone Communion *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) diff --git a/compendium/feats/stone-face-loag.md b/compendium/feats/stone-face-loag.md index 073d27ffb..23539fd2a 100644 --- a/compendium/feats/stone-face-loag.md +++ b/compendium/feats/stone-face-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Stone Face"] --- # Stone Face *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") -Through conditioning or experience, you've mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the [fear](rules/traits/fear.md) trait, and a +2 circumstance bonus to your Will DC against Intimidate skill actions, such as [Demoralize](rules/actions/demoralize.md). +Through conditioning or experience, you've mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the [fear](rules/traits/fear.md "Fear Effect Trait") trait, and a +2 circumstance bonus to your Will DC against Intimidate skill actions, such as [Demoralize](rules/actions/demoralize.md). *Source: Lost Omens: Ancestry Guide p. 35* %% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/compendium/feats/stone-form-loag.md b/compendium/feats/stone-form-loag.md index faac95641..abea51054 100644 --- a/compendium/feats/stone-form-loag.md +++ b/compendium/feats/stone-form-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Stone Form"] --- # Stone Form *Feat 17* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") You can transform your body into a pure primal manifestation of earth, an elemental. Once per day, you can cast [elemental form](compendium/spells/elemental-form.md) as a 7th-level primal innate spell, but you can only choose the earth elemental form. diff --git a/compendium/feats/stonecunning.md b/compendium/feats/stonecunning.md index eb598fe0f..abc48ade4 100644 --- a/compendium/feats/stonecunning.md +++ b/compendium/feats/stonecunning.md @@ -7,7 +7,7 @@ tags: aliases: ["Stonecunning"] --- # Stonecunning *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or [hidden](rules/conditions.md#Hidden) within stone. diff --git a/compendium/feats/stonegate-apg.md b/compendium/feats/stonegate-apg.md index ad50566e9..549d14ba0 100644 --- a/compendium/feats/stonegate-apg.md +++ b/compendium/feats/stonegate-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Stonegate"] --- # Stonegate *Feat 17* -[dwarf](rules/traits/dwarf.md) [uncommon](rules/traits/uncommon.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Stonewalker](compendium/feats/stonewalker.md) diff --git a/compendium/feats/stonewalker.md b/compendium/feats/stonewalker.md index aa144603f..973162d41 100644 --- a/compendium/feats/stonewalker.md +++ b/compendium/feats/stonewalker.md @@ -7,7 +7,7 @@ tags: aliases: ["Stonewalker"] --- # Stonewalker *Feat 9* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") You have a deep reverence for and connection to stone. You gain [meld into stone](compendium/spells/meld-into-stone.md) as a 3rd-level divine innate spell that you can cast once per day. diff --git a/compendium/feats/storm-born.md b/compendium/feats/storm-born.md index 460ba1959..336fc5359 100644 --- a/compendium/feats/storm-born.md +++ b/compendium/feats/storm-born.md @@ -7,7 +7,7 @@ tags: aliases: ["Storm Born"] --- # Storm Born *Feat 1* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Storm order diff --git a/compendium/feats/storm-form-loag.md b/compendium/feats/storm-form-loag.md index 9baa665ed..7df4cdba9 100644 --- a/compendium/feats/storm-form-loag.md +++ b/compendium/feats/storm-form-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Storm Form"] --- # Storm Form *Feat 17* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") You can transform into an elemental. Once per day, you can cast [elemental form](compendium/spells/elemental-form.md) as a 7th-level primal innate spell, but you can only choose the air elemental form. diff --git a/compendium/feats/storm-retribution.md b/compendium/feats/storm-retribution.md index fee6ca4f0..48afb3305 100644 --- a/compendium/feats/storm-retribution.md +++ b/compendium/feats/storm-retribution.md @@ -7,7 +7,7 @@ tags: aliases: ["Storm Retribution"] --- # Storm Retribution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Storm order, [tempest surge](compendium/spells/tempest-surge.md) order spell - **Trigger** An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack. diff --git a/compendium/feats/storm-shroud-botd.md b/compendium/feats/storm-shroud-botd.md index 384870b38..b7dd43695 100644 --- a/compendium/feats/storm-shroud-botd.md +++ b/compendium/feats/storm-shroud-botd.md @@ -10,13 +10,13 @@ tags: aliases: ["Storm Shroud"] --- # Storm Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Frequency**: once per hour - **Activity** Two-Action -You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically [earth](rules/traits/earth.md) for sand and [water](rules/traits/water.md) for rain, snow, or clouds. You become [concealed](rules/conditions.md#Concealed) for 1 minute. You can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for concealment that makes your position obvious. +You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically [earth](rules/traits/earth.md "Earth Energy & Element Trait") for sand and [water](rules/traits/water.md "Water Energy & Element Trait") for rain, snow, or clouds. You become [concealed](rules/conditions.md#Concealed) for 1 minute. You can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for concealment that makes your position obvious. *Source: Book of the Dead p. 52* %% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/conjuration #trait/divine %% \ No newline at end of file diff --git a/compendium/feats/storming-breath-da.md b/compendium/feats/storming-breath-da.md index b4236d15a..bf55e3d68 100644 --- a/compendium/feats/storming-breath-da.md +++ b/compendium/feats/storming-breath-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Storming Breath"] --- # Storming Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Activity** Two-Action diff --git a/compendium/feats/storms-lash-apg.md b/compendium/feats/storms-lash-apg.md index f64a4ca59..944b54ff6 100644 --- a/compendium/feats/storms-lash-apg.md +++ b/compendium/feats/storms-lash-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Storm's Lash"] --- # Storm's Lash *Feat 1* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") Wind and lightning have always been close friends to you. You can cast the [electric arc](compendium/spells/electric-arc.md) cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/stormsoul-loag.md b/compendium/feats/stormsoul-loag.md index bd4dff6ad..d6f1070ca 100644 --- a/compendium/feats/stormsoul-loag.md +++ b/compendium/feats/stormsoul-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Stormsoul"] --- # Stormsoul *Feat 1* -[lineage](rules/traits/lineage-apg.md) [sylph](rules/traits/sylph-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") Your elemental ancestor's influence manifests in you as tumultuous, thundering storms, with dark clouds and bolts of lightning. You gain resistance to electricity equal to half your level (minimum 1). diff --git a/compendium/feats/stormy-heart-loag.md b/compendium/feats/stormy-heart-loag.md index 32e27a093..9df03ca8a 100644 --- a/compendium/feats/stormy-heart-loag.md +++ b/compendium/feats/stormy-heart-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Stormy Heart"] --- # Stormy Heart *Feat 17* -[changeling](rules/traits/changeling-b1.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") - **Prerequisites**: [Invoke the Elements](compendium/feats/invoke-the-elements-loag.md) diff --git a/compendium/feats/story-crooner-loag.md b/compendium/feats/story-crooner-loag.md index cbeecab0f..3a65d14ce 100644 --- a/compendium/feats/story-crooner-loag.md +++ b/compendium/feats/story-crooner-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Story Crooner"] --- # Story Crooner *Feat 1* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") You're a talented story weaver and use your voice effectively. You are trained in [Performance](compendium/skills.md#Performance). If you would automatically become trained in [Performance](compendium/skills.md#Performance), you instead become trained in a skill of your choice. You also gain the [Impressive Performance](compendium/feats/impressive-performance.md) skill feat and gain a +1 circumstance bonus when Performing for an audience of strix. diff --git a/compendium/feats/storytellers-mask-sot6.md b/compendium/feats/storytellers-mask-sot6.md index fd77632e7..3982c3d0c 100644 --- a/compendium/feats/storytellers-mask-sot6.md +++ b/compendium/feats/storytellers-mask-sot6.md @@ -10,7 +10,7 @@ tags: aliases: ["Storyteller's Mask"] --- # Storyteller's Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Druid Dedication or Wizard Dedication diff --git a/compendium/feats/strain-mind-da.md b/compendium/feats/strain-mind-da.md index 9e3106db7..21440efbe 100644 --- a/compendium/feats/strain-mind-da.md +++ b/compendium/feats/strain-mind-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Strain Mind"] --- # Strain Mind [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Frequency**: once per hour - **Trigger** You cast a psi cantrip. diff --git a/compendium/feats/strand-strider-lome.md b/compendium/feats/strand-strider-lome.md index bb5f1a0fd..fbbe5de4c 100644 --- a/compendium/feats/strand-strider-lome.md +++ b/compendium/feats/strand-strider-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Strand Strider"] --- # Strand Strider *Feat 9* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") Your eight legs serve you well when climbing walls and webs alike. You gain a climb speed of 25 feet in your spider shape. diff --git a/compendium/feats/strange-script-av2.md b/compendium/feats/strange-script-av2.md index e4ae050ba..36483d946 100644 --- a/compendium/feats/strange-script-av2.md +++ b/compendium/feats/strange-script-av2.md @@ -8,7 +8,7 @@ tags: aliases: ["Strange Script"] --- # Strange Script *Feat 4* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) diff --git a/compendium/feats/strangle-lotgb.md b/compendium/feats/strangle-lotgb.md index a94f33282..462308529 100644 --- a/compendium/feats/strangle-lotgb.md +++ b/compendium/feats/strangle-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Strangle"] --- # Strangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/strategic-assessment-apg.md b/compendium/feats/strategic-assessment-apg.md index 75d057f45..6e109d42e 100644 --- a/compendium/feats/strategic-assessment-apg.md +++ b/compendium/feats/strategic-assessment-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Strategic Assessment"] --- # Strategic Assessment *Feat 4* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You learn your foes' strengths and weaknesses by watching them move. When you critically hit a creature with a [Strike](rules/actions/strike.md) on which you substituted your attack roll due to [Devising a Stratagem](rules/actions/devise-a-stratagem-apg.md), the GM chooses one of the following pieces of information about the enemy to tell you. diff --git a/compendium/feats/strategic-bypass-apg.md b/compendium/feats/strategic-bypass-apg.md index 0165bfb52..c8c4adc35 100644 --- a/compendium/feats/strategic-bypass-apg.md +++ b/compendium/feats/strategic-bypass-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Strategic Bypass"] --- # Strategic Bypass *Feat 14* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") Your plans account for your foes' resistances, enabling you to strike a telling blow. When you hit with a [Strike](rules/actions/strike.md) on which you substituted your attack roll due to [Devising a Stratagem](rules/actions/devise-a-stratagem-apg.md), you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack. diff --git a/compendium/feats/straveika-apg.md b/compendium/feats/straveika-apg.md index 919793978..55cd94c59 100644 --- a/compendium/feats/straveika-apg.md +++ b/compendium/feats/straveika-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Straveika"] --- # Straveika *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviors. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) and [Perception](compendium/skills.md#Perception) DCs against attempts to [Lie](rules/actions/lie.md) to you. diff --git a/compendium/feats/streetwise.md b/compendium/feats/streetwise.md index 6c1b40cb7..79455d4ab 100644 --- a/compendium/feats/streetwise.md +++ b/compendium/feats/streetwise.md @@ -8,7 +8,7 @@ tags: aliases: ["Streetwise"] --- # Streetwise *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Society](compendium/skills.md#Society) diff --git a/compendium/feats/strident-command-ngd.md b/compendium/feats/strident-command-ngd.md index 9afbbe8b9..32e78a726 100644 --- a/compendium/feats/strident-command-ngd.md +++ b/compendium/feats/strident-command-ngd.md @@ -7,7 +7,7 @@ tags: aliases: ["Strident Command"] --- # Strident Command *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), [Voice of Authority](compendium/feats/voice-of-authority-ngd.md), member of the Gray Gardeners diff --git a/compendium/feats/strikers-scroll-som.md b/compendium/feats/strikers-scroll-som.md index 5dcc90b42..33045d399 100644 --- a/compendium/feats/strikers-scroll-som.md +++ b/compendium/feats/strikers-scroll-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Striker's Scroll"] --- # Striker's Scroll *Feat 4* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) diff --git a/compendium/feats/striking-retribution-loag.md b/compendium/feats/striking-retribution-loag.md index 2f4fde11f..63f1b9353 100644 --- a/compendium/feats/striking-retribution-loag.md +++ b/compendium/feats/striking-retribution-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Striking Retribution"] --- # Striking Retribution *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You have an appropriately intense hatred for alghollthus. You gain a +2 circumstance bonus to damage with weapons and unarmed attacks against creatures from the alghollthu family and those that serve alghollthus (the GM determines which creatures serve an alghollthu). In addition, if an alghollthu successfully affects you or one of your allies within 60 feet with an enchantment, your circumstance bonus to damage against that alghollthu increases to +4 for 1 minute. diff --git a/compendium/feats/strix-defender-loag.md b/compendium/feats/strix-defender-loag.md index 65a8aa29d..7da24987c 100644 --- a/compendium/feats/strix-defender-loag.md +++ b/compendium/feats/strix-defender-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Strix Defender"] --- # Strix Defender *Feat 1* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") Your ancestral feud with humans gives you experience dealing with vicious foes, and your vengeance knows no bounds. You gain a +1 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation), [Perception](compendium/skills.md#Perception), and [Survival](compendium/skills.md#Survival) checks against humans, as well as on damage rolls against humans with weapons and unarmed attacks. diff --git a/compendium/feats/strix-lore-loag.md b/compendium/feats/strix-lore-loag.md index 0ad42f7a2..97c65ebf7 100644 --- a/compendium/feats/strix-lore-loag.md +++ b/compendium/feats/strix-lore-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Strix Lore"] --- # Strix Lore *Feat 1* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") You're well connected to your tribe and perhaps even strix communities beyond your own, where you've learned about the land and techniques of graceful movement. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Nature](compendium/skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Strix Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/strix-vengeance-loag.md b/compendium/feats/strix-vengeance-loag.md index 9a87d8d0f..1b840446e 100644 --- a/compendium/feats/strix-vengeance-loag.md +++ b/compendium/feats/strix-vengeance-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Strix Vengeance"] --- # Strix Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [strix](rules/traits/strix-loag.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") - **Frequency**: once per 10 minutes - **Trigger** You, or a strix ally you can see, are damaged by an enemy's critical hit. diff --git a/compendium/feats/strong-arm-apg.md b/compendium/feats/strong-arm-apg.md index dfc6ee78c..f97b72a51 100644 --- a/compendium/feats/strong-arm-apg.md +++ b/compendium/feats/strong-arm-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Strong Arm"] --- # Strong Arm *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") -When you [Strike](rules/actions/strike.md) with a [thrown](rules/traits/thrown.md) weapon, the weapon's range increment increases 10 feet. +When you [Strike](rules/actions/strike.md) with a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon, the weapon's range increment increases 10 feet. *Source: Advanced Player's Guide p. 134* %% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/strong-swimmer-loag.md b/compendium/feats/strong-swimmer-loag.md index bda1a6b53..6dcf6b007 100644 --- a/compendium/feats/strong-swimmer-loag.md +++ b/compendium/feats/strong-swimmer-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Strong Swimmer"] --- # Strong Swimmer *Feat 9* -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") Your swim Speed increases to match your land Speed. diff --git a/compendium/feats/stronger-debilitating-venom-loil.md b/compendium/feats/stronger-debilitating-venom-loil.md index 923732c73..60503f783 100644 --- a/compendium/feats/stronger-debilitating-venom-loil.md +++ b/compendium/feats/stronger-debilitating-venom-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Stronger Debilitating Venom"] --- # Stronger Debilitating Venom *Feat 13* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: Debilitating Venom, Moderate Enhance Venom diff --git a/compendium/feats/stubborn-persistence-apg.md b/compendium/feats/stubborn-persistence-apg.md index 194ec62fc..503917615 100644 --- a/compendium/feats/stubborn-persistence-apg.md +++ b/compendium/feats/stubborn-persistence-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Stubborn Persistence"] --- # Stubborn Persistence *Feat 13* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") Humans are renowned for their ability to persist through the most grueling of trials. When you would become [fatigued](rules/conditions.md#Fatigued), attempt a DC 17 flat check. On a success, you aren't [fatigued](rules/conditions.md#Fatigued). If the [fatigued](rules/conditions.md#Fatigued) condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause. diff --git a/compendium/feats/student-of-perfection-dedication-lowg.md b/compendium/feats/student-of-perfection-dedication-lowg.md index bc80ef9d0..dc615f1af 100644 --- a/compendium/feats/student-of-perfection-dedication-lowg.md +++ b/compendium/feats/student-of-perfection-dedication-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Student of Perfection Dedication"] --- # Student of Perfection Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Jalmeray. - **Prerequisites**: powerful fist|monk||1 or expert in unarmed attacks; member of a House of Perfection diff --git a/compendium/feats/student-of-the-canon.md b/compendium/feats/student-of-the-canon.md index 9e862f6d6..6515a9960 100644 --- a/compendium/feats/student-of-the-canon.md +++ b/compendium/feats/student-of-the-canon.md @@ -8,7 +8,7 @@ tags: aliases: ["Student Of The Canon"] --- # Student Of The Canon *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/student-of-the-dueling-arts-apg.md b/compendium/feats/student-of-the-dueling-arts-apg.md index 6b86771ee..31f2f281e 100644 --- a/compendium/feats/student-of-the-dueling-arts-apg.md +++ b/compendium/feats/student-of-the-dueling-arts-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Student Of The Dueling Arts"] --- # Student Of The Dueling Arts *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) diff --git a/compendium/feats/student-of-the-staff-som.md b/compendium/feats/student-of-the-staff-som.md index 0fd83c064..f842955f2 100644 --- a/compendium/feats/student-of-the-staff-som.md +++ b/compendium/feats/student-of-the-staff-som.md @@ -7,11 +7,11 @@ tags: aliases: ["Student Of The Staff"] --- # Student Of The Staff *Feat 4* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), twisting tree hybrid study -You've studied the staff extensively to learn the hidden capabilities of your chosen weapon. When you critically succeed at an attack roll using a staff, you apply the critical specialization effect of the club group. While you're in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance, your staff gains the [deadly ](rules/traits/deadly.md) trait, with the damage from the deadly die being the same damage type as the extra damage from [Arcane Cascade](rules/actions/arcane-cascade-som.md). +You've studied the staff extensively to learn the hidden capabilities of your chosen weapon. When you critically succeed at an attack roll using a staff, you apply the critical specialization effect of the club group. While you're in [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance, your staff gains the [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") trait, with the damage from the deadly die being the same damage type as the extra damage from [Arcane Cascade](rules/actions/arcane-cascade-som.md). In addition, you can place property runes into a magic staff you prepare, even though a magic staff can't typically hold property runes. You must first inscribe the property runes into your spellbook, using the same process as transferring a rune (Core Rulebook 580). The rune takes the form of a specialized diagram in your spellbook, occupying one page. You can't inscribe runes that can't be placed on a non-magical staff, nor can you inscribe the [shifting](compendium/equipment/items/shifting.md) rune. When you prepare a staff, you can impart any number of property runes from your spellbook into the staff, up to the limit imposed by the staff's [weapon potency](compendium/equipment/items/weapon-potency.md) rune. diff --git a/compendium/feats/studious-adept-lome.md b/compendium/feats/studious-adept-lome.md index d220d5d68..2551abf1e 100644 --- a/compendium/feats/studious-adept-lome.md +++ b/compendium/feats/studious-adept-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Studious Adept"] --- # Studious Adept *Feat 9* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") - **Prerequisites**: [Studious Magic](compendium/feats/studious-magic-lome.md) diff --git a/compendium/feats/studious-capacity.md b/compendium/feats/studious-capacity.md index 68c34735e..eea71ecbb 100644 --- a/compendium/feats/studious-capacity.md +++ b/compendium/feats/studious-capacity.md @@ -7,7 +7,7 @@ tags: aliases: ["Studious Capacity"] --- # Studious Capacity *Feat 16* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Enigma muse, legendary in [Occultism](compendium/skills.md#Occultism) diff --git a/compendium/feats/studious-magic-lome.md b/compendium/feats/studious-magic-lome.md index 8331e55bb..08baf62bf 100644 --- a/compendium/feats/studious-magic-lome.md +++ b/compendium/feats/studious-magic-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Studious Magic"] --- # Studious Magic *Feat 1* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") You've taken an interest in anadi arcane traditions. Choose one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/stumbling-feint-apg.md b/compendium/feats/stumbling-feint-apg.md index e2e22904a..507eb5c8c 100644 --- a/compendium/feats/stumbling-feint-apg.md +++ b/compendium/feats/stumbling-feint-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Stumbling Feint"] --- # Stumbling Feint *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Stumbling Stance](compendium/feats/stumbling-stance-apg.md) - **Requirements**: You are in Stumbling Stance. diff --git a/compendium/feats/stumbling-stance-apg.md b/compendium/feats/stumbling-stance-apg.md index 311a26c44..ddfc6e366 100644 --- a/compendium/feats/stumbling-stance-apg.md +++ b/compendium/feats/stumbling-stance-apg.md @@ -8,12 +8,12 @@ tags: aliases: ["Stumbling Stance"] --- # Stumbling Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) - **Activity** Single Action -You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md). The only [Strikes](rules/actions/strike.md) you can make are stumbling swing unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. If an enemy hits you with a melee [Strike](rules/actions/strike.md) while in this stance, it becomes [flat-footed](rules/conditions.md#Flat-footed) against the next stumbling swing [Strike](rules/actions/strike.md) you make against it before the end of your next turn. +You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md). The only [Strikes](rules/actions/strike.md) you can make are stumbling swing unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. If an enemy hits you with a melee [Strike](rules/actions/strike.md) while in this stance, it becomes [flat-footed](rules/conditions.md#Flat-footed) against the next stumbling swing [Strike](rules/actions/strike.md) you make against it before the end of your next turn. ## Stumbling Stance leads to... diff --git a/compendium/feats/stunning-appearance-apg.md b/compendium/feats/stunning-appearance-apg.md index af73ba915..b478ba0bc 100644 --- a/compendium/feats/stunning-appearance-apg.md +++ b/compendium/feats/stunning-appearance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Stunning Appearance"] --- # Stunning Appearance *Feat 16* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Startling Appearance](compendium/feats/startling-appearance-loag.md) diff --git a/compendium/feats/stunning-finisher-apg.md b/compendium/feats/stunning-finisher-apg.md index f92015066..e170da388 100644 --- a/compendium/feats/stunning-finisher-apg.md +++ b/compendium/feats/stunning-finisher-apg.md @@ -8,11 +8,11 @@ tags: aliases: ["Stunning Finisher"] --- # Stunning Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Activity** Single Action -You attempt a dizzying blow. Make a melee [Strike](rules/actions/strike.md). If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the [incapacitation](rules/traits/incapacitation.md) trait. +You attempt a dizzying blow. Make a melee [Strike](rules/actions/strike.md). If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. > [!success-degree] > - **Critical Success** The target is unaffected. diff --git a/compendium/feats/stunning-fist.md b/compendium/feats/stunning-fist.md index 57cddaf62..28666f833 100644 --- a/compendium/feats/stunning-fist.md +++ b/compendium/feats/stunning-fist.md @@ -7,11 +7,11 @@ tags: aliases: ["Stunning Fist"] --- # Stunning Fist *Feat 2* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Flurry of Blows](rules/actions/flurry-of-blows.md) -The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two [Strikes](rules/actions/strike.md) from your [Flurry of Blows](rules/actions/flurry-of-blows.md), you can try to stun the creature. If either [Strike](rules/actions/strike.md) hits and deals damage, the target must succeed at a Fortitude save against your class DC or be [stunned](rules/conditions.md#Stunned) (or [stunned](rules/conditions.md#Stunned) on a critical failure). This is an [incapacitation](rules/traits/incapacitation.md) effect. +The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two [Strikes](rules/actions/strike.md) from your [Flurry of Blows](rules/actions/flurry-of-blows.md), you can try to stun the creature. If either [Strike](rules/actions/strike.md) hits and deals damage, the target must succeed at a Fortitude save against your class DC or be [stunned](rules/conditions.md#Stunned) (or [stunned](rules/conditions.md#Stunned) on a critical failure). This is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. ## Stunning Fist leads to... diff --git a/compendium/feats/subjective-truth-apg.md b/compendium/feats/subjective-truth-apg.md index 7e76d821e..8d3837150 100644 --- a/compendium/feats/subjective-truth-apg.md +++ b/compendium/feats/subjective-truth-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Subjective Truth"] --- # Subjective Truth *Feat 7* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) diff --git a/compendium/feats/submission-hold-lotgb.md b/compendium/feats/submission-hold-lotgb.md index aa56da044..254827c9a 100644 --- a/compendium/feats/submission-hold-lotgb.md +++ b/compendium/feats/submission-hold-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Submission Hold"] --- # Submission Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/subtle-delivery-apg.md b/compendium/feats/subtle-delivery-apg.md index 473096442..cc77b0370 100644 --- a/compendium/feats/subtle-delivery-apg.md +++ b/compendium/feats/subtle-delivery-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Subtle Delivery"] --- # Subtle Delivery *Feat 1* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") You can capably deliver toxins with a blowgun. Your blowgun [Strikes](rules/actions/strike.md) can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead. diff --git a/compendium/feats/subtle-shank-aoe3.md b/compendium/feats/subtle-shank-aoe3.md index d90258456..bfe325c75 100644 --- a/compendium/feats/subtle-shank-aoe3.md +++ b/compendium/feats/subtle-shank-aoe3.md @@ -9,7 +9,7 @@ tags: aliases: ["Subtle Shank"] --- # Subtle Shank [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) [uncommon](rules/traits/uncommon.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Help either the Washboard Dogs or the Diobel - **Prerequisites**: [Quick Draw (Rogue)](compendium/feats/quick-draw-rogue.md) diff --git a/compendium/feats/subtle-theft.md b/compendium/feats/subtle-theft.md index 605ff49ae..6def5c878 100644 --- a/compendium/feats/subtle-theft.md +++ b/compendium/feats/subtle-theft.md @@ -8,7 +8,7 @@ tags: aliases: ["Subtle Theft"] --- # Subtle Theft *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Thievery](compendium/skills.md#Thievery) diff --git a/compendium/feats/sudden-charge-barbarian.md b/compendium/feats/sudden-charge-barbarian.md index ab56d1a66..b3c2e20f6 100644 --- a/compendium/feats/sudden-charge-barbarian.md +++ b/compendium/feats/sudden-charge-barbarian.md @@ -9,7 +9,7 @@ tags: aliases: ["Sudden Charge (Barbarian)"] --- # Sudden Charge (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Activity** Two-Action diff --git a/compendium/feats/sudden-charge-fighter.md b/compendium/feats/sudden-charge-fighter.md index 88b697dcd..ea9a65425 100644 --- a/compendium/feats/sudden-charge-fighter.md +++ b/compendium/feats/sudden-charge-fighter.md @@ -9,7 +9,7 @@ tags: aliases: ["Sudden Charge (Fighter)"] --- # Sudden Charge (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Activity** Two-Action diff --git a/compendium/feats/sudden-leap-barbarian.md b/compendium/feats/sudden-leap-barbarian.md index e7ba820de..94dcd87a2 100644 --- a/compendium/feats/sudden-leap-barbarian.md +++ b/compendium/feats/sudden-leap-barbarian.md @@ -7,7 +7,7 @@ tags: aliases: ["Sudden Leap (Barbarian)"] --- # Sudden Leap (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/sudden-leap-fighter.md b/compendium/feats/sudden-leap-fighter.md index b9c3fa83f..497669970 100644 --- a/compendium/feats/sudden-leap-fighter.md +++ b/compendium/feats/sudden-leap-fighter.md @@ -7,7 +7,7 @@ tags: aliases: ["Sudden Leap (Fighter)"] --- # Sudden Leap (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Activity** Two-Action diff --git a/compendium/feats/sudden-mindfulness-loil.md b/compendium/feats/sudden-mindfulness-loil.md index 66ddc2ea1..139bf59d5 100644 --- a/compendium/feats/sudden-mindfulness-loil.md +++ b/compendium/feats/sudden-mindfulness-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Sudden Mindfulness"] --- # Sudden Mindfulness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Trigger** You roll a success on a saving throw against an effect that would make you [fascinated](rules/conditions.md#Fascinated) or [dazzled](rules/conditions.md#Dazzled). - **Activity** Reaction diff --git a/compendium/feats/suli-amir-loag.md b/compendium/feats/suli-amir-loag.md index b558e49b8..87b3b1f72 100644 --- a/compendium/feats/suli-amir-loag.md +++ b/compendium/feats/suli-amir-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Suli Amir"] --- # Suli Amir *Feat 13* -[suli](rules/traits/suli-b2.md) [uncommon](rules/traits/uncommon.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You have power connected to the powerful jann amirs. You can cast [read omens](compendium/spells/read-omens.md) and 4th-level [invisibility](compendium/spells/invisibility.md) each once per day as arcane innate spells, and you can cast [detect magic](compendium/spells/detect-magic.md) at will as an arcane innate cantrip, heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/suli-jann-loag.md b/compendium/feats/suli-jann-loag.md index 216d4465c..be00790bd 100644 --- a/compendium/feats/suli-jann-loag.md +++ b/compendium/feats/suli-jann-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Suli-jann"] --- # Suli-jann *Feat 1* -[lineage](rules/traits/lineage-apg.md) [suli](rules/traits/suli-b2.md) +[lineage](rules/traits/lineage-apg.md "Lineage Trait") [suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") Your elemental ancestor was a janni, genies that walk the mortal world and embody all four elements together. You inherited a janni's nature as a wanderer and ability to survive in many types of environment, from the hottest desert to the coldest tundra. diff --git a/compendium/feats/summon-air-elemental-loag.md b/compendium/feats/summon-air-elemental-loag.md index be92b9c2d..95b23af86 100644 --- a/compendium/feats/summon-air-elemental-loag.md +++ b/compendium/feats/summon-air-elemental-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Summon Air Elemental"] --- # Summon Air Elemental *Feat 13* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") You have a connection to the Inner Spheres, allowing you to summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be an air elemental. diff --git a/compendium/feats/summon-celestial-kin-apg.md b/compendium/feats/summon-celestial-kin-apg.md index 1bee7a84d..551793285 100644 --- a/compendium/feats/summon-celestial-kin-apg.md +++ b/compendium/feats/summon-celestial-kin-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Summon Celestial Kin"] --- # Summon Celestial Kin *Feat 13* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: any aasimar lineage feat -You have a connection to the celestial realms, allowing you to summon a celestial ally. Once per day, you can cast [summon celestial](compendium/spells/summon-celestial.md) as a 5th-level divine innate spell, but the celestial summoned must be from the same category as your own lineage, such as a creature with the [angel](rules/traits/angel.md) trait if you are angelkin. +You have a connection to the celestial realms, allowing you to summon a celestial ally. Once per day, you can cast [summon celestial](compendium/spells/summon-celestial.md) as a 5th-level divine innate spell, but the celestial summoned must be from the same category as your own lineage, such as a creature with the [angel](rules/traits/angel.md "Angel Creature Trait") trait if you are angelkin. *Source: Advanced Player's Guide p. 36* %% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/compendium/feats/summon-earth-elemental-loag.md b/compendium/feats/summon-earth-elemental-loag.md index 5c31b7502..3d9aa159a 100644 --- a/compendium/feats/summon-earth-elemental-loag.md +++ b/compendium/feats/summon-earth-elemental-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Summon Earth Elemental"] --- # Summon Earth Elemental *Feat 13* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") You have a connection to the Inner Sphere, allowing you to summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be an earth elemental. diff --git a/compendium/feats/summon-ensemble-lotgb.md b/compendium/feats/summon-ensemble-lotgb.md index 8cae38704..c010fa41c 100644 --- a/compendium/feats/summon-ensemble-lotgb.md +++ b/compendium/feats/summon-ensemble-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Summon Ensemble"] --- # Summon Ensemble *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [summon instrument](compendium/spells/summon-instrument-apg.md) diff --git a/compendium/feats/summon-fiendish-kin-apg.md b/compendium/feats/summon-fiendish-kin-apg.md index 29018db6c..e892f5584 100644 --- a/compendium/feats/summon-fiendish-kin-apg.md +++ b/compendium/feats/summon-fiendish-kin-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Summon Fiendish Kin"] --- # Summon Fiendish Kin *Feat 13* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: any tiefling lineage feat diff --git a/compendium/feats/summon-fire-elemental-loag.md b/compendium/feats/summon-fire-elemental-loag.md index 92a811756..f9ea099b3 100644 --- a/compendium/feats/summon-fire-elemental-loag.md +++ b/compendium/feats/summon-fire-elemental-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Summon Fire Elemental"] --- # Summon Fire Elemental *Feat 13* -[ifrit](rules/traits/ifrit-b2.md) +[ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") You can summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be a fire elemental. diff --git a/compendium/feats/summon-water-elemental-loag.md b/compendium/feats/summon-water-elemental-loag.md index 518ebd865..eeab37dfb 100644 --- a/compendium/feats/summon-water-elemental-loag.md +++ b/compendium/feats/summon-water-elemental-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Summon Water Elemental"] --- # Summon Water Elemental *Feat 13* -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") You can summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be a water elemental. diff --git a/compendium/feats/summoner-dedication-som.md b/compendium/feats/summoner-dedication-som.md index 1e546fcdb..6cb1d875b 100644 --- a/compendium/feats/summoner-dedication-som.md +++ b/compendium/feats/summoner-dedication-som.md @@ -9,13 +9,13 @@ tags: aliases: ["Summoner Dedication"] --- # Summoner Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an eidolon as well as the [Manifest Eidolon](rules/actions/manifest-eidolon-som.md) activity. -Due to your tenuous link, you can't gain or use [tandem](rules/traits/tandem-som.md) actions. Because you don't have [Act Together](rules/actions/act-together-som.md), only you or your eidolon can perform an [exploration](rules/traits/exploration.md) activity at one time, so for instance you couldn't both be [Searching](rules/actions/search.md)} or [Investigating](rules/actions/investigate.md). +Due to your tenuous link, you can't gain or use [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") actions. Because you don't have [Act Together](rules/actions/act-together-som.md), only you or your eidolon can perform an [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") activity at one time, so for instance you couldn't both be [Searching](rules/actions/search.md)} or [Investigating](rules/actions/investigate.md). Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for [Perception](compendium/skills.md#Perception), saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice. diff --git a/compendium/feats/summoners-call-som.md b/compendium/feats/summoners-call-som.md index 1970d6d02..f411b4a14 100644 --- a/compendium/feats/summoners-call-som.md +++ b/compendium/feats/summoners-call-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Summoner's Call"] --- # Summoner's Call [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [summoner](rules/traits/summoner-som.md) [teleportation](rules/traits/teleportation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger** You or your eidolon take damage from a foe or hazard. - **Requirements**: Your eidolon is manifested more than 5 feet away. diff --git a/compendium/feats/sun-blade-locg.md b/compendium/feats/sun-blade-locg.md index 3b9a8b0d8..0fb4ed565 100644 --- a/compendium/feats/sun-blade-locg.md +++ b/compendium/feats/sun-blade-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Sun Blade"] --- # Sun Blade *Feat 4* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You can unleash burning sunlight from your sword or spear. You gain the [sun blade](compendium/spells/sun-blade-locg.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/sunder-enchantment-apg.md b/compendium/feats/sunder-enchantment-apg.md index aa4585ca7..15065fb1d 100644 --- a/compendium/feats/sunder-enchantment-apg.md +++ b/compendium/feats/sunder-enchantment-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Sunder Enchantment"] --- # Sunder Enchantment *Feat 14* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") - **Prerequisites**: [Sunder Spell](compendium/feats/sunder-spell-apg.md) diff --git a/compendium/feats/sunder-spell-apg.md b/compendium/feats/sunder-spell-apg.md index 57f1d06c5..963959b31 100644 --- a/compendium/feats/sunder-spell-apg.md +++ b/compendium/feats/sunder-spell-apg.md @@ -10,14 +10,14 @@ tags: aliases: ["Sunder Spell"] --- # Sunder Spell [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[attack](rules/traits/attack.md) [barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: superstition instinct - **Activity** Two-Action You draw upon your superstitious fury to destroy a spell. Make a [Strike](rules/actions/strike.md) with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by [wall of fire](compendium/spells/wall-of-fire.md) or the guardian from [spiritual guardian](compendium/spells/spiritual-guardian.md)). If you're targeting something that doesn't have an AC listed, its AC is usually 10 against this Strike for targets that are very easy to hit, like a wall, or a different AC determined by the GM. -If your [Strike](rules/actions/strike.md) hits, you can attempt to counteract a single spell or [magical](rules/traits/magical.md) effect on the target. Your counteract level for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check. +If your [Strike](rules/actions/strike.md) hits, you can attempt to counteract a single spell or [magical](rules/traits/magical.md "Magical Item Trait") effect on the target. Your counteract level for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check. Whether or not you succeed at your [Strike](rules/actions/strike.md), the target becomes temporarily immune to your Sunder Spell for 24 hours. diff --git a/compendium/feats/suns-fury-lol.md b/compendium/feats/suns-fury-lol.md index 251caffbf..a3e337d0b 100644 --- a/compendium/feats/suns-fury-lol.md +++ b/compendium/feats/suns-fury-lol.md @@ -7,7 +7,7 @@ tags: aliases: ["Sun's Fury"] --- # Sun's Fury *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) diff --git a/compendium/feats/superimpose-time-duplicates-da.md b/compendium/feats/superimpose-time-duplicates-da.md index 4023b8d23..dc32902ab 100644 --- a/compendium/feats/superimpose-time-duplicates-da.md +++ b/compendium/feats/superimpose-time-duplicates-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Superimpose Time Duplicates"] --- # Superimpose Time Duplicates [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per hour diff --git a/compendium/feats/superior-bond.md b/compendium/feats/superior-bond.md index d90942857..4b99906cd 100644 --- a/compendium/feats/superior-bond.md +++ b/compendium/feats/superior-bond.md @@ -7,7 +7,7 @@ tags: aliases: ["Superior Bond"] --- # Superior Bond *Feat 14* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: arcane bond diff --git a/compendium/feats/superior-sight-aoa6.md b/compendium/feats/superior-sight-aoa6.md index b38eaadca..b129b6ca6 100644 --- a/compendium/feats/superior-sight-aoa6.md +++ b/compendium/feats/superior-sight-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Superior Sight"] --- # Superior Sight *Feat 20* -[ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Your senses are peerless. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks, and you gain [low-light vision](rules/abilities/low-light-vision.md). If you already have low-light vision, gain [darkvision](rules/abilities/darkvision.md) instead. Furthermore, when you target an enemy, you automatically succeed at the flat check if that enemy is [concealed](rules/conditions.md#Concealed), [hidden](rules/conditions.md#Hidden), or [undetected](rules/conditions.md#Undetected). diff --git a/compendium/feats/supernatural-charm.md b/compendium/feats/supernatural-charm.md index 21a6b2bed..30c601c14 100644 --- a/compendium/feats/supernatural-charm.md +++ b/compendium/feats/supernatural-charm.md @@ -7,7 +7,7 @@ tags: aliases: ["Supernatural Charm"] --- # Supernatural Charm *Feat 5* -[half-elf](rules/traits/half-elf.md) +[half-elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level [charm](compendium/spells/charm.md) as an arcane innate spell once per day. diff --git a/compendium/feats/supernatural-senses-apg.md b/compendium/feats/supernatural-senses-apg.md index 260527844..5826474f0 100644 --- a/compendium/feats/supernatural-senses-apg.md +++ b/compendium/feats/supernatural-senses-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Supernatural Senses"] --- # Supernatural Senses *Feat 4* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: [Acute Scent](compendium/feats/acute-scent.md) or precise or imprecise [scent](rules/abilities/scent.md) diff --git a/compendium/feats/supertaster-apg.md b/compendium/feats/supertaster-apg.md index bab82bb1c..2d085479f 100644 --- a/compendium/feats/supertaster-apg.md +++ b/compendium/feats/supertaster-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Supertaster"] --- # Supertaster *Feat 7* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: master in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/suplex-lotgb.md b/compendium/feats/suplex-lotgb.md index 9d8ce5e1c..5d5544e4d 100644 --- a/compendium/feats/suplex-lotgb.md +++ b/compendium/feats/suplex-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Suplex"] --- # Suplex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/supreme-psychic-center-da.md b/compendium/feats/supreme-psychic-center-da.md index 06317f01d..f4329f447 100644 --- a/compendium/feats/supreme-psychic-center-da.md +++ b/compendium/feats/supreme-psychic-center-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Supreme Psychic Center"] --- # Supreme Psychic Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) - **Trigger** Your turn in a psychic duel begins. diff --git a/compendium/feats/supreme-spellstrike-som.md b/compendium/feats/supreme-spellstrike-som.md index e56d25692..cf0936a0e 100644 --- a/compendium/feats/supreme-spellstrike-som.md +++ b/compendium/feats/supreme-spellstrike-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Supreme Spellstrike"] --- # Supreme Spellstrike *Feat 20* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) diff --git a/compendium/feats/sure-feet.md b/compendium/feats/sure-feet.md index 9cc60949e..4fd275a5d 100644 --- a/compendium/feats/sure-feet.md +++ b/compendium/feats/sure-feet.md @@ -7,7 +7,7 @@ tags: aliases: ["Sure Feet"] --- # Sure Feet *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) or an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. diff --git a/compendium/feats/sure-foot-apg.md b/compendium/feats/sure-foot-apg.md index 9f803057b..e69a8cf97 100644 --- a/compendium/feats/sure-foot-apg.md +++ b/compendium/feats/sure-foot-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Sure Foot"] --- # Sure Foot *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md), expert in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/surface-culture-locg.md b/compendium/feats/surface-culture-locg.md index 7788e33e0..6b6b96d1b 100644 --- a/compendium/feats/surface-culture-locg.md +++ b/compendium/feats/surface-culture-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Surface Culture"] --- # Surface Culture *Feat 1* -[dwarf](rules/traits/dwarf.md) [uncommon](rules/traits/uncommon.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: any surface dwarf ethnicity diff --git a/compendium/feats/surface-skimmer-aaws.md b/compendium/feats/surface-skimmer-aaws.md index 032859fc8..bc15e9354 100644 --- a/compendium/feats/surface-skimmer-aaws.md +++ b/compendium/feats/surface-skimmer-aaws.md @@ -7,7 +7,7 @@ tags: aliases: ["Surface Skimmer"] --- # Surface Skimmer *Feat 1* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") By sinking gently beneath the waves, you obscure your presence and utilize the water as a barrier between you and land combatants. While you are submerged just below the water's surface, you have cover from attacks made by creatures out of the water. diff --git a/compendium/feats/surging-focus-apg.md b/compendium/feats/surging-focus-apg.md index 79edef083..30b47253d 100644 --- a/compendium/feats/surging-focus-apg.md +++ b/compendium/feats/surging-focus-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Surging Focus"] --- # Surging Focus [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Frequency**: once per day - **Trigger** An ally you can see falls to 0 Hit Points. diff --git a/compendium/feats/surging-might-apg.md b/compendium/feats/surging-might-apg.md index 3db696a3e..18b346907 100644 --- a/compendium/feats/surging-might-apg.md +++ b/compendium/feats/surging-might-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Surging Might"] --- # Surging Might [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Activity** Single Action diff --git a/compendium/feats/surprise-attack-apg.md b/compendium/feats/surprise-attack-apg.md index 46c495a79..276e5a6e8 100644 --- a/compendium/feats/surprise-attack-apg.md +++ b/compendium/feats/surprise-attack-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Surprise Attack"] --- # Surprise Attack *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) diff --git a/compendium/feats/surprise-snare-apg.md b/compendium/feats/surprise-snare-apg.md index 3c659928d..e0e44c9a0 100644 --- a/compendium/feats/surprise-snare-apg.md +++ b/compendium/feats/surprise-snare-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Surprise Snare"] --- # Surprise Snare [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) - **Activity** Three-Action diff --git a/compendium/feats/surprise-strike-apg.md b/compendium/feats/surprise-strike-apg.md index c955bfdbe..03648dcdb 100644 --- a/compendium/feats/surprise-strike-apg.md +++ b/compendium/feats/surprise-strike-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Surprise Strike"] --- # Surprise Strike *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) diff --git a/compendium/feats/surreptitious-spellcaster-locg.md b/compendium/feats/surreptitious-spellcaster-locg.md index 9e3d0db14..73cfc0d5f 100644 --- a/compendium/feats/surreptitious-spellcaster-locg.md +++ b/compendium/feats/surreptitious-spellcaster-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Surreptitious Spellcaster"] --- # Surreptitious Spellcaster *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) diff --git a/compendium/feats/surrounding-flames-lotgb.md b/compendium/feats/surrounding-flames-lotgb.md index d6bd14ff3..a1ba39ad9 100644 --- a/compendium/feats/surrounding-flames-lotgb.md +++ b/compendium/feats/surrounding-flames-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Surrounding Flames"] --- # Surrounding Flames *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [wall of fire](compendium/spells/wall-of-fire.md) diff --git a/compendium/feats/survey-wildlife.md b/compendium/feats/survey-wildlife.md index f002a99ff..6d2312ebc 100644 --- a/compendium/feats/survey-wildlife.md +++ b/compendium/feats/survey-wildlife.md @@ -8,7 +8,7 @@ tags: aliases: ["Survey Wildlife"] --- # Survey Wildlife *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/survivor-of-desolation-locg.md b/compendium/feats/survivor-of-desolation-locg.md index 8162d2037..8381fa45a 100644 --- a/compendium/feats/survivor-of-desolation-locg.md +++ b/compendium/feats/survivor-of-desolation-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Survivor Of Desolation"] --- # Survivor Of Desolation *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) diff --git a/compendium/feats/suspect-of-opportunity-apg.md b/compendium/feats/suspect-of-opportunity-apg.md index b063c58e4..6dc35f03d 100644 --- a/compendium/feats/suspect-of-opportunity-apg.md +++ b/compendium/feats/suspect-of-opportunity-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Suspect Of Opportunity"] --- # Suspect Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Frequency**: once per hour - **Trigger** A foe takes a [hostile](rules/conditions.md#Hostile) action against you in combat. diff --git a/compendium/feats/sustaining-steel-som.md b/compendium/feats/sustaining-steel-som.md index 97bd47a46..d853627b7 100644 --- a/compendium/feats/sustaining-steel-som.md +++ b/compendium/feats/sustaining-steel-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Sustaining Steel"] --- # Sustaining Steel [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[arcane](rules/traits/arcane.md) [healing](rules/traits/healing.md) [magus](rules/traits/magus-som.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Arcane Cascade](rules/actions/arcane-cascade-som.md), inexorable iron hybrid study - **Trigger** You [Cast a Spell](rules/actions/cast-a-spell.md) using a spell slot. diff --git a/compendium/feats/svetocher-apg.md b/compendium/feats/svetocher-apg.md index b25a4eb9b..8dabab1d0 100644 --- a/compendium/feats/svetocher-apg.md +++ b/compendium/feats/svetocher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Svetocher"] --- # Svetocher *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) [lineage](rules/traits/lineage-apg.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") You were born to one of the moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the [drained](rules/conditions.md#Drained) condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You are trained [Diplomacy](compendium/skills.md#Diplomacy). If you would automatically be trained in it, you instead become trained in a skill of your choice. diff --git a/compendium/feats/swaggering-initiative-apg.md b/compendium/feats/swaggering-initiative-apg.md index 1344905d3..6290b05d7 100644 --- a/compendium/feats/swaggering-initiative-apg.md +++ b/compendium/feats/swaggering-initiative-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Swaggering Initiative"] --- # Swaggering Initiative [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Trigger** You are about to roll initiative. - **Activity** Free Action diff --git a/compendium/feats/swap-investment-lopsg.md b/compendium/feats/swap-investment-lopsg.md index 1a00aca46..63364f223 100644 --- a/compendium/feats/swap-investment-lopsg.md +++ b/compendium/feats/swap-investment-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Swap Investment"] --- # Swap Investment *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Frequency**: once per day diff --git a/compendium/feats/swap-reflections-da.md b/compendium/feats/swap-reflections-da.md index 75d155f70..0ee157370 100644 --- a/compendium/feats/swap-reflections-da.md +++ b/compendium/feats/swap-reflections-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Swap Reflections"] --- # Swap Reflections [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [incapacitation](rules/traits/incapacitation.md) [occult](rules/traits/occult.md) [teleportation](rules/traits/teleportation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/swashbuckler-dedication-apg.md b/compendium/feats/swashbuckler-dedication-apg.md index 5e8bb6d06..1e212d711 100644 --- a/compendium/feats/swashbuckler-dedication-apg.md +++ b/compendium/feats/swashbuckler-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Swashbuckler Dedication"] --- # Swashbuckler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14, Dexterity 14 diff --git a/compendium/feats/swashbucklers-riposte-apg.md b/compendium/feats/swashbucklers-riposte-apg.md index ea2c1b054..c58b69505 100644 --- a/compendium/feats/swashbucklers-riposte-apg.md +++ b/compendium/feats/swashbucklers-riposte-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Swashbuckler's Riposte"] --- # Swashbuckler's Riposte *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) diff --git a/compendium/feats/swashbucklers-speed-apg.md b/compendium/feats/swashbucklers-speed-apg.md index 0ae0d9975..9584a6cea 100644 --- a/compendium/feats/swashbucklers-speed-apg.md +++ b/compendium/feats/swashbucklers-speed-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Swashbuckler's Speed"] --- # Swashbuckler's Speed *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) diff --git a/compendium/feats/swift-application-loil.md b/compendium/feats/swift-application-loil.md index 04e82b274..6e066fbc3 100644 --- a/compendium/feats/swift-application-loil.md +++ b/compendium/feats/swift-application-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Swift Application"] --- # Swift Application [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) - **Activity** Single Action diff --git a/compendium/feats/swift-banishment.md b/compendium/feats/swift-banishment.md index 729941f3c..d298d89a9 100644 --- a/compendium/feats/swift-banishment.md +++ b/compendium/feats/swift-banishment.md @@ -7,7 +7,7 @@ tags: aliases: ["Swift Banishment"] --- # Swift Banishment [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Trigger** You critically hit a creature that is not on its home plane. - **Requirements**: You have a [banishment](compendium/spells/banishment.md) spell prepared. diff --git a/compendium/feats/swift-elusion-apg.md b/compendium/feats/swift-elusion-apg.md index 8a7913bf5..bfae60b6e 100644 --- a/compendium/feats/swift-elusion-apg.md +++ b/compendium/feats/swift-elusion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Swift Elusion"] --- # Swift Elusion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: legendary in [Acrobatics](compendium/skills.md#Acrobatics) - **Trigger** A foe ends its movement adjacent to you. diff --git a/compendium/feats/swift-leap-botd.md b/compendium/feats/swift-leap-botd.md index 9fb89f1ff..02c6fd6be 100644 --- a/compendium/feats/swift-leap-botd.md +++ b/compendium/feats/swift-leap-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Swift Leap"] --- # Swift Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) - **Activity** Single Action diff --git a/compendium/feats/swift-loag.md b/compendium/feats/swift-loag.md index 229142853..42ae8dbab 100644 --- a/compendium/feats/swift-loag.md +++ b/compendium/feats/swift-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Swift"] --- # Swift *Feat 1* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") You move with the wind always at your back. Your Speed increases by 5 feet. diff --git a/compendium/feats/swift-river.md b/compendium/feats/swift-river.md index aea3a8cb3..4f0511be6 100644 --- a/compendium/feats/swift-river.md +++ b/compendium/feats/swift-river.md @@ -7,7 +7,7 @@ tags: aliases: ["Swift River"] --- # Swift River [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Trigger** Your turn ends and you have a status penalty to your Speed or are [immobilized](rules/conditions.md#Immobilized) or [slowed](rules/conditions.md#Slowed). - **Activity** Free Action diff --git a/compendium/feats/swift-sneak.md b/compendium/feats/swift-sneak.md index 21b17cdae..90d49d49c 100644 --- a/compendium/feats/swift-sneak.md +++ b/compendium/feats/swift-sneak.md @@ -8,7 +8,7 @@ tags: aliases: ["Swift Sneak"] --- # Swift Sneak *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/swift-swimmer-locg.md b/compendium/feats/swift-swimmer-locg.md index 4f2066dbe..9d437dbad 100644 --- a/compendium/feats/swift-swimmer-locg.md +++ b/compendium/feats/swift-swimmer-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Swift Swimmer"] --- # Swift Swimmer *Feat 5* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: wetlander lizardfolk diff --git a/compendium/feats/swift-tracker.md b/compendium/feats/swift-tracker.md index 7dcf6fd2f..648921da4 100644 --- a/compendium/feats/swift-tracker.md +++ b/compendium/feats/swift-tracker.md @@ -7,7 +7,7 @@ tags: aliases: ["Swift Tracker"] --- # Swift Tracker *Feat 6* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: expert in [Survival](compendium/skills.md#Survival), [Experienced Tracker](compendium/feats/experienced-tracker.md) diff --git a/compendium/feats/swimming-poppet-lotgb.md b/compendium/feats/swimming-poppet-lotgb.md index 80300915c..202fab8a8 100644 --- a/compendium/feats/swimming-poppet-lotgb.md +++ b/compendium/feats/swimming-poppet-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Swimming Poppet"] --- # Swimming Poppet *Feat 5* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") Your fins, flippers, or other accessories assist with steering you through water. You gain a swim Speed of 15 feet. diff --git a/compendium/feats/swipe-barbarian.md b/compendium/feats/swipe-barbarian.md index 741f106b8..8f9cd1548 100644 --- a/compendium/feats/swipe-barbarian.md +++ b/compendium/feats/swipe-barbarian.md @@ -8,13 +8,13 @@ tags: aliases: ["Swipe (Barbarian)"] --- # Swipe (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Activity** Two-Action You make a wide, arcing swing. Make a single melee [Strike](rules/actions/strike.md) and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. -If you're using a weapon with the [sweep](rules/traits/sweep.md) trait, its modifier applies to all your Swipe attacks. +If you're using a weapon with the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait, its modifier applies to all your Swipe attacks. *Source: Core Rulebook p. 89* %% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/swipe-fighter.md b/compendium/feats/swipe-fighter.md index ef4ec4cf5..201bc46c3 100644 --- a/compendium/feats/swipe-fighter.md +++ b/compendium/feats/swipe-fighter.md @@ -8,13 +8,13 @@ tags: aliases: ["Swipe (Fighter)"] --- # Swipe (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Activity** Two-Action You make a wide, arcing swing. Make a melee [Strike](rules/actions/strike.md) and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. -If you're using a weapon with the [sweep](rules/traits/sweep.md) trait, its modifier applies to all your Swipe attacks. +If you're using a weapon with the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait, its modifier applies to all your Swipe attacks. *Source: Core Rulebook p. 147* %% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/swordmaster-dedication-locg.md b/compendium/feats/swordmaster-dedication-locg.md index b0461a845..77b95c681 100644 --- a/compendium/feats/swordmaster-dedication-locg.md +++ b/compendium/feats/swordmaster-dedication-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Swordmaster Dedication"] --- # Swordmaster Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords diff --git a/compendium/feats/sympathetic-vulnerabilities-da.md b/compendium/feats/sympathetic-vulnerabilities-da.md index 3f0a3da54..51bec3d3f 100644 --- a/compendium/feats/sympathetic-vulnerabilities-da.md +++ b/compendium/feats/sympathetic-vulnerabilities-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Sympathetic Vulnerabilities"] --- # Sympathetic Vulnerabilities *Feat 6* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), mortal weakness or personal antithesis diff --git a/compendium/feats/symphony-of-blood-apg.md b/compendium/feats/symphony-of-blood-apg.md index b02e0a8a6..013596f9b 100644 --- a/compendium/feats/symphony-of-blood-apg.md +++ b/compendium/feats/symphony-of-blood-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Symphony Of Blood"] --- # Symphony Of Blood *Feat 17* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") You call forth the blood of your foes to grant you vigor. Once per day, you can cast [vampiric exsanguination](compendium/spells/vampiric-exsanguination.md) as a 7th-level divine innate spell. diff --git a/compendium/feats/symphony-of-the-muse.md b/compendium/feats/symphony-of-the-muse.md index 884369456..29e591470 100644 --- a/compendium/feats/symphony-of-the-muse.md +++ b/compendium/feats/symphony-of-the-muse.md @@ -7,7 +7,7 @@ tags: aliases: ["Symphony Of The Muse"] --- # Symphony Of The Muse *Feat 20* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: [Harmonize](compendium/feats/harmonize.md) diff --git a/compendium/feats/symphony-of-the-unfettered-heart-apg.md b/compendium/feats/symphony-of-the-unfettered-heart-apg.md index 2b06e7bfa..c8ff48fa7 100644 --- a/compendium/feats/symphony-of-the-unfettered-heart-apg.md +++ b/compendium/feats/symphony-of-the-unfettered-heart-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Symphony Of The Unfettered Heart"] --- # Symphony Of The Unfettered Heart *Feat 10* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You learn the [symphony of the unfettered heart](compendium/spells/symphony-of-the-unfettered-heart-apg.md) composition spell, which enables you to protect an ally against incapacitating conditions. diff --git a/compendium/feats/syncretism-logm.md b/compendium/feats/syncretism-logm.md index f290c6379..a0c2e7de7 100644 --- a/compendium/feats/syncretism-logm.md +++ b/compendium/feats/syncretism-logm.md @@ -7,7 +7,7 @@ tags: aliases: ["Syncretism"] --- # Syncretism *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: you follow a deity diff --git a/compendium/feats/synergistic-spell-locg.md b/compendium/feats/synergistic-spell-locg.md index 53c558f6e..83581a437 100644 --- a/compendium/feats/synergistic-spell-locg.md +++ b/compendium/feats/synergistic-spell-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Synergistic Spell"] --- # Synergistic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Halcyon Spellcasting Initiate](compendium/feats/halcyon-spellcasting-initiate-locg.md), [Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md), legendary in [Arcana](compendium/skills.md#Arcana) and [Nature](compendium/skills.md#Nature) - **Activity** Single Action diff --git a/compendium/feats/syu-tak-nwas-deadly-hair-frp1.md b/compendium/feats/syu-tak-nwas-deadly-hair-frp1.md index 4fad21fc3..a40c35fb8 100644 --- a/compendium/feats/syu-tak-nwas-deadly-hair-frp1.md +++ b/compendium/feats/syu-tak-nwas-deadly-hair-frp1.md @@ -8,11 +8,11 @@ tags: aliases: ["Syu Tak-nwa's Deadly Hair"] --- # Syu Tak-nwa's Deadly Hair *Feat 6* -[uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Living Hair](compendium/feats/living-hair-apg.md) -Your hair unarmed attack deals `1d6` bludgeoning damage and gains the [grapple](rules/traits/grapple.md) trait. +Your hair unarmed attack deals `1d6` bludgeoning damage and gains the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") trait. *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* %% #compendium/src/pf2e/frp1 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/syu-tak-nwas-hexed-locks-frp1.md b/compendium/feats/syu-tak-nwas-hexed-locks-frp1.md index 2ef2d3af3..db080426b 100644 --- a/compendium/feats/syu-tak-nwas-hexed-locks-frp1.md +++ b/compendium/feats/syu-tak-nwas-hexed-locks-frp1.md @@ -8,13 +8,13 @@ tags: aliases: ["Syu Tak-nwa's Hexed Locks"] --- # Syu Tak-nwa's Hexed Locks *Feat 8* -[uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Living Hair](compendium/feats/living-hair-apg.md) -Your hair unarmed attack gains the [reach](rules/traits/reach.md) trait. You can deliver hexes through your hair. +Your hair unarmed attack gains the [reach](rules/traits/reach.md "Reach Weapon Trait") trait. You can deliver hexes through your hair. -When you successfully cast a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair [Strike](rules/actions/strike.md) against the foe before applying [any](rules/traits/any-b1.md) effects of the hex. If this [Strike](rules/actions/strike.md) misses, the hex has no effect. +When you successfully cast a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair [Strike](rules/actions/strike.md) against the foe before applying [any](rules/traits/any-b1.md "Any Alignment Trait") effects of the hex. If this [Strike](rules/actions/strike.md) misses, the hex has no effect. *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* %% #compendium/src/pf2e/frp1 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md b/compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md index 590679280..0270e6074 100644 --- a/compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md +++ b/compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md @@ -8,7 +8,7 @@ tags: aliases: ["Syu Tak-nwa's Skillful Tresses"] --- # Syu Tak-nwa's Skillful Tresses *Feat 4* -[uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Living Hair](compendium/feats/living-hair-apg.md) diff --git a/compendium/feats/tactical-cadence-apg.md b/compendium/feats/tactical-cadence-apg.md index 5974410fe..2a0eec5ba 100644 --- a/compendium/feats/tactical-cadence-apg.md +++ b/compendium/feats/tactical-cadence-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tactical Cadence"] --- # Tactical Cadence *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cadence Call](compendium/feats/cadence-call-apg.md) diff --git a/compendium/feats/tactical-debilitations.md b/compendium/feats/tactical-debilitations.md index a4da6f87a..7527dd0ab 100644 --- a/compendium/feats/tactical-debilitations.md +++ b/compendium/feats/tactical-debilitations.md @@ -7,7 +7,7 @@ tags: aliases: ["Tactical Debilitations"] --- # Tactical Debilitations *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: Scoundrel racket, [Debilitating Strike](rules/actions/debilitating-strike.md) diff --git a/compendium/feats/tactical-entry-apg.md b/compendium/feats/tactical-entry-apg.md index 99baa1f19..d4fd83629 100644 --- a/compendium/feats/tactical-entry-apg.md +++ b/compendium/feats/tactical-entry-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tactical Entry"] --- # Tactical Entry [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) - **Requirements**: You rolled [Stealth](compendium/skills.md#Stealth) for initiative in this encounter, and neither you nor any enemies have acted yet in this encounter. diff --git a/compendium/feats/tail-snatch-loil.md b/compendium/feats/tail-snatch-loil.md index ccfdfe044..f2f42ed99 100644 --- a/compendium/feats/tail-snatch-loil.md +++ b/compendium/feats/tail-snatch-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Tail Snatch"] --- # Tail Snatch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/tail-spin-locg.md b/compendium/feats/tail-spin-locg.md index 5e79bbac5..4c7020a3c 100644 --- a/compendium/feats/tail-spin-locg.md +++ b/compendium/feats/tail-spin-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tail Spin"] --- # Tail Spin [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: tailed goblin heritage, [Hard Tail](compendium/feats/hard-tail-locg.md) - **Activity** Two-Action diff --git a/compendium/feats/tail-whip-locg.md b/compendium/feats/tail-whip-locg.md index cbe04868a..4c8c4694f 100644 --- a/compendium/feats/tail-whip-locg.md +++ b/compendium/feats/tail-whip-locg.md @@ -7,10 +7,10 @@ tags: aliases: ["Tail Whip"] --- # Tail Whip *Feat 1* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") -By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals `1d6` bludgeoning damage and has the [sweep](rules/traits/sweep.md) trait. +By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals `1d6` bludgeoning damage and has the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait. ## Tail Whip leads to... diff --git a/compendium/feats/takedown-expert-apg.md b/compendium/feats/takedown-expert-apg.md index 6b1e93af9..d5de05595 100644 --- a/compendium/feats/takedown-expert-apg.md +++ b/compendium/feats/takedown-expert-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Takedown Expert"] --- # Takedown Expert *Feat 1* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You've mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls when you [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) if you're using a weapon of the club group in one hand (like a club, staff, or sap), in addition to the usual weapons, and those [Strikes](rules/actions/strike.md) qualify for your strategic strike. Additionally, you can make any of your [Strikes](rules/actions/strike.md) nonlethal without taking the normal –2 penalty. diff --git a/compendium/feats/talisman-dabbler-dedication-apg.md b/compendium/feats/talisman-dabbler-dedication-apg.md index aa2f38eb3..c13dd8de7 100644 --- a/compendium/feats/talisman-dabbler-dedication-apg.md +++ b/compendium/feats/talisman-dabbler-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Talisman Dabbler Dedication"] --- # Talisman Dabbler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. diff --git a/compendium/feats/talisman-esoterica-da.md b/compendium/feats/talisman-esoterica-da.md index 8e54118c0..108724ac6 100644 --- a/compendium/feats/talisman-esoterica-da.md +++ b/compendium/feats/talisman-esoterica-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Talisman Esoterica"] --- # Talisman Esoterica *Feat 2* -[esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations. diff --git a/compendium/feats/talismanic-sage-apg.md b/compendium/feats/talismanic-sage-apg.md index cf292dfcf..15d8cc5ce 100644 --- a/compendium/feats/talismanic-sage-apg.md +++ b/compendium/feats/talismanic-sage-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Talismanic Sage"] --- # Talismanic Sage *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) diff --git a/compendium/feats/tandem-movement-som.md b/compendium/feats/tandem-movement-som.md index cd4bcb95f..820abc0e9 100644 --- a/compendium/feats/tandem-movement-som.md +++ b/compendium/feats/tandem-movement-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Tandem Movement"] --- # Tandem Movement [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[summoner](rules/traits/summoner-som.md) [tandem](rules/traits/tandem-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") - **Activity** Single Action diff --git a/compendium/feats/tandem-strike-som.md b/compendium/feats/tandem-strike-som.md index bc621d5b4..8b207f6b0 100644 --- a/compendium/feats/tandem-strike-som.md +++ b/compendium/feats/tandem-strike-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Tandem Strike"] --- # Tandem Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[summoner](rules/traits/summoner-som.md) [tandem](rules/traits/tandem-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") - **Requirements**: A creature is in your and your eidolon's reach. - **Activity** Two-Action diff --git a/compendium/feats/tangle-of-battle-apg.md b/compendium/feats/tangle-of-battle-apg.md index 5af483b52..a06317333 100644 --- a/compendium/feats/tangle-of-battle-apg.md +++ b/compendium/feats/tangle-of-battle-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Tangle Of Battle"] --- # Tangle Of Battle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Trigger** You critically hit an adjacent enemy. - **Activity** Reaction diff --git a/compendium/feats/tangled-forest-rake.md b/compendium/feats/tangled-forest-rake.md index f9043b772..00597439d 100644 --- a/compendium/feats/tangled-forest-rake.md +++ b/compendium/feats/tangled-forest-rake.md @@ -7,7 +7,7 @@ tags: aliases: ["Tangled Forest Rake"] --- # Tangled Forest Rake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Tangled Forest Stance](compendium/feats/tangled-forest-stance.md) - **Requirements**: You are in Tangled Forest Stance. diff --git a/compendium/feats/tangled-forest-stance.md b/compendium/feats/tangled-forest-stance.md index 33dc2247d..e90bb65f7 100644 --- a/compendium/feats/tangled-forest-stance.md +++ b/compendium/feats/tangled-forest-stance.md @@ -8,12 +8,12 @@ tags: aliases: ["Tangled Forest Stance"] --- # Tangled Forest Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are unarmored. - **Activity** Single Action -You extend your arms like gnarled branches to interfere with your foes' movements. You can make lashing branch unarmed attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You extend your arms like gnarled branches to interfere with your foes' movements. You can make lashing branch unarmed attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While you're in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, [Acrobatics](compendium/skills.md#Acrobatics) check, or [Athletics](compendium/skills.md#Athletics) check against your class DC or be [immobilized](rules/conditions.md#Immobilized) for that action. If you prefer, you can allow the enemy to move. diff --git a/compendium/feats/tap-vitality-da.md b/compendium/feats/tap-vitality-da.md index 58d9d29c7..fcfa75d09 100644 --- a/compendium/feats/tap-vitality-da.md +++ b/compendium/feats/tap-vitality-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Tap Vitality"] --- # Tap Vitality [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) - **Frequency**: once per hour diff --git a/compendium/feats/target-of-opportunity-apg.md b/compendium/feats/target-of-opportunity-apg.md index 82aefcaeb..bc3b2fdb9 100644 --- a/compendium/feats/target-of-opportunity-apg.md +++ b/compendium/feats/target-of-opportunity-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Target Of Opportunity"] --- # Target Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Trigger** An ally succeeds at a ranged [Strike](rules/actions/strike.md) against an opponent within your weapon's first range increment. diff --git a/compendium/feats/target-of-psychic-ire-da.md b/compendium/feats/target-of-psychic-ire-da.md index b64d77c66..a95fd8313 100644 --- a/compendium/feats/target-of-psychic-ire-da.md +++ b/compendium/feats/target-of-psychic-ire-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Target of Psychic Ire"] --- # Target of Psychic Ire *Feat 16* -[amp](rules/traits/amp-da.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[amp](rules/traits/amp-da.md "Amp Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your magic saturates your surroundings with hateful psychic energy. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast and targets a creature. diff --git a/compendium/feats/targeting-finisher-apg.md b/compendium/feats/targeting-finisher-apg.md index f1e70d238..6ad84f1cf 100644 --- a/compendium/feats/targeting-finisher-apg.md +++ b/compendium/feats/targeting-finisher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Targeting Finisher"] --- # Targeting Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Activity** Single Action diff --git a/compendium/feats/targeting-shot.md b/compendium/feats/targeting-shot.md index ca5f629a8..31cba0141 100644 --- a/compendium/feats/targeting-shot.md +++ b/compendium/feats/targeting-shot.md @@ -9,7 +9,7 @@ tags: aliases: ["Targeting Shot"] --- # Targeting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](rules/traits/concentrate.md) [press](rules/traits/press.md) [ranger](rules/traits/ranger.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [press](rules/traits/press.md "Press Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Hunter's Aim](compendium/feats/hunters-aim.md) - **Activity** Single Action diff --git a/compendium/feats/taste-blood-loag.md b/compendium/feats/taste-blood-loag.md index 90063631d..2f3d3a978 100644 --- a/compendium/feats/taste-blood-loag.md +++ b/compendium/feats/taste-blood-loag.md @@ -9,7 +9,7 @@ tags: aliases: ["Taste Blood"] --- # Taste Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[dhampir](rules/traits/dhampir-b1.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Prerequisites**: [Cel Rau](compendium/feats/cel-rau-loag.md), [Straveika](compendium/feats/straveika-apg.md), [Svetocher](compendium/feats/svetocher-apg.md), or another lineage from a vampire with the Drink Blood ability - **Activity** Single Action @@ -20,7 +20,7 @@ To drink a creature's blood, either your last action must have been a fangs [Str If the target is willing, they don't need to be [restrained](rules/conditions.md#Restrained) or [unconscious](rules/conditions.md#Unconscious) for the latter. -Draining the life force from an unwilling humanoid creature is a greater violation than just drinking their blood. Taste Blood has the [evil](rules/traits/evil.md) trait unless the target is willing or is an active foe in combat. +Draining the life force from an unwilling humanoid creature is a greater violation than just drinking their blood. Taste Blood has the [evil](rules/traits/evil.md "Evil Alignment Trait") trait unless the target is willing or is an active foe in combat. *Source: Lost Omens: Ancestry Guide p. 28* %% #compendium/src/pf2e/loag #trait/dhampir #trait/necromancy #trait/negative %% \ No newline at end of file diff --git a/compendium/feats/tattoo-artist-tv.md b/compendium/feats/tattoo-artist-tv.md index 66b5180a2..fff9281cd 100644 --- a/compendium/feats/tattoo-artist-tv.md +++ b/compendium/feats/tattoo-artist-tv.md @@ -8,7 +8,7 @@ tags: aliases: ["Tattoo Artist"] --- # Tattoo Artist *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/tectonic-stomp-da.md b/compendium/feats/tectonic-stomp-da.md index a2a8290ef..858a42b2e 100644 --- a/compendium/feats/tectonic-stomp-da.md +++ b/compendium/feats/tectonic-stomp-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Tectonic Stomp"] --- # Tectonic Stomp [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[deviant](rules/traits/deviant-da.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Activity** Two-Action diff --git a/compendium/feats/telekinetic-slip-loil.md b/compendium/feats/telekinetic-slip-loil.md index ac1a8b534..b177476d9 100644 --- a/compendium/feats/telekinetic-slip-loil.md +++ b/compendium/feats/telekinetic-slip-loil.md @@ -9,7 +9,7 @@ tags: aliases: ["Telekinetic Slip"] --- # Telekinetic Slip [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[evocation](rules/traits/evocation.md) [kashrishi](rules/traits/kashrishi-loil.md) [occult](rules/traits/occult.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Frequency**: once per day - **Trigger** Your turn begins, and you're [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/telluric-power-apg.md b/compendium/feats/telluric-power-apg.md index eed2393b7..ca807a1da 100644 --- a/compendium/feats/telluric-power-apg.md +++ b/compendium/feats/telluric-power-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Telluric Power"] --- # Telluric Power *Feat 13* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") You channel strength from the earth beneath your feet to pummel your enemies. When making a melee [Strike](rules/actions/strike.md) against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice. diff --git a/compendium/feats/tempest-sun-redirection-locg.md b/compendium/feats/tempest-sun-redirection-locg.md index a5e5e2c7e..497e23d5e 100644 --- a/compendium/feats/tempest-sun-redirection-locg.md +++ b/compendium/feats/tempest-sun-redirection-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Tempest-sun Redirection"] --- # Tempest-sun Redirection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Tempest-Sun Mages affiliation - **Activity** Single Action diff --git a/compendium/feats/tempest-sun-shielding-locg.md b/compendium/feats/tempest-sun-shielding-locg.md index 0edf0dd66..a357c03b1 100644 --- a/compendium/feats/tempest-sun-shielding-locg.md +++ b/compendium/feats/tempest-sun-shielding-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tempest-sun Shielding"] --- # Tempest-sun Shielding [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Tempest-Sun Redirection](compendium/feats/tempest-sun-redirection-locg.md) - **Trigger** You or an ally within 30 feet takes damage. diff --git a/compendium/feats/temporary-potions-apg.md b/compendium/feats/temporary-potions-apg.md index b67389960..db55bff02 100644 --- a/compendium/feats/temporary-potions-apg.md +++ b/compendium/feats/temporary-potions-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Temporary Potions"] --- # Temporary Potions *Feat 10* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Cauldron](compendium/feats/cauldron-apg.md) diff --git a/compendium/feats/ten-lives-loag.md b/compendium/feats/ten-lives-loag.md index 1f3a40ca0..f9e1f1c13 100644 --- a/compendium/feats/ten-lives-loag.md +++ b/compendium/feats/ten-lives-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Ten Lives"] --- # Ten Lives *Feat 17* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: [Evade Doom](compendium/feats/evade-doom-loag.md) diff --git a/compendium/feats/tenacious-blood-magic-ec6.md b/compendium/feats/tenacious-blood-magic-ec6.md index 1d22e7352..4b0141e7b 100644 --- a/compendium/feats/tenacious-blood-magic-ec6.md +++ b/compendium/feats/tenacious-blood-magic-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Tenacious Blood Magic"] --- # Tenacious Blood Magic [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: once per minute - **Trigger** You apply an effect from your blood magic that lasts for 1 round. diff --git a/compendium/feats/tenacious-net-lome.md b/compendium/feats/tenacious-net-lome.md index c6149a442..ac413dc9e 100644 --- a/compendium/feats/tenacious-net-lome.md +++ b/compendium/feats/tenacious-net-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Tenacious Net"] --- # Tenacious Net *Feat 5* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") Escaping your nets is no simple task. The [Athletics](compendium/skills.md#Athletics) DC to [Force Open](rules/actions/force-open.md) or [Escape](rules/actions/escape.md) your nets increases from 16 to 18. After a creature you [grabbed](rules/conditions.md#Grabbed) with a net [Escapes](rules/actions/escape.md) or Forces Open the net, stray strands of the net cling to the creature, causing them to remain [flat-footed](rules/conditions.md#Flat-footed) until the beginning of their next turn. diff --git a/compendium/feats/tenacious-toxins-apg.md b/compendium/feats/tenacious-toxins-apg.md index eac23c95b..fe39bdb67 100644 --- a/compendium/feats/tenacious-toxins-apg.md +++ b/compendium/feats/tenacious-toxins-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tenacious Toxins"] --- # Tenacious Toxins *Feat 4* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration. diff --git a/compendium/feats/tengu-feather-fan-loag.md b/compendium/feats/tengu-feather-fan-loag.md index 96b1b4b58..f48e4eb1a 100644 --- a/compendium/feats/tengu-feather-fan-loag.md +++ b/compendium/feats/tengu-feather-fan-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Tengu Feather Fan"] --- # Tengu Feather Fan *Feat 5* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") -You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the [evocation](rules/traits/evocation.md) and [primal](rules/traits/primal.md) traits. You (and only you) can use the tengu feather fan to cast tengu magic. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Further feats might grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have. +You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the [evocation](rules/traits/evocation.md "Evocation School Trait") and [primal](rules/traits/primal.md "Primal Tradition Trait") traits. You (and only you) can use the tengu feather fan to cast tengu magic. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Further feats might grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have. The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher. You can cast the 1st-level [gust of wind](compendium/spells/gust-of-wind.md) spell by activating your tengu feather fan. diff --git a/compendium/feats/tengu-lore-apg.md b/compendium/feats/tengu-lore-apg.md index 559f70472..5a7e5b62d 100644 --- a/compendium/feats/tengu-lore-apg.md +++ b/compendium/feats/tengu-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tengu Lore"] --- # Tengu Lore *Feat 1* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") You learned skills for surviving in the place where your people were dispersed. You gain the trained proficiency rank in [Society](compendium/skills.md#Society) and [Survival](compendium/skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Tengu Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/tengu-weapon-expertise-apg.md b/compendium/feats/tengu-weapon-expertise-apg.md index 04cf12b34..9aba83ac2 100644 --- a/compendium/feats/tengu-weapon-expertise-apg.md +++ b/compendium/feats/tengu-weapon-expertise-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tengu Weapon Expertise"] --- # Tengu Weapon Expertise *Feat 13* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md) diff --git a/compendium/feats/tengu-weapon-familiarity-apg.md b/compendium/feats/tengu-weapon-familiarity-apg.md index f58f3f710..12197cc1c 100644 --- a/compendium/feats/tengu-weapon-familiarity-apg.md +++ b/compendium/feats/tengu-weapon-familiarity-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tengu Weapon Familiarity"] --- # Tengu Weapon Familiarity *Feat 1* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") You've trained with a blade and other tengu weapons ever since you hatched. You gain access to [khakkaras](compendium/equipment/items/khakkara-apg.md). Additionally, choose two weapons from the sword group. You can choose from among all common martial swords, plus the [katana](compendium/equipment/items/katana.md), [temple sword](compendium/equipment/items/temple-sword.md), and [wakizashi](compendium/equipment/items/wakizashi-apg.md). For the purpose of determining your proficiency, that weapon is a simple weapon, and if the weapon isn't common, you gain access to it. If you are trained in all martial weapons, you add common advanced swords to the swords you can choose from. diff --git a/compendium/feats/tengu-weapon-study-apg.md b/compendium/feats/tengu-weapon-study-apg.md index 0bdad54f4..bd7419967 100644 --- a/compendium/feats/tengu-weapon-study-apg.md +++ b/compendium/feats/tengu-weapon-study-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tengu Weapon Study"] --- # Tengu Weapon Study *Feat 5* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Tengu Weapon Familiarity](compendium/feats/tengu-weapon-familiarity-apg.md) diff --git a/compendium/feats/tense-negotiator-lopsg.md b/compendium/feats/tense-negotiator-lopsg.md index 9ce689ca4..91f50d1f9 100644 --- a/compendium/feats/tense-negotiator-lopsg.md +++ b/compendium/feats/tense-negotiator-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tense Negotiator"] --- # Tense Negotiator *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md), master in [Diplomacy](compendium/skills.md#Diplomacy) diff --git a/compendium/feats/terraforming-spell-apg.md b/compendium/feats/terraforming-spell-apg.md index fbf57780e..13dcd6e87 100644 --- a/compendium/feats/terraforming-spell-apg.md +++ b/compendium/feats/terraforming-spell-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Terraforming Spell"] --- # Terraforming Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[concentrate](rules/traits/concentrate.md) [earth](rules/traits/earth.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Single Action diff --git a/compendium/feats/terrain-advantage-locg.md b/compendium/feats/terrain-advantage-locg.md index 7bcb50a57..9a8490d9a 100644 --- a/compendium/feats/terrain-advantage-locg.md +++ b/compendium/feats/terrain-advantage-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Terrain Advantage"] --- # Terrain Advantage *Feat 9* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") You can take advantage of the terrain to bypass foes' defenses. diff --git a/compendium/feats/terrain-expertise.md b/compendium/feats/terrain-expertise.md index cc71397d7..b5013ba01 100644 --- a/compendium/feats/terrain-expertise.md +++ b/compendium/feats/terrain-expertise.md @@ -8,7 +8,7 @@ tags: aliases: ["Terrain Expertise"] --- # Terrain Expertise *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/terrain-form-botd.md b/compendium/feats/terrain-form-botd.md index 1deacd2eb..e686ea29c 100644 --- a/compendium/feats/terrain-form-botd.md +++ b/compendium/feats/terrain-form-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Terrain Form"] --- # Terrain Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) - **Frequency**: once per day @@ -18,10 +18,10 @@ aliases: ["Terrain Form"] You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the [gaseous form](compendium/spells/gaseous-form.md) spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits. -- **Arctic** Snow ([water](rules/traits/water.md)) -- **Desert** Sand ([earth](rules/traits/earth.md)) -- **Mountain** Cloud ([water](rules/traits/water.md)) -- **Swamp** Mud ([earth](rules/traits/earth.md), [water](rules/traits/water.md)) +- **Arctic** Snow ([water](rules/traits/water.md "Water Energy & Element Trait")) +- **Desert** Sand ([earth](rules/traits/earth.md "Earth Energy & Element Trait")) +- **Mountain** Cloud ([water](rules/traits/water.md "Water Energy & Element Trait")) +- **Swamp** Mud ([earth](rules/traits/earth.md "Earth Energy & Element Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) *Source: Book of the Dead p. 52* %% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/terrain-master.md b/compendium/feats/terrain-master.md index 7216ea377..e36d753f8 100644 --- a/compendium/feats/terrain-master.md +++ b/compendium/feats/terrain-master.md @@ -7,7 +7,7 @@ tags: aliases: ["Terrain Master"] --- # Terrain Master *Feat 8* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: master in [Survival](compendium/skills.md#Survival), [Favored Terrain](compendium/feats/favored-terrain.md) diff --git a/compendium/feats/terrain-scout-apg.md b/compendium/feats/terrain-scout-apg.md index 5f93c6183..e2431f08b 100644 --- a/compendium/feats/terrain-scout-apg.md +++ b/compendium/feats/terrain-scout-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Terrain Scout"] --- # Terrain Scout *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) diff --git a/compendium/feats/terrain-shield-som.md b/compendium/feats/terrain-shield-som.md index d8ad19f87..8a250826a 100644 --- a/compendium/feats/terrain-shield-som.md +++ b/compendium/feats/terrain-shield-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Terrain Shield"] --- # Terrain Shield *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), master in [Nature](compendium/skills.md#Nature) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/terrain-stalker.md b/compendium/feats/terrain-stalker.md index 39e0c63e9..653ba8a72 100644 --- a/compendium/feats/terrain-stalker.md +++ b/compendium/feats/terrain-stalker.md @@ -8,7 +8,7 @@ tags: aliases: ["Terrain Stalker"] --- # Terrain Stalker *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/terrain-transposition-apg.md b/compendium/feats/terrain-transposition-apg.md index e64bce60b..d79a8cd58 100644 --- a/compendium/feats/terrain-transposition-apg.md +++ b/compendium/feats/terrain-transposition-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Terrain Transposition"] --- # Terrain Transposition *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: warden spells diff --git a/compendium/feats/terrible-transformation-tv.md b/compendium/feats/terrible-transformation-tv.md index 5d8a4e416..8502d21f2 100644 --- a/compendium/feats/terrible-transformation-tv.md +++ b/compendium/feats/terrible-transformation-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Terrible Transformation"] --- # Terrible Transformation *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Ursine Avenger Form diff --git a/compendium/feats/terrified-retreat.md b/compendium/feats/terrified-retreat.md index feb7e1597..3b7ceb737 100644 --- a/compendium/feats/terrified-retreat.md +++ b/compendium/feats/terrified-retreat.md @@ -8,7 +8,7 @@ tags: aliases: ["Terrified Retreat"] --- # Terrified Retreat *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/terrifying-countenance-ngd.md b/compendium/feats/terrifying-countenance-ngd.md index 2461c0524..3cae023b9 100644 --- a/compendium/feats/terrifying-countenance-ngd.md +++ b/compendium/feats/terrifying-countenance-ngd.md @@ -8,7 +8,7 @@ tags: aliases: ["Terrifying Countenance"] --- # Terrifying Countenance [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[archetype](rules/traits/archetype.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - **Activity** Free Action diff --git a/compendium/feats/terrifying-howl.md b/compendium/feats/terrifying-howl.md index 0a3ff280a..433872ac9 100644 --- a/compendium/feats/terrifying-howl.md +++ b/compendium/feats/terrifying-howl.md @@ -9,7 +9,7 @@ tags: aliases: ["Terrifying Howl"] --- # Terrifying Howl [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[auditory](rules/traits/auditory.md) [barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: [Intimidating Glare](compendium/feats/intimidating-glare.md) - **Activity** Single Action diff --git a/compendium/feats/terrifying-resistance-apg.md b/compendium/feats/terrifying-resistance-apg.md index aaee028d5..5290f41e2 100644 --- a/compendium/feats/terrifying-resistance-apg.md +++ b/compendium/feats/terrifying-resistance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Terrifying Resistance"] --- # Terrifying Resistance *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation) diff --git a/compendium/feats/tetraelemental-assault-loag.md b/compendium/feats/tetraelemental-assault-loag.md index 1f137f1de..1ebce6f61 100644 --- a/compendium/feats/tetraelemental-assault-loag.md +++ b/compendium/feats/tetraelemental-assault-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Tetraelemental Assault"] --- # Tetraelemental Assault *Feat 9* -[suli](rules/traits/suli-b2.md) +[suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") - **Prerequisites**: [Elemental Assault](compendium/feats/elemental-assault-loag.md) diff --git a/compendium/feats/thats-odd-apg.md b/compendium/feats/thats-odd-apg.md index 9ae7e4b08..5383a9713 100644 --- a/compendium/feats/thats-odd-apg.md +++ b/compendium/feats/thats-odd-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["That's Odd"] --- # That's Odd *Feat 1* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious. diff --git a/compendium/feats/thaumaturge-dedication-da.md b/compendium/feats/thaumaturge-dedication-da.md index 1d8c240bb..6196e3885 100644 --- a/compendium/feats/thaumaturge-dedication-da.md +++ b/compendium/feats/thaumaturge-dedication-da.md @@ -9,15 +9,15 @@ tags: aliases: ["Thaumaturge Dedication"] --- # Thaumaturge Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 -You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](rules/traits/esoterica-da.md) actions. You become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. +You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") actions. You become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. ```ad-embed-ability title: Glimpse Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) +[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Requirements**: You are holding your implement diff --git a/compendium/feats/thaumaturges-demesne-da.md b/compendium/feats/thaumaturges-demesne-da.md index a47cc4af8..5042a1a27 100644 --- a/compendium/feats/thaumaturges-demesne-da.md +++ b/compendium/feats/thaumaturges-demesne-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Thaumaturge's Demesne"] --- # Thaumaturge's Demesne *Feat 12* -[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [thaumaturge](rules/traits/thaumaturge-da.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You have claimed an area or location as your demesne, granting you the ability to ward and protect it. When you select this feat, choose a demesne, an area of no more than 2,000 square feet. You must legitimately own the area or, if its a public area, you must lay claim to the area without anyone contesting it. diff --git a/compendium/feats/thaumaturges-investiture-da.md b/compendium/feats/thaumaturges-investiture-da.md index 700b75178..7be075dea 100644 --- a/compendium/feats/thaumaturges-investiture-da.md +++ b/compendium/feats/thaumaturges-investiture-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Thaumaturge's Investiture"] --- # Thaumaturge's Investiture *Feat 10* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Charisma 16 diff --git a/compendium/feats/thaumaturgic-ritualist-da.md b/compendium/feats/thaumaturgic-ritualist-da.md index a4815b3d1..9c101fd95 100644 --- a/compendium/feats/thaumaturgic-ritualist-da.md +++ b/compendium/feats/thaumaturgic-ritualist-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Thaumaturgic Ritualist"] --- # Thaumaturgic Ritualist *Feat 4* -[thaumaturge](rules/traits/thaumaturge-da.md) [uncommon](rules/traits/uncommon.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Your studies into the supernatural have resulted in an especially strong knowledge of rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. diff --git a/compendium/feats/the-harder-they-fall-apg.md b/compendium/feats/the-harder-they-fall-apg.md index 455046c75..70d298e61 100644 --- a/compendium/feats/the-harder-they-fall-apg.md +++ b/compendium/feats/the-harder-they-fall-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["The Harder They Fall"] --- # The Harder They Fall *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You make your foes fall painfully when you trip them. When you successfully [Trip](rules/actions/trip.md) a [flat-footed](rules/conditions.md#Flat-footed) foe, your target takes `1d6` bludgeoning damage. On a critical success, the target takes `1d6` bludgeoning damage plus your sneak attack damage. diff --git a/compendium/feats/the-tyrant-falls-lokl.md b/compendium/feats/the-tyrant-falls-lokl.md index 652949407..478e98ca4 100644 --- a/compendium/feats/the-tyrant-falls-lokl.md +++ b/compendium/feats/the-tyrant-falls-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["The Tyrant Falls!"] --- # The Tyrant Falls! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), Invoke the Crimson Oath (Character Guide 95) - **Frequency**: once per day @@ -20,7 +20,7 @@ The oath's power is overwhelming—too much for a mortal frame—but victory is - At the beginning of each of your turns, you become [drained](rules/conditions.md#Drained) or increase the value of your [drained](rules/conditions.md#Drained) condition by 1 if you are already [drained](rules/conditions.md#Drained). You can't reduce the value of your [drained](rules/conditions.md#Drained) condition or remove it while The Tyrant Falls! is active. While The Tyrant Falls! is active, your [drained](rules/conditions.md#Drained) condition does not penalize your Fortitude save. - You can cast [invoke the Crimson Oath](compendium/spells/invoke-the-crimson-oath-locg.md) (Character Guide 90) at will without expending Focus Points. When you do, increase the area to a 40-foot cone. - You gain resistance to all damage equal to half your character level. -- Any melee weapon you wield gains the [reach](rules/traits/reach.md) trait if it didn't already possess it, or increases its reach by 5 feet if it already has the [reach](rules/traits/reach.md) trait. Your [Strikes](rules/actions/strike.md) with that weapon deal an extra `2d6` positive or negative damage (whichever is more effective against the target). +- Any melee weapon you wield gains the [reach](rules/traits/reach.md "Reach Weapon Trait") trait if it didn't already possess it, or increases its reach by 5 feet if it already has the [reach](rules/traits/reach.md "Reach Weapon Trait") trait. Your [Strikes](rules/actions/strike.md) with that weapon deal an extra `2d6` positive or negative damage (whichever is more effective against the target). *Source: Lost Omens: Knights of Lastwall p. 76* %% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/their-masters-call-botd.md b/compendium/feats/their-masters-call-botd.md index ca2f64d09..33d516ebd 100644 --- a/compendium/feats/their-masters-call-botd.md +++ b/compendium/feats/their-masters-call-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Their Master's Call"] --- # Their Master's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Undead Master Dedication](compendium/feats/undead-master-dedication-botd.md), Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession. - **Activity** Single Action diff --git a/compendium/feats/theoretical-acumen-locg.md b/compendium/feats/theoretical-acumen-locg.md index ed088144d..7b844ef74 100644 --- a/compendium/feats/theoretical-acumen-locg.md +++ b/compendium/feats/theoretical-acumen-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Theoretical Acumen"] --- # Theoretical Acumen [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** You succeed at a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) to identify a creature. diff --git a/compendium/feats/thick-hide-mask-sot6.md b/compendium/feats/thick-hide-mask-sot6.md index 2f007d9b0..bf322d143 100644 --- a/compendium/feats/thick-hide-mask-sot6.md +++ b/compendium/feats/thick-hide-mask-sot6.md @@ -10,7 +10,7 @@ tags: aliases: ["Thick Hide Mask"] --- # Thick Hide Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) or [Wizard Dedication](compendium/feats/wizard-dedication.md) diff --git a/compendium/feats/thorned-seedpod-loag.md b/compendium/feats/thorned-seedpod-loag.md index 231c71a8a..7f0a4ca74 100644 --- a/compendium/feats/thorned-seedpod-loag.md +++ b/compendium/feats/thorned-seedpod-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Thorned Seedpod"] --- # Thorned Seedpod *Feat 9* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") - **Prerequisites**: [Seedpod](compendium/feats/seedpod-locg.md) (Character Guide 54) diff --git a/compendium/feats/thorough-reports-lowg.md b/compendium/feats/thorough-reports-lowg.md index 3ea973482..09589bc59 100644 --- a/compendium/feats/thorough-reports-lowg.md +++ b/compendium/feats/thorough-reports-lowg.md @@ -8,7 +8,7 @@ tags: aliases: ["Thorough Reports"] --- # Thorough Reports *Feat 4* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/thorough-research-apg.md b/compendium/feats/thorough-research-apg.md index ccdbb9067..fe619a9f1 100644 --- a/compendium/feats/thorough-research-apg.md +++ b/compendium/feats/thorough-research-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Thorough Research"] --- # Thorough Research *Feat 6* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") When you succeed at a [Recall Knowledge](rules/actions/recall-knowledge.md) check, you learn an additional fact about the subject. When you critically succeed at a [Recall Knowledge](rules/actions/recall-knowledge.md) check, you can gain even more additional information or context than normal, at the GM's discretion. diff --git a/compendium/feats/thorough-search-apg.md b/compendium/feats/thorough-search-apg.md index 680d503a4..b06837064 100644 --- a/compendium/feats/thorough-search-apg.md +++ b/compendium/feats/thorough-search-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Thorough Search"] --- # Thorough Search *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") - **Prerequisites**: expert in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/thoughtform-summoning-da.md b/compendium/feats/thoughtform-summoning-da.md index 897971ce5..4c8dc1bbc 100644 --- a/compendium/feats/thoughtform-summoning-da.md +++ b/compendium/feats/thoughtform-summoning-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Thoughtform Summoning"] --- # Thoughtform Summoning *Feat 4* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") You can create a prototypical creature from the depths of your imagination instead of calling one from elsewhere. Whenever you summon a creature, you can choose to instead create a psychic construct of that creature. This grants it resistance to physical damage equal to half its level, weakness 5 to force and mental damage, and the ability to pass through enemies' spaces without needing to [Tumble Through](rules/actions/tumble-through.md) (though it can't end its turn in an occupied space). diff --git a/compendium/feats/thoughtsense-da.md b/compendium/feats/thoughtsense-da.md index f65dd197b..697826131 100644 --- a/compendium/feats/thoughtsense-da.md +++ b/compendium/feats/thoughtsense-da.md @@ -10,10 +10,10 @@ tags: aliases: ["Thoughtsense"] --- # Thoughtsense *Feat 8* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") -You can detect the flickers of mental activity let off by all thinking creatures. You gain thoughtsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell, meaning you generally can predict only if a creature is present. Your thoughtsense detects only thinking creatures, so a creature that is unthinking or otherwise immune to [mental](rules/traits/mental.md) effects (such as many constructs and oozes) can't be perceived using your thoughtsense, regardless of how precise it is. +You can detect the flickers of mental activity let off by all thinking creatures. You gain thoughtsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell, meaning you generally can predict only if a creature is present. Your thoughtsense detects only thinking creatures, so a creature that is unthinking or otherwise immune to [mental](rules/traits/mental.md "Mental Effect Trait") effects (such as many constructs and oozes) can't be perceived using your thoughtsense, regardless of how precise it is. While your [Psyche is Unleashed](rules/actions/unleash-psyche-da.md), your thoughtsense upgrades to an imprecise sense, letting you use it to [Seek](rules/actions/seek.md) out creatures. diff --git a/compendium/feats/thousand-faces.md b/compendium/feats/thousand-faces.md index a72aaf56f..29300b77d 100644 --- a/compendium/feats/thousand-faces.md +++ b/compendium/feats/thousand-faces.md @@ -7,7 +7,7 @@ tags: aliases: ["Thousand Faces"] --- # Thousand Faces *Feat 4* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) diff --git a/compendium/feats/thrash.md b/compendium/feats/thrash.md index 06a5ae2aa..4bdecdbe1 100644 --- a/compendium/feats/thrash.md +++ b/compendium/feats/thrash.md @@ -8,7 +8,7 @@ tags: aliases: ["Thrash"] --- # Thrash [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed). - **Activity** Single Action diff --git a/compendium/feats/through-spell-apg.md b/compendium/feats/through-spell-apg.md index 44e11b43f..74e3e99c4 100644 --- a/compendium/feats/through-spell-apg.md +++ b/compendium/feats/through-spell-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Through Spell"] --- # Through Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/thrown-voice-loag.md b/compendium/feats/thrown-voice-loag.md index 01fe6abc0..c601bdaab 100644 --- a/compendium/feats/thrown-voice-loag.md +++ b/compendium/feats/thrown-voice-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Thrown Voice"] --- # Thrown Voice *Feat 5* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") You've learned how to throw your voice through the winds, tricking others as to your location. You can cast [ventriloquism](compendium/spells/ventriloquism.md) as a primal innate spell once per day. If you're a songbird strix, you can cast it twice per day instead. diff --git a/compendium/feats/thunder-clap-ooa1.md b/compendium/feats/thunder-clap-ooa1.md index 8bacb611f..199101b89 100644 --- a/compendium/feats/thunder-clap-ooa1.md +++ b/compendium/feats/thunder-clap-ooa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Thunder Clap"] --- # Thunder Clap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](rules/traits/archetype.md) [sonic](rules/traits/sonic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md) - **Requirements**: You're in [Powder Punch Stance](compendium/feats/powder-punch-stance-ooa1.md). diff --git a/compendium/feats/thunder-gods-fan-loag.md b/compendium/feats/thunder-gods-fan-loag.md index 9245d036c..222767ec1 100644 --- a/compendium/feats/thunder-gods-fan-loag.md +++ b/compendium/feats/thunder-gods-fan-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Thunder God's Fan"] --- # Thunder God's Fan *Feat 13* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Wind God's Fan](compendium/feats/wind-gods-fan-loag.md) diff --git a/compendium/feats/thwart-evil-lokl.md b/compendium/feats/thwart-evil-lokl.md index 0493105cc..56edc165b 100644 --- a/compendium/feats/thwart-evil-lokl.md +++ b/compendium/feats/thwart-evil-lokl.md @@ -7,11 +7,11 @@ tags: aliases: ["Thwart Evil"] --- # Thwart Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), master in [Religion](compendium/skills.md#Religion) - **Frequency**: once per day -- **Trigger** A creature you can see uses a spell or ability that has the [evil](rules/traits/evil.md) or [negative](rules/traits/negative.md) traits. +- **Trigger** A creature you can see uses a spell or ability that has the [evil](rules/traits/evil.md "Evil Alignment Trait") or [negative](rules/traits/negative.md "Negative Energy & Element Trait") traits. - **Activity** Reaction You react instinctively when you sense evil forming, thrusting your spiritual energy toward the source to snuff out evil before it fully manifests. Attempt to counteract the triggering spell or ability using your [Religion](compendium/skills.md#Religion) modifier as your counteract modifier. diff --git a/compendium/feats/tidal-shield-loag.md b/compendium/feats/tidal-shield-loag.md index 01c796182..77b2f4939 100644 --- a/compendium/feats/tidal-shield-loag.md +++ b/compendium/feats/tidal-shield-loag.md @@ -11,7 +11,7 @@ tags: aliases: ["Tidal Shield"] --- # Tidal Shield [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[abjuration](rules/traits/abjuration.md) [concentrate](rules/traits/concentrate.md) [primal](rules/traits/primal.md) [undine](rules/traits/undine-b2.md) [water](rules/traits/water.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/tide-hardened-loag.md b/compendium/feats/tide-hardened-loag.md index 9b2569fc6..6bf9da473 100644 --- a/compendium/feats/tide-hardened-loag.md +++ b/compendium/feats/tide-hardened-loag.md @@ -7,10 +7,10 @@ tags: aliases: ["Tide-hardened"] --- # Tide-hardened *Feat 1* -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") -You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against [cold](rules/traits/cold.md) and [water](rules/traits/water.md) effects. If you roll a success on a save against a [cold](rules/traits/cold.md) or [water](rules/traits/water.md) effect, you get a critical success instead. +You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against [cold](rules/traits/cold.md "Cold Energy & Element Trait") and [water](rules/traits/water.md "Water Energy & Element Trait") effects. If you roll a success on a save against a [cold](rules/traits/cold.md "Cold Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") effect, you get a critical success instead. *Source: Lost Omens: Ancestry Guide p. 119* %% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/compendium/feats/tiger-slash.md b/compendium/feats/tiger-slash.md index 7c8ccdb8d..1c9d20ebe 100644 --- a/compendium/feats/tiger-slash.md +++ b/compendium/feats/tiger-slash.md @@ -7,7 +7,7 @@ tags: aliases: ["Tiger Slash"] --- # Tiger Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Tiger Stance](compendium/feats/tiger-stance.md) - **Requirements**: You are in Tiger Stance. diff --git a/compendium/feats/tiger-stance.md b/compendium/feats/tiger-stance.md index 939a2a403..f6b44e545 100644 --- a/compendium/feats/tiger-stance.md +++ b/compendium/feats/tiger-stance.md @@ -8,12 +8,12 @@ tags: aliases: ["Tiger Stance"] --- # Tiger Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of a tiger and can make tiger claw attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. On a critical success with your tiger claws, if you deal damage, the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +You enter the stance of a tiger and can make tiger claw attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. On a critical success with your tiger claws, if you deal damage, the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). As long as your Speed is at least 20 feet while in Tiger Stance, you can [Step](rules/actions/step.md) 10 feet. diff --git a/compendium/feats/tillers-aid-aoa3.md b/compendium/feats/tillers-aid-aoa3.md index 11b81bc07..9eaf847b2 100644 --- a/compendium/feats/tillers-aid-aoa3.md +++ b/compendium/feats/tillers-aid-aoa3.md @@ -8,7 +8,7 @@ tags: aliases: ["Tiller's Aid"] --- # Tiller's Aid *Feat 10* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) diff --git a/compendium/feats/tillers-drive-aoa3.md b/compendium/feats/tillers-drive-aoa3.md index 409d46118..b5abe3141 100644 --- a/compendium/feats/tillers-drive-aoa3.md +++ b/compendium/feats/tillers-drive-aoa3.md @@ -8,7 +8,7 @@ tags: aliases: ["Tiller's Drive"] --- # Tiller's Drive *Feat 10* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) diff --git a/compendium/feats/time-dilation-cascade-frp3.md b/compendium/feats/time-dilation-cascade-frp3.md index 825f2118b..7a3a63e91 100644 --- a/compendium/feats/time-dilation-cascade-frp3.md +++ b/compendium/feats/time-dilation-cascade-frp3.md @@ -9,7 +9,7 @@ tags: aliases: ["Time Dilation Cascade"] --- # Time Dilation Cascade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Activity** Three-Action diff --git a/compendium/feats/time-mage-dedication-da.md b/compendium/feats/time-mage-dedication-da.md index c7014630f..b0d373a28 100644 --- a/compendium/feats/time-mage-dedication-da.md +++ b/compendium/feats/time-mage-dedication-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Time Mage Dedication"] --- # Time Mage Dedication *Feat 6* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: You have a spellcasting class feature. diff --git a/compendium/feats/timeless-body.md b/compendium/feats/timeless-body.md index 6e317d494..34d0b1f5d 100644 --- a/compendium/feats/timeless-body.md +++ b/compendium/feats/timeless-body.md @@ -7,10 +7,10 @@ tags: aliases: ["Timeless Body"] --- # Timeless Body *Feat 14* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") -You cease aging. In addition, you gain a +2 status bonus to saving throws against [poisons](rules/traits/poison.md) and [diseases](rules/traits/disease.md), and you gain resistance to poison damage equal to half your level. +You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level. *Source: Core Rulebook p. 164* %% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/timeless-nature.md b/compendium/feats/timeless-nature.md index 862b9e71c..602dd33c8 100644 --- a/compendium/feats/timeless-nature.md +++ b/compendium/feats/timeless-nature.md @@ -7,10 +7,10 @@ tags: aliases: ["Timeless Nature"] --- # Timeless Nature *Feat 14* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") -With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against [diseases](rules/traits/disease.md) and primal magic. +With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic. *Source: Core Rulebook p. 139* %% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/timeline-splitting-spell-da.md b/compendium/feats/timeline-splitting-spell-da.md index bbd0de8cb..9e5efa01b 100644 --- a/compendium/feats/timeline-splitting-spell-da.md +++ b/compendium/feats/timeline-splitting-spell-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Timeline-Splitting Spell"] --- # Timeline-Splitting Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) - **Frequency**: once per day diff --git a/compendium/feats/tinkering-fingers-apg.md b/compendium/feats/tinkering-fingers-apg.md index b770e71cb..04e913d46 100644 --- a/compendium/feats/tinkering-fingers-apg.md +++ b/compendium/feats/tinkering-fingers-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tinkering Fingers"] --- # Tinkering Fingers *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You're good with your hands and can quickly improvise a fix for [broken](rules/conditions.md#Broken) or damaged equipment. You're trained in [Crafting](compendium/skills.md#Crafting). If you would automatically become trained in [Crafting](compendium/skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You can [Repair](rules/actions/repair.md) an item without using a repair kit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand. diff --git a/compendium/feats/tireless-guides-mask-sot6.md b/compendium/feats/tireless-guides-mask-sot6.md index 7e0c8afbf..cdfb46b3b 100644 --- a/compendium/feats/tireless-guides-mask-sot6.md +++ b/compendium/feats/tireless-guides-mask-sot6.md @@ -10,7 +10,7 @@ tags: aliases: ["Tireless Guide's Mask"] --- # Tireless Guide's Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) or [Wizard Dedication](compendium/feats/wizard-dedication.md) diff --git a/compendium/feats/titan-slinger.md b/compendium/feats/titan-slinger.md index 9c4e7deb4..2b34681a0 100644 --- a/compendium/feats/titan-slinger.md +++ b/compendium/feats/titan-slinger.md @@ -7,7 +7,7 @@ tags: aliases: ["Titan Slinger"] --- # Titan Slinger *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 279). diff --git a/compendium/feats/titan-swing-da.md b/compendium/feats/titan-swing-da.md index ed16a2071..e77e147c4 100644 --- a/compendium/feats/titan-swing-da.md +++ b/compendium/feats/titan-swing-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Titan Swing"] --- # Titan Swing [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[deviant](rules/traits/deviant-da.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Two-Action diff --git a/compendium/feats/titan-wrestler.md b/compendium/feats/titan-wrestler.md index 3417ad95d..25d750559 100644 --- a/compendium/feats/titan-wrestler.md +++ b/compendium/feats/titan-wrestler.md @@ -8,7 +8,7 @@ tags: aliases: ["Titan Wrestler"] --- # Titan Wrestler *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/titans-stature.md b/compendium/feats/titans-stature.md index bfdca3022..1c560aee8 100644 --- a/compendium/feats/titans-stature.md +++ b/compendium/feats/titans-stature.md @@ -10,7 +10,7 @@ tags: aliases: ["Titan's Stature"] --- # Titan's Stature *Feat 12* -[barbarian](rules/traits/barbarian.md) [instinct](rules/traits/instinct.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: Giant instinct, [Giant's Stature](compendium/feats/giants-stature.md) diff --git a/compendium/feats/to-battle-apg.md b/compendium/feats/to-battle-apg.md index a6090c76e..3b9f112f4 100644 --- a/compendium/feats/to-battle-apg.md +++ b/compendium/feats/to-battle-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["To Battle!"] --- # To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) - **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) diff --git a/compendium/feats/to-the-ends-of-the-earth.md b/compendium/feats/to-the-ends-of-the-earth.md index 7e7b584d6..8f04ec4c7 100644 --- a/compendium/feats/to-the-ends-of-the-earth.md +++ b/compendium/feats/to-the-ends-of-the-earth.md @@ -7,11 +7,11 @@ tags: aliases: ["To The Ends Of The Earth"] --- # To The Ends Of The Earth *Feat 20* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: legendary in [Survival](compendium/skills.md#Survival) -Your ability to track your prey has surpassed explanation, allowing you to trace your prey's movements and predict its location with ease. When you use [Hunt Prey](rules/actions/hunt-prey.md) on a creature within 100 feet, you can follow that creature's movements, allowing you to know the creature's exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in [Nature](compendium/skills.md#Nature) to track your prey's location across [teleportation](rules/traits/teleportation.md) or planar travel. This feat gains the [detection](rules/traits/detection.md), [divination](rules/traits/divination.md), and [primal](rules/traits/primal.md) traits if you're legendary in [Nature](compendium/skills.md#Nature). +Your ability to track your prey has surpassed explanation, allowing you to trace your prey's movements and predict its location with ease. When you use [Hunt Prey](rules/actions/hunt-prey.md) on a creature within 100 feet, you can follow that creature's movements, allowing you to know the creature's exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in [Nature](compendium/skills.md#Nature) to track your prey's location across [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") or planar travel. This feat gains the [detection](rules/traits/detection.md "Detection Effect Trait"), [divination](rules/traits/divination.md "Divination School Trait"), and [primal](rules/traits/primal.md "Primal Tradition Trait") traits if you're legendary in [Nature](compendium/skills.md#Nature). *Source: Core Rulebook p. 177* %% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/tomb-watchers-glare-locg.md b/compendium/feats/tomb-watchers-glare-locg.md index 98a6c5b3f..cfbb4cd38 100644 --- a/compendium/feats/tomb-watchers-glare-locg.md +++ b/compendium/feats/tomb-watchers-glare-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Tomb-watcher's Glare"] --- # Tomb-watcher's Glare *Feat 5* -[divine](rules/traits/divine.md) [dwarf](rules/traits/dwarf.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") - **Prerequisites**: death warden dwarf heritage diff --git a/compendium/feats/tongue-disarm-loag.md b/compendium/feats/tongue-disarm-loag.md index 3e0a64742..c74db5efc 100644 --- a/compendium/feats/tongue-disarm-loag.md +++ b/compendium/feats/tongue-disarm-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Tongue Disarm"] --- # Tongue Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[lizardfolk](rules/traits/lizardfolk-b1.md) +[lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics), [Lightning Tongue](compendium/feats/lightning-tongue-loag.md) - **Activity** Single Action diff --git a/compendium/feats/tongue-of-sun-and-moon.md b/compendium/feats/tongue-of-sun-and-moon.md index 1a8b873b7..b63acb92c 100644 --- a/compendium/feats/tongue-of-sun-and-moon.md +++ b/compendium/feats/tongue-of-sun-and-moon.md @@ -7,7 +7,7 @@ tags: aliases: ["Tongue Of Sun And Moon"] --- # Tongue Of Sun And Moon *Feat 14* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") You have transcended the barriers between words and meaning. You can speak and understand all spoken languages. diff --git a/compendium/feats/tongue-tether-lome.md b/compendium/feats/tongue-tether-lome.md index 47cf21a9c..b253d0602 100644 --- a/compendium/feats/tongue-tether-lome.md +++ b/compendium/feats/tongue-tether-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Tongue Tether"] --- # Tongue Tether *Feat 9* -[grippli](rules/traits/grippli-b2.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") - **Prerequisites**: snaptongue grippli diff --git a/compendium/feats/tools-of-the-trade-apg.md b/compendium/feats/tools-of-the-trade-apg.md index 8c4adb069..c72cbcaed 100644 --- a/compendium/feats/tools-of-the-trade-apg.md +++ b/compendium/feats/tools-of-the-trade-apg.md @@ -7,13 +7,13 @@ tags: aliases: ["Tools Of The Trade"] --- # Tools Of The Trade *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, [sap](compendium/equipment/items/sap.md), and [whip](compendium/equipment/items/whip.md). You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. -In addition, you take no penalty when making a nonlethal attack with a weapon without the [nonlethal](rules/traits/nonlethal.md) trait. +In addition, you take no penalty when making a nonlethal attack with a weapon without the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. *Source: Advanced Player's Guide p. 163* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/topple-foe-apg.md b/compendium/feats/topple-foe-apg.md index 6746e1e05..3b8c90752 100644 --- a/compendium/feats/topple-foe-apg.md +++ b/compendium/feats/topple-foe-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Topple Foe"] --- # Topple Foe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) - **Activity** Reaction diff --git a/compendium/feats/toppling-dance-apg.md b/compendium/feats/toppling-dance-apg.md index 7e030f84c..536f50149 100644 --- a/compendium/feats/toppling-dance-apg.md +++ b/compendium/feats/toppling-dance-apg.md @@ -7,11 +7,11 @@ tags: aliases: ["Toppling Dance"] --- # Toppling Dance *Feat 13* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") - **Prerequisites**: [Dance Underfoot](compendium/feats/dance-underfoot-apg.md) -While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the [trip](rules/traits/trip.md) trait, but only against the creature whose space you share. You can be in the same space as a Large or larger [prone](rules/conditions.md#Prone) creature, even if it's not your ally. +While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the [trip](rules/traits/trip.md "Trip Weapon Trait") trait, but only against the creature whose space you share. You can be in the same space as a Large or larger [prone](rules/conditions.md#Prone) creature, even if it's not your ally. *Source: Advanced Player's Guide p. 46* %% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/toppling-tentacles-lotgb.md b/compendium/feats/toppling-tentacles-lotgb.md index bf5681828..1d58e4401 100644 --- a/compendium/feats/toppling-tentacles-lotgb.md +++ b/compendium/feats/toppling-tentacles-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Toppling Tentacles"] --- # Toppling Tentacles *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [black tentacles](compendium/spells/black-tentacles.md) diff --git a/compendium/feats/torch-goblin-locg.md b/compendium/feats/torch-goblin-locg.md index 0f56f570b..d57fee9f2 100644 --- a/compendium/feats/torch-goblin-locg.md +++ b/compendium/feats/torch-goblin-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Torch Goblin"] --- # Torch Goblin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: charhide goblin heritage - **Activity** Single Action diff --git a/compendium/feats/torrential-backlash-da.md b/compendium/feats/torrential-backlash-da.md index b05cf5160..ba170048c 100644 --- a/compendium/feats/torrential-backlash-da.md +++ b/compendium/feats/torrential-backlash-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Torrential Backlash"] --- # Torrential Backlash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) - **Requirements**: You are in a curse maelstrom state. diff --git a/compendium/feats/touch-focus-frp2.md b/compendium/feats/touch-focus-frp2.md index f6301fb03..b8ecb5812 100644 --- a/compendium/feats/touch-focus-frp2.md +++ b/compendium/feats/touch-focus-frp2.md @@ -9,7 +9,7 @@ tags: aliases: ["Touch Focus"] --- # Touch Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](rules/traits/archetype.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) - **Activity** Single Action diff --git a/compendium/feats/tough-skin-loil.md b/compendium/feats/tough-skin-loil.md index a80931497..f92da41fa 100644 --- a/compendium/feats/tough-skin-loil.md +++ b/compendium/feats/tough-skin-loil.md @@ -7,11 +7,11 @@ tags: aliases: ["Tough Skin"] --- # Tough Skin *Feat 1* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Prerequisites**: lethoci heritage or xyloshi heritage -Your skin is medium armor in the plate armor group that grants a +4 item bonus to AC, and has a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and the [comfort](rules/traits/comfort.md) trait. You can never wear other armor or remove your hide. You can etch armor runes onto your hide. +Your skin is medium armor in the plate armor group that grants a +4 item bonus to AC, and has a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and the [comfort](rules/traits/comfort.md "Comfort Armor Trait") trait. You can never wear other armor or remove your hide. You can etch armor runes onto your hide. If you're a lethoci kashrishi who takes this feat, your modifications also make you more buoyant, allowing you to [Swim](rules/actions/swim.md) across the surface of even turbulent bodies of water without needing to make an [Athletics](compendium/skills.md#Athletics) check. diff --git a/compendium/feats/tough-tumbler-ec3.md b/compendium/feats/tough-tumbler-ec3.md index 3fe5505fb..9397ee9c8 100644 --- a/compendium/feats/tough-tumbler-ec3.md +++ b/compendium/feats/tough-tumbler-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Tough Tumbler"] --- # Tough Tumbler *Feat 5* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") - **Prerequisites**: [Scamper](compendium/feats/scamper-apg.md) Underfoot diff --git a/compendium/feats/toughness.md b/compendium/feats/toughness.md index 450318754..0a7016b63 100644 --- a/compendium/feats/toughness.md +++ b/compendium/feats/toughness.md @@ -7,7 +7,7 @@ tags: aliases: ["Toughness"] --- # Toughness *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459). diff --git a/compendium/feats/tower-shield-mastery-lokl.md b/compendium/feats/tower-shield-mastery-lokl.md index 18a886538..4beb7bfb3 100644 --- a/compendium/feats/tower-shield-mastery-lokl.md +++ b/compendium/feats/tower-shield-mastery-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Tower Shield Mastery"] --- # Tower Shield Mastery *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md) diff --git a/compendium/feats/towering-presence-loil.md b/compendium/feats/towering-presence-loil.md index 15fc04a0a..3c979567c 100644 --- a/compendium/feats/towering-presence-loil.md +++ b/compendium/feats/towering-presence-loil.md @@ -12,7 +12,7 @@ tags: aliases: ["Towering Presence"] --- # Towering Presence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [illusion](rules/traits/illusion.md) [polymorph](rules/traits/polymorph.md) [tiefling](rules/traits/tiefling-b1.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Faultspawn](compendium/feats/faultspawn-loil.md) - **Frequency**: once per hour diff --git a/compendium/feats/towering-size-som.md b/compendium/feats/towering-size-som.md index b591b2602..cd32d9d1b 100644 --- a/compendium/feats/towering-size-som.md +++ b/compendium/feats/towering-size-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Towering Size"] --- # Towering Size *Feat 12* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Prerequisites**: [Hulking Size](compendium/feats/hulking-size-som.md) diff --git a/compendium/feats/tracing-sigil-lotgb.md b/compendium/feats/tracing-sigil-lotgb.md index 974af9d11..5998afcdd 100644 --- a/compendium/feats/tracing-sigil-lotgb.md +++ b/compendium/feats/tracing-sigil-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Tracing Sigil"] --- # Tracing Sigil *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sigil](compendium/spells/sigil.md) diff --git a/compendium/feats/train-animal.md b/compendium/feats/train-animal.md index c34427a9b..ee497221f 100644 --- a/compendium/feats/train-animal.md +++ b/compendium/feats/train-animal.md @@ -10,7 +10,7 @@ tags: aliases: ["Train Animal"] --- # Train Animal *Feat 1* -[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [general](rules/traits/general.md "General Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) diff --git a/compendium/feats/trample-som.md b/compendium/feats/trample-som.md index cc9a20d17..c3d95d01e 100644 --- a/compendium/feats/trample-som.md +++ b/compendium/feats/trample-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Trample"] --- # Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[eidolon](rules/traits/eidolon-som.md) [evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") - **Activity** Three-Action diff --git a/compendium/feats/trampling-charge-apg.md b/compendium/feats/trampling-charge-apg.md index d79a26a71..583a780e0 100644 --- a/compendium/feats/trampling-charge-apg.md +++ b/compendium/feats/trampling-charge-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Trampling Charge"] --- # Trampling Charge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Requirements**: You are riding a mount that has a melee [Strike](rules/actions/strike.md) using its legs (claw, talons, hoof, etc. diff --git a/compendium/feats/tranquil-sanctuary-loag.md b/compendium/feats/tranquil-sanctuary-loag.md index 3d14acad4..648a549e5 100644 --- a/compendium/feats/tranquil-sanctuary-loag.md +++ b/compendium/feats/tranquil-sanctuary-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Tranquil Sanctuary"] --- # Tranquil Sanctuary *Feat 5* -[aasimar](rules/traits/aasimar-apg.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") - **Prerequisites**: [Idyllkin](compendium/feats/idyllkin-loag.md) diff --git a/compendium/feats/transcendent-realization-loil.md b/compendium/feats/transcendent-realization-loil.md index f015b6945..849477c35 100644 --- a/compendium/feats/transcendent-realization-loil.md +++ b/compendium/feats/transcendent-realization-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Transcendent Realization"] --- # Transcendent Realization *Feat 9* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Prerequisites**: Unlock Secret diff --git a/compendium/feats/transcribe-moment-lopsg.md b/compendium/feats/transcribe-moment-lopsg.md index d3642ccb2..7e77d3343 100644 --- a/compendium/feats/transcribe-moment-lopsg.md +++ b/compendium/feats/transcribe-moment-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Transcribe Moment"] --- # Transcribe Moment *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/feats/translucent-skin-loag.md b/compendium/feats/translucent-skin-loag.md index 3e1ec9ea3..7b4fb7527 100644 --- a/compendium/feats/translucent-skin-loag.md +++ b/compendium/feats/translucent-skin-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Translucent Skin"] --- # Translucent Skin *Feat 13* -[undine](rules/traits/undine-b2.md) +[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") Your body is translucent while underwater. Whenever you are fully submerged in water, you can [Hide](rules/actions/hide.md) from other creatures even if you don't have cover against them and aren't [concealed](rules/conditions.md#Concealed) from them. diff --git a/compendium/feats/transposable-compliance-loil.md b/compendium/feats/transposable-compliance-loil.md index 09f2b3984..18b062252 100644 --- a/compendium/feats/transposable-compliance-loil.md +++ b/compendium/feats/transposable-compliance-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Transposable Compliance"] --- # Transposable Compliance *Feat 5* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") Your protean vitality is fecund and many-succoring: your veins run with life-giving ichor that adapts to the blood and physiology of any body, and your skin molts on command, creating wound-stanching sheaths of tissue for yourself and others. You become trained in [Medicine](compendium/skills.md#Medicine). If you were already trained in [Medicine](compendium/skills.md#Medicine), you instead become trained in a skill of your choice. You can [Administer First Aid](rules/actions/administer-first-aid.md) without healer's tools by using your physiology instead, but you must take 1 damage to make the attempt. Similarly, you can [Treat Wounds](rules/actions/treat-wounds.md) without healer's tools but take `2d8` damage. You gain a +1 circumstance bonus on all [Medicine](compendium/skills.md#Medicine) checks to [Administer First Aid](rules/actions/administer-first-aid.md) and [Treat Wounds](rules/actions/treat-wounds.md) using your own physiology. diff --git a/compendium/feats/transpose-som.md b/compendium/feats/transpose-som.md index 8dcc0f94e..351943da2 100644 --- a/compendium/feats/transpose-som.md +++ b/compendium/feats/transpose-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Transpose"] --- # Transpose [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [manipulate](rules/traits/manipulate.md) [summoner](rules/traits/summoner-som.md) [teleportation](rules/traits/teleportation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Activity** Single Action diff --git a/compendium/feats/trap-finder-investigator-apg.md b/compendium/feats/trap-finder-investigator-apg.md index aef6d5b94..15c18c724 100644 --- a/compendium/feats/trap-finder-investigator-apg.md +++ b/compendium/feats/trap-finder-investigator-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Trap Finder (Investigator)"] --- # Trap Finder (Investigator) *Feat 1* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't [Searching](rules/actions/search.md), you get a check to find traps that normally require you to be [Searching](rules/actions/search.md). You still need to meet any other requirements to find the trap. diff --git a/compendium/feats/trap-finder-rogue.md b/compendium/feats/trap-finder-rogue.md index 7fd6194f8..617de9a58 100644 --- a/compendium/feats/trap-finder-rogue.md +++ b/compendium/feats/trap-finder-rogue.md @@ -7,7 +7,7 @@ tags: aliases: ["Trap Finder (Rogue)"] --- # Trap Finder (Rogue) *Feat 1* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't [Searching](rules/actions/search.md), you get a check to find traps that normally require you to be [Searching](rules/actions/search.md). You still need to meet any other requirements to find the trap. diff --git a/compendium/feats/treacherous-earth-loag.md b/compendium/feats/treacherous-earth-loag.md index 5bf47d760..07b2f0b98 100644 --- a/compendium/feats/treacherous-earth-loag.md +++ b/compendium/feats/treacherous-earth-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Treacherous Earth"] --- # Treacherous Earth [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[oread](rules/traits/oread-b2.md) +[oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") - **Frequency**: once every 10 minutes - **Activity** Single Action diff --git a/compendium/feats/treat-condition-apg.md b/compendium/feats/treat-condition-apg.md index 6aa6aa0a5..f1d7cc06c 100644 --- a/compendium/feats/treat-condition-apg.md +++ b/compendium/feats/treat-condition-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Treat Condition"] --- # Treat Condition [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](rules/traits/archetype.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) - **Requirements**: You are holding healer's tools, or you are wearing them and have a hand free. diff --git a/compendium/feats/tree-climber-apg.md b/compendium/feats/tree-climber-apg.md index e309a25d3..1bf065921 100644 --- a/compendium/feats/tree-climber-apg.md +++ b/compendium/feats/tree-climber-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tree Climber"] --- # Tree Climber *Feat 9* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet. diff --git a/compendium/feats/tree-climber-locg.md b/compendium/feats/tree-climber-locg.md index 68a6f47f4..e4e5b482c 100644 --- a/compendium/feats/tree-climber-locg.md +++ b/compendium/feats/tree-climber-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tree Climber"] --- # Tree Climber *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: tailed goblin or treedweller goblin heritage diff --git a/compendium/feats/trees-ward-loil.md b/compendium/feats/trees-ward-loil.md index 763314ec5..674de74b7 100644 --- a/compendium/feats/trees-ward-loil.md +++ b/compendium/feats/trees-ward-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Tree's Ward"] --- # Tree's Ward *Feat 5* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") You've lived among trees for so long they recognize your presence and seek to protect you from harm. You can cast [protector tree](compendium/spells/protector-tree-som.md) (Pathfinder Secrets of Magic 123) as a primal innate spell once per day. diff --git a/compendium/feats/trespass-teleportation-da.md b/compendium/feats/trespass-teleportation-da.md index 36cfcac98..4928eee5e 100644 --- a/compendium/feats/trespass-teleportation-da.md +++ b/compendium/feats/trespass-teleportation-da.md @@ -10,10 +10,10 @@ tags: aliases: ["Trespass Teleportation"] --- # Trespass Teleportation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) [teleportation](rules/traits/teleportation.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) -- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) is within 120 feet and uses a [teleportation](rules/traits/teleportation.md) effect. +- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) is within 120 feet and uses a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. - **Requirements**: You are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md). - **Activity** Reaction diff --git a/compendium/feats/triangle-shot-apg.md b/compendium/feats/triangle-shot-apg.md index f137485db..f3ceadeab 100644 --- a/compendium/feats/triangle-shot-apg.md +++ b/compendium/feats/triangle-shot-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Triangle Shot"] --- # Triangle Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* -[concentrate](rules/traits/concentrate.md) [flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Monastic Archer Stance](compendium/feats/monastic-archer-stance-apg.md), [Stunning Fist](compendium/feats/stunning-fist.md) - **Requirements**: You are in Monastic Archer Stance and wielding a bow usable with that stance. diff --git a/compendium/feats/trick-magic-item.md b/compendium/feats/trick-magic-item.md index c3dce11ad..4d066858e 100644 --- a/compendium/feats/trick-magic-item.md +++ b/compendium/feats/trick-magic-item.md @@ -9,14 +9,14 @@ tags: aliases: ["Trick Magic Item"] --- # Trick Magic Item [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[general](rules/traits/general.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) - **Activity** Single Action You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it. -Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are [Arcana](compendium/skills.md#Arcana) for arcane, [Nature](compendium/skills.md#Nature) for primal, [Occultism](compendium/skills.md#Occultism) for occult, [Religion](compendium/skills.md#Religion) for divine, or any of the four for an item that has the [magical](rules/traits/magical.md) trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation) +Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are [Arcana](compendium/skills.md#Arcana) for arcane, [Nature](compendium/skills.md#Nature) for primal, [Occultism](compendium/skills.md#Occultism) for occult, [Religion](compendium/skills.md#Religion) for divine, or any of the four for an item that has the [magical](rules/traits/magical.md "Magical Item Trait") trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation) If you activate a magic item that requires a spell attack roll or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus, and if you're legendary, you instead use the expert proficiency bonus. diff --git a/compendium/feats/trickster-tengu-loag.md b/compendium/feats/trickster-tengu-loag.md index e8c4713f2..c36fcfb3b 100644 --- a/compendium/feats/trickster-tengu-loag.md +++ b/compendium/feats/trickster-tengu-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Trickster Tengu"] --- # Trickster Tengu *Feat 17* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") You can transform yourself or the bodies of others to express your displeasure. diff --git a/compendium/feats/tricksters-ace-investigator-apg.md b/compendium/feats/tricksters-ace-investigator-apg.md index bf9c70638..9c9dd1c16 100644 --- a/compendium/feats/tricksters-ace-investigator-apg.md +++ b/compendium/feats/tricksters-ace-investigator-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Trickster's Ace (Investigator)"] --- # Trickster's Ace (Investigator) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") - **Trigger** You specify the trigger when you make your daily preparations (see Requirements below). - **Requirements**: When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the [Ready](rules/actions/ready.md) action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. diff --git a/compendium/feats/tricksters-ace-rogue.md b/compendium/feats/tricksters-ace-rogue.md index 9bc0a5b33..22cc7884e 100644 --- a/compendium/feats/tricksters-ace-rogue.md +++ b/compendium/feats/tricksters-ace-rogue.md @@ -8,7 +8,7 @@ tags: aliases: ["Trickster's Ace (Rogue)"] --- # Trickster's Ace (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Trigger** You specify the trigger when you make your daily preparations (see Requirements below). - **Requirements**: When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the [Ready](rules/actions/ready.md) action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. diff --git a/compendium/feats/triggerbrand-salvo-loil.md b/compendium/feats/triggerbrand-salvo-loil.md index 965679647..c2168dd2f 100644 --- a/compendium/feats/triggerbrand-salvo-loil.md +++ b/compendium/feats/triggerbrand-salvo-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Triggerbrand Salvo"] --- # Triggerbrand Salvo [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](rules/traits/flourish.md) gunslinger +[flourish](rules/traits/flourish.md "Flourish Combat Trait") gunslinger - **Prerequisites**: way of the triggerbrand - **Requirements**: You're wielding a combination weapon. diff --git a/compendium/feats/triple-shot.md b/compendium/feats/triple-shot.md index f2e77399d..d7d63dd89 100644 --- a/compendium/feats/triple-shot.md +++ b/compendium/feats/triple-shot.md @@ -7,7 +7,7 @@ tags: aliases: ["Triple Shot"] --- # Triple Shot *Feat 6* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: [Double Shot](compendium/feats/double-shot.md) diff --git a/compendium/feats/triple-threat.md b/compendium/feats/triple-threat.md index 36b7c92a0..cb07d6775 100644 --- a/compendium/feats/triple-threat.md +++ b/compendium/feats/triple-threat.md @@ -7,7 +7,7 @@ tags: aliases: ["Triple Threat"] --- # Triple Threat *Feat 20* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Shared Prey](compendium/feats/shared-prey.md) diff --git a/compendium/feats/triple-time.md b/compendium/feats/triple-time.md index f86ea55d8..33fd967d0 100644 --- a/compendium/feats/triple-time.md +++ b/compendium/feats/triple-time.md @@ -7,7 +7,7 @@ tags: aliases: ["Triple Time"] --- # Triple Time *Feat 4* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") You learn the [triple time](compendium/spells/triple-time.md) composition cantrip, which speeds up you and your allies for a round. diff --git a/compendium/feats/triumphant-inspiration-apg.md b/compendium/feats/triumphant-inspiration-apg.md index 64db4b2af..c744ecaa2 100644 --- a/compendium/feats/triumphant-inspiration-apg.md +++ b/compendium/feats/triumphant-inspiration-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Triumphant Inspiration"] --- # Triumphant Inspiration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: warrior muse - **Trigger** You critically hit a foe with a melee weapon [Strike](rules/actions/strike.md) or a melee unarmed attack. diff --git a/compendium/feats/true-debilitating-bomb.md b/compendium/feats/true-debilitating-bomb.md index 2cfb2a52e..deaa2ea2f 100644 --- a/compendium/feats/true-debilitating-bomb.md +++ b/compendium/feats/true-debilitating-bomb.md @@ -7,7 +7,7 @@ tags: aliases: ["True Debilitating Bomb"] --- # True Debilitating Bomb *Feat 14* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Greater Debilitating Bomb](compendium/feats/greater-debilitating-bomb.md) diff --git a/compendium/feats/true-gaze-lome.md b/compendium/feats/true-gaze-lome.md index 6a663ffab..3c00a80c4 100644 --- a/compendium/feats/true-gaze-lome.md +++ b/compendium/feats/true-gaze-lome.md @@ -10,7 +10,7 @@ tags: aliases: ["True Gaze"] --- # True Gaze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* -[arcane](rules/traits/arcane.md) [concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [goloma](rules/traits/goloma-lome.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") - **Frequency**: once per hour - **Activity** Single Action diff --git a/compendium/feats/true-hypercognition.md b/compendium/feats/true-hypercognition.md index 15d4e816b..25612ccb2 100644 --- a/compendium/feats/true-hypercognition.md +++ b/compendium/feats/true-hypercognition.md @@ -7,7 +7,7 @@ tags: aliases: ["True Hypercognition"] --- # True Hypercognition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Enigma muse - **Activity** Single Action diff --git a/compendium/feats/true-perception-apg.md b/compendium/feats/true-perception-apg.md index 93d671024..3cbca6d57 100644 --- a/compendium/feats/true-perception-apg.md +++ b/compendium/feats/true-perception-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["True Perception"] --- # True Perception *Feat 19* -[general](rules/traits/general.md) [revelation](rules/traits/revelation.md) +[general](rules/traits/general.md "General Feat Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") - **Prerequisites**: legendary in [Perception](compendium/skills.md#Perception) diff --git a/compendium/feats/true-shapeshifter.md b/compendium/feats/true-shapeshifter.md index 9d56ee13c..bc56a9793 100644 --- a/compendium/feats/true-shapeshifter.md +++ b/compendium/feats/true-shapeshifter.md @@ -8,7 +8,7 @@ tags: aliases: ["True Shapeshifter"] --- # True Shapeshifter [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: [Dragon Shape](compendium/feats/dragon-shape.md), [Wild Shape](compendium/feats/wild-shape.md) - **Activity** Two-Action diff --git a/compendium/feats/true-transmogrification-som.md b/compendium/feats/true-transmogrification-som.md index 885183f37..10b605c38 100644 --- a/compendium/feats/true-transmogrification-som.md +++ b/compendium/feats/true-transmogrification-som.md @@ -7,7 +7,7 @@ tags: aliases: ["True Transmogrification"] --- # True Transmogrification *Feat 18* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") You transmogrify your eidolon each day. During your daily preparations, you can swap out any number of your evolution feats, each for a different evolution feat of an appropriate level for which you meet the prerequisites. diff --git a/compendium/feats/truespeech-loag.md b/compendium/feats/truespeech-loag.md index 1b7a3c7ed..51782e966 100644 --- a/compendium/feats/truespeech-loag.md +++ b/compendium/feats/truespeech-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Truespeech"] --- # Truespeech *Feat 13* -[aasimar](rules/traits/aasimar-apg.md) [uncommon](rules/traits/uncommon.md) +[aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Angelkin](compendium/feats/angelkin-apg.md) diff --git a/compendium/feats/tumble-behind-rogue-apg.md b/compendium/feats/tumble-behind-rogue-apg.md index a59f97597..40f9df876 100644 --- a/compendium/feats/tumble-behind-rogue-apg.md +++ b/compendium/feats/tumble-behind-rogue-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tumble Behind (Rogue)"] --- # Tumble Behind (Rogue) *Feat 1* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") You tumble under and behind your foe to catch them off guard. When you successfully [Tumble Through](rules/actions/tumble-through.md), the foe whose space you passed through is [flat-footed](rules/conditions.md#Flat-footed) against the next attack you make before the end of your turn. diff --git a/compendium/feats/tumble-behind-swashbuckler-apg.md b/compendium/feats/tumble-behind-swashbuckler-apg.md index d000cf371..85cc62377 100644 --- a/compendium/feats/tumble-behind-swashbuckler-apg.md +++ b/compendium/feats/tumble-behind-swashbuckler-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tumble Behind (Swashbuckler)"] --- # Tumble Behind (Swashbuckler) *Feat 2* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") Your tumbling catches your foe off guard. When you [Tumble Through](rules/actions/tumble-through.md) successfully, the foe you [Tumbled Through](rules/actions/tumble-through.md) is [flat-footed](rules/conditions.md#Flat-footed) against the next attack you make before the end of your turn. diff --git a/compendium/feats/tumbling-opportunist-apg.md b/compendium/feats/tumbling-opportunist-apg.md index 681e3be66..b87fdfed4 100644 --- a/compendium/feats/tumbling-opportunist-apg.md +++ b/compendium/feats/tumbling-opportunist-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Tumbling Opportunist"] --- # Tumbling Opportunist [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[archetype](rules/traits/archetype.md) [attack](rules/traits/attack.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) - **Frequency**: once per minute diff --git a/compendium/feats/tumbling-strike-apg.md b/compendium/feats/tumbling-strike-apg.md index 484ef4fc9..e89490665 100644 --- a/compendium/feats/tumbling-strike-apg.md +++ b/compendium/feats/tumbling-strike-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Tumbling Strike"] --- # Tumbling Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [move](rules/traits/move.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [move](rules/traits/move.md "Move Combat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) - **Requirements**: You are adjacent to an enemy. diff --git a/compendium/feats/tupilaq-carver-locg.md b/compendium/feats/tupilaq-carver-locg.md index 5d3db48e0..ba499d2c8 100644 --- a/compendium/feats/tupilaq-carver-locg.md +++ b/compendium/feats/tupilaq-carver-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Tupilaq Carver"] --- # Tupilaq Carver *Feat 1* -[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Erutaki ethnicity - **Prerequisites**: You have a spellcasting class feature with the divine or primal tradition diff --git a/compendium/feats/turn-away-misfortune-da.md b/compendium/feats/turn-away-misfortune-da.md index f989d7694..532282586 100644 --- a/compendium/feats/turn-away-misfortune-da.md +++ b/compendium/feats/turn-away-misfortune-da.md @@ -12,12 +12,12 @@ tags: aliases: ["Turn Away Misfortune"] --- # Turn Away Misfortune [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[abjuration](rules/traits/abjuration.md) [esoterica](rules/traits/esoterica-da.md) [fortune](rules/traits/fortune.md) [manipulate](rules/traits/manipulate.md) [occult](rules/traits/occult.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") -- **Trigger** You would attempt a roll affected by a [misfortune](rules/traits/misfortune.md) effect. +- **Trigger** You would attempt a roll affected by a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. - **Activity** Reaction -You perform a superstition, such as casting salt over your shoulder to ward off bad luck. Turn Away Misfortune's [fortune](rules/traits/fortune.md) trait cancels out the [misfortune](rules/traits/misfortune.md) effect, causing you to roll normally. As normal, you can apply only one fortune ability to a roll, so if you Turned Away Misfortune on an attack roll, you couldn't also use an ability like [Halfling Luck](compendium/feats/halfling-luck.md) to alter the roll further. +You perform a superstition, such as casting salt over your shoulder to ward off bad luck. Turn Away Misfortune's [fortune](rules/traits/fortune.md "Fortune Effect Trait") trait cancels out the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, causing you to roll normally. As normal, you can apply only one fortune ability to a roll, so if you Turned Away Misfortune on an attack roll, you couldn't also use an ability like [Halfling Luck](compendium/feats/halfling-luck.md) to alter the roll further. *Source: Dark Archive p. 43* %% #compendium/src/pf2e/da #trait/abjuration #trait/esoterica #trait/fortune #trait/manipulate #trait/occult #trait/thaumaturge %% \ No newline at end of file diff --git a/compendium/feats/turn-back-the-clock-da.md b/compendium/feats/turn-back-the-clock-da.md index 3955622c0..4bbf18f60 100644 --- a/compendium/feats/turn-back-the-clock-da.md +++ b/compendium/feats/turn-back-the-clock-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Turn Back the Clock"] --- # Turn Back the Clock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) - **Frequency**: once per day diff --git a/compendium/feats/turn-to-mist-botd.md b/compendium/feats/turn-to-mist-botd.md index b222f6728..3f8a767bb 100644 --- a/compendium/feats/turn-to-mist-botd.md +++ b/compendium/feats/turn-to-mist-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Turn to Mist"] --- # Turn to Mist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) - **Frequency**: once per day diff --git a/compendium/feats/turn-undead.md b/compendium/feats/turn-undead.md index 6b921bd15..f4c26a3f3 100644 --- a/compendium/feats/turn-undead.md +++ b/compendium/feats/turn-undead.md @@ -7,7 +7,7 @@ tags: aliases: ["Turn Undead"] --- # Turn Undead *Feat 2* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a [heal](compendium/spells/heal.md) spell to damage undead, each undead of your level or lower that critically fails its save gains the [fleeing](rules/conditions.md#Fleeing) condition for 1 round. diff --git a/compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md b/compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md index 8f9a3da60..362ac7a29 100644 --- a/compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md +++ b/compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md @@ -9,7 +9,7 @@ tags: aliases: ["Turpin Rowe Lumberjack Dedication"] --- # Turpin Rowe Lumberjack Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You must befriend at least one Turpin Rowe logger. - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/tusks-apg.md b/compendium/feats/tusks-apg.md index 38c6cca5c..2f90bbe09 100644 --- a/compendium/feats/tusks-apg.md +++ b/compendium/feats/tusks-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Tusks"] --- # Tusks *Feat 1* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") -You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals `1d6` piercing damage. Your tusks are in the brawling group and have the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. +You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals `1d6` piercing damage. Your tusks are in the brawling group and have the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. **Special.** You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures such as breaking or filing your tusks. diff --git a/compendium/feats/tusks-locg.md b/compendium/feats/tusks-locg.md index 286859564..4c89a4fca 100644 --- a/compendium/feats/tusks-locg.md +++ b/compendium/feats/tusks-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Tusks"] --- # Tusks *Feat 1* -[half-orc](rules/traits/half-orc.md) +[half-orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") Most half-orcs have visible tusks, but yours are particularly large and sharp, capable of gouging deep wounds. You gain a jaws unarmed attack that deals `1d6` piercing damage. diff --git a/compendium/feats/tweak-appearances-aoa3.md b/compendium/feats/tweak-appearances-aoa3.md index 78465ebc2..00cdfff17 100644 --- a/compendium/feats/tweak-appearances-aoa3.md +++ b/compendium/feats/tweak-appearances-aoa3.md @@ -9,7 +9,7 @@ tags: aliases: ["Tweak Appearances"] --- # Tweak Appearances *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/feats/twilight-speaker-dedication-gw3.md b/compendium/feats/twilight-speaker-dedication-gw3.md new file mode 100644 index 000000000..f67deec60 --- /dev/null +++ b/compendium/feats/twilight-speaker-dedication-gw3.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw3 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Twilight Speaker Dedication"] +--- +# Twilight Speaker Dedication *Feat 2* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Prerequisites**: trained in [Society](compendium/skills.md#Society), you are an Ilverani elf + +You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Golarion. You become an expert in [Society](compendium/skills.md#Society). At 7th level, you become a master in [Society](compendium/skills.md#Society), and at 15th level, you become legendary in [Society](compendium/skills.md#Society). You can use the [Society](compendium/skills.md#Society) skill instead of the [Diplomacy](compendium/skills.md#Diplomacy) skill when you attempt to [Make an Impression](rules/actions/make-an-impression.md) on a non-elven intelligent humanoid creature. + +**Special.** You can't select another dedication feat until you've gained two other feats from the twilight speaker archetype. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 78* +%% #compendium/src/pf2e/gw3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/twin-distraction-apg.md b/compendium/feats/twin-distraction-apg.md index 7819e22d7..aa23868de 100644 --- a/compendium/feats/twin-distraction-apg.md +++ b/compendium/feats/twin-distraction-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Twin Distraction"] --- # Twin Distraction *Feat 4* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: [Twin Feint](compendium/feats/twin-feint.md) - **Requirements**: You are wielding two melee weapons, each in a different hand. diff --git a/compendium/feats/twin-eidolon-som.md b/compendium/feats/twin-eidolon-som.md index f299acf48..b179ccb77 100644 --- a/compendium/feats/twin-eidolon-som.md +++ b/compendium/feats/twin-eidolon-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Twin Eidolon"] --- # Twin Eidolon *Feat 20* -[polymorph](rules/traits/polymorph.md) [summoner](rules/traits/summoner-som.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") You can transform to match your eidolon. When you [Manifest your Eidolon](rules/actions/manifest-eidolon-som.md), you can call upon its powers to transform yourself into a duplicate until it unmanifests. diff --git a/compendium/feats/twin-feint.md b/compendium/feats/twin-feint.md index c6ca42a0e..c192d08f8 100644 --- a/compendium/feats/twin-feint.md +++ b/compendium/feats/twin-feint.md @@ -7,7 +7,7 @@ tags: aliases: ["Twin Feint"] --- # Twin Feint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Requirements**: You are wielding two melee weapons, each in a different hand. - **Activity** Two-Action diff --git a/compendium/feats/twin-parry-fighter.md b/compendium/feats/twin-parry-fighter.md index 4d89a366a..42f977d2d 100644 --- a/compendium/feats/twin-parry-fighter.md +++ b/compendium/feats/twin-parry-fighter.md @@ -7,12 +7,12 @@ tags: aliases: ["Twin Parry (Fighter)"] --- # Twin Parry (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Requirements**: You are wielding two melee weapons, one in each hand. - **Activity** Single Action -You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. +You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. You lose this circumstance bonus if you no longer meet this feat's requirement. ## Twin Parry (Fighter) leads to... diff --git a/compendium/feats/twin-parry-ranger.md b/compendium/feats/twin-parry-ranger.md index 1290ce46c..faf4e5a29 100644 --- a/compendium/feats/twin-parry-ranger.md +++ b/compendium/feats/twin-parry-ranger.md @@ -7,12 +7,12 @@ tags: aliases: ["Twin Parry (Ranger)"] --- # Twin Parry (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Requirements**: You are wielding two melee weapons, one in each hand. - **Activity** Single Action -You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. +You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. You lose this circumstance bonus if you no longer meet this feat's requirement. *Source: Core Rulebook p. 172* %% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/twin-parry-swashbuckler-apg.md b/compendium/feats/twin-parry-swashbuckler-apg.md index 4a547ffbe..a53ec8192 100644 --- a/compendium/feats/twin-parry-swashbuckler-apg.md +++ b/compendium/feats/twin-parry-swashbuckler-apg.md @@ -7,12 +7,12 @@ tags: aliases: ["Twin Parry (Swashbuckler)"] --- # Twin Parry (Swashbuckler) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Requirements**: You wield two melee weapons, one in each hand. - **Activity** Single Action -You use your weapons to parry. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. +You use your weapons to parry. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. You lose this circumstance bonus if you no longer meet this feat's requirement. *Source: Advanced Player's Guide p. 90* %% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/compendium/feats/twin-psyche-da.md b/compendium/feats/twin-psyche-da.md index 0f8b3a3fa..0c7823ce6 100644 --- a/compendium/feats/twin-psyche-da.md +++ b/compendium/feats/twin-psyche-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Twin Psyche"] --- # Twin Psyche *Feat 20* -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") You've segmented your psyche so it can operate in tandem. When you [Unleash your Psyche](rules/actions/unleash-psyche-da.md), you can double its duration. diff --git a/compendium/feats/twin-riposte-fighter.md b/compendium/feats/twin-riposte-fighter.md index 81a3d3a61..308ef32d7 100644 --- a/compendium/feats/twin-riposte-fighter.md +++ b/compendium/feats/twin-riposte-fighter.md @@ -7,7 +7,7 @@ tags: aliases: ["Twin Riposte (Fighter)"] --- # Twin Riposte (Fighter) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. - **Requirements**: You are benefiting from [Twin Parry](compendium/feats/twin-parry-fighter.md). diff --git a/compendium/feats/twin-riposte-ranger.md b/compendium/feats/twin-riposte-ranger.md index 91c1c2b68..75bdc0176 100644 --- a/compendium/feats/twin-riposte-ranger.md +++ b/compendium/feats/twin-riposte-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Twin Riposte (Ranger)"] --- # Twin Riposte (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. - **Requirements**: You are benefiting from [Twin Parry](compendium/feats/twin-parry-fighter.md). diff --git a/compendium/feats/twin-takedown.md b/compendium/feats/twin-takedown.md index f5f43bb1b..6517035c2 100644 --- a/compendium/feats/twin-takedown.md +++ b/compendium/feats/twin-takedown.md @@ -8,7 +8,7 @@ tags: aliases: ["Twin Takedown"] --- # Twin Takedown [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") - **Frequency**: once per round - **Requirements**: You are wielding two melee weapons, each in a different hand. diff --git a/compendium/feats/twin-weakness-da.md b/compendium/feats/twin-weakness-da.md index 2a34f9415..937ec920f 100644 --- a/compendium/feats/twin-weakness-da.md +++ b/compendium/feats/twin-weakness-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Twin Weakness"] --- # Twin Weakness [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[esoterica](rules/traits/esoterica-da.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: mortal weakness or personal antithesis - **Requirements**: You're holding an implement and a weapon, you are using [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) with mortal weakness or personal antithesis, and the target creature is within reach of both your implement and weapon. diff --git a/compendium/feats/twinned-defense-fighter.md b/compendium/feats/twinned-defense-fighter.md index 7bb65de00..6616091c1 100644 --- a/compendium/feats/twinned-defense-fighter.md +++ b/compendium/feats/twinned-defense-fighter.md @@ -8,7 +8,7 @@ tags: aliases: ["Twinned Defense (Fighter)"] --- # Twinned Defense (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Twin Parry](compendium/feats/twin-parry-fighter.md) - **Requirements**: You are wielding two melee weapons, one in each hand. diff --git a/compendium/feats/twinned-defense-swashbuckler-apg.md b/compendium/feats/twinned-defense-swashbuckler-apg.md index 2687ef2c5..d489f2dd3 100644 --- a/compendium/feats/twinned-defense-swashbuckler-apg.md +++ b/compendium/feats/twinned-defense-swashbuckler-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Twinned Defense (Swashbuckler)"] --- # Twinned Defense (Swashbuckler) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[stance](rules/traits/stance.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[stance](rules/traits/stance.md "Stance Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: Twin Parry - **Requirements**: You wield two melee weapons, one in each hand. diff --git a/compendium/feats/twist-healing-loag.md b/compendium/feats/twist-healing-loag.md index 5f4df479c..79119e97f 100644 --- a/compendium/feats/twist-healing-loag.md +++ b/compendium/feats/twist-healing-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Twist Healing"] --- # Twist Healing *Feat 17* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") - **Prerequisites**: ability to cast [heal](compendium/spells/heal.md) and [harm](compendium/spells/harm.md) diff --git a/compendium/feats/twist-the-knife.md b/compendium/feats/twist-the-knife.md index 2fd3f1c77..e625de005 100644 --- a/compendium/feats/twist-the-knife.md +++ b/compendium/feats/twist-the-knife.md @@ -7,7 +7,7 @@ tags: aliases: ["Twist The Knife"] --- # Twist The Knife [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Requirements**: Your last action was a melee [Strike](rules/actions/strike.md) that dealt sneak attack damage to a [flat-footed](rules/conditions.md#Flat-footed) target. - **Activity** Single Action diff --git a/compendium/feats/twitchy-apg.md b/compendium/feats/twitchy-apg.md index 5a64e9f0d..c9982ba08 100644 --- a/compendium/feats/twitchy-apg.md +++ b/compendium/feats/twitchy-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Twitchy"] --- # Twitchy *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) to determine their initiative, your bonus to initiative from this feat increases to +4. diff --git a/compendium/feats/two-truths-da.md b/compendium/feats/two-truths-da.md index 0ef5d40b8..a931ead85 100644 --- a/compendium/feats/two-truths-da.md +++ b/compendium/feats/two-truths-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Two Truths"] --- # Two Truths [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[reflection](rules/traits/reflection-da.md) +[reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception) - **Activity** Single Action diff --git a/compendium/feats/two-weapon-flurry.md b/compendium/feats/two-weapon-flurry.md index 39ce463ec..db89ae69f 100644 --- a/compendium/feats/two-weapon-flurry.md +++ b/compendium/feats/two-weapon-flurry.md @@ -9,7 +9,7 @@ tags: aliases: ["Two-Weapon Flurry"] --- # Two-Weapon Flurry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [press](rules/traits/press.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [press](rules/traits/press.md "Press Combat Trait") - **Requirements**: You are wielding two weapons, each in a different hand. - **Activity** Single Action diff --git a/compendium/feats/ubiquitous-snares.md b/compendium/feats/ubiquitous-snares.md index f8a513836..ba0f28ff8 100644 --- a/compendium/feats/ubiquitous-snares.md +++ b/compendium/feats/ubiquitous-snares.md @@ -7,7 +7,7 @@ tags: aliases: ["Ubiquitous Snares"] --- # Ubiquitous Snares *Feat 16* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: [Snare Specialist](compendium/feats/snare-specialist.md) diff --git a/compendium/feats/ubiquitous-weakness-da.md b/compendium/feats/ubiquitous-weakness-da.md index 9de80a474..9cf4f525c 100644 --- a/compendium/feats/ubiquitous-weakness-da.md +++ b/compendium/feats/ubiquitous-weakness-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Ubiquitous Weakness"] --- # Ubiquitous Weakness *Feat 20* -[manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Share Weakness diff --git a/compendium/feats/ultimate-flexibility-apg.md b/compendium/feats/ultimate-flexibility-apg.md index e8f4edb94..1a73c9ae7 100644 --- a/compendium/feats/ultimate-flexibility-apg.md +++ b/compendium/feats/ultimate-flexibility-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ultimate Flexibility"] --- # Ultimate Flexibility *Feat 20* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") - **Prerequisites**: improved flexibility diff --git a/compendium/feats/ultimate-mercy.md b/compendium/feats/ultimate-mercy.md index b8bdc96e1..edb2831a5 100644 --- a/compendium/feats/ultimate-mercy.md +++ b/compendium/feats/ultimate-mercy.md @@ -7,11 +7,11 @@ tags: aliases: ["Ultimate Mercy"] --- # Ultimate Mercy *Feat 18* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Mercy](compendium/feats/mercy.md) -Your mercy transcends the bounds of life and death. When you use Mercy, you can cast [lay on hands](compendium/spells/lay-on-hands.md) on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes [wounded](rules/conditions.md#Wounded). You can't use Ultimate Mercy if the triggering effect was disintegrate or a [death](rules/traits/death.md) effect. +Your mercy transcends the bounds of life and death. When you use Mercy, you can cast [lay on hands](compendium/spells/lay-on-hands.md) on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes [wounded](rules/conditions.md#Wounded). You can't use Ultimate Mercy if the triggering effect was disintegrate or a [death](rules/traits/death.md "Death Effect Trait") effect. *Source: Core Rulebook p. 115* %% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/ultimate-polymath-apg.md b/compendium/feats/ultimate-polymath-apg.md index c8aecc94f..23b86e212 100644 --- a/compendium/feats/ultimate-polymath-apg.md +++ b/compendium/feats/ultimate-polymath-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ultimate Polymath"] --- # Ultimate Polymath *Feat 20* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: polymath muse diff --git a/compendium/feats/ultimate-skirmisher.md b/compendium/feats/ultimate-skirmisher.md index aae838711..fcbb4b6a5 100644 --- a/compendium/feats/ultimate-skirmisher.md +++ b/compendium/feats/ultimate-skirmisher.md @@ -7,7 +7,7 @@ tags: aliases: ["Ultimate Skirmisher"] --- # Ultimate Skirmisher *Feat 20* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: wild stride diff --git a/compendium/feats/unassuming-dedication-locg.md b/compendium/feats/unassuming-dedication-locg.md index 6f6a1a482..430ed7538 100644 --- a/compendium/feats/unassuming-dedication-locg.md +++ b/compendium/feats/unassuming-dedication-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Unassuming Dedication"] --- # Unassuming Dedication *Feat 1* -[halfling](rules/traits/halfling.md) [uncommon](rules/traits/uncommon.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Uhlam ethnicity diff --git a/compendium/feats/unbalancing-blow.md b/compendium/feats/unbalancing-blow.md index 7fc58e759..3abfc4a53 100644 --- a/compendium/feats/unbalancing-blow.md +++ b/compendium/feats/unbalancing-blow.md @@ -7,7 +7,7 @@ tags: aliases: ["Unbalancing Blow"] --- # Unbalancing Blow *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: Thief racket diff --git a/compendium/feats/unbalancing-finisher-apg.md b/compendium/feats/unbalancing-finisher-apg.md index 5dd0e7fa9..2161dd023 100644 --- a/compendium/feats/unbalancing-finisher-apg.md +++ b/compendium/feats/unbalancing-finisher-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Unbalancing Finisher"] --- # Unbalancing Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Activity** Single Action diff --git a/compendium/feats/unbalancing-sweep-apg.md b/compendium/feats/unbalancing-sweep-apg.md index b00e5c53c..b8fbd8080 100644 --- a/compendium/feats/unbalancing-sweep-apg.md +++ b/compendium/feats/unbalancing-sweep-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Unbalancing Sweep"] --- # Unbalancing Sweep [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Activity** Three-Action diff --git a/compendium/feats/unbound-freedom-loil.md b/compendium/feats/unbound-freedom-loil.md index 18d4ebb35..26670c6d0 100644 --- a/compendium/feats/unbound-freedom-loil.md +++ b/compendium/feats/unbound-freedom-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Unbound Freedom"] --- # Unbound Freedom *Feat 13* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") Your future is no other person's to control, and the cycles of your fate sometimes step in to protect you when that control would be taken from you. Whenever you would gain the [controlled](rules/conditions.md#Controlled) condition, you can attempt a DC 17 flat check. On a success, you don't gain the condition. diff --git a/compendium/feats/unbreakable-er-goblin-locg.md b/compendium/feats/unbreakable-er-goblin-locg.md index ad0e4b73b..121744a4e 100644 --- a/compendium/feats/unbreakable-er-goblin-locg.md +++ b/compendium/feats/unbreakable-er-goblin-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Unbreakable-er Goblin"] --- # Unbreakable-er Goblin *Feat 13* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: unbreakable goblin heritage diff --git a/compendium/feats/unburdened-iron.md b/compendium/feats/unburdened-iron.md index ce4361e88..bb58cd071 100644 --- a/compendium/feats/unburdened-iron.md +++ b/compendium/feats/unburdened-iron.md @@ -7,7 +7,7 @@ tags: aliases: ["Unburdened Iron"] --- # Unburdened Iron *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear. diff --git a/compendium/feats/uncanny-agility-loag.md b/compendium/feats/uncanny-agility-loag.md index a2dcee27d..448b40eb5 100644 --- a/compendium/feats/uncanny-agility-loag.md +++ b/compendium/feats/uncanny-agility-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Uncanny Agility"] --- # Uncanny Agility *Feat 1* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat. You can [Step](rules/actions/step.md) into difficult terrain caused by uneven ground, such as a rocky field or hilly incline. diff --git a/compendium/feats/uncanny-awareness-loag.md b/compendium/feats/uncanny-awareness-loag.md index a35794745..27f3842bd 100644 --- a/compendium/feats/uncanny-awareness-loag.md +++ b/compendium/feats/uncanny-awareness-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Uncanny Awareness"] --- # Uncanny Awareness *Feat 5* -[fleshwarp](rules/traits/fleshwarp-loag.md) +[fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") You have a keen sense of movement around you. You gain motion sense as an imprecise sense out to 30 feet. Motion sense allows you to detect nearby motion through vibration and air movement. diff --git a/compendium/feats/uncanny-bombs.md b/compendium/feats/uncanny-bombs.md index 7be5b5a35..b40907a9a 100644 --- a/compendium/feats/uncanny-bombs.md +++ b/compendium/feats/uncanny-bombs.md @@ -7,11 +7,11 @@ tags: aliases: ["Uncanny Bombs"] --- # Uncanny Bombs *Feat 12* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") - **Prerequisites**: [Far Lobber](compendium/feats/far-lobber.md) -You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the [bomb](rules/traits/bomb.md) trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a [concealed](rules/conditions.md#Concealed) creature. +You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the [bomb](rules/traits/bomb.md "Bomb Item Trait") trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a [concealed](rules/conditions.md#Concealed) creature. *Source: Core Rulebook p. 79* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/uncanny-cheeks-loag.md b/compendium/feats/uncanny-cheeks-loag.md index bfaa27efb..06eec872d 100644 --- a/compendium/feats/uncanny-cheeks-loag.md +++ b/compendium/feats/uncanny-cheeks-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Uncanny Cheeks"] --- # Uncanny Cheeks *Feat 9* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You squirrel away useful objects and seem to retrieve them at just the right time. diff --git a/compendium/feats/uncanny-dodge.md b/compendium/feats/uncanny-dodge.md index ea7c5069b..272c3ce2b 100644 --- a/compendium/feats/uncanny-dodge.md +++ b/compendium/feats/uncanny-dodge.md @@ -7,7 +7,7 @@ tags: aliases: ["Uncanny Dodge"] --- # Uncanny Dodge *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) diff --git a/compendium/feats/uncanny-suction-sli.md b/compendium/feats/uncanny-suction-sli.md index fc54a2396..46b5900c7 100644 --- a/compendium/feats/uncanny-suction-sli.md +++ b/compendium/feats/uncanny-suction-sli.md @@ -7,7 +7,7 @@ tags: aliases: ["Uncanny Suction"] --- # Uncanny Suction *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) diff --git a/compendium/feats/unconventional-expertise.md b/compendium/feats/unconventional-expertise.md index 6ad235c70..cd42a3be6 100644 --- a/compendium/feats/unconventional-expertise.md +++ b/compendium/feats/unconventional-expertise.md @@ -7,7 +7,7 @@ tags: aliases: ["Unconventional Expertise"] --- # Unconventional Expertise *Feat 13* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Unconventional Weaponry](compendium/feats/unconventional-weaponry.md), trained in the weapon you chose for [Unconventional Weaponry](compendium/feats/unconventional-weaponry.md) diff --git a/compendium/feats/unconventional-weaponry.md b/compendium/feats/unconventional-weaponry.md index 352bbdc47..c14565e64 100644 --- a/compendium/feats/unconventional-weaponry.md +++ b/compendium/feats/unconventional-weaponry.md @@ -7,10 +7,10 @@ tags: aliases: ["Unconventional Weaponry"] --- # Unconventional Weaponry *Feat 1* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") -You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as [dwarf](rules/traits/dwarf.md), [goblin](rules/traits/goblin.md), or [orc](rules/traits/orc.md)) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. +You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait"), [goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait"), or [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait")) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. diff --git a/compendium/feats/undaunted-locg.md b/compendium/feats/undaunted-locg.md index 3189304f3..8280346b9 100644 --- a/compendium/feats/undaunted-locg.md +++ b/compendium/feats/undaunted-locg.md @@ -7,10 +7,10 @@ tags: aliases: ["Undaunted"] --- # Undaunted *Feat 1* -[leshy](rules/traits/leshy-b1.md) +[leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") -Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. You gain a +1 circumstance bonus to saves against [emotion](rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. +Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. You gain a +1 circumstance bonus to saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a critical success instead. *Source: Lost Omens: Character Guide p. 54* %% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/compendium/feats/undead-companion-loag.md b/compendium/feats/undead-companion-loag.md index 32d50edcb..cdec27048 100644 --- a/compendium/feats/undead-companion-loag.md +++ b/compendium/feats/undead-companion-loag.md @@ -7,11 +7,11 @@ tags: aliases: ["Undead Companion"] --- # Undead Companion *Feat 5* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") - **Prerequisites**: an animal companion or a familiar -Your companion is also touched by undeath, a mix of a traditional companion and a skeleton, zombie, or stranger form of unlife. Your companion gains the [undead](rules/traits/undead.md) trait instead of the [animal](rules/traits/animal.md) trait and gains negative healing. It otherwise uses the normal rules for an animal companion or familiar; that means it can still be affected by many conditions or effects to which most undead are immune. +Your companion is also touched by undeath, a mix of a traditional companion and a skeleton, zombie, or stranger form of unlife. Your companion gains the [undead](rules/traits/undead.md "Undead Creature Type Trait") trait instead of the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait and gains negative healing. It otherwise uses the normal rules for an animal companion or familiar; that means it can still be affected by many conditions or effects to which most undead are immune. *Source: Lost Omens: Ancestry Guide p. 28* %% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/undead-empathy-botd.md b/compendium/feats/undead-empathy-botd.md index 7d090564a..620a1ea3e 100644 --- a/compendium/feats/undead-empathy-botd.md +++ b/compendium/feats/undead-empathy-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Undead Empathy"] --- # Undead Empathy *Feat 1* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") Your relationship with undeath gives you a stronger bond with other undead. You can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on mindless undead or make simple requests of them. As long as there aren't living creatures nearby, they usually let you speak. If the undead creature currently is in the thrall of a creature whose level is higher than yours, you typically need a critical success on your [Diplomacy](compendium/skills.md#Diplomacy) skill check. diff --git a/compendium/feats/undead-master-dedication-botd.md b/compendium/feats/undead-master-dedication-botd.md index a4d597244..29f5e2fe3 100644 --- a/compendium/feats/undead-master-dedication-botd.md +++ b/compendium/feats/undead-master-dedication-botd.md @@ -9,7 +9,7 @@ tags: aliases: ["Undead Master Dedication"] --- # Undead Master Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: evil alignment diff --git a/compendium/feats/undead-slayer-apg.md b/compendium/feats/undead-slayer-apg.md index 20c70fd48..960c01521 100644 --- a/compendium/feats/undead-slayer-apg.md +++ b/compendium/feats/undead-slayer-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Undead Slayer"] --- # Undead Slayer *Feat 5* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") -Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the [Strike](rules/actions/strike.md). This bonus increases to double the number of weapon damage dice if your target has the [vampire](rules/traits/vampire-b1.md) trait. +Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the [Strike](rules/actions/strike.md). This bonus increases to double the number of weapon damage dice if your target has the [vampire](rules/traits/vampire-b1.md "Vampire Creature Trait") trait. *Source: Advanced Player's Guide p. 33* %% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/compendium/feats/undead-slayer-dedication-botd.md b/compendium/feats/undead-slayer-dedication-botd.md index 84842aecf..e926be181 100644 --- a/compendium/feats/undead-slayer-dedication-botd.md +++ b/compendium/feats/undead-slayer-dedication-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Undead Slayer Dedication"] --- # Undead Slayer Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/underground-network-apg.md b/compendium/feats/underground-network-apg.md index f016d5869..d2ab26de9 100644 --- a/compendium/feats/underground-network-apg.md +++ b/compendium/feats/underground-network-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Underground Network"] --- # Underground Network *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Society](compendium/skills.md#Society), [Streetwise](compendium/feats/streetwise.md) diff --git a/compendium/feats/underhanded-assault-apg.md b/compendium/feats/underhanded-assault-apg.md index 93f87850c..2c575cbde 100644 --- a/compendium/feats/underhanded-assault-apg.md +++ b/compendium/feats/underhanded-assault-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Underhanded Assault"] --- # Underhanded Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) - **Activity** Two-Action diff --git a/compendium/feats/underwater-marauder.md b/compendium/feats/underwater-marauder.md index 578da219e..a817b54c0 100644 --- a/compendium/feats/underwater-marauder.md +++ b/compendium/feats/underwater-marauder.md @@ -8,7 +8,7 @@ tags: aliases: ["Underwater Marauder"] --- # Underwater Marauder *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/underwater-volcano-loag.md b/compendium/feats/underwater-volcano-loag.md index db67d5ffb..d6031c33e 100644 --- a/compendium/feats/underwater-volcano-loag.md +++ b/compendium/feats/underwater-volcano-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Underwater Volcano"] --- # Underwater Volcano *Feat 17* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You can cast [volcanic eruption](compendium/spells/volcanic-eruption.md) as a 7th-level primal innate spell once per day, except that you can only evoke the volcano on the floor of a body of water, and the effects that normally happen to flying creatures happen to swimming creatures instead. diff --git a/compendium/feats/underworld-investigator-apg.md b/compendium/feats/underworld-investigator-apg.md index f8173cce3..e7c3fdc32 100644 --- a/compendium/feats/underworld-investigator-apg.md +++ b/compendium/feats/underworld-investigator-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Underworld Investigator"] --- # Underworld Investigator *Feat 1* -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in [Underworld Lore](compendium/skills.md#Lore), and you gain your [Pursue a Lead](rules/actions/pursue-a-lead-apg.md) circumstance bonus to [Thievery](compendium/skills.md#Thievery) checks to investigate the subject of your lead (such as checks to [Steal](rules/actions/steal.md) a clue from a suspect or [Pick a Lock](rules/actions/pick-a-lock.md) to open a safe with damning documents). diff --git a/compendium/feats/undying-conviction-botd.md b/compendium/feats/undying-conviction-botd.md index 11a42fd0d..fd2ad3114 100644 --- a/compendium/feats/undying-conviction-botd.md +++ b/compendium/feats/undying-conviction-botd.md @@ -12,7 +12,7 @@ tags: aliases: ["Undying Conviction"] --- # Undying Conviction *Feat 4* -[aura](rules/traits/aura.md) [cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard diff --git a/compendium/feats/undying-ferocity-apg.md b/compendium/feats/undying-ferocity-apg.md index 90e653e8e..bb78816c0 100644 --- a/compendium/feats/undying-ferocity-apg.md +++ b/compendium/feats/undying-ferocity-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Undying Ferocity"] --- # Undying Ferocity *Feat 9* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Prerequisites**: [Orc Ferocity](compendium/feats/orc-ferocity.md) diff --git a/compendium/feats/uneasy-rest-lotgb.md b/compendium/feats/uneasy-rest-lotgb.md index 2f4082713..c1e245358 100644 --- a/compendium/feats/uneasy-rest-lotgb.md +++ b/compendium/feats/uneasy-rest-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Uneasy Rest"] --- # Uneasy Rest *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sleep](compendium/spells/sleep.md) diff --git a/compendium/feats/unending-emptiness-som.md b/compendium/feats/unending-emptiness-som.md index 0eb7d5298..6eaffa366 100644 --- a/compendium/feats/unending-emptiness-som.md +++ b/compendium/feats/unending-emptiness-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Unending Emptiness"] --- # Unending Emptiness *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: focus pool, [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) diff --git a/compendium/feats/unexpected-shift-locg.md b/compendium/feats/unexpected-shift-locg.md index 05b15d310..fa8395acd 100644 --- a/compendium/feats/unexpected-shift-locg.md +++ b/compendium/feats/unexpected-shift-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Unexpected Shift"] --- # Unexpected Shift [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Trigger** You would take damage from an attack, spell, or other effect. - **Activity** Reaction diff --git a/compendium/feats/unfazed-assessment-aoa5.md b/compendium/feats/unfazed-assessment-aoa5.md index 81e6cbf13..007586625 100644 --- a/compendium/feats/unfazed-assessment-aoa5.md +++ b/compendium/feats/unfazed-assessment-aoa5.md @@ -7,7 +7,7 @@ tags: aliases: ["Unfazed Assessment"] --- # Unfazed Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), expert in [Perception](compendium/skills.md#Perception) - **Activity** Single Action diff --git a/compendium/feats/unfetter-eidolon-som.md b/compendium/feats/unfetter-eidolon-som.md index 2e2a6a601..a0ec4f488 100644 --- a/compendium/feats/unfetter-eidolon-som.md +++ b/compendium/feats/unfetter-eidolon-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Unfetter Eidolon"] --- # Unfetter Eidolon *Feat 1* -[summoner](rules/traits/summoner-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") You can allow your eidolon to travel far from your side. You learn the [unfetter eidolon](compendium/spells/unfetter-eidolon-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/unfettered-halfling.md b/compendium/feats/unfettered-halfling.md index cd1d6f901..a7f0e4ef2 100644 --- a/compendium/feats/unfettered-halfling.md +++ b/compendium/feats/unfettered-halfling.md @@ -7,7 +7,7 @@ tags: aliases: ["Unfettered Halfling"] --- # Unfettered Halfling *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to [Escape](rules/actions/escape.md) or a saving throw against an effect that would impose the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to [Grapple](rules/actions/grapple.md) you, they get a critical failure instead. If a creature uses the [Grab](rules/abilities/grab.md) ability on you, it must succeed at an [Athletics](compendium/skills.md#Athletics) check to grab you instead of automatically grabbing you. diff --git a/compendium/feats/unfettering-prankster-loil.md b/compendium/feats/unfettering-prankster-loil.md index 1e6fc6c68..e3cc33998 100644 --- a/compendium/feats/unfettering-prankster-loil.md +++ b/compendium/feats/unfettering-prankster-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Unfettering Prankster"] --- # Unfettering Prankster *Feat 17* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") You can uplift all around you with your pranks, causing you and your allies to receive divine guidance in all your movements to effortlessly avoid environmental hindrances. Once per day, you can cast [unfettered pack](compendium/spells/unfettered-pack.md) as a divine innate spell. When you do so, you cast the spell by performing a divinely inspired prank. diff --git a/compendium/feats/unhampered-passage-apg.md b/compendium/feats/unhampered-passage-apg.md index 77f117ad7..03e8f0b47 100644 --- a/compendium/feats/unhampered-passage-apg.md +++ b/compendium/feats/unhampered-passage-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Unhampered Passage"] --- # Unhampered Passage *Feat 9* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") You won't allow others to restrain you. You can cast [freedom of movement](compendium/spells/freedom-of-movement.md) on yourself as a primal innate spell once per day. diff --git a/compendium/feats/unified-theory.md b/compendium/feats/unified-theory.md index a65ea0344..79115ed80 100644 --- a/compendium/feats/unified-theory.md +++ b/compendium/feats/unified-theory.md @@ -8,7 +8,7 @@ tags: aliases: ["Unified Theory"] --- # Unified Theory *Feat 15* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: legendary in [Arcana](compendium/skills.md#Arcana) diff --git a/compendium/feats/unimpeded-step.md b/compendium/feats/unimpeded-step.md index e8055d0e8..6b0d9239b 100644 --- a/compendium/feats/unimpeded-step.md +++ b/compendium/feats/unimpeded-step.md @@ -7,7 +7,7 @@ tags: aliases: ["Unimpeded Step"] --- # Unimpeded Step *Feat 1* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: Liberator cause diff --git a/compendium/feats/united-assault-lokl.md b/compendium/feats/united-assault-lokl.md index 6a213dc3e..ecf70ad76 100644 --- a/compendium/feats/united-assault-lokl.md +++ b/compendium/feats/united-assault-lokl.md @@ -10,7 +10,7 @@ tags: aliases: ["United Assault"] --- # United Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Knights of Lastwall have access to this feat. - **Activity** Single Action diff --git a/compendium/feats/universal-longevity.md b/compendium/feats/universal-longevity.md index 7b8b4c475..12cacafb9 100644 --- a/compendium/feats/universal-longevity.md +++ b/compendium/feats/universal-longevity.md @@ -7,7 +7,7 @@ tags: aliases: ["Universal Longevity"] --- # Universal Longevity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: [Expert Longevity](compendium/feats/expert-longevity.md) - **Frequency**: once per day diff --git a/compendium/feats/universal-versatility.md b/compendium/feats/universal-versatility.md index 812fa0dba..e7800013d 100644 --- a/compendium/feats/universal-versatility.md +++ b/compendium/feats/universal-versatility.md @@ -7,7 +7,7 @@ tags: aliases: ["Universal Versatility"] --- # Universal Versatility *Feat 8* -[wizard](rules/traits/wizard.md) +[wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Universalist wizard, [Hand of the Apprentice](compendium/feats/hand-of-the-apprentice.md) diff --git a/compendium/feats/unkillable-botd.md b/compendium/feats/unkillable-botd.md index eb3b2c89b..420968db1 100644 --- a/compendium/feats/unkillable-botd.md +++ b/compendium/feats/unkillable-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Unkillable"] --- # Unkillable [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) - **Frequency**: once per hour diff --git a/compendium/feats/unlimited-demesne-da.md b/compendium/feats/unlimited-demesne-da.md index 4e995d475..a9aa23d6e 100644 --- a/compendium/feats/unlimited-demesne-da.md +++ b/compendium/feats/unlimited-demesne-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Unlimited Demesne"] --- # Unlimited Demesne *Feat 20* -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: Thaumaturge's Demesne diff --git a/compendium/feats/unlimited-ghost-flight-botd.md b/compendium/feats/unlimited-ghost-flight-botd.md index f999e17f6..4d1092c03 100644 --- a/compendium/feats/unlimited-ghost-flight-botd.md +++ b/compendium/feats/unlimited-ghost-flight-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Unlimited Ghost Flight"] --- # Unlimited Ghost Flight *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Flight](compendium/feats/ghost-flight-botd.md) diff --git a/compendium/feats/unlimited-potential-da.md b/compendium/feats/unlimited-potential-da.md index 813cff9b5..3b717b96c 100644 --- a/compendium/feats/unlimited-potential-da.md +++ b/compendium/feats/unlimited-potential-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Unlimited Potential"] --- # Unlimited Potential [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [psychic](rules/traits/psychic-da.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Frequency**: once per minute - **Activity** Single Action diff --git a/compendium/feats/unlock-secret-loil.md b/compendium/feats/unlock-secret-loil.md index 7ba075335..13245541b 100644 --- a/compendium/feats/unlock-secret-loil.md +++ b/compendium/feats/unlock-secret-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Unlock Secret"] --- # Unlock Secret *Feat 5* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Prerequisites**: Open Mind diff --git a/compendium/feats/unmistakable-lore.md b/compendium/feats/unmistakable-lore.md index 98138bc2e..5b40f6573 100644 --- a/compendium/feats/unmistakable-lore.md +++ b/compendium/feats/unmistakable-lore.md @@ -8,7 +8,7 @@ tags: aliases: ["Unmistakable Lore"] --- # Unmistakable Lore *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Lore](compendium/skills.md#Lore) diff --git a/compendium/feats/unnerving-expansion-da.md b/compendium/feats/unnerving-expansion-da.md index 21e09ac72..6cd6e09c3 100644 --- a/compendium/feats/unnerving-expansion-da.md +++ b/compendium/feats/unnerving-expansion-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Unnerving Expansion"] --- # Unnerving Expansion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) - **Activity** Single Action diff --git a/compendium/feats/unnerving-prowess-lowg.md b/compendium/feats/unnerving-prowess-lowg.md index c383de744..a72ff5c21 100644 --- a/compendium/feats/unnerving-prowess-lowg.md +++ b/compendium/feats/unnerving-prowess-lowg.md @@ -7,13 +7,13 @@ tags: aliases: ["Unnerving Prowess"] --- # Unnerving Prowess [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) - **Trigger** You critically succeed at a [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md) with your Aldori dueling sword - **Activity** Free Action -Your incredible skill with your blade unnerves your foes. You attempt to [Demoralize](rules/actions/demoralize.md) the target of your [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md). This [Demoralize](rules/actions/demoralize.md) attempt does not have the [auditory](rules/traits/auditory.md) trait, nor do you take a penalty to the check if the target doesn't understand your language. +Your incredible skill with your blade unnerves your foes. You attempt to [Demoralize](rules/actions/demoralize.md) the target of your [Strike](rules/actions/strike.md) or [Disarm](rules/actions/disarm.md). This [Demoralize](rules/actions/demoralize.md) attempt does not have the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, nor do you take a penalty to the check if the target doesn't understand your language. *Source: Lost Omens: World Guide p. 35* %% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unravel-mysteries-locg.md b/compendium/feats/unravel-mysteries-locg.md index d3c39226d..38da660d9 100644 --- a/compendium/feats/unravel-mysteries-locg.md +++ b/compendium/feats/unravel-mysteries-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Unravel Mysteries"] --- # Unravel Mysteries *Feat 8* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in a [Decipher Writing](rules/actions/decipher-writing.md) skill, [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/feats/unrivaled-builder-ec3.md b/compendium/feats/unrivaled-builder-ec3.md index 6cb0d39aa..cea60c146 100644 --- a/compendium/feats/unrivaled-builder-ec3.md +++ b/compendium/feats/unrivaled-builder-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Unrivaled Builder"] --- # Unrivaled Builder *Feat 13* -[shoony](rules/traits/shoony-ec3.md) +[shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") - **Prerequisites**: Handy with Your Paws diff --git a/compendium/feats/unseat-apg.md b/compendium/feats/unseat-apg.md index ec5d181b4..52712f4d2 100644 --- a/compendium/feats/unseat-apg.md +++ b/compendium/feats/unseat-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Unseat"] --- # Unseat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) - **Requirements**: You are riding your mount and wielding a jousting weapon. diff --git a/compendium/feats/unseen-passage-loil.md b/compendium/feats/unseen-passage-loil.md index a6b3d263f..2c030782f 100644 --- a/compendium/feats/unseen-passage-loil.md +++ b/compendium/feats/unseen-passage-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Unseen Passage"] --- # Unseen Passage *Feat 8* -[investigator](rules/traits/investigator-apg.md) [ranger](rules/traits/ranger.md) [rare](rules/traits/rare.md) gunslinger +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") gunslinger - **Frequency**: once per day diff --git a/compendium/feats/unshakable-idealism-locg.md b/compendium/feats/unshakable-idealism-locg.md index 71244f6e9..e28b8658a 100644 --- a/compendium/feats/unshakable-idealism-locg.md +++ b/compendium/feats/unshakable-idealism-locg.md @@ -7,11 +7,11 @@ tags: aliases: ["Unshakable Idealism"] --- # Unshakable Idealism *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in Will saves -Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against [fear](rules/traits/fear.md) effects and [emotion](rules/traits/emotion.md) effects that inflict despair. When you would gain the [fleeing](rules/conditions.md#Fleeing) condition, you can choose to stand your ground and be [stunned](rules/conditions.md#Stunned) for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. +Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects and [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects that inflict despair. When you would gain the [fleeing](rules/conditions.md#Fleeing) condition, you can choose to stand your ground and be [stunned](rules/conditions.md#Stunned) for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. *Source: Lost Omens: Character Guide p. 94* %% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unstable-concoction-apg.md b/compendium/feats/unstable-concoction-apg.md index 6d9d61eee..5d8df73e9 100644 --- a/compendium/feats/unstable-concoction-apg.md +++ b/compendium/feats/unstable-concoction-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Unstable Concoction"] --- # Unstable Concoction *Feat 10* -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them. When you use [Quick Alchemy](rules/actions/quick-alchemy.md), you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level. You can spend up to 3 additional batches of infused reagents when creating this item to stabilize it. Upon activating the item, attempt a DC 10 flat check; for every additional batch of infused reagents you spent to create the item, reduce this DC by 2. On a success, the item functions normally. On a failure, the item explodes, dealing force damage to the user equal to twice the item's level (doubled on a critical failure). diff --git a/compendium/feats/unstoppable-juggernaut-apg.md b/compendium/feats/unstoppable-juggernaut-apg.md index e7b2ba7e0..9f3b9c528 100644 --- a/compendium/feats/unstoppable-juggernaut-apg.md +++ b/compendium/feats/unstoppable-juggernaut-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Unstoppable Juggernaut"] --- # Unstoppable Juggernaut *Feat 20* -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from [raging](rules/actions/rage.md) increases to 8 + your Constitution modifier. diff --git a/compendium/feats/untrained-improvisation.md b/compendium/feats/untrained-improvisation.md index 57535cf3c..74232d7e6 100644 --- a/compendium/feats/untrained-improvisation.md +++ b/compendium/feats/untrained-improvisation.md @@ -7,7 +7,7 @@ tags: aliases: ["Untrained Improvisation"] --- # Untrained Improvisation *Feat 3* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") You've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you're 7th level or higher, the bonus increases to your full level instead. This doesn't allow you to use the skill's trained actions. diff --git a/compendium/feats/unusual-composition.md b/compendium/feats/unusual-composition.md index 32887ef3f..2f44bb697 100644 --- a/compendium/feats/unusual-composition.md +++ b/compendium/feats/unusual-composition.md @@ -10,12 +10,12 @@ tags: aliases: ["Unusual Composition"] --- # Unusual Composition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: Polymath muse - **Activity** Single Action -You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md). +You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait"). *Source: Core Rulebook p. 102* %% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/unwavering-mien.md b/compendium/feats/unwavering-mien.md index 52a706a58..c48728a52 100644 --- a/compendium/feats/unwavering-mien.md +++ b/compendium/feats/unwavering-mien.md @@ -7,12 +7,12 @@ tags: aliases: ["Unwavering Mien"] --- # Unwavering Mien *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") -Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a [mental](rules/traits/mental.md) effect that lasts at least 2 rounds, you can reduce the duration by 1 round. +Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a [mental](rules/traits/mental.md "Mental Effect Trait") effect that lasts at least 2 rounds, you can reduce the duration by 1 round. -You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against [sleep](rules/traits/sleep.md) effects, not against other forms of falling [unconscious](rules/conditions.md#Unconscious). +You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects, not against other forms of falling [unconscious](rules/conditions.md#Unconscious). *Source: Core Rulebook p. 40* %% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/unwind-death-ooa3.md b/compendium/feats/unwind-death-ooa3.md index c06f6c82a..1bcb2cbe3 100644 --- a/compendium/feats/unwind-death-ooa3.md +++ b/compendium/feats/unwind-death-ooa3.md @@ -7,7 +7,7 @@ tags: aliases: ["Unwind Death"] --- # Unwind Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) - **Requirements**: The target's body must be mostly intact. diff --git a/compendium/feats/unyielding-disguise-da.md b/compendium/feats/unyielding-disguise-da.md index c2462fccd..f5fd7beef 100644 --- a/compendium/feats/unyielding-disguise-da.md +++ b/compendium/feats/unyielding-disguise-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Unyielding Disguise"] --- # Unyielding Disguise *Feat 9* -[reflection](rules/traits/reflection-da.md) [transmutation](rules/traits/transmutation.md) +[reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: ability to cast [humanoid form](compendium/spells/humanoid-form.md) or [illusory disguise](compendium/spells/illusory-disguise.md) diff --git a/compendium/feats/urgent-upwelling-som.md b/compendium/feats/urgent-upwelling-som.md index 0017550c2..c4b37beaf 100644 --- a/compendium/feats/urgent-upwelling-som.md +++ b/compendium/feats/urgent-upwelling-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Urgent Upwelling"] --- # Urgent Upwelling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) - **Frequency**: once per 10 minutes diff --git a/compendium/feats/ursine-avenger-form-tv.md b/compendium/feats/ursine-avenger-form-tv.md index d82a3d3d2..6fe5bbf3a 100644 --- a/compendium/feats/ursine-avenger-form-tv.md +++ b/compendium/feats/ursine-avenger-form-tv.md @@ -11,11 +11,11 @@ tags: aliases: ["Ursine Avenger Form"] --- # Ursine Avenger Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[archetype](rules/traits/archetype.md) [artifact](rules/traits/artifact-gmg.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Single Action -You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals `1d8` piercing damage and a claws unarmed attack that deals `1d6` slashing damage and has the [agile](rules/traits/agile.md) trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form. +You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals `1d8` piercing damage and a claws unarmed attack that deals `1d6` slashing damage and has the [agile](rules/traits/agile.md "Agile Weapon Trait") trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form. *Source: Treasure Vault p. 183* %% #compendium/src/pf2e/tv #trait/archetype #trait/artifact #trait/morph #trait/primal #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/uzunjati-recollection-locg.md b/compendium/feats/uzunjati-recollection-locg.md index a27b46ea5..a5604a032 100644 --- a/compendium/feats/uzunjati-recollection-locg.md +++ b/compendium/feats/uzunjati-recollection-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Uzunjati Recollection"] --- # Uzunjati Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Uzunjati Storytelling](compendium/feats/uzunjati-storytelling-locg.md), master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill - **Activity** Single Action diff --git a/compendium/feats/uzunjati-storytelling-locg.md b/compendium/feats/uzunjati-storytelling-locg.md index 3a79672ff..7d53e5a94 100644 --- a/compendium/feats/uzunjati-storytelling-locg.md +++ b/compendium/feats/uzunjati-storytelling-locg.md @@ -9,7 +9,7 @@ tags: aliases: ["Uzunjati Storytelling"] --- # Uzunjati Storytelling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Uzunjati affiliation, master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill - **Activity** Single Action diff --git a/compendium/feats/vacate-vision-sli.md b/compendium/feats/vacate-vision-sli.md index d46f684d1..22303c924 100644 --- a/compendium/feats/vacate-vision-sli.md +++ b/compendium/feats/vacate-vision-sli.md @@ -7,10 +7,10 @@ tags: aliases: ["Vacate Vision"] --- # Vacate Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) -- **Trigger** You fail (but don't critically fail) a saving throw against an effect with the [visual](rules/traits/visual.md) trait. +- **Trigger** You fail (but don't critically fail) a saving throw against an effect with the [visual](rules/traits/visual.md "Visual Effect Trait") trait. - **Activity** Reaction You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are [blinded](rules/conditions.md#Blinded) for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns. diff --git a/compendium/feats/vampire-dedication-botd.md b/compendium/feats/vampire-dedication-botd.md index 58c23c9a6..8ee6ad644 100644 --- a/compendium/feats/vampire-dedication-botd.md +++ b/compendium/feats/vampire-dedication-botd.md @@ -9,15 +9,15 @@ tags: aliases: ["Vampire Dedication"] --- # Vampire Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You were a killed by a vampire drinking your blood. -You're a newly risen vampire. You gain the [undead](rules/traits/undead.md) and [vampire](rules/traits/vampire-b1.md) traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](rules/traits/grapple.md) and [unarmed](rules/traits/unarmed.md) traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. +You're a newly risen vampire. You gain the [undead](rules/traits/undead.md "Undead Creature Type Trait") and [vampire](rules/traits/vampire-b1.md "Vampire Creature Trait") traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. ```ad-embed-ability title: Drink Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Requirements**: A [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), [unconscious](rules/conditions.md#Unconscious), or willing creature is within your reach diff --git a/compendium/feats/vampire-lore-apg.md b/compendium/feats/vampire-lore-apg.md index d58cbf1e1..a40de76e8 100644 --- a/compendium/feats/vampire-lore-apg.md +++ b/compendium/feats/vampire-lore-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Vampire Lore"] --- # Vampire Lore *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in [Religion](compendium/skills.md#Religion) and [Society](compendium/skills.md#Society). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Vampire Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/vanara-battle-clarity-loil.md b/compendium/feats/vanara-battle-clarity-loil.md index 329322455..58d48a6cb 100644 --- a/compendium/feats/vanara-battle-clarity-loil.md +++ b/compendium/feats/vanara-battle-clarity-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vanara Battle Clarity"] --- # Vanara Battle Clarity *Feat 13* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") Your focus in combat is practically unshakable. diff --git a/compendium/feats/vanara-lore-loil.md b/compendium/feats/vanara-lore-loil.md index 502eb840f..bb7998bef 100644 --- a/compendium/feats/vanara-lore-loil.md +++ b/compendium/feats/vanara-lore-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vanara Lore"] --- # Vanara Lore *Feat 1* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") You attained the cultural training of a ba-sadhak, a seeker of treasures and rare delights. You become trained in [Survival](compendium/skills.md#Survival) and [Thievery](compendium/skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You're also trained in the [Vanara Lore](compendium/skills.md#Lore) skill. diff --git a/compendium/feats/vanara-weapon-expertise-loil.md b/compendium/feats/vanara-weapon-expertise-loil.md index a9fa40df8..1adcbbab9 100644 --- a/compendium/feats/vanara-weapon-expertise-loil.md +++ b/compendium/feats/vanara-weapon-expertise-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vanara Weapon Expertise"] --- # Vanara Weapon Expertise *Feat 13* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Prerequisites**: Vanara Weapon Familiarity diff --git a/compendium/feats/vanara-weapon-familiarity-loil.md b/compendium/feats/vanara-weapon-familiarity-loil.md index 8c27daa0e..75baf87f5 100644 --- a/compendium/feats/vanara-weapon-familiarity-loil.md +++ b/compendium/feats/vanara-weapon-familiarity-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vanara Weapon Familiarity"] --- # Vanara Weapon Familiarity *Feat 1* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") You favor weapons steeped in vanaran tradition. You gain access to, and are trained with, the bo staff, chakram, katar, panabas, and urumi (Pathfinder Lost Omens: Gods & Magic 121). In addition, you gain access to all uncommon vanara weapons. For the purpose of determining your proficiency, martial vanara weapons are simple weapons, and advanced vanara weapons are martial weapons. diff --git a/compendium/feats/vanara-weapon-trickery-loil.md b/compendium/feats/vanara-weapon-trickery-loil.md index c09455b35..25d4b4d2d 100644 --- a/compendium/feats/vanara-weapon-trickery-loil.md +++ b/compendium/feats/vanara-weapon-trickery-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vanara Weapon Trickery"] --- # Vanara Weapon Trickery *Feat 5* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") - **Prerequisites**: Vanara Weapon Familiarity diff --git a/compendium/feats/vandal-apg.md b/compendium/feats/vandal-apg.md index 31bbed275..21dda1c45 100644 --- a/compendium/feats/vandal-apg.md +++ b/compendium/feats/vandal-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Vandal"] --- # Vandal *Feat 5* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in [Thievery](compendium/skills.md#Thievery). If you would automatically become trained in [Thievery](compendium/skills.md#Thievery) (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a [Strike](rules/actions/strike.md) against a trap or an unattended object, you ignore the first 5 points of the object's Hardness. diff --git a/compendium/feats/vanths-weapon-execution-loag.md b/compendium/feats/vanths-weapon-execution-loag.md index c31eaac7d..643929135 100644 --- a/compendium/feats/vanths-weapon-execution-loag.md +++ b/compendium/feats/vanths-weapon-execution-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Vanth's Weapon Execution"] --- # Vanth's Weapon Execution *Feat 5* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") - **Prerequisites**: [Vanth's Weapon Familiarity](compendium/feats/vanths-weapon-familiarity-loag.md) diff --git a/compendium/feats/vanths-weapon-expertise-loag.md b/compendium/feats/vanths-weapon-expertise-loag.md index 6a89610ed..f18648ffe 100644 --- a/compendium/feats/vanths-weapon-expertise-loag.md +++ b/compendium/feats/vanths-weapon-expertise-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Vanth's Weapon Expertise"] --- # Vanth's Weapon Expertise *Feat 13* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") - **Prerequisites**: [Vanth's Weapon Familiarity](compendium/feats/vanths-weapon-familiarity-loag.md) diff --git a/compendium/feats/vanths-weapon-familiarity-loag.md b/compendium/feats/vanths-weapon-familiarity-loag.md index 7f0fe331a..513d863d5 100644 --- a/compendium/feats/vanths-weapon-familiarity-loag.md +++ b/compendium/feats/vanths-weapon-familiarity-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Vanth's Weapon Familiarity"] --- # Vanth's Weapon Familiarity *Feat 1* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") You seek to emulate vanth reapers' fighting styles. You are trained with [bo staves](compendium/equipment/items/bo-staff.md), [longbows](compendium/equipment/items/longbow.md), [composite longbows](compendium/equipment/items/composite-longbow.md), [scythes](compendium/equipment/items/scythe.md), and [staves](compendium/equipment/items/staff.md). diff --git a/compendium/feats/veil-may-loag.md b/compendium/feats/veil-may-loag.md index 4decbb794..b6e32bb2f 100644 --- a/compendium/feats/veil-may-loag.md +++ b/compendium/feats/veil-may-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Veil May"] --- # Veil May *Feat 1* -[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") Born of a blood hag, a fiery blood drinker [hidden](rules/conditions.md#Hidden) behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant. You gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat, and you can shed a disguise quickly by peeling off the outer layer of your skin. Changing from a disguise used to [Impersonate](rules/actions/impersonate.md) back to your true appearance is a 3-action activity for you; if you're an expert in [Deception](compendium/skills.md#Deception), it's a 2-action activity, and if you're legendary in [Deception](compendium/skills.md#Deception), it takes only a single action. This doesn't allow you to don or remove armor or other equipment any faster, but your physical appearance otherwise returns to its normal state. diff --git a/compendium/feats/velstrac-magic-loag.md b/compendium/feats/velstrac-magic-loag.md index 81319d738..882abfa28 100644 --- a/compendium/feats/velstrac-magic-loag.md +++ b/compendium/feats/velstrac-magic-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Velstrac Magic"] --- # Velstrac Magic *Feat 9* -[tiefling](rules/traits/tiefling-b1.md) +[tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") - **Prerequisites**: [Shackleborn](compendium/feats/shackleborn-loag.md) diff --git a/compendium/feats/vengeful-hatred.md b/compendium/feats/vengeful-hatred.md index ffaf94f50..6e6dd9c95 100644 --- a/compendium/feats/vengeful-hatred.md +++ b/compendium/feats/vengeful-hatred.md @@ -7,7 +7,7 @@ tags: aliases: ["Vengeful Hatred"] --- # Vengeful Hatred *Feat 1* -[dwarf](rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait. diff --git a/compendium/feats/vengeful-oath.md b/compendium/feats/vengeful-oath.md index a27ceb434..502125d5e 100644 --- a/compendium/feats/vengeful-oath.md +++ b/compendium/feats/vengeful-oath.md @@ -8,13 +8,13 @@ tags: aliases: ["Vengeful Oath"] --- # Vengeful Oath *Feat 2* -[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) +[champion](rules/traits/champion.md "Champion Class Trait") [oath](rules/traits/oath.md "Oath Feat Trait") - **Prerequisites**: Paladin cause You've sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: "You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren't engaged in a mission that would prevent your doing so." -You can use [lay on hands](compendium/spells/lay-on-hands.md) to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the [good](rules/traits/good.md) trait. This good damage can affect non-evil creatures. This doesn't prevent you from healing such a creature with lay on hands; you choose whether to heal or harm. +You can use [lay on hands](compendium/spells/lay-on-hands.md) to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the [good](rules/traits/good.md "Good Alignment Trait") trait. This good damage can affect non-evil creatures. This doesn't prevent you from healing such a creature with lay on hands; you choose whether to heal or harm. ## Vengeful Oath leads to... diff --git a/compendium/feats/vengeful-strike.md b/compendium/feats/vengeful-strike.md index be5a89437..8c68ee892 100644 --- a/compendium/feats/vengeful-strike.md +++ b/compendium/feats/vengeful-strike.md @@ -8,7 +8,7 @@ tags: aliases: ["Vengeful Strike"] --- # Vengeful Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Prerequisites**: [Come and Get Me](compendium/feats/come-and-get-me.md) - **Trigger** A creature within your reach succeeds or critically succeeds at an attack against you. diff --git a/compendium/feats/venom-purge-loil.md b/compendium/feats/venom-purge-loil.md index 55ba4862b..cafb72888 100644 --- a/compendium/feats/venom-purge-loil.md +++ b/compendium/feats/venom-purge-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Venom Purge"] --- # Venom Purge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) - **Frequency**: once per day diff --git a/compendium/feats/venom-spit-loil.md b/compendium/feats/venom-spit-loil.md index 6138dbf13..628685e25 100644 --- a/compendium/feats/venom-spit-loil.md +++ b/compendium/feats/venom-spit-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Venom Spit"] --- # Venom Spit *Feat 5* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals `1d4` poison damage. On a critical hit, the target takes [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect. diff --git a/compendium/feats/verdant-metamorphosis.md b/compendium/feats/verdant-metamorphosis.md index 28c943be5..9aaf8b910 100644 --- a/compendium/feats/verdant-metamorphosis.md +++ b/compendium/feats/verdant-metamorphosis.md @@ -7,13 +7,13 @@ tags: aliases: ["Verdant Metamorphosis"] --- # Verdant Metamorphosis *Feat 14* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Leaf order -You transform into a plant version of yourself. You gain the [plant](rules/traits/plant.md) trait and lose any trait that's inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. +You transform into a plant version of yourself. You gain the [plant](rules/traits/plant.md "Plant Creature Type Trait") trait and lose any trait that's inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. -If you rest for 10 minutes while transformed into a noncreature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [clumsy](rules/conditions.md#Clumsy), and [stupefied](rules/conditions.md#Stupefied) conditions, as well as all [poisons](rules/traits/poison.md) and [diseases](rules/traits/disease.md) of 19th level or lower. +If you rest for 10 minutes while transformed into a noncreature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [clumsy](rules/conditions.md#Clumsy), and [stupefied](rules/conditions.md#Stupefied) conditions, as well as all poisons and diseases of 19th level or lower. *Source: Core Rulebook p. 139* %% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/verdant-presence-ec6.md b/compendium/feats/verdant-presence-ec6.md index c5e5e58c1..9977a6a4c 100644 --- a/compendium/feats/verdant-presence-ec6.md +++ b/compendium/feats/verdant-presence-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Verdant Presence"] --- # Verdant Presence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: once per hour - **Trigger** You take damage or cast a primal spell. diff --git a/compendium/feats/verdant-weapon-apg.md b/compendium/feats/verdant-weapon-apg.md index 7e4c1844a..720866f9d 100644 --- a/compendium/feats/verdant-weapon-apg.md +++ b/compendium/feats/verdant-weapon-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Verdant Weapon"] --- # Verdant Weapon *Feat 1* -[druid](rules/traits/druid.md) [exploration](rules/traits/exploration.md) +[druid](rules/traits/druid.md "Druid Class Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can spend a single [Interact](rules/actions/interact.md) action to cause it to immediately grow into that weapon; a second [Interact](rules/actions/interact.md) action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus. diff --git a/compendium/feats/vernai-training-lol.md b/compendium/feats/vernai-training-lol.md index 396bb17ea..c09acf273 100644 --- a/compendium/feats/vernai-training-lol.md +++ b/compendium/feats/vernai-training-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Vernai Training"] --- # Vernai Training *Feat 12* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Achaekek's Grip](compendium/feats/achaekeks-grip-lol.md), [Advanced Red Mantis Magic](compendium/feats/advanced-red-mantis-magic-lowg.md) diff --git a/compendium/feats/versatile-font.md b/compendium/feats/versatile-font.md index 7762ed6f9..02f641b13 100644 --- a/compendium/feats/versatile-font.md +++ b/compendium/feats/versatile-font.md @@ -7,7 +7,7 @@ tags: aliases: ["Versatile Font"] --- # Versatile Font *Feat 2* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: harmful font or healing font, deity that allows clerics to have both fonts diff --git a/compendium/feats/versatile-performance.md b/compendium/feats/versatile-performance.md index 6a8236205..7d15bbd06 100644 --- a/compendium/feats/versatile-performance.md +++ b/compendium/feats/versatile-performance.md @@ -7,7 +7,7 @@ tags: aliases: ["Versatile Performance"] --- # Versatile Performance *Feat 1* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Polymath muse diff --git a/compendium/feats/versatile-signature.md b/compendium/feats/versatile-signature.md index c2e7f8de9..5b267ddfc 100644 --- a/compendium/feats/versatile-signature.md +++ b/compendium/feats/versatile-signature.md @@ -7,7 +7,7 @@ tags: aliases: ["Versatile Signature"] --- # Versatile Signature *Feat 4* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") - **Prerequisites**: Polymath muse diff --git a/compendium/feats/versatile-spellstrike-som.md b/compendium/feats/versatile-spellstrike-som.md index ddc66b203..d87d41896 100644 --- a/compendium/feats/versatile-spellstrike-som.md +++ b/compendium/feats/versatile-spellstrike-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Versatile Spellstrike"] --- # Versatile Spellstrike *Feat 18* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) diff --git a/compendium/feats/very-sneaky.md b/compendium/feats/very-sneaky.md index 93040a583..b947e733c 100644 --- a/compendium/feats/very-sneaky.md +++ b/compendium/feats/very-sneaky.md @@ -7,7 +7,7 @@ tags: aliases: ["Very Sneaky"] --- # Very Sneaky *Feat 1* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the [Sneak](rules/actions/sneak.md) action, up to your Speed. In addition, as long as you continue to use [Sneak](rules/actions/sneak.md) actions and succeed at your [Stealth](compendium/skills.md#Stealth) check, you don't become [observed](rules/conditions.md#Observed) if you don't have cover or greater cover and aren't [concealed](rules/conditions.md#Concealed) at the end of the [Sneak](rules/actions/sneak.md) action, as long as you have cover or greater cover or are [concealed](rules/conditions.md#Concealed) at the end of your turn. diff --git a/compendium/feats/very-very-sneaky.md b/compendium/feats/very-very-sneaky.md index f444379cd..cd0d1af3d 100644 --- a/compendium/feats/very-very-sneaky.md +++ b/compendium/feats/very-very-sneaky.md @@ -7,7 +7,7 @@ tags: aliases: ["Very, Very Sneaky"] --- # Very, Very Sneaky *Feat 13* -[goblin](rules/traits/goblin.md) +[goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") - **Prerequisites**: [Very Sneaky](compendium/feats/very-sneaky.md) diff --git a/compendium/feats/vessels-form-da.md b/compendium/feats/vessels-form-da.md index e515f8e4f..d8bdeaa9e 100644 --- a/compendium/feats/vessels-form-da.md +++ b/compendium/feats/vessels-form-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Vessel's Form"] --- # Vessel's Form [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) - **Frequency**: once per day diff --git a/compendium/feats/vestigial-wings-loag.md b/compendium/feats/vestigial-wings-loag.md index 16a5d2ab4..821c5d045 100644 --- a/compendium/feats/vestigial-wings-loag.md +++ b/compendium/feats/vestigial-wings-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Vestigial Wings"] --- # Vestigial Wings *Feat 1* -[ganzi](rules/traits/ganzi-loag.md) +[ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") You possess small, weak wings that aid in balance. You gain the [Steady Balance](compendium/feats/steady-balance.md) and [Cat Fall](compendium/feats/cat-fall.md) skill feats as bonus feats, even if you aren't trained in [Acrobatics](compendium/skills.md#Acrobatics). diff --git a/compendium/feats/vexing-tumble-apg.md b/compendium/feats/vexing-tumble-apg.md index 20b9acc08..0ba226a88 100644 --- a/compendium/feats/vexing-tumble-apg.md +++ b/compendium/feats/vexing-tumble-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Vexing Tumble"] --- # Vexing Tumble [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Activity** Single Action diff --git a/compendium/feats/vibrant-display-locg.md b/compendium/feats/vibrant-display-locg.md index 98368b73e..18ed69c8e 100644 --- a/compendium/feats/vibrant-display-locg.md +++ b/compendium/feats/vibrant-display-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Vibrant Display"] --- # Vibrant Display *Feat 1* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") - **Prerequisites**: chameleon gnome heritage - **Frequency**: once every 10 minutes diff --git a/compendium/feats/vibration-sense-som.md b/compendium/feats/vibration-sense-som.md index ac2c87eeb..1d17e46b9 100644 --- a/compendium/feats/vibration-sense-som.md +++ b/compendium/feats/vibration-sense-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Vibration Sense"] --- # Vibration Sense *Feat 4* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") Your eidolon gains [tremorsense](rules/abilities/tremorsense.md) as an imprecise sense with a range of 30 feet. If aquatic, it gains [wavesense](rules/abilities/wavesense.md) as an imprecise sense with a range of 30 feet instead. If amphibious, it gains both. diff --git a/compendium/feats/vicious-debilitations.md b/compendium/feats/vicious-debilitations.md index ee29d8732..d08327bad 100644 --- a/compendium/feats/vicious-debilitations.md +++ b/compendium/feats/vicious-debilitations.md @@ -7,7 +7,7 @@ tags: aliases: ["Vicious Debilitations"] --- # Vicious Debilitations *Feat 10* -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: Ruffian racket, [Debilitating Strike](rules/actions/debilitating-strike.md) diff --git a/compendium/feats/vicious-evisceration.md b/compendium/feats/vicious-evisceration.md index fd3fdbdc8..167dc0968 100644 --- a/compendium/feats/vicious-evisceration.md +++ b/compendium/feats/vicious-evisceration.md @@ -8,7 +8,7 @@ tags: aliases: ["Vicious Evisceration"] --- # Vicious Evisceration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Activity** Two-Action diff --git a/compendium/feats/vicious-fangs-botd.md b/compendium/feats/vicious-fangs-botd.md index b78bb8562..e7b2e77d0 100644 --- a/compendium/feats/vicious-fangs-botd.md +++ b/compendium/feats/vicious-fangs-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Vicious Fangs"] --- # Vicious Fangs *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) diff --git a/compendium/feats/vicious-incisors-apg.md b/compendium/feats/vicious-incisors-apg.md index fa95e5558..a4ba029f2 100644 --- a/compendium/feats/vicious-incisors-apg.md +++ b/compendium/feats/vicious-incisors-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Vicious Incisors"] --- # Vicious Incisors *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") -You've let your incisors grow long enough to serve as formidable weapons. You gain a jaws unarmed attack that deals `1d6` piercing damage. Your jaws are in the brawling group and have the [finesse](rules/traits/finesse.md) and [unarmed](rules/traits/unarmed.md) traits. Unlike most creatures, you can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat. +You've let your incisors grow long enough to serve as formidable weapons. You gain a jaws unarmed attack that deals `1d6` piercing damage. Your jaws are in the brawling group and have the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. Unlike most creatures, you can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat. ## Vicious Incisors leads to... diff --git a/compendium/feats/vicious-snares-loag.md b/compendium/feats/vicious-snares-loag.md index 280e7f367..0a361279c 100644 --- a/compendium/feats/vicious-snares-loag.md +++ b/compendium/feats/vicious-snares-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Vicious Snares"] --- # Vicious Snares *Feat 13* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) diff --git a/compendium/feats/vicious-vengeance-apg.md b/compendium/feats/vicious-vengeance-apg.md index 08959dd39..a01d913db 100644 --- a/compendium/feats/vicious-vengeance-apg.md +++ b/compendium/feats/vicious-vengeance-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Vicious Vengeance"] --- # Vicious Vengeance *Feat 1* -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: antipaladin cause diff --git a/compendium/feats/vicious-venom-loil.md b/compendium/feats/vicious-venom-loil.md index 140461586..e592a853b 100644 --- a/compendium/feats/vicious-venom-loil.md +++ b/compendium/feats/vicious-venom-loil.md @@ -7,11 +7,11 @@ tags: aliases: ["Vicious Venom"] --- # Vicious Venom *Feat 17* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: [Envenom](rules/actions/envenom-loil.md) -The venom you produce is exceptionally potent and difficult to overcome. Your vishkanyan venom gains the [virulent](rules/traits/virulent.md) trait, requiring two consecutive saves to reduce the venom's stage by 1. A critical success reduces your venom's stage by only 1 instead of by 2. +The venom you produce is exceptionally potent and difficult to overcome. Your vishkanyan venom gains the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait, requiring two consecutive saves to reduce the venom's stage by 1. A critical success reduces your venom's stage by only 1 instead of by 2. *Source: Lost Omens: Impossible Lands p. 63* %% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/compendium/feats/victorious-vigor.md b/compendium/feats/victorious-vigor.md index aeabfbdbf..76ed3898c 100644 --- a/compendium/feats/victorious-vigor.md +++ b/compendium/feats/victorious-vigor.md @@ -7,7 +7,7 @@ tags: aliases: ["Victorious Vigor"] --- # Victorious Vigor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[orc](rules/traits/orc.md) +[orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") - **Trigger** You bring a foe to 0 Hit Points. - **Activity** Reaction diff --git a/compendium/feats/vigilant-benediction-lokl.md b/compendium/feats/vigilant-benediction-lokl.md index da9de5ce7..3f20bd8de 100644 --- a/compendium/feats/vigilant-benediction-lokl.md +++ b/compendium/feats/vigilant-benediction-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Vigilant Benediction"] --- # Vigilant Benediction *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), alignment permitted by the chosen deity diff --git a/compendium/feats/vigilant-mask-sot6.md b/compendium/feats/vigilant-mask-sot6.md index 082922c99..fad474536 100644 --- a/compendium/feats/vigilant-mask-sot6.md +++ b/compendium/feats/vigilant-mask-sot6.md @@ -10,7 +10,7 @@ tags: aliases: ["Vigilant Mask"] --- # Vigilant Mask *Feat 20* -[archetype](rules/traits/archetype.md) [druid](rules/traits/druid.md) [rare](rules/traits/rare.md) [wizard](rules/traits/wizard.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [druid](rules/traits/druid.md "Druid Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Prerequisites**: Druid Dedication or Wizard Dedication diff --git a/compendium/feats/vigilante-dedication-apg.md b/compendium/feats/vigilante-dedication-apg.md index 931a022ac..1b9b71641 100644 --- a/compendium/feats/vigilante-dedication-apg.md +++ b/compendium/feats/vigilante-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Vigilante Dedication"] --- # Vigilante Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) diff --git a/compendium/feats/vigils-walls-rise-anew-lol.md b/compendium/feats/vigils-walls-rise-anew-lol.md index e255e58f3..9614e07db 100644 --- a/compendium/feats/vigils-walls-rise-anew-lol.md +++ b/compendium/feats/vigils-walls-rise-anew-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Vigil's Walls Rise Anew!"] --- # Vigil's Walls Rise Anew! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](rules/traits/archetype.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: Knight Vigilant Dedication, [Shield Block](compendium/feats/shield-block.md) - **Activity** Two-Action diff --git a/compendium/feats/vigorous-health-locg.md b/compendium/feats/vigorous-health-locg.md index 539358740..197239354 100644 --- a/compendium/feats/vigorous-health-locg.md +++ b/compendium/feats/vigorous-health-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Vigorous Health"] --- # Vigorous Health *Feat 1* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") Your physique is robust and can withstand blood loss startlingly well. Whenever you would gain the [drained](rules/conditions.md#Drained) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [drained](rules/conditions.md#Drained) condition. diff --git a/compendium/feats/vigorous-inspiration-apg.md b/compendium/feats/vigorous-inspiration-apg.md index ab287c5d5..d4c9943e8 100644 --- a/compendium/feats/vigorous-inspiration-apg.md +++ b/compendium/feats/vigorous-inspiration-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Vigorous Inspiration"] --- # Vigorous Inspiration [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[auditory](rules/traits/auditory.md) [bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/viking-dedication-apg.md b/compendium/feats/viking-dedication-apg.md index 64134bd73..fc2eb9700 100644 --- a/compendium/feats/viking-dedication-apg.md +++ b/compendium/feats/viking-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Viking Dedication"] --- # Viking Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/viking-shieldbearer-locg.md b/compendium/feats/viking-shieldbearer-locg.md index 753fc0d50..cdc1a8a06 100644 --- a/compendium/feats/viking-shieldbearer-locg.md +++ b/compendium/feats/viking-shieldbearer-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Viking Shieldbearer"] --- # Viking Shieldbearer *Feat 1* -[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Ulfen ethnicity diff --git a/compendium/feats/viking-vindicator-lokl.md b/compendium/feats/viking-vindicator-lokl.md index eb7f17e13..707a4648b 100644 --- a/compendium/feats/viking-vindicator-lokl.md +++ b/compendium/feats/viking-vindicator-lokl.md @@ -8,7 +8,7 @@ tags: aliases: ["Viking Vindicator"] --- # Viking Vindicator *Feat 8* -[archetype](rules/traits/archetype.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) diff --git a/compendium/feats/viking-weapon-familiarity-apg.md b/compendium/feats/viking-weapon-familiarity-apg.md index 9f5fde12a..369a78717 100644 --- a/compendium/feats/viking-weapon-familiarity-apg.md +++ b/compendium/feats/viking-weapon-familiarity-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Viking Weapon Familiarity"] --- # Viking Weapon Familiarity *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) diff --git a/compendium/feats/viking-weapon-specialist-apg.md b/compendium/feats/viking-weapon-specialist-apg.md index d896e1090..5bd4d2030 100644 --- a/compendium/feats/viking-weapon-specialist-apg.md +++ b/compendium/feats/viking-weapon-specialist-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Viking Weapon Specialist"] --- # Viking Weapon Specialist *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Weapon Familiarity](compendium/feats/viking-weapon-familiarity-apg.md) diff --git a/compendium/feats/vile-desecration-apg.md b/compendium/feats/vile-desecration-apg.md index 3871c4fd0..5b3be91d4 100644 --- a/compendium/feats/vile-desecration-apg.md +++ b/compendium/feats/vile-desecration-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Vile Desecration"] --- # Vile Desecration *Feat 1* -[cleric](rules/traits/cleric.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") - **Prerequisites**: evil alignment diff --git a/compendium/feats/violent-unleash-da.md b/compendium/feats/violent-unleash-da.md index 37d224a8b..1e718b87f 100644 --- a/compendium/feats/violent-unleash-da.md +++ b/compendium/feats/violent-unleash-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Violent Unleash"] --- # Violent Unleash [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[evocation](rules/traits/evocation.md) [mindshift](rules/traits/mindshift-da.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") - **Trigger** You [Unleash your Psyche](rules/actions/unleash-psyche-da.md). - **Activity** Free Action diff --git a/compendium/feats/violent-vines-loil.md b/compendium/feats/violent-vines-loil.md index 959ea0e2b..2ddd9d6b8 100644 --- a/compendium/feats/violent-vines-loil.md +++ b/compendium/feats/violent-vines-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Violent Vines"] --- # Violent Vines *Feat 13* -[ghoran](rules/traits/ghoran-loil.md) +[ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") When angered, you can imbue nearby vines with your wrath, provoking them into a murderous rampage. Once per hour, you can cast [murderous vine](compendium/spells/murderous-vine-som.md) (Secrets of Magic 117) as a primal innate spell. diff --git a/compendium/feats/viper-strike-loil.md b/compendium/feats/viper-strike-loil.md index f5dab9409..15e5e7031 100644 --- a/compendium/feats/viper-strike-loil.md +++ b/compendium/feats/viper-strike-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Viper Strike"] --- # Viper Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Frequency**: once per minute - **Activity** Two-Action diff --git a/compendium/feats/virga-may-loag.md b/compendium/feats/virga-may-loag.md index 2a5d13be6..7e93da625 100644 --- a/compendium/feats/virga-may-loag.md +++ b/compendium/feats/virga-may-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Virga May"] --- # Virga May *Feat 1* -[changeling](rules/traits/changeling-b1.md) [lineage](rules/traits/lineage-apg.md) +[changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") [lineage](rules/traits/lineage-apg.md "Lineage Trait") Born of a storm hag, you have one crystal-blue or rain-gray eye. You share your mother's power over wind and storm. You can cast [electric arc](compendium/spells/electric-arc.md) as an occult innate cantrip. As normal, a cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/virtue-forged-tattoos-locg.md b/compendium/feats/virtue-forged-tattoos-locg.md index b3264435d..3830bf878 100644 --- a/compendium/feats/virtue-forged-tattoos-locg.md +++ b/compendium/feats/virtue-forged-tattoos-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Virtue-forged Tattoos"] --- # Virtue-forged Tattoos *Feat 9* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: [Ornate Tattoo](compendium/feats/ornate-tattoo-locg.md) diff --git a/compendium/feats/virtuosic-performer.md b/compendium/feats/virtuosic-performer.md index 60f318975..0ddc2e78a 100644 --- a/compendium/feats/virtuosic-performer.md +++ b/compendium/feats/virtuosic-performer.md @@ -8,7 +8,7 @@ tags: aliases: ["Virtuosic Performer"] --- # Virtuosic Performer *Feat 1* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) diff --git a/compendium/feats/vishkanya-lore-loil.md b/compendium/feats/vishkanya-lore-loil.md index 5fc2e9237..091116419 100644 --- a/compendium/feats/vishkanya-lore-loil.md +++ b/compendium/feats/vishkanya-lore-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vishkanya Lore"] --- # Vishkanya Lore *Feat 1* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") You deeply understand vishkanyan strengths and cultural traditions. You gain the trained proficiency rank in [Performance](compendium/skills.md#Performance) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Vishkanya Lore](compendium/skills.md#Lore). diff --git a/compendium/feats/vishkanya-weapon-arts-loil.md b/compendium/feats/vishkanya-weapon-arts-loil.md index 29caaeb7d..321833925 100644 --- a/compendium/feats/vishkanya-weapon-arts-loil.md +++ b/compendium/feats/vishkanya-weapon-arts-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vishkanya Weapon Arts"] --- # Vishkanya Weapon Arts *Feat 5* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: Vishkanya Weapon Familiarity diff --git a/compendium/feats/vishkanya-weapon-expertise-loil.md b/compendium/feats/vishkanya-weapon-expertise-loil.md index 0b2ba44ea..e523df1a8 100644 --- a/compendium/feats/vishkanya-weapon-expertise-loil.md +++ b/compendium/feats/vishkanya-weapon-expertise-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vishkanya Weapon Expertise"] --- # Vishkanya Weapon Expertise *Feat 13* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - **Prerequisites**: Vishkanya Weapon Familiarity diff --git a/compendium/feats/vishkanya-weapon-familiarity-loil.md b/compendium/feats/vishkanya-weapon-familiarity-loil.md index 866f8b5f3..c8c72705c 100644 --- a/compendium/feats/vishkanya-weapon-familiarity-loil.md +++ b/compendium/feats/vishkanya-weapon-familiarity-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Vishkanya Weapon Familiarity"] --- # Vishkanya Weapon Familiarity *Feat 1* -[vishkanya](rules/traits/vishkanya-loil.md) +[vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") You favor weapons historically used in subtle work and in ceremony. You gain access to and are trained with the blowgun, fighting fan (Pathfinder Lost Omens: Gods & Magic 120), kris (page 221), kukri, and shuriken. In addition, you gain access to all uncommon vishkanyan weapons. For the purpose of determining your proficiency, martial vishkanyan weapons are simple weapons and advanced vishkanyan weapons are martial weapons. diff --git a/compendium/feats/vision-of-foresight-da.md b/compendium/feats/vision-of-foresight-da.md index 8afe18542..ece3b5adc 100644 --- a/compendium/feats/vision-of-foresight-da.md +++ b/compendium/feats/vision-of-foresight-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Vision of Foresight"] --- # Vision of Foresight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](rules/traits/archetype.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [occult](rules/traits/occult.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) - **Requirements**: You're in a Daydream Trance diff --git a/compendium/feats/vision-of-weakness-apg.md b/compendium/feats/vision-of-weakness-apg.md index 6b6302dea..d827dd02b 100644 --- a/compendium/feats/vision-of-weakness-apg.md +++ b/compendium/feats/vision-of-weakness-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Vision Of Weakness"] --- # Vision Of Weakness *Feat 4* -[oracle](rules/traits/oracle-apg.md) +[oracle](rules/traits/oracle-apg.md "Oracle Class Trait") You can call upon divine insights to single out your foes' weak points. You learn the [vision of weakness](compendium/spells/vision-of-weakness-apg.md) revelation spell. Increase the number of Focus Points in your focus pool by 1. diff --git a/compendium/feats/vitality-manipulating-stance-frp3.md b/compendium/feats/vitality-manipulating-stance-frp3.md index 144ae43e4..798a95f36 100644 --- a/compendium/feats/vitality-manipulating-stance-frp3.md +++ b/compendium/feats/vitality-manipulating-stance-frp3.md @@ -9,17 +9,17 @@ tags: aliases: ["Vitality-manipulating Stance"] --- # Vitality-manipulating Stance *Feat 20* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Stunning Fist](compendium/feats/stunning-fist.md) -You have learned to attack meridians and pressure points like your rival Shino Hakusa. You gain a vitality blast ranged unarmed [Strike](rules/actions/strike.md) that deals `1d4` negative damage, has a range of 30 feet, and has the unarmed and versatile [positive](rules/traits/positive.md) traits. +You have learned to attack meridians and pressure points like your rival Shino Hakusa. You gain a vitality blast ranged unarmed [Strike](rules/actions/strike.md) that deals `1d4` negative damage, has a range of 30 feet, and has the unarmed and versatile [positive](rules/traits/positive.md "Positive Energy & Element Trait") traits. Additionally, when you use Stunning Fist, instead of saving against being [stunned](rules/conditions.md#Stunned), you can choose to have the target make a Fortitude save against your class DC with the following results. You must choose to do this before the target rolls its save. > [!success-degree] > - **Critical Success** The target is unaffected. -> - **Success** The target's muscles become temporarily weaker. For 1 round, the target is [enfeebled](rules/conditions.md#Enfeebled), and any time it attempts to take an action with the [manipulate](rules/traits/manipulate.md) trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its [enfeebled](rules/conditions.md#Enfeebled) value. +> - **Success** The target's muscles become temporarily weaker. For 1 round, the target is [enfeebled](rules/conditions.md#Enfeebled), and any time it attempts to take an action with the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its [enfeebled](rules/conditions.md#Enfeebled) value. > - **Failure** As success, but the duration is 1 minute. > - **Critical Failure** As success, but the duration is 1 minute, the flat check is DC 11, and the target takes –10-foot status penalty to all Speeds for the duration. diff --git a/compendium/feats/vivacious-afterimage-frp3.md b/compendium/feats/vivacious-afterimage-frp3.md index f4000fac9..a46e7fcba 100644 --- a/compendium/feats/vivacious-afterimage-frp3.md +++ b/compendium/feats/vivacious-afterimage-frp3.md @@ -11,7 +11,7 @@ tags: aliases: ["Vivacious Afterimage"] --- # Vivacious Afterimage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [swashbuckler](rules/traits/swashbuckler-apg.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: vivacious speed - **Requirements**: You have panache. diff --git a/compendium/feats/vivacious-bravado-apg.md b/compendium/feats/vivacious-bravado-apg.md index 48dacba92..a3a054b88 100644 --- a/compendium/feats/vivacious-bravado-apg.md +++ b/compendium/feats/vivacious-bravado-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Vivacious Bravado"] --- # Vivacious Bravado [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Requirements**: You gained panache this turn. - **Activity** Single Action diff --git a/compendium/feats/vivacious-conduit.md b/compendium/feats/vivacious-conduit.md index 9465471e3..ff27bb1d2 100644 --- a/compendium/feats/vivacious-conduit.md +++ b/compendium/feats/vivacious-conduit.md @@ -7,7 +7,7 @@ tags: aliases: ["Vivacious Conduit"] --- # Vivacious Conduit *Feat 9* -[gnome](rules/traits/gnome.md) +[gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") Your connection to the First World has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from [Treat Wounds](rules/actions/treat-wounds.md). diff --git a/compendium/feats/voice-cold-as-death-lokl.md b/compendium/feats/voice-cold-as-death-lokl.md index 08b8e79a8..eb14b8ac0 100644 --- a/compendium/feats/voice-cold-as-death-lokl.md +++ b/compendium/feats/voice-cold-as-death-lokl.md @@ -13,13 +13,13 @@ tags: aliases: ["Voice Cold as Death"] --- # Voice Cold as Death [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [skill](rules/traits/skill.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md), master in [Intimidation](compendium/skills.md#Intimidation) - **Requirements**: You are not [fatigued](rules/conditions.md#Fatigued). - **Activity** Single Action -Channeling the energy of the Crimson Oath into your voice, you pronounce a threat in a tone so icy it freezes the blood. Attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md); you don't suffer a penalty if the target doesn't understand the language you're speaking, but this otherwise functions as normal. You can't use Intimidating Glare or any other effect that would cause your [Demoralize](rules/actions/demoralize.md) attempt to lose the [auditory](rules/traits/auditory.md) trait as part of using this feat. If you critically succeed at your [Intimidation](compendium/skills.md#Intimidation) check, the target becomes [stunned](rules/conditions.md#Stunned), or [stunned](rules/conditions.md#Stunned) if the target is undead. After using this feat, you are [fatigued](rules/conditions.md#Fatigued) until the end of your next turn, and you can't use this feat again until the end of your next turn. +Channeling the energy of the Crimson Oath into your voice, you pronounce a threat in a tone so icy it freezes the blood. Attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md); you don't suffer a penalty if the target doesn't understand the language you're speaking, but this otherwise functions as normal. You can't use Intimidating Glare or any other effect that would cause your [Demoralize](rules/actions/demoralize.md) attempt to lose the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait as part of using this feat. If you critically succeed at your [Intimidation](compendium/skills.md#Intimidation) check, the target becomes [stunned](rules/conditions.md#Stunned), or [stunned](rules/conditions.md#Stunned) if the target is undead. After using this feat, you are [fatigued](rules/conditions.md#Fatigued) until the end of your next turn, and you can't use this feat again until the end of your next turn. *Source: Lost Omens: Knights of Lastwall p. 76* %% #compendium/src/pf2e/lokl #trait/archetype #trait/auditory #trait/concentrate #trait/emotion #trait/fear #trait/mental #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/voice-of-authority-ngd.md b/compendium/feats/voice-of-authority-ngd.md index 2de50a093..62b5c06af 100644 --- a/compendium/feats/voice-of-authority-ngd.md +++ b/compendium/feats/voice-of-authority-ngd.md @@ -9,7 +9,7 @@ tags: aliases: ["Voice of Authority"] --- # Voice of Authority *Feat 4* -[archetype](rules/traits/archetype.md) [auditory](rules/traits/auditory.md) [vigilante](rules/traits/vigilante-apg.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners diff --git a/compendium/feats/voice-of-the-night-apg.md b/compendium/feats/voice-of-the-night-apg.md index 94a4040b4..3815a54d4 100644 --- a/compendium/feats/voice-of-the-night-apg.md +++ b/compendium/feats/voice-of-the-night-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Voice Of The Night"] --- # Voice Of The Night *Feat 1* -[dhampir](rules/traits/dhampir-b1.md) +[dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use [Diplomacy](compendium/skills.md#Diplomacy) with bats, rats, and wolves. You also gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on such animals. diff --git a/compendium/feats/volatile-grease-lotgb.md b/compendium/feats/volatile-grease-lotgb.md index 707f096cb..d51b8068d 100644 --- a/compendium/feats/volatile-grease-lotgb.md +++ b/compendium/feats/volatile-grease-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Volatile Grease"] --- # Volatile Grease *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [grease](compendium/spells/grease.md) diff --git a/compendium/feats/waking-dream-da.md b/compendium/feats/waking-dream-da.md index e9ab512e6..3be953e41 100644 --- a/compendium/feats/waking-dream-da.md +++ b/compendium/feats/waking-dream-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Waking Dream"] --- # Waking Dream *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) diff --git a/compendium/feats/walk-on-the-wind-da.md b/compendium/feats/walk-on-the-wind-da.md index 1e4ef0968..74f8cd453 100644 --- a/compendium/feats/walk-on-the-wind-da.md +++ b/compendium/feats/walk-on-the-wind-da.md @@ -11,9 +11,9 @@ tags: aliases: ["Walk on the Wind"] --- # Walk on the Wind *Feat 16* -[aftermath](rules/traits/aftermath-da.md) [air](rules/traits/air.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") [air](rules/traits/air.md "Air Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [air](rules/traits/air.md) trait or an enemy's ability that has the [air](rules/traits/air.md) trait. +- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [air](rules/traits/air.md "Air Energy & Element Trait") trait or an enemy's ability that has the [air](rules/traits/air.md "Air Energy & Element Trait") trait. A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do. You're light on your feet, your voice gains an airy quality that allows it to travel further than normal, and your clothing and hair rustle gently around you at all times. You can [Stride](rules/actions/stride.md) at half your land Speed across calm air. If you attempt to carry another creature with you while walking on air, even if it's in an extradimensional space, you fall. diff --git a/compendium/feats/walk-the-plank-apg.md b/compendium/feats/walk-the-plank-apg.md index c39756280..3ccdce755 100644 --- a/compendium/feats/walk-the-plank-apg.md +++ b/compendium/feats/walk-the-plank-apg.md @@ -7,12 +7,12 @@ tags: aliases: ["Walk The Plank"] --- # Walk The Plank [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) - **Activity** Two-Action -You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to [Demoralize](rules/actions/demoralize.md) an opponent; this check gains the [incapacitation](rules/traits/incapacitation.md) trait. On a success, in addition to the normal effects, you can also force the target to [Stride](rules/actions/stride.md) up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to [Demoralize](rules/actions/demoralize.md) was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. +You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to [Demoralize](rules/actions/demoralize.md) an opponent; this check gains the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. On a success, in addition to the normal effects, you can also force the target to [Stride](rules/actions/stride.md) up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to [Demoralize](rules/actions/demoralize.md) was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. *Source: Advanced Player's Guide p. 185* %% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wall-jump.md b/compendium/feats/wall-jump.md index e827967cd..b83aaa9a2 100644 --- a/compendium/feats/wall-jump.md +++ b/compendium/feats/wall-jump.md @@ -8,7 +8,7 @@ tags: aliases: ["Wall Jump"] --- # Wall Jump *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/wall-run.md b/compendium/feats/wall-run.md index b2d7d0c5f..5b85c3600 100644 --- a/compendium/feats/wall-run.md +++ b/compendium/feats/wall-run.md @@ -7,7 +7,7 @@ tags: aliases: ["Wall Run"] --- # Wall Run [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Activity** Single Action diff --git a/compendium/feats/wandering-heart-locg.md b/compendium/feats/wandering-heart-locg.md index 0c85658ad..d48feb006 100644 --- a/compendium/feats/wandering-heart-locg.md +++ b/compendium/feats/wandering-heart-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wandering Heart"] --- # Wandering Heart *Feat 13* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: arctic elf, cavern elf, desert elf, woodland elf, or any other elf heritage based on adapting to an environment diff --git a/compendium/feats/wandering-oasis-apg.md b/compendium/feats/wandering-oasis-apg.md index 318c0fd5d..b3c97e8c8 100644 --- a/compendium/feats/wandering-oasis-apg.md +++ b/compendium/feats/wandering-oasis-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wandering Oasis"] --- # Wandering Oasis *Feat 12* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: master in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/wandering-thoughts-da.md b/compendium/feats/wandering-thoughts-da.md index c40d8546d..21a0b2332 100644 --- a/compendium/feats/wandering-thoughts-da.md +++ b/compendium/feats/wandering-thoughts-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Wandering Thoughts"] --- # Wandering Thoughts [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[concentrate](rules/traits/concentrate.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) [teleportation](rules/traits/teleportation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Frequency**: once per round - **Requirements**: You used your most recent action to [Cast a Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/feats/war-conditioning-loag.md b/compendium/feats/war-conditioning-loag.md index 8b75a20f1..23bd50046 100644 --- a/compendium/feats/war-conditioning-loag.md +++ b/compendium/feats/war-conditioning-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["War Conditioning"] --- # War Conditioning *Feat 13* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a climb Speed of 20 feet or a swim Speed of 20 feet. diff --git a/compendium/feats/ward-against-corruption-apg.md b/compendium/feats/ward-against-corruption-apg.md index 3316edaf8..dec37e0cb 100644 --- a/compendium/feats/ward-against-corruption-apg.md +++ b/compendium/feats/ward-against-corruption-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Ward Against Corruption"] --- # Ward Against Corruption *Feat 5* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") -Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against [death](rules/traits/death.md) effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's [death](rules/traits/death.md) effect or disease. +Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against [death](rules/traits/death.md "Death Effect Trait") effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's [death](rules/traits/death.md "Death Effect Trait") effect or disease. *Source: Advanced Player's Guide p. 38* %% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/compendium/feats/ward-casting-locg.md b/compendium/feats/ward-casting-locg.md index a58125457..0eb7ad648 100644 --- a/compendium/feats/ward-casting-locg.md +++ b/compendium/feats/ward-casting-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ward Casting"] --- # Ward Casting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), Steady Spellcasting - **Trigger** You attempt a flat check for Steady Spellcasting, but you haven't rolled yet. diff --git a/compendium/feats/ward-medic.md b/compendium/feats/ward-medic.md index 64c13a4a3..231ab5a7c 100644 --- a/compendium/feats/ward-medic.md +++ b/compendium/feats/ward-medic.md @@ -8,7 +8,7 @@ tags: aliases: ["Ward Medic"] --- # Ward Medic *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Medicine](compendium/skills.md#Medicine) diff --git a/compendium/feats/ward-mind-lopsg.md b/compendium/feats/ward-mind-lopsg.md index bd7a714dc..4bd3d6003 100644 --- a/compendium/feats/ward-mind-lopsg.md +++ b/compendium/feats/ward-mind-lopsg.md @@ -7,18 +7,18 @@ tags: aliases: ["Ward Mind"] --- # Ward Mind [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) - **Trigger** Your turn ends. -- **Requirements**: You're currently affected by a [mental](rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. +- **Requirements**: You're currently affected by a [mental](rules/traits/mental.md "Mental Effect Trait") effect that you gained by failing, but not critically failing, a saving throw. - **Activity** Reaction -To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md) effect that meets the requirement. +To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md "Mental Effect Trait") effect that meets the requirement. You can suppress a particular effect using Ward Mind or Cognitive Loophole (Core Rulebook 188) only once, even if you have both feats. -**Special.** You can use this reaction even if the [mental](rules/traits/mental.md) effect prevents you from using reactions. +**Special.** You can use this reaction even if the [mental](rules/traits/mental.md "Mental Effect Trait") effect prevents you from using reactions. *Source: Lost Omens: Pathfinder Society Guide p. 46* %% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/ward-slumber-da.md b/compendium/feats/ward-slumber-da.md index 793f6ba86..93805f249 100644 --- a/compendium/feats/ward-slumber-da.md +++ b/compendium/feats/ward-slumber-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Ward Slumber"] --- # Ward Slumber *Feat 12* -[abjuration](rules/traits/abjuration.md) [archetype](rules/traits/archetype.md) [occult](rules/traits/occult.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) diff --git a/compendium/feats/wardens-boon.md b/compendium/feats/wardens-boon.md index 85c6e4cf7..57e057611 100644 --- a/compendium/feats/wardens-boon.md +++ b/compendium/feats/wardens-boon.md @@ -7,11 +7,11 @@ tags: aliases: ["Warden's Boon"] --- # Warden's Boon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Activity** Single Action -By pointing out vulnerabilities, you grant the benefits listed in [Hunt Prey](rules/actions/hunt-prey.md) and your hunter's edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. +By pointing out vulnerabilities, you grant the benefits listed in [Hunt Prey](rules/actions/hunt-prey.md) and your hunter's edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") trait. ## Warden's Boon leads to... diff --git a/compendium/feats/wardens-focus-apg.md b/compendium/feats/wardens-focus-apg.md index 526c16543..2bb1d590f 100644 --- a/compendium/feats/wardens-focus-apg.md +++ b/compendium/feats/wardens-focus-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Warden's Focus"] --- # Warden's Focus *Feat 12* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: warden spells diff --git a/compendium/feats/wardens-guidance.md b/compendium/feats/wardens-guidance.md index c01a00aaa..aecad53a4 100644 --- a/compendium/feats/wardens-guidance.md +++ b/compendium/feats/wardens-guidance.md @@ -7,7 +7,7 @@ tags: aliases: ["Warden's Guidance"] --- # Warden's Guidance *Feat 14* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You can convey your prey's location to your allies, no matter how well hidden it is. As long as your hunted prey is [observed](rules/conditions.md#Observed) by you, all your allies who roll failures and critical failures when [Seeking](rules/actions/seek.md) it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or use gestures for your allies to get this benefit. diff --git a/compendium/feats/wardens-step.md b/compendium/feats/wardens-step.md index 719f83d73..f4e4d4fa2 100644 --- a/compendium/feats/wardens-step.md +++ b/compendium/feats/wardens-step.md @@ -7,7 +7,7 @@ tags: aliases: ["Warden's Step"] --- # Warden's Step *Feat 10* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/feats/wardens-wellspring-apg.md b/compendium/feats/wardens-wellspring-apg.md index 522baa440..444715d2d 100644 --- a/compendium/feats/wardens-wellspring-apg.md +++ b/compendium/feats/wardens-wellspring-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Warden's Wellspring"] --- # Warden's Wellspring *Feat 18* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: warden's focus diff --git a/compendium/feats/warding-light-lol.md b/compendium/feats/warding-light-lol.md index eb0adeaf1..8057a4f28 100644 --- a/compendium/feats/warding-light-lol.md +++ b/compendium/feats/warding-light-lol.md @@ -7,7 +7,7 @@ tags: aliases: ["Warding Light"] --- # Warding Light *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) diff --git a/compendium/feats/warding-rune-lowg.md b/compendium/feats/warding-rune-lowg.md index f12d42489..3ec20550e 100644 --- a/compendium/feats/warding-rune-lowg.md +++ b/compendium/feats/warding-rune-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Warding Rune"] --- # Warding Rune *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) diff --git a/compendium/feats/warp-likeness-da.md b/compendium/feats/warp-likeness-da.md index 1f0be3297..5bdd7e05e 100644 --- a/compendium/feats/warp-likeness-da.md +++ b/compendium/feats/warp-likeness-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Warp Likeness"] --- # Warp Likeness [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[morph](rules/traits/morph.md) [occult](rules/traits/occult.md) [reflection](rules/traits/reflection-da.md) [transmutation](rules/traits/transmutation.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Morph-Risen](compendium/feats/morph-risen-da.md) - **Frequency**: once per minute diff --git a/compendium/feats/warp-space-da.md b/compendium/feats/warp-space-da.md index 23441ae16..b392d0493 100644 --- a/compendium/feats/warp-space-da.md +++ b/compendium/feats/warp-space-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Warp Space"] --- # Warp Space *Feat 2* -[amp](rules/traits/amp-da.md) [psychic](rules/traits/psychic-da.md) +[amp](rules/traits/amp-da.md "Amp Feat Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") You use your magic to bend space, causing your spell to strike from a strange vector. Use this amp in place of a psi cantrip's normal amp entry. The amped psi cantrip must have a range. diff --git a/compendium/feats/warped-constriction-da.md b/compendium/feats/warped-constriction-da.md index a980fb1cf..5e030c7ad 100644 --- a/compendium/feats/warped-constriction-da.md +++ b/compendium/feats/warped-constriction-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Warped Constriction"] --- # Warped Constriction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is an aberration or outer entity - **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/feats/warped-reflection-da.md b/compendium/feats/warped-reflection-da.md index d20e51ca5..c7a71b196 100644 --- a/compendium/feats/warped-reflection-da.md +++ b/compendium/feats/warped-reflection-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Warped Reflection"] --- # Warped Reflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [reflection](rules/traits/reflection-da.md) [visual](rules/traits/visual.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Frequency**: once per minute - **Activity** Single Action diff --git a/compendium/feats/warren-digger-apg.md b/compendium/feats/warren-digger-apg.md index 270222296..aef8a2d62 100644 --- a/compendium/feats/warren-digger-apg.md +++ b/compendium/feats/warren-digger-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Warren Digger"] --- # Warren Digger *Feat 13* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You've learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet. diff --git a/compendium/feats/warren-friend-loag.md b/compendium/feats/warren-friend-loag.md index 55add5887..4464dd2f8 100644 --- a/compendium/feats/warren-friend-loag.md +++ b/compendium/feats/warren-friend-loag.md @@ -8,7 +8,7 @@ tags: aliases: ["Warren Friend"] --- # Warren Friend *Feat 1* -[downtime](rules/traits/downtime.md) [ratfolk](rules/traits/ratfolk-b1.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You're adept at making contact with other ysoki. When you arrive at a new settlement, you automatically find the nearest ratfolk enclave by spending 1 day of downtime searching, provided one exists and its members aren't actively hiding from you. Once you've made contact, you gain a +1 circumstance bonus to [Gather Information](rules/actions/gather-information.md) and [Earn Income](rules/actions/earn-income.md) in the settlement. diff --git a/compendium/feats/warren-navigator-apg.md b/compendium/feats/warren-navigator-apg.md index 7ff427e09..c4b9ad17b 100644 --- a/compendium/feats/warren-navigator-apg.md +++ b/compendium/feats/warren-navigator-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Warren Navigator"] --- # Warren Navigator *Feat 1* -[ratfolk](rules/traits/ratfolk-b1.md) +[ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") You're particularly good at solving mazes and navigating twists and turns. You gain the trained proficiency rank in [Survival](compendium/skills.md#Survival). diff --git a/compendium/feats/wary-disarmament.md b/compendium/feats/wary-disarmament.md index ba6cd5ad7..d32b65645 100644 --- a/compendium/feats/wary-disarmament.md +++ b/compendium/feats/wary-disarmament.md @@ -8,7 +8,7 @@ tags: aliases: ["Wary Disarmament"] --- # Wary Disarmament *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Thievery](compendium/skills.md#Thievery) diff --git a/compendium/feats/wary-skulker-apg.md b/compendium/feats/wary-skulker-apg.md index 73ccf2c3d..da4956ab1 100644 --- a/compendium/feats/wary-skulker-apg.md +++ b/compendium/feats/wary-skulker-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wary Skulker"] --- # Wary Skulker *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") Ever alert, you scout for danger even when you are trying to stay [hidden](rules/conditions.md#Hidden). You can perform the [Scout](rules/actions/scout.md) exploration activity at the same time as the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity. diff --git a/compendium/feats/wash-out-lotgb.md b/compendium/feats/wash-out-lotgb.md index 5d51ee146..62f095815 100644 --- a/compendium/feats/wash-out-lotgb.md +++ b/compendium/feats/wash-out-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Wash Out"] --- # Wash Out *Feat 1* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") Toxins seep out of your artificial body quickly. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison. diff --git a/compendium/feats/watch-and-learn-lopsg.md b/compendium/feats/watch-and-learn-lopsg.md index ea8cfde43..3fb6e2572 100644 --- a/compendium/feats/watch-and-learn-lopsg.md +++ b/compendium/feats/watch-and-learn-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Watch And Learn"] --- # Watch And Learn [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) - **Trigger** An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained. diff --git a/compendium/feats/watch-your-back-apg.md b/compendium/feats/watch-your-back-apg.md index 35d83c250..218d6a793 100644 --- a/compendium/feats/watch-your-back-apg.md +++ b/compendium/feats/watch-your-back-apg.md @@ -10,12 +10,12 @@ tags: aliases: ["Watch Your Back"] --- # Watch Your Back [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [rogue](rules/traits/rogue.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) - **Activity** Single Action -You menace the target, stoking their fears and drawing their attention. Attempt an [Intimidation](compendium/skills.md#Intimidation) check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to [Perception](compendium/skills.md#Perception) checks against you, but they take a –2 status penalty to Will saves against [fear](rules/traits/fear.md) effects. +You menace the target, stoking their fears and drawing their attention. Attempt an [Intimidation](compendium/skills.md#Intimidation) check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to [Perception](compendium/skills.md#Perception) checks against you, but they take a –2 status penalty to Will saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects. *Source: Advanced Player's Guide p. 135* %% #compendium/src/pf2e/apg #trait/emotion #trait/fear #trait/mental #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/watchful-gaze-lome.md b/compendium/feats/watchful-gaze-lome.md index 5d65e1544..9b54be6dc 100644 --- a/compendium/feats/watchful-gaze-lome.md +++ b/compendium/feats/watchful-gaze-lome.md @@ -8,7 +8,7 @@ tags: aliases: ["Watchful Gaze"] --- # Watchful Gaze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](rules/traits/concentrate.md) [goloma](rules/traits/goloma-lome.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/watchful-halfling.md b/compendium/feats/watchful-halfling.md index 28400bc58..19363b84b 100644 --- a/compendium/feats/watchful-halfling.md +++ b/compendium/feats/watchful-halfling.md @@ -7,10 +7,10 @@ tags: aliases: ["Watchful Halfling"] --- # Watchful Halfling *Feat 1* -[halfling](rules/traits/halfling.md) +[halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") -Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks when using the [Sense Motive](rules/actions/sense-motive.md) basic action to notice enchanted or possessed characters. If you aren't actively using [Sense Motive](rules/actions/sense-motive.md) on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the [enchantment](rules/traits/enchantment.md) or [possession](rules/traits/possession.md) anyway. +Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks when using the [Sense Motive](rules/actions/sense-motive.md) basic action to notice enchanted or possessed characters. If you aren't actively using [Sense Motive](rules/actions/sense-motive.md) on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the [enchantment](rules/traits/enchantment.md "Enchantment School Trait") or [possession](rules/traits/possession.md "Possession Effect Trait") anyway. In addition to using it for skill checks, you can use the [Aid](rules/actions/aid.md) basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession. diff --git a/compendium/feats/water-conjuration-loag.md b/compendium/feats/water-conjuration-loag.md index fbbe82cb3..34ed9c42b 100644 --- a/compendium/feats/water-conjuration-loag.md +++ b/compendium/feats/water-conjuration-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Water Conjuration"] --- # Water Conjuration *Feat 5* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You carry the ocean with you wherever you go. You can cast [create water](compendium/spells/create-water.md) as a primal innate spell once per day. Each time you cast [create water](compendium/spells/create-water.md), you choose if you create fresh water or salt water. diff --git a/compendium/feats/water-dancer-loag.md b/compendium/feats/water-dancer-loag.md index db6a1adba..7cc09eeb4 100644 --- a/compendium/feats/water-dancer-loag.md +++ b/compendium/feats/water-dancer-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Water Dancer"] --- # Water Dancer *Feat 9* -[azarketi](rules/traits/azarketi-loag.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") You glide through the water with graceful ease. When in an aquatic or swamp environment, you ignore the effects of non-magical difficult terrain. In addition, swimming up or down isn't difficult terrain for you. diff --git a/compendium/feats/water-nagaji-loil.md b/compendium/feats/water-nagaji-loil.md index 03f53c3ca..f4cba71ac 100644 --- a/compendium/feats/water-nagaji-loil.md +++ b/compendium/feats/water-nagaji-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Water Nagaji"] --- # Water Nagaji *Feat 1* -[nagaji](rules/traits/nagaji-loil.md) +[nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") Much like a water naga, you've formed a connection to a sacred or pristine body of water, either as a home or a place to protect. You gain the [Breath Control](compendium/feats/breath-control.md) general feat as a bonus feat and a swim Speed of 10 feet. diff --git a/compendium/feats/water-sprint-apg.md b/compendium/feats/water-sprint-apg.md index 99051cf94..c03cc8d55 100644 --- a/compendium/feats/water-sprint-apg.md +++ b/compendium/feats/water-sprint-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Water Sprint"] --- # Water Sprint *Feat 7* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) diff --git a/compendium/feats/water-step.md b/compendium/feats/water-step.md index fcb56baa1..14f605d85 100644 --- a/compendium/feats/water-step.md +++ b/compendium/feats/water-step.md @@ -7,7 +7,7 @@ tags: aliases: ["Water Step"] --- # Water Step *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") You can [Stride](rules/actions/stride.md) across liquid and surfaces that don't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal. diff --git a/compendium/feats/water-strider-loag.md b/compendium/feats/water-strider-loag.md index 7b50e91b6..c73ecc351 100644 --- a/compendium/feats/water-strider-loag.md +++ b/compendium/feats/water-strider-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Water Strider"] --- # Water Strider [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[azarketi](rules/traits/azarketi-loag.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) [water](rules/traits/water.md) +[azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Activity** Two-Action diff --git a/compendium/feats/wave-spiral-som.md b/compendium/feats/wave-spiral-som.md index 9f2ed5496..83f306cbb 100644 --- a/compendium/feats/wave-spiral-som.md +++ b/compendium/feats/wave-spiral-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Wave Spiral"] --- # Wave Spiral [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[monk](rules/traits/monk.md) [water](rules/traits/water.md) +[monk](rules/traits/monk.md "Monk Class Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Prerequisites**: [Reflective Ripple Stance](compendium/feats/reflective-ripple-stance-som.md) - **Frequency**: once per minute diff --git a/compendium/feats/wave-the-flag-lokl.md b/compendium/feats/wave-the-flag-lokl.md index 033486c86..214c59fae 100644 --- a/compendium/feats/wave-the-flag-lokl.md +++ b/compendium/feats/wave-the-flag-lokl.md @@ -12,12 +12,12 @@ tags: aliases: ["Wave the Flag"] --- # Wave the Flag [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[archetype](rules/traits/archetype.md) [emotion](rules/traits/emotion.md) [flourish](rules/traits/flourish.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Cavalier's Banner](compendium/feats/cavaliers-banner-apg.md) - **Activity** Single Action -You wave your banner, inspiring allies to throw off the shackles of fear. Each ally presently benefiting from your Cavalier's Banner feat reduces their current [frightened](rules/conditions.md#Frightened) condition by 1 and can choose to immediately attempt a new saving throw against any one [mental](rules/traits/mental.md) effect currently affecting them. Regardless of the result, any ally that attempts a save is temporarily immune to Wave the Flag for 10 minutes. +You wave your banner, inspiring allies to throw off the shackles of fear. Each ally presently benefiting from your Cavalier's Banner feat reduces their current [frightened](rules/conditions.md#Frightened) condition by 1 and can choose to immediately attempt a new saving throw against any one [mental](rules/traits/mental.md "Mental Effect Trait") effect currently affecting them. Regardless of the result, any ally that attempts a save is temporarily immune to Wave the Flag for 10 minutes. *Source: Lost Omens: Knights of Lastwall p. 80* %% #compendium/src/pf2e/lokl #trait/archetype #trait/emotion #trait/flourish #trait/mental #trait/uncommon #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/wavetouched-paragon-locg.md b/compendium/feats/wavetouched-paragon-locg.md index d683c1beb..9d31336ab 100644 --- a/compendium/feats/wavetouched-paragon-locg.md +++ b/compendium/feats/wavetouched-paragon-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wavetouched Paragon"] --- # Wavetouched Paragon *Feat 5* -[human](rules/traits/human.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") - **Prerequisites**: Bonuwat ethnicity diff --git a/compendium/feats/waxed-feathers-loag.md b/compendium/feats/waxed-feathers-loag.md index 30159835b..919ca5963 100644 --- a/compendium/feats/waxed-feathers-loag.md +++ b/compendium/feats/waxed-feathers-loag.md @@ -7,11 +7,11 @@ tags: aliases: ["Waxed Feathers"] --- # Waxed Feathers *Feat 1* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: wavediver tengu heritage -Your feathers are coated in a waxy substance that repels water. You gain a +1 circumstance bonus to saving throws against effects that have the [water](rules/traits/water.md) trait. So long as you're in a dry place, you can spend one action to shake off any water that clings to your clothing and feathers to instantly become dry. +Your feathers are coated in a waxy substance that repels water. You gain a +1 circumstance bonus to saving throws against effects that have the [water](rules/traits/water.md "Water Energy & Element Trait") trait. So long as you're in a dry place, you can spend one action to shake off any water that clings to your clothing and feathers to instantly become dry. *Source: Lost Omens: Ancestry Guide p. 59* %% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/compendium/feats/wayfinder-resonance-infiltrator-lopsg.md b/compendium/feats/wayfinder-resonance-infiltrator-lopsg.md index f248515e9..8a4da925f 100644 --- a/compendium/feats/wayfinder-resonance-infiltrator-lopsg.md +++ b/compendium/feats/wayfinder-resonance-infiltrator-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wayfinder Resonance Infiltrator"] --- # Wayfinder Resonance Infiltrator *Feat 8* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), [Wayfinder Resonance Tinkerer](compendium/feats/wayfinder-resonance-tinkerer-lowg.md) (World Guide 23) diff --git a/compendium/feats/wayfinder-resonance-tinkerer-lowg.md b/compendium/feats/wayfinder-resonance-tinkerer-lowg.md index c16ba6bc6..09e2725d4 100644 --- a/compendium/feats/wayfinder-resonance-tinkerer-lowg.md +++ b/compendium/feats/wayfinder-resonance-tinkerer-lowg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wayfinder Resonance Tinkerer"] --- # Wayfinder Resonance Tinkerer *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/feats/we-march-on-loag.md b/compendium/feats/we-march-on-loag.md index ba1d61a8f..e6be890b1 100644 --- a/compendium/feats/we-march-on-loag.md +++ b/compendium/feats/we-march-on-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["We March On"] --- # We March On *Feat 13* -[hobgoblin](rules/traits/hobgoblin-locg.md) +[hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") You make sure that your allies push themselves while traveling. diff --git a/compendium/feats/weapon-improviser-dedication-apg.md b/compendium/feats/weapon-improviser-dedication-apg.md index 9d3416078..bc03e6cb9 100644 --- a/compendium/feats/weapon-improviser-dedication-apg.md +++ b/compendium/feats/weapon-improviser-dedication-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Weapon Improviser Dedication"] --- # Weapon Improviser Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in all martial weapons diff --git a/compendium/feats/weapon-proficiency.md b/compendium/feats/weapon-proficiency.md index 9aad02a09..94adf96df 100644 --- a/compendium/feats/weapon-proficiency.md +++ b/compendium/feats/weapon-proficiency.md @@ -7,7 +7,7 @@ tags: aliases: ["Weapon Proficiency"] --- # Weapon Proficiency *Feat 1* -[general](rules/traits/general.md) +[general](rules/traits/general.md "General Feat Trait") You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. diff --git a/compendium/feats/weapon-rune-shifter-aoa4.md b/compendium/feats/weapon-rune-shifter-aoa4.md index 553a6624b..a19a717ee 100644 --- a/compendium/feats/weapon-rune-shifter-aoa4.md +++ b/compendium/feats/weapon-rune-shifter-aoa4.md @@ -7,7 +7,7 @@ tags: aliases: ["Weapon-rune Shifter"] --- # Weapon-rune Shifter *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) diff --git a/compendium/feats/weapon-supremacy.md b/compendium/feats/weapon-supremacy.md index 4706825fd..47015945b 100644 --- a/compendium/feats/weapon-supremacy.md +++ b/compendium/feats/weapon-supremacy.md @@ -7,7 +7,7 @@ tags: aliases: ["Weapon Supremacy"] --- # Weapon Supremacy *Feat 20* -[fighter](rules/traits/fighter.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") Your skill with weapons lets you attack swiftly at all times. You're permanently [quickened](rules/conditions.md#Quickened). You can use your extra action only to [Strike](rules/actions/strike.md). diff --git a/compendium/feats/web-hunter-lome.md b/compendium/feats/web-hunter-lome.md index b082cb398..bdabddd04 100644 --- a/compendium/feats/web-hunter-lome.md +++ b/compendium/feats/web-hunter-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Web Hunter"] --- # Web Hunter *Feat 9* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") Through the careful cultivation of highly sensitive hairs, you've developed the ability to sense creatures without seeing them. You gain imprecise [tremorsense](rules/abilities/tremorsense.md) at a range of 15 feet. When you and a creature are both touching the same anchored, threadlike object (such as a rope, webbing, or wire), your imprecise [tremorsense](rules/abilities/tremorsense.md) can sense that creature at a range of 60 feet. diff --git a/compendium/feats/web-walker-lome.md b/compendium/feats/web-walker-lome.md index 0e47fb9cd..47a3fb2c8 100644 --- a/compendium/feats/web-walker-lome.md +++ b/compendium/feats/web-walker-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Web Walker"] --- # Web Walker *Feat 1* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") You have plenty of practice navigating webs. You gain a +2 circumstance bonus to saves and AC against the [web](compendium/spells/web.md) spell, natural webbing, and effects that entrap you in webbing, as well as a +1 circumstance bonus against other effects that snare and entangle you, like the [entangle](compendium/spells/entangle.md) spell. Whenever you roll a success on a saving throw against an effect involving a web, you get a critical success instead. diff --git a/compendium/feats/web-weaver-lome.md b/compendium/feats/web-weaver-lome.md index 3e988f31a..4646002e7 100644 --- a/compendium/feats/web-weaver-lome.md +++ b/compendium/feats/web-weaver-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Web Weaver"] --- # Web Weaver *Feat 1* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") You can produce a soft silk to weave into useful items. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) feat with a specialty in weaving. You can use your webbing to [Craft](rules/actions/craft.md) simple, nonconsumable threaded items, such as clothing and rope, at zero cost as long as their base Price is 1 sp or less. These items have no resale value, and they naturally degrade after 24 hours without regular (if minor) maintenance. You can maintain up to 10 such items at a time; if you create a new one, your oldest creation breaks down from neglect. These temporary items take you only 1 day to [Craft](rules/actions/craft.md) instead of 4. If you're an expert in [Crafting](compendium/skills.md#Crafting), you can [Craft](rules/actions/craft.md) these items in 1 hour; if you're a master, you can [Craft](rules/actions/craft.md) them in 10 minutes; if you're legendary, you can [Craft](rules/actions/craft.md) them in 1 minute. diff --git a/compendium/feats/webslinger-lome.md b/compendium/feats/webslinger-lome.md index b04a3d97f..ba7fc0c61 100644 --- a/compendium/feats/webslinger-lome.md +++ b/compendium/feats/webslinger-lome.md @@ -7,7 +7,7 @@ tags: aliases: ["Webslinger"] --- # Webslinger [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 13* -[anadi](rules/traits/anadi-lome.md) +[anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") - **Frequency**: once per 10 minutes - **Activity** Three-Action diff --git a/compendium/feats/weight-of-guilt.md b/compendium/feats/weight-of-guilt.md index fc4f041dd..b5f90defa 100644 --- a/compendium/feats/weight-of-guilt.md +++ b/compendium/feats/weight-of-guilt.md @@ -7,7 +7,7 @@ tags: aliases: ["Weight Of Guilt"] --- # Weight Of Guilt *Feat 1* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: Redeemer cause diff --git a/compendium/feats/weighty-impact-som.md b/compendium/feats/weighty-impact-som.md index 137836a13..0df4bd98f 100644 --- a/compendium/feats/weighty-impact-som.md +++ b/compendium/feats/weighty-impact-som.md @@ -8,10 +8,10 @@ tags: aliases: ["Weighty Impact"] --- # Weighty Impact *Feat 10* -[evolution](rules/traits/evolution-som.md) [summoner](rules/traits/summoner-som.md) +[evolution](rules/traits/evolution-som.md "Evolution Feat Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") -Your eidolon knocks enemies down. Choose one of the eidolon's unarmed attacks with the [trip](rules/traits/trip.md) trait. +Your eidolon knocks enemies down. Choose one of the eidolon's unarmed attacks with the [trip](rules/traits/trip.md "Trip Weapon Trait") trait. It gains the [Knockdown](rules/abilities/knockdown.md) action for that attack. diff --git a/compendium/feats/well-armed-botd.md b/compendium/feats/well-armed-botd.md index d400c0e9c..533938ca8 100644 --- a/compendium/feats/well-armed-botd.md +++ b/compendium/feats/well-armed-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Well-Armed"] --- # Well-Armed [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[skeleton](rules/traits/skeleton-b1.md) +[skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/well-groomed-apg.md b/compendium/feats/well-groomed-apg.md index 188b9bbf2..274a27499 100644 --- a/compendium/feats/well-groomed-apg.md +++ b/compendium/feats/well-groomed-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Well-groomed"] --- # Well-groomed *Feat 9* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") You are fastidious about keeping yourself clean, whether licking your fur or carefully using traditional catfolk hygiene products, to salubrious effect. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. diff --git a/compendium/feats/well-met-traveler-apg.md b/compendium/feats/well-met-traveler-apg.md index cd4de79ad..a0ac63e50 100644 --- a/compendium/feats/well-met-traveler-apg.md +++ b/compendium/feats/well-met-traveler-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Well-met Traveler"] --- # Well-met Traveler *Feat 1* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others. You are trained in [Diplomacy](compendium/skills.md#Diplomacy). If you would automatically become trained in [Diplomacy](compendium/skills.md#Diplomacy) (from your background or class, for example), you instead become trained in a skill of your choice. diff --git a/compendium/feats/well-of-potential-loil.md b/compendium/feats/well-of-potential-loil.md index 402e192d6..d9505abbb 100644 --- a/compendium/feats/well-of-potential-loil.md +++ b/compendium/feats/well-of-potential-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Well of Potential"] --- # Well of Potential [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[kashrishi](rules/traits/kashrishi-loil.md) +[kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") - **Prerequisites**: focus pool, at least one innate spell from a kashrishi heritage or ancestry feat that shares a tradition with at least one of your focus spells - **Frequency**: once per day diff --git a/compendium/feats/well-versed-apg.md b/compendium/feats/well-versed-apg.md index 659b0c9a4..6625362d3 100644 --- a/compendium/feats/well-versed-apg.md +++ b/compendium/feats/well-versed-apg.md @@ -7,10 +7,10 @@ tags: aliases: ["Well-versed"] --- # Well-versed *Feat 1* -[bard](rules/traits/bard.md) +[bard](rules/traits/bard.md "Bard Class Trait") -You're resilient to performative influences that aren't your own. You gain a +1 circumstance bonus to saving throws against effects with the [auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md), [linguistic](rules/traits/linguistic.md), [sonic](rules/traits/sonic.md), or [visual](rules/traits/visual.md) traits. +You're resilient to performative influences that aren't your own. You gain a +1 circumstance bonus to saving throws against effects with the [auditory](rules/traits/auditory.md "Auditory Effect Trait"), [illusion](rules/traits/illusion.md "Illusion School Trait"), [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait"), [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait"), or [visual](rules/traits/visual.md "Visual Effect Trait") traits. ## Well-versed leads to... diff --git a/compendium/feats/wellspring-control-som.md b/compendium/feats/wellspring-control-som.md index 24fae2c33..3581dc595 100644 --- a/compendium/feats/wellspring-control-som.md +++ b/compendium/feats/wellspring-control-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Wellspring Control"] --- # Wellspring Control *Feat 4* -[archetype](rules/traits/archetype.md) [fortune](rules/traits/fortune.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) diff --git a/compendium/feats/wellspring-mage-dedication-som.md b/compendium/feats/wellspring-mage-dedication-som.md index 64d5a8f70..2ab87d601 100644 --- a/compendium/feats/wellspring-mage-dedication-som.md +++ b/compendium/feats/wellspring-mage-dedication-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Wellspring Mage Dedication"] --- # Wellspring Mage Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [class](rules/traits/class-som.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: wellspring magic diff --git a/compendium/feats/westyrs-wayfinder-repository-lopsg.md b/compendium/feats/westyrs-wayfinder-repository-lopsg.md index e31b49fa1..6cd152b26 100644 --- a/compendium/feats/westyrs-wayfinder-repository-lopsg.md +++ b/compendium/feats/westyrs-wayfinder-repository-lopsg.md @@ -7,7 +7,7 @@ tags: aliases: ["Westyr's Wayfinder Repository"] --- # Westyr's Wayfinder Repository *Feat 6* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md), Wayfinder - **Requirements**: You have at least one 1st-level spell slot and a wayfinder. diff --git a/compendium/feats/what-could-have-been-da.md b/compendium/feats/what-could-have-been-da.md index 49ef768ac..9a1a42011 100644 --- a/compendium/feats/what-could-have-been-da.md +++ b/compendium/feats/what-could-have-been-da.md @@ -9,7 +9,7 @@ tags: aliases: ["What Could Have Been"] --- # What Could Have Been [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) - **Activity** Free Action diff --git a/compendium/feats/wheedle-and-jig-lotgb.md b/compendium/feats/wheedle-and-jig-lotgb.md index 7d48ec6d4..0aeac2c64 100644 --- a/compendium/feats/wheedle-and-jig-lotgb.md +++ b/compendium/feats/wheedle-and-jig-lotgb.md @@ -7,7 +7,7 @@ tags: aliases: ["Wheedle And Jig"] --- # Wheedle And Jig *Feat 9* -[poppet](rules/traits/poppet-lotgb.md) +[poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") You make capering motions and silly sounds to captivate onlookers. You can cast [enthrall](compendium/spells/enthrall.md) as a 3rd-level arcane innate spell once per day. diff --git a/compendium/feats/whirling-blade-stance-apg.md b/compendium/feats/whirling-blade-stance-apg.md index 645065025..6dd842825 100644 --- a/compendium/feats/whirling-blade-stance-apg.md +++ b/compendium/feats/whirling-blade-stance-apg.md @@ -8,12 +8,12 @@ tags: aliases: ["Whirling Blade Stance"] --- # Whirling Blade Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Monastic Weaponry](compendium/feats/monastic-weaponry.md) - **Activity** Single Action -You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your ki even at a distance. All melee monk weapons you wield with the [finesse](rules/traits/finesse.md) trait gain the [thrown 10 feet](rules/traits/thrown.md) trait (unless they already have the [thrown](rules/traits/thrown.md) trait with a greater range) +You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your ki even at a distance. All melee monk weapons you wield with the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait gain the thrown 10 feet trait (unless they already have the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait with a greater range) Once you've made a thrown [Strike](rules/actions/strike.md) with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous [Strike](rules/actions/strike.md)'s target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier. diff --git a/compendium/feats/whirling-throw.md b/compendium/feats/whirling-throw.md index cea82af6b..565589fb9 100644 --- a/compendium/feats/whirling-throw.md +++ b/compendium/feats/whirling-throw.md @@ -7,7 +7,7 @@ tags: aliases: ["Whirling Throw"] --- # Whirling Throw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). - **Activity** Single Action diff --git a/compendium/feats/whirlwind-spell-som.md b/compendium/feats/whirlwind-spell-som.md index 3f627334c..2513b014c 100644 --- a/compendium/feats/whirlwind-spell-som.md +++ b/compendium/feats/whirlwind-spell-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Whirlwind Spell"] --- # Whirlwind Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") - **Prerequisites**: [Spellstrike](rules/actions/spellstrike-som.md) - **Requirements**: Your [Spellstrike](rules/actions/spellstrike-som.md) is charged. diff --git a/compendium/feats/whirlwind-stance-ec1.md b/compendium/feats/whirlwind-stance-ec1.md index 5163d1388..b5bbedbe5 100644 --- a/compendium/feats/whirlwind-stance-ec1.md +++ b/compendium/feats/whirlwind-stance-ec1.md @@ -10,10 +10,10 @@ tags: aliases: ["Whirlwind Stance"] --- # Whirlwind Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](rules/traits/archetype.md) [flourish](rules/traits/flourish.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md), expert proficiency in your staff -- **Requirements**: You are wielding your staff, which must have the [parry](rules/traits/parry.md) trait. +- **Requirements**: You are wielding your staff, which must have the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. - **Activity** Single Action You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance. diff --git a/compendium/feats/whirlwind-strike-barbarian.md b/compendium/feats/whirlwind-strike-barbarian.md index 5ff5f6a00..0e981534b 100644 --- a/compendium/feats/whirlwind-strike-barbarian.md +++ b/compendium/feats/whirlwind-strike-barbarian.md @@ -9,7 +9,7 @@ tags: aliases: ["Whirlwind Strike (Barbarian)"] --- # Whirlwind Strike (Barbarian) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Activity** Three-Action diff --git a/compendium/feats/whirlwind-strike-fighter.md b/compendium/feats/whirlwind-strike-fighter.md index 8e4c63207..04105f0aa 100644 --- a/compendium/feats/whirlwind-strike-fighter.md +++ b/compendium/feats/whirlwind-strike-fighter.md @@ -9,7 +9,7 @@ tags: aliases: ["Whirlwind Strike (Fighter)"] --- # Whirlwind Strike (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) +[fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Activity** Three-Action diff --git a/compendium/feats/whirlwind-toss-frp3.md b/compendium/feats/whirlwind-toss-frp3.md index e66d8bfcd..dd0472b3f 100644 --- a/compendium/feats/whirlwind-toss-frp3.md +++ b/compendium/feats/whirlwind-toss-frp3.md @@ -9,7 +9,7 @@ tags: aliases: ["Whirlwind Toss"] --- # Whirlwind Toss *Feat 20* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) [uncommon](rules/traits/uncommon.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Collateral Thrash](compendium/feats/collateral-thrash.md) - **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed). diff --git a/compendium/feats/whispering-steps-da.md b/compendium/feats/whispering-steps-da.md index cf33a44a2..5f2bd7b32 100644 --- a/compendium/feats/whispering-steps-da.md +++ b/compendium/feats/whispering-steps-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Whispering Steps"] --- # Whispering Steps *Feat 8* -[amp](rules/traits/amp-da.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [psychic](rules/traits/psychic-da.md) +[amp](rules/traits/amp-da.md "Amp Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that. The amped cantrip must take 2 or more actions to cast, target one or more creatures, and either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. Amp Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to [Step](rules/actions/step.md) in a direction of your choosing; as this is forced movement, you can't force the creature to [Step](rules/actions/step.md) into hazardous terrain, off a ledge, or the like. After it Steps, the creature becomes temporarily immune to this amp for 24 hours. diff --git a/compendium/feats/whitecape-loil.md b/compendium/feats/whitecape-loil.md index a719dfad9..8b2b02651 100644 --- a/compendium/feats/whitecape-loil.md +++ b/compendium/feats/whitecape-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Whitecape"] --- # Whitecape *Feat 1* -[vanara](rules/traits/vanara-loil.md) +[vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") You're shorter and wider than many vanaras of your heritage, and the hair on your shoulders and your head is particularly thick and luxurious, like a majestic cape. This hair grows back supernaturally quickly if shorn. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat, even if you aren't trained in [Acrobatics](compendium/skills.md#Acrobatics), and you can [Step](rules/actions/step.md) into difficult terrain caused by uneven ground. diff --git a/compendium/feats/whodunnit-apg.md b/compendium/feats/whodunnit-apg.md index 7fddb860f..ddc918792 100644 --- a/compendium/feats/whodunnit-apg.md +++ b/compendium/feats/whodunnit-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Whodunnit?"] --- # Whodunnit? *Feat 8* -[investigator](rules/traits/investigator-apg.md) [uncommon](rules/traits/uncommon.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: once per day @@ -16,7 +16,7 @@ You carefully consider your case and narrow down some of the details. When you [ Your questions must come from the following list, applying to either the creature or the clue you found: -- Was the clue left by a [creature trait]? (Choose a creature trait such as [humanoid](rules/traits/humanoid.md), [undead](rules/traits/undead.md), or [dwarf](rules/traits/dwarf.md); this trait must be accurate as of the time the clue was left.) +- Was the clue left by a [creature trait]? (Choose a creature trait such as [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait"), [undead](rules/traits/undead.md "Undead Creature Type Trait"), or [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait"); this trait must be accurate as of the time the clue was left.) - Was this clue left within the last hour? - Was this clue left within the last day? - Was the creature that left the clue in a heightened emotional state when it left the clue? diff --git a/compendium/feats/wholeness-of-body.md b/compendium/feats/wholeness-of-body.md index eb65248d2..4d1668f4b 100644 --- a/compendium/feats/wholeness-of-body.md +++ b/compendium/feats/wholeness-of-body.md @@ -7,7 +7,7 @@ tags: aliases: ["Wholeness Of Body"] --- # Wholeness Of Body *Feat 4* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/widen-spell-druid.md b/compendium/feats/widen-spell-druid.md index 53d62916f..a3b26bd2c 100644 --- a/compendium/feats/widen-spell-druid.md +++ b/compendium/feats/widen-spell-druid.md @@ -9,7 +9,7 @@ tags: aliases: ["Widen Spell (Druid)"] --- # Widen Spell (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) +[druid](rules/traits/druid.md "Druid Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Activity** Single Action diff --git a/compendium/feats/widen-spell-oracle-apg.md b/compendium/feats/widen-spell-oracle-apg.md index 8ff39864d..efaaa5a40 100644 --- a/compendium/feats/widen-spell-oracle-apg.md +++ b/compendium/feats/widen-spell-oracle-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Widen Spell (Oracle)"] --- # Widen Spell (Oracle) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [oracle](rules/traits/oracle-apg.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") - **Activity** Single Action diff --git a/compendium/feats/widen-spell-sorcerer.md b/compendium/feats/widen-spell-sorcerer.md index 038546669..1bdc77b4a 100644 --- a/compendium/feats/widen-spell-sorcerer.md +++ b/compendium/feats/widen-spell-sorcerer.md @@ -9,7 +9,7 @@ tags: aliases: ["Widen Spell (Sorcerer)"] --- # Widen Spell (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") - **Activity** Single Action diff --git a/compendium/feats/widen-spell-witch-apg.md b/compendium/feats/widen-spell-witch-apg.md index 1ee380cfd..36c000047 100644 --- a/compendium/feats/widen-spell-witch-apg.md +++ b/compendium/feats/widen-spell-witch-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Widen Spell (Witch)"] --- # Widen Spell (Witch) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [witch](rules/traits/witch-apg.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Activity** Single Action diff --git a/compendium/feats/widen-spell-wizard.md b/compendium/feats/widen-spell-wizard.md index 9563a18a0..ed69063c9 100644 --- a/compendium/feats/widen-spell-wizard.md +++ b/compendium/feats/widen-spell-wizard.md @@ -9,7 +9,7 @@ tags: aliases: ["Widen Spell (Wizard)"] --- # Widen Spell (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Activity** Single Action diff --git a/compendium/feats/widen-the-gap-ec3.md b/compendium/feats/widen-the-gap-ec3.md index bd7aaa9da..895e35d2c 100644 --- a/compendium/feats/widen-the-gap-ec3.md +++ b/compendium/feats/widen-the-gap-ec3.md @@ -7,7 +7,7 @@ tags: aliases: ["Widen The Gap"] --- # Widen The Gap *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) diff --git a/compendium/feats/wild-empathy.md b/compendium/feats/wild-empathy.md index 5c90c145c..69e7145ab 100644 --- a/compendium/feats/wild-empathy.md +++ b/compendium/feats/wild-empathy.md @@ -7,7 +7,7 @@ tags: aliases: ["Wild Empathy"] --- # Wild Empathy *Feat 2* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on animals and to make very simple [Requests](rules/actions/request.md) of them. In most cases, wild animals will give you time to make your case. diff --git a/compendium/feats/wild-lights-lotgb.md b/compendium/feats/wild-lights-lotgb.md index 9d3090265..4a2a4244a 100644 --- a/compendium/feats/wild-lights-lotgb.md +++ b/compendium/feats/wild-lights-lotgb.md @@ -7,11 +7,11 @@ tags: aliases: ["Wild Lights"] --- # Wild Lights *Feat 4* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [dancing lights](compendium/spells/dancing-lights.md) -When you cast [dancing lights](compendium/spells/dancing-lights.md), you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the [concentrate](rules/traits/concentrate.md) trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. +When you cast [dancing lights](compendium/spells/dancing-lights.md), you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. *Source: Lost Omens: The Grand Bazaar p. 123* %% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/wild-shape.md b/compendium/feats/wild-shape.md index 68a53f5bd..dc591cf82 100644 --- a/compendium/feats/wild-shape.md +++ b/compendium/feats/wild-shape.md @@ -7,7 +7,7 @@ tags: aliases: ["Wild Shape"] --- # Wild Shape *Feat 1* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Wild order diff --git a/compendium/feats/wild-strider-apg.md b/compendium/feats/wild-strider-apg.md index 7a60ebfd3..ec47c0454 100644 --- a/compendium/feats/wild-strider-apg.md +++ b/compendium/feats/wild-strider-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wild Strider"] --- # Wild Strider *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) diff --git a/compendium/feats/wild-winds-gust.md b/compendium/feats/wild-winds-gust.md index a91996e53..2dcdc7461 100644 --- a/compendium/feats/wild-winds-gust.md +++ b/compendium/feats/wild-winds-gust.md @@ -11,7 +11,7 @@ tags: aliases: ["Wild Winds Gust"] --- # Wild Winds Gust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[air](rules/traits/air.md) [concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [manipulate](rules/traits/manipulate.md) [monk](rules/traits/monk.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Wild Winds Initiate](compendium/feats/wild-winds-initiate.md) - **Requirements**: You are in wild winds stance. diff --git a/compendium/feats/wild-winds-initiate.md b/compendium/feats/wild-winds-initiate.md index fc5bff7e8..32a8a0315 100644 --- a/compendium/feats/wild-winds-initiate.md +++ b/compendium/feats/wild-winds-initiate.md @@ -7,7 +7,7 @@ tags: aliases: ["Wild Winds Initiate"] --- # Wild Winds Initiate *Feat 8* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/wildborn-adept-locg.md b/compendium/feats/wildborn-adept-locg.md index 7c4c304b7..02767b53a 100644 --- a/compendium/feats/wildborn-adept-locg.md +++ b/compendium/feats/wildborn-adept-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wildborn Adept"] --- # Wildborn Adept *Feat 5* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") - **Prerequisites**: [Wildborn Magic](compendium/feats/wildborn-magic-locg.md) diff --git a/compendium/feats/wildborn-magic-locg.md b/compendium/feats/wildborn-magic-locg.md index 4fd40abae..b3d38e0e0 100644 --- a/compendium/feats/wildborn-magic-locg.md +++ b/compendium/feats/wildborn-magic-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Wildborn Magic"] --- # Wildborn Magic *Feat 1* -[elf](rules/traits/elf.md) [uncommon](rules/traits/uncommon.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Mualijae ethnicity diff --git a/compendium/feats/wilderness-spotter-fop.md b/compendium/feats/wilderness-spotter-fop.md index 9a766308b..1592ab9d0 100644 --- a/compendium/feats/wilderness-spotter-fop.md +++ b/compendium/feats/wilderness-spotter-fop.md @@ -9,7 +9,7 @@ tags: aliases: ["Wilderness Spotter"] --- # Wilderness Spotter *Feat 2* -[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) +[general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Expert in [Survival](compendium/skills.md#Survival) diff --git a/compendium/feats/willing-death-loag.md b/compendium/feats/willing-death-loag.md index 965668a95..c0ae80497 100644 --- a/compendium/feats/willing-death-loag.md +++ b/compendium/feats/willing-death-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Willing Death"] --- # Willing Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") - **Frequency**: once per day - **Trigger** An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the [dying](rules/conditions.md#Dying) condition. diff --git a/compendium/feats/wind-caller.md b/compendium/feats/wind-caller.md index 7b6e8657a..85cf60409 100644 --- a/compendium/feats/wind-caller.md +++ b/compendium/feats/wind-caller.md @@ -7,7 +7,7 @@ tags: aliases: ["Wind Caller"] --- # Wind Caller *Feat 8* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Storm order diff --git a/compendium/feats/wind-gods-fan-loag.md b/compendium/feats/wind-gods-fan-loag.md index 2cdfb2861..5b35b6a38 100644 --- a/compendium/feats/wind-gods-fan-loag.md +++ b/compendium/feats/wind-gods-fan-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Wind God's Fan"] --- # Wind God's Fan *Feat 9* -[tengu](rules/traits/tengu-b1.md) +[tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") - **Prerequisites**: [Tengu Feather Fan](compendium/feats/tengu-feather-fan-loag.md) diff --git a/compendium/feats/wind-jump.md b/compendium/feats/wind-jump.md index c63cbf6ea..e086766db 100644 --- a/compendium/feats/wind-jump.md +++ b/compendium/feats/wind-jump.md @@ -7,7 +7,7 @@ tags: aliases: ["Wind Jump"] --- # Wind Jump *Feat 10* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/wind-pillow-loil.md b/compendium/feats/wind-pillow-loil.md index 7421018c5..69f3d428b 100644 --- a/compendium/feats/wind-pillow-loil.md +++ b/compendium/feats/wind-pillow-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Wind Pillow"] --- # Wind Pillow *Feat 1* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") The winds have whispered to you all your life, and the essence of air itself helps you at times, making you somewhat buoyant when you're suspended in space. Treat all falls as though they were 10 feet less than the actual distance traveled. You also gain the [Powerful Leap](compendium/feats/powerful-leap.md) skill feat, even if you don't meet that feat's prerequisites. diff --git a/compendium/feats/wind-tempered-loag.md b/compendium/feats/wind-tempered-loag.md index cde085b65..6881e6942 100644 --- a/compendium/feats/wind-tempered-loag.md +++ b/compendium/feats/wind-tempered-loag.md @@ -7,12 +7,12 @@ tags: aliases: ["Wind Tempered"] --- # Wind Tempered *Feat 1* -[sylph](rules/traits/sylph-b2.md) +[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") -You are at home in tempestuous weather and accustomed to even the harshest winds. You gain a +1 circumstance bonus to saves against [air](rules/traits/air.md) and [electricity](rules/traits/electricity.md) effects. +You are at home in tempestuous weather and accustomed to even the harshest winds. You gain a +1 circumstance bonus to saves against [air](rules/traits/air.md "Air Energy & Element Trait") and [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effects. -If you roll a success on a save against an [air](rules/traits/air.md) effect, you get a critical success instead. +If you roll a success on a save against an [air](rules/traits/air.md "Air Energy & Element Trait") effect, you get a critical success instead. *Source: Lost Omens: Ancestry Guide p. 115* %% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/compendium/feats/wind-tossed-spell-som.md b/compendium/feats/wind-tossed-spell-som.md index 75c55fb58..3d4c3fde5 100644 --- a/compendium/feats/wind-tossed-spell-som.md +++ b/compendium/feats/wind-tossed-spell-som.md @@ -10,14 +10,14 @@ tags: aliases: ["Wind-tossed Spell"] --- # Wind-tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[air](rules/traits/air.md) [archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) - **Activity** Single Action You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. -If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](rules/traits/air.md) trait. +If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](rules/traits/air.md "Air Energy & Element Trait") trait. *Source: Secrets of Magic p. 207* %% #compendium/src/pf2e/som #trait/air #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/winding-flow.md b/compendium/feats/winding-flow.md index dc7bf31de..8b48ea7fc 100644 --- a/compendium/feats/winding-flow.md +++ b/compendium/feats/winding-flow.md @@ -7,7 +7,7 @@ tags: aliases: ["Winding Flow"] --- # Winding Flow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Frequency**: once per round - **Activity** Single Action diff --git a/compendium/feats/wing-step-loag.md b/compendium/feats/wing-step-loag.md index a6f8f60d9..08001b39a 100644 --- a/compendium/feats/wing-step-loag.md +++ b/compendium/feats/wing-step-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Wing Step"] --- # Wing Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[strix](rules/traits/strix-loag.md) +[strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") - **Activity** Single Action diff --git a/compendium/feats/winglets-loag.md b/compendium/feats/winglets-loag.md index da4b40aa2..cf2a7f613 100644 --- a/compendium/feats/winglets-loag.md +++ b/compendium/feats/winglets-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Winglets"] --- # Winglets *Feat 5* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") You're among the few kobolds who grow a set of draconic wings later in life. The wings are initially small and weak; while not enough for full flight, a strong flap allows you to jump further. diff --git a/compendium/feats/wings-of-air-loag.md b/compendium/feats/wings-of-air-loag.md index 4b1361b13..19a18f6df 100644 --- a/compendium/feats/wings-of-air-loag.md +++ b/compendium/feats/wings-of-air-loag.md @@ -10,7 +10,7 @@ tags: aliases: ["Wings Of Air"] --- # Wings Of Air [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [sylph](rules/traits/sylph-b2.md) [transmutation](rules/traits/transmutation.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/wings-of-the-dragon-apg.md b/compendium/feats/wings-of-the-dragon-apg.md index 0395ef30f..a22926daa 100644 --- a/compendium/feats/wings-of-the-dragon-apg.md +++ b/compendium/feats/wings-of-the-dragon-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wings Of The Dragon"] --- # Wings Of The Dragon *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) diff --git a/compendium/feats/winter-cat-senses-loag.md b/compendium/feats/winter-cat-senses-loag.md index bf498aefc..5074a95c0 100644 --- a/compendium/feats/winter-cat-senses-loag.md +++ b/compendium/feats/winter-cat-senses-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Winter Cat Senses"] --- # Winter Cat Senses *Feat 1* -[catfolk](rules/traits/catfolk-b1.md) +[catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") - **Prerequisites**: winter catfolk heritage diff --git a/compendium/feats/winters-embrace-tv.md b/compendium/feats/winters-embrace-tv.md index a14e8dc47..2cc967370 100644 --- a/compendium/feats/winters-embrace-tv.md +++ b/compendium/feats/winters-embrace-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Winter's Embrace"] --- # Winter's Embrace *Feat 10* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") Your eyes are accustomed to the harsh glare of the sun on snow and ice. You gain a +1 status bonus to saving throws against effects that inflict the [dazzled](rules/conditions.md#Dazzled) condition. diff --git a/compendium/feats/winters-kiss-tv.md b/compendium/feats/winters-kiss-tv.md index c92345934..8bdae6c13 100644 --- a/compendium/feats/winters-kiss-tv.md +++ b/compendium/feats/winters-kiss-tv.md @@ -7,7 +7,7 @@ tags: aliases: ["Winter's Kiss"] --- # Winter's Kiss *Feat 14* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill. You are now protected from extreme cold and extreme heat, and you gain resistance to fire equal to half your level. If you would already have resistance to fire equal to half your level from a heritage, ancestry feat, class feat, or another archetype feat, you instead gain resistance to fire equal to your level. diff --git a/compendium/feats/wish-alchemy-lol.md b/compendium/feats/wish-alchemy-lol.md index 07a2c7c63..ebd5db2d7 100644 --- a/compendium/feats/wish-alchemy-lol.md +++ b/compendium/feats/wish-alchemy-lol.md @@ -8,7 +8,7 @@ tags: aliases: ["Wish Alchemy"] --- # Wish Alchemy *Feat 20* -[alchemist](rules/traits/alchemist.md) [rare](rules/traits/rare.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") You have learned Artokus Kirran's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes. Once per day when you use advanced alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common arcane spell of your choice of 8th level or lower. The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of [Interact](rules/actions/interact.md) actions as the spell's casting time and grants you the effects of the spell. diff --git a/compendium/feats/witch-dedication-apg.md b/compendium/feats/witch-dedication-apg.md index bea1abb04..ed2532f4d 100644 --- a/compendium/feats/witch-dedication-apg.md +++ b/compendium/feats/witch-dedication-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Witch Dedication"] --- # Witch Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 diff --git a/compendium/feats/witch-warden-locg.md b/compendium/feats/witch-warden-locg.md index fec373b85..288c1dbfa 100644 --- a/compendium/feats/witch-warden-locg.md +++ b/compendium/feats/witch-warden-locg.md @@ -8,7 +8,7 @@ tags: aliases: ["Witch Warden"] --- # Witch Warden *Feat 1* -[human](rules/traits/human.md) [uncommon](rules/traits/uncommon.md) +[human](rules/traits/human.md "Human Ancestry & Heritage Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Kellid ethnicity diff --git a/compendium/feats/witchs-bottle-apg.md b/compendium/feats/witchs-bottle-apg.md index e41363a08..99bb04f8f 100644 --- a/compendium/feats/witchs-bottle-apg.md +++ b/compendium/feats/witchs-bottle-apg.md @@ -7,13 +7,13 @@ tags: aliases: ["Witch's Bottle"] --- # Witch's Bottle *Feat 8* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Cauldron](compendium/feats/cauldron-apg.md) You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have [cackle](compendium/feats/cackle-apg.md), you can cast [cackle](compendium/spells/cackle-apg.md) into the bottle just before you seal it. If you do, the hex's duration is extended as if you had cast [cackle](compendium/spells/cackle-apg.md) the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed. -Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the [concentrate](rules/traits/concentrate.md) trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast [cackle](compendium/spells/cackle-apg.md)) until the potion is consumed or loses its magic. +Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast [cackle](compendium/spells/cackle-apg.md)) until the potion is consumed or loses its magic. *Source: Advanced Player's Guide p. 103* %% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/compendium/feats/witchs-charge-apg.md b/compendium/feats/witchs-charge-apg.md index cdf6b5478..c71f04e53 100644 --- a/compendium/feats/witchs-charge-apg.md +++ b/compendium/feats/witchs-charge-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Witch's Charge"] --- # Witch's Charge *Feat 6* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [witch](rules/traits/witch-apg.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") You forge a magical link with another creature, granting you awareness of that creature's condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge's direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations. diff --git a/compendium/feats/witchs-communion-apg.md b/compendium/feats/witchs-communion-apg.md index 355a659c0..6e41b6159 100644 --- a/compendium/feats/witchs-communion-apg.md +++ b/compendium/feats/witchs-communion-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Witch's Communion"] --- # Witch's Communion *Feat 10* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") - **Prerequisites**: [Witch's Charge](compendium/feats/witchs-charge-apg.md) diff --git a/compendium/feats/witchs-hut-apg.md b/compendium/feats/witchs-hut-apg.md index 839c1b6c6..6ac31a715 100644 --- a/compendium/feats/witchs-hut-apg.md +++ b/compendium/feats/witchs-hut-apg.md @@ -7,19 +7,19 @@ tags: aliases: ["Witch's Hut"] --- # Witch's Hut *Feat 20* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size. The hut uses your AC, saving throw modifiers, and [Perception](compendium/skills.md#Perception) modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it's reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired. -The hut can't attack or attempt skill checks. You can give the hut a command as a single action, which has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command. +The hut can't attack or attempt skill checks. You can give the hut a command as a single action, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command. - **Guard** The hut watches for trespassers within 120 feet using your [Perception](compendium/skills.md#Perception) modifier and screams if it spots any. - **Lock** Each entrance to the hut is sealed with a [lock](compendium/spells/lock.md) spell. - **Move** The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as "follow me" or "move that direction." While perfectly suitable for overland travel, the hut's broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. -- **Hide** The hut appears to be a normal, mundane object of its type. This is a 10th-level [illusion](rules/traits/illusion.md) effect +- **Hide** The hut appears to be a normal, mundane object of its type. This is a 10th-level [illusion](rules/traits/illusion.md "Illusion School Trait") effect You can have only one hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely. diff --git a/compendium/feats/withstand-death-lokl.md b/compendium/feats/withstand-death-lokl.md index 06b226193..eaf8097b9 100644 --- a/compendium/feats/withstand-death-lokl.md +++ b/compendium/feats/withstand-death-lokl.md @@ -7,7 +7,7 @@ tags: aliases: ["Withstand Death"] --- # Withstand Death *Feat 16* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), Necromantic Resistance diff --git a/compendium/feats/wizard-dedication.md b/compendium/feats/wizard-dedication.md index 8587663ee..a8efda776 100644 --- a/compendium/feats/wizard-dedication.md +++ b/compendium/feats/wizard-dedication.md @@ -9,7 +9,7 @@ tags: aliases: ["Wizard Dedication"] --- # Wizard Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 diff --git a/compendium/feats/wolf-drag.md b/compendium/feats/wolf-drag.md index b6f7d0eb8..a58a450c3 100644 --- a/compendium/feats/wolf-drag.md +++ b/compendium/feats/wolf-drag.md @@ -7,13 +7,13 @@ tags: aliases: ["Wolf Drag"] --- # Wolf Drag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[monk](rules/traits/monk.md) +[monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: [Wolf Stance](compendium/feats/wolf-stance.md) - **Requirements**: You are in Wolf Stance. - **Activity** Two-Action -You rip your enemy off their feet. Make a wolf jaw [Strike](rules/actions/strike.md). Your wolf jaw gains the [fatal ](rules/traits/fatal.md) trait for this [Strike](rules/actions/strike.md), and if the attack succeeds, you knock the target [prone](rules/conditions.md#Prone). +You rip your enemy off their feet. Make a wolf jaw [Strike](rules/actions/strike.md). Your wolf jaw gains the [fatal ](rules/traits/fatal-d12.md "Fatal Weapon Trait") trait for this [Strike](rules/actions/strike.md), and if the attack succeeds, you knock the target [prone](rules/conditions.md#Prone). *Source: Core Rulebook p. 162* %% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/wolf-in-sheeps-clothing-da.md b/compendium/feats/wolf-in-sheeps-clothing-da.md index 09d66d3e1..25e0678b6 100644 --- a/compendium/feats/wolf-in-sheeps-clothing-da.md +++ b/compendium/feats/wolf-in-sheeps-clothing-da.md @@ -7,13 +7,13 @@ tags: aliases: ["Wolf in Sheep's Clothing"] --- # Wolf in Sheep's Clothing *Feat 4* -[ranger](rules/traits/ranger.md) +[ranger](rules/traits/ranger.md "Ranger Class Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter. -You can [Impersonate](rules/actions/impersonate.md) creatures with the animal, [beast](rules/traits/beast.md), or [plant](rules/traits/plant.md) traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could [Impersonate](rules/actions/impersonate.md) a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size. +You can [Impersonate](rules/actions/impersonate.md) creatures with the animal, [beast](rules/traits/beast.md "Beast Creature Type Trait"), or [plant](rules/traits/plant.md "Plant Creature Type Trait") traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could [Impersonate](rules/actions/impersonate.md) a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size. *Source: Dark Archive p. 64* %% #compendium/src/pf2e/da #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/wolf-stance.md b/compendium/feats/wolf-stance.md index acfd468a7..46fc567a6 100644 --- a/compendium/feats/wolf-stance.md +++ b/compendium/feats/wolf-stance.md @@ -8,14 +8,14 @@ tags: aliases: ["Wolf Stance"] --- # Wolf Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) +[monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Requirements**: You are unarmored. - **Activity** Single Action -You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal `1d8` piercing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. +You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal `1d8` piercing damage; are in the brawling group; and have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. -If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the [trip](rules/traits/trip.md) trait. +If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the [trip](rules/traits/trip.md "Trip Weapon Trait") trait. ## Wolf Stance leads to... diff --git a/compendium/feats/wonder-worker-da.md b/compendium/feats/wonder-worker-da.md index 8969bea73..62d5bd421 100644 --- a/compendium/feats/wonder-worker-da.md +++ b/compendium/feats/wonder-worker-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Wonder Worker"] --- # Wonder Worker *Feat 20* -[thaumaturge](rules/traits/thaumaturge-da.md) +[thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Prerequisites**: legendary in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) diff --git a/compendium/feats/woodcraft-locg.md b/compendium/feats/woodcraft-locg.md index 00f8a9f3a..61aca47bd 100644 --- a/compendium/feats/woodcraft-locg.md +++ b/compendium/feats/woodcraft-locg.md @@ -7,7 +7,7 @@ tags: aliases: ["Woodcraft"] --- # Woodcraft *Feat 1* -[elf](rules/traits/elf.md) +[elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a [Survival](compendium/skills.md#Survival) skill check to [Sense Direction](rules/actions/sense-direction.md), [Subsist](rules/actions/subsist.md), or [Cover Tracks](rules/actions/cover-tracks.md), you get a failure instead, and if you roll a success, you get a critical success instead. diff --git a/compendium/feats/woodland-stride.md b/compendium/feats/woodland-stride.md index 4aed105c3..f67d1babe 100644 --- a/compendium/feats/woodland-stride.md +++ b/compendium/feats/woodland-stride.md @@ -7,7 +7,7 @@ tags: aliases: ["Woodland Stride"] --- # Woodland Stride *Feat 4* -[druid](rules/traits/druid.md) +[druid](rules/traits/druid.md "Druid Class Trait") - **Prerequisites**: Leaf order diff --git a/compendium/feats/words-of-unraveling-av2.md b/compendium/feats/words-of-unraveling-av2.md index de6b0b217..7ab5c4d50 100644 --- a/compendium/feats/words-of-unraveling-av2.md +++ b/compendium/feats/words-of-unraveling-av2.md @@ -7,7 +7,7 @@ tags: aliases: ["Words Of Unraveling"] --- # Words Of Unraveling *Feat 12* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) diff --git a/compendium/feats/work-yourself-up-som.md b/compendium/feats/work-yourself-up-som.md index 561bb9616..e0b68e18a 100644 --- a/compendium/feats/work-yourself-up-som.md +++ b/compendium/feats/work-yourself-up-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Work Yourself Up"] --- # Work Yourself Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) - **Requirements**: You have a reaction available and aren't prevented from using Catharsis. diff --git a/compendium/feats/world-wise-vigilance-gw3.md b/compendium/feats/world-wise-vigilance-gw3.md new file mode 100644 index 000000000..5b4eae3a5 --- /dev/null +++ b/compendium/feats/world-wise-vigilance-gw3.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw3 +- trait/archetype +aliases: ["World-Wise Vigilance"] +--- +# World-Wise Vigilance *Feat 8* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: Twilight Speaker Dedication + +Your keen study of other cultures gives you insights into the ways those cultures fight. When you use [Perception](compendium/skills.md#Perception) to roll initiative and none of your enemies have the [elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") trait, you can choose to roll [Society](compendium/skills.md#Society) instead. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 79* +%% #compendium/src/pf2e/gw3 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/worldsphere-gravity-frp3.md b/compendium/feats/worldsphere-gravity-frp3.md index 22130c905..d26645a16 100644 --- a/compendium/feats/worldsphere-gravity-frp3.md +++ b/compendium/feats/worldsphere-gravity-frp3.md @@ -9,7 +9,7 @@ tags: aliases: ["Worldsphere Gravity"] --- # Worldsphere Gravity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[metamagic](rules/traits/metamagic.md "Metamagic General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Frequency**: once per hour - **Activity** Single Action diff --git a/compendium/feats/wortwitch-apg.md b/compendium/feats/wortwitch-apg.md index 63a16f98e..a67267971 100644 --- a/compendium/feats/wortwitch-apg.md +++ b/compendium/feats/wortwitch-apg.md @@ -7,7 +7,7 @@ tags: aliases: ["Wortwitch"] --- # Wortwitch *Feat 1* -[witch](rules/traits/witch-apg.md) +[witch](rules/traits/witch-apg.md "Witch Class Trait") You have a particular affinity for leafy plants. Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain. In addition, you gain the ability to see through leaves, vines, and other foliage. You don't take circumstance penalties to ranged spell attacks or [Perception](compendium/skills.md#Perception) checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target [concealed](rules/conditions.md#Concealed) only by such vegetation. diff --git a/compendium/feats/wounded-rage.md b/compendium/feats/wounded-rage.md index d811d7e6e..0b6dcc82e 100644 --- a/compendium/feats/wounded-rage.md +++ b/compendium/feats/wounded-rage.md @@ -8,7 +8,7 @@ tags: aliases: ["Wounded Rage"] --- # Wounded Rage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [rage](rules/traits/rage.md "Rage Combat Trait") - **Trigger** You take damage and are capable of entering a rage. - **Activity** Reaction diff --git a/compendium/feats/wrestler-dedication-lotgb.md b/compendium/feats/wrestler-dedication-lotgb.md index 3d5c8b438..60c0de937 100644 --- a/compendium/feats/wrestler-dedication-lotgb.md +++ b/compendium/feats/wrestler-dedication-lotgb.md @@ -8,7 +8,7 @@ tags: aliases: ["Wrestler Dedication"] --- # Wrestler Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics), unarmed attacks, and unarmored defense diff --git a/compendium/feats/wronged-monks-wrath-frp1.md b/compendium/feats/wronged-monks-wrath-frp1.md index f45a6837e..3113d661f 100644 --- a/compendium/feats/wronged-monks-wrath-frp1.md +++ b/compendium/feats/wronged-monks-wrath-frp1.md @@ -8,7 +8,7 @@ tags: aliases: ["Wronged Monk's Wrath"] --- # Wronged Monk's Wrath *Feat 10* -[monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: ki spells diff --git a/compendium/feats/wyrmbane-aura.md b/compendium/feats/wyrmbane-aura.md index 68ce9f768..821ba01d6 100644 --- a/compendium/feats/wyrmbane-aura.md +++ b/compendium/feats/wyrmbane-aura.md @@ -7,7 +7,7 @@ tags: aliases: ["Wyrmbane Aura"] --- # Wyrmbane Aura *Feat 14* -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") - **Prerequisites**: [Dragonslayer Oath](compendium/feats/dragonslayer-oath.md) diff --git a/compendium/feats/wyrmling-flight-loag.md b/compendium/feats/wyrmling-flight-loag.md index 61fc92d90..ef30ea384 100644 --- a/compendium/feats/wyrmling-flight-loag.md +++ b/compendium/feats/wyrmling-flight-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Wyrmling Flight"] --- # Wyrmling Flight *Feat 17* -[kobold](rules/traits/kobold-b1.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") - **Prerequisites**: [Hatchling Flight](compendium/feats/hatchling-flight-loag.md) diff --git a/compendium/feats/yamarajs-grandeur-loag.md b/compendium/feats/yamarajs-grandeur-loag.md index c873bc9ee..2c9e0822d 100644 --- a/compendium/feats/yamarajs-grandeur-loag.md +++ b/compendium/feats/yamarajs-grandeur-loag.md @@ -7,7 +7,7 @@ tags: aliases: ["Yamaraj's Grandeur"] --- # Yamaraj's Grandeur [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[duskwalker](rules/traits/duskwalker-apg.md) +[duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") - **Frequency**: once per day - **Activity** Two-Action diff --git a/compendium/feats/youre-next-rogue.md b/compendium/feats/youre-next-rogue.md index 3de4bdf51..95967657f 100644 --- a/compendium/feats/youre-next-rogue.md +++ b/compendium/feats/youre-next-rogue.md @@ -10,7 +10,7 @@ tags: aliases: ["You're Next (Rogue)"] --- # You're Next (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [rogue](rules/traits/rogue.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) - **Trigger** You reduce an enemy to 0 hit points. diff --git a/compendium/feats/youre-next-swashbuckler-apg.md b/compendium/feats/youre-next-swashbuckler-apg.md index 5fb5ad1c2..74fd90970 100644 --- a/compendium/feats/youre-next-swashbuckler-apg.md +++ b/compendium/feats/youre-next-swashbuckler-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["You're Next (Swashbuckler)"] --- # You're Next (Swashbuckler) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) - **Trigger** You reduce an enemy to 0 Hit Points. diff --git a/compendium/feats/zephyr-guard-dedication-aoa5.md b/compendium/feats/zephyr-guard-dedication-aoa5.md index ca64f2a43..c19bc90c0 100644 --- a/compendium/feats/zephyr-guard-dedication-aoa5.md +++ b/compendium/feats/zephyr-guard-dedication-aoa5.md @@ -9,7 +9,7 @@ tags: aliases: ["Zephyr Guard Dedication"] --- # Zephyr Guard Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Katapesh. - **Prerequisites**: member of the Zephyr Guard diff --git a/compendium/feats/zombie-dedication-botd.md b/compendium/feats/zombie-dedication-botd.md index 350a4a064..31bfeaa46 100644 --- a/compendium/feats/zombie-dedication-botd.md +++ b/compendium/feats/zombie-dedication-botd.md @@ -9,17 +9,17 @@ tags: aliases: ["Zombie Dedication"] --- # Zombie Dedication *Feat 2* -[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [rare](rules/traits/rare.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You died and were animated as a husk zombie. -Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the [undead](rules/traits/undead.md) and [zombie](rules/traits/zombie-b1.md) traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not [mindless](rules/traits/mindless.md). Reduce all your Speeds by 5 feet. Your fist loses the [nonlethal](rules/traits/nonlethal.md) trait. +Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the [undead](rules/traits/undead.md "Undead Creature Type Trait") and [zombie](rules/traits/zombie-b1.md "Zombie Creature Trait") traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not [mindless](rules/traits/mindless.md "Mindless Creature Trait"). Reduce all your Speeds by 5 feet. Your fist loses the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body. While your body is deteriorated, you're [slowed](rules/conditions.md#Slowed). You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the [slowed](rules/conditions.md#Slowed) condition from deterioration through any other means. -You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d8` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md) trait. You can use your jaws [Strike](rules/actions/strike.md) only against a creature that's [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. +You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d8` piercing damage. Your jaws are in the brawling group and have the [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") trait. You can use your jaws [Strike](rules/actions/strike.md) only against a creature that's [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. **Special.** You can't select another dedication feat until you have gained two other feats from the zombie archetype. diff --git a/compendium/feats/zombie-horde-ooa3.md b/compendium/feats/zombie-horde-ooa3.md index 44a930f73..99d8ae3be 100644 --- a/compendium/feats/zombie-horde-ooa3.md +++ b/compendium/feats/zombie-horde-ooa3.md @@ -7,7 +7,7 @@ tags: aliases: ["Zombie Horde"] --- # Zombie Horde [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[archetype](rules/traits/archetype.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) - **Activity** Three-Action diff --git a/compendium/gm/afflictions/afflictions.md b/compendium/gm/afflictions/afflictions.md index dd03b4512..48c7d07b7 100644 --- a/compendium/gm/afflictions/afflictions.md +++ b/compendium/gm/afflictions/afflictions.md @@ -4,6 +4,7 @@ cssclass: pf2e,pf2e-index --- # Index of Afflictions +- [Blackfrost, _Curse 1_](blackfrost-gw3.md) - [Blinding Sickness, _Disease 7_](blinding-sickness.md) - [Boastful Prince's Scourge, _Curse 7_](boastful-princes-scourge-da.md) - [Boatman's Toll Curse, _Curse 20_](boatmans-toll-curse-loil.md) diff --git a/compendium/gm/afflictions/blackfrost-gw3.md b/compendium/gm/afflictions/blackfrost-gw3.md new file mode 100644 index 000000000..dc6071b66 --- /dev/null +++ b/compendium/gm/afflictions/blackfrost-gw3.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/1 +- compendium/src/pf2e/gw3 +- trait/cold +- trait/curse +- trait/disease +- trait/necromancy +- trait/occult +- trait/uncommon +aliases: ["Blackfrost"] +--- +# Blackfrost +*Curse 1* +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +This affliction can't be reduced below stage 1, nor the damage from it healed, until successfully treated with [remove curse](compendium/spells/remove-curse.md) or a similar effect; the affliction can then be removed as a normal disease. A creature that dies from cold damage while cursed with blackfrost rises as a blackfrost dead after 24 hours. + +```ad-inline-affliction +title: Saving Throw: DC 27 Fortitude + + +## Stages + +**Stage 1** `4d6` cold damage (1 minute) + +**Stage 2** weakness to cold 5 and [drained](rules/conditions.md#Drained) (1 day) + +**Stage 3** weakness to cold 10 and [drained](rules/conditions.md#Drained) (1 day) +``` + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 76* \ No newline at end of file diff --git a/compendium/gm/afflictions/blinding-sickness.md b/compendium/gm/afflictions/blinding-sickness.md index 87e127de7..968268e7c 100644 --- a/compendium/gm/afflictions/blinding-sickness.md +++ b/compendium/gm/afflictions/blinding-sickness.md @@ -10,7 +10,7 @@ aliases: ["Blinding Sickness"] --- # Blinding Sickness *Disease 7* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") Endemic to jungles of the Mwangi Expanse, blinding sickness is transmitted by dirty water or the bites of certain creatures. diff --git a/compendium/gm/afflictions/boastful-princes-scourge-da.md b/compendium/gm/afflictions/boastful-princes-scourge-da.md index e4e0da016..faa9a7f60 100644 --- a/compendium/gm/afflictions/boastful-princes-scourge-da.md +++ b/compendium/gm/afflictions/boastful-princes-scourge-da.md @@ -14,14 +14,14 @@ aliases: ["Boastful Prince's Scourge"] --- # Boastful Prince's Scourge *Curse 7* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [polymorph](rules/traits/polymorph.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") Used as a punishment against the vain or the arrogant, this curse slowly transforms you into a frog in note just body, but mind as well. ```ad-inline-affliction title: Saving Throw: DC 23 Will -**Effect** Your features slowly morph into that of a frog's as you grow a prominent vocal sac. You gain the [amphibious](rules/traits/amphibious-b1.md) trait and can breathe both air and water. You are [stupefied](rules/conditions.md#Stupefied) as long as you are under the effect of this curse, and you can't reduce your [stupefied](rules/conditions.md#Stupefied) value below 1. +**Effect** Your features slowly morph into that of a frog's as you grow a prominent vocal sac. You gain the [amphibious](rules/traits/amphibious-b1.md "Amphibious Creature Trait") trait and can breathe both air and water. You are [stupefied](rules/conditions.md#Stupefied) as long as you are under the effect of this curse, and you can't reduce your [stupefied](rules/conditions.md#Stupefied) value below 1. ``` ## Tempting Curse diff --git a/compendium/gm/afflictions/boatmans-toll-curse-loil.md b/compendium/gm/afflictions/boatmans-toll-curse-loil.md index b7f27003c..df2c65ecf 100644 --- a/compendium/gm/afflictions/boatmans-toll-curse-loil.md +++ b/compendium/gm/afflictions/boatmans-toll-curse-loil.md @@ -13,7 +13,7 @@ aliases: ["Boatman's Toll Curse"] --- # Boatman's Toll Curse *Curse 20* -[curse](rules/traits/curse.md) [death](rules/traits/death.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") Your soul is treated as collateral for the crimes you've committed. This punishment is reserved for those who have committed truly heinous acts, such as using holy magic against an important undead citizen or conspiring with enemies of the state. diff --git a/compendium/gm/afflictions/bog-rot.md b/compendium/gm/afflictions/bog-rot.md index bcc0e5888..8023d3b2e 100644 --- a/compendium/gm/afflictions/bog-rot.md +++ b/compendium/gm/afflictions/bog-rot.md @@ -10,7 +10,7 @@ aliases: ["Bog Rot"] --- # Bog Rot *Disease 0* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") Sometimes called bog foot, bog rot is caused by having waterlogged feet for an extended period of time. In addition to the usual cures for an affliction, bog rot can be cured through amputation of the affected appendages. diff --git a/compendium/gm/afflictions/bone-chill.md b/compendium/gm/afflictions/bone-chill.md index 137681bcb..77abfe75b 100644 --- a/compendium/gm/afflictions/bone-chill.md +++ b/compendium/gm/afflictions/bone-chill.md @@ -12,7 +12,7 @@ aliases: ["Bone Chill"] --- # Bone Chill *Disease 5* -[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") If you are wounded and exposed to persistent cold, you might contract bonechill. diff --git a/compendium/gm/afflictions/brain-worms.md b/compendium/gm/afflictions/brain-worms.md index ec2a1e391..58fa15908 100644 --- a/compendium/gm/afflictions/brain-worms.md +++ b/compendium/gm/afflictions/brain-worms.md @@ -11,7 +11,7 @@ aliases: ["Brain Worms"] --- # Brain Worms *Disease 11* -[disease](rules/traits/disease.md) [virulent](rules/traits/virulent.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") Scholars suspect these brain parasites have an otherworldly or extraplanar origin. Though transmitted by the bites of infected targets, the disease remains relatively rare—most hosts are killed by the effects before they can pass it on. While infected, whenever you attack due to confusion, you bite your target (if you don't have a jaws or fangs attack, you deal piercing damage as an unarmed attack with damage equal to your lowest unarmed attack). diff --git a/compendium/gm/afflictions/bubonic-plague.md b/compendium/gm/afflictions/bubonic-plague.md index 037a071c0..484619588 100644 --- a/compendium/gm/afflictions/bubonic-plague.md +++ b/compendium/gm/afflictions/bubonic-plague.md @@ -10,7 +10,7 @@ aliases: ["Bubonic Plague"] --- # Bubonic Plague *Disease 3* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") This widespread illness can sweep through entire communities, leaving few unaffected. The first indication of the disease is a telltale swelling of glands. In some cases, the disease can move into your lungs (pneumonic plague) or blood (septicemic plague), which is even more fatal. If you have bubonic plague, you can't remove the fatigued condition while affected. diff --git a/compendium/gm/afflictions/choking-death.md b/compendium/gm/afflictions/choking-death.md index 011a5b032..d5ce438da 100644 --- a/compendium/gm/afflictions/choking-death.md +++ b/compendium/gm/afflictions/choking-death.md @@ -10,7 +10,7 @@ aliases: ["Choking Death"] --- # Choking Death *Disease 6* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") This disease is capable of wiping out nations or even entire continents. A few pockets of the disease still remain in Iobaria, keeping that region's population sparse. diff --git a/compendium/gm/afflictions/consummate-liar-loil.md b/compendium/gm/afflictions/consummate-liar-loil.md index 6529666d8..887239868 100644 --- a/compendium/gm/afflictions/consummate-liar-loil.md +++ b/compendium/gm/afflictions/consummate-liar-loil.md @@ -13,7 +13,7 @@ aliases: ["Consummate Liar"] --- # Consummate Liar *Curse 14* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") It becomes your first instinct to answer every question with an obvious and blatant lie, no matter how trivial. diff --git a/compendium/gm/afflictions/cowards-roots.md b/compendium/gm/afflictions/cowards-roots.md index e4af75eed..54eebdc6e 100644 --- a/compendium/gm/afflictions/cowards-roots.md +++ b/compendium/gm/afflictions/cowards-roots.md @@ -14,7 +14,7 @@ aliases: ["Coward's Roots"] --- # Coward's Roots *Curse 4* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") You find all courage stolen from your heart. When faced with something frightening, you flee in terror or stand frozen in place. diff --git a/compendium/gm/afflictions/curse-of-biting-swarms-loil.md b/compendium/gm/afflictions/curse-of-biting-swarms-loil.md index 8f5352e57..db8b63f6a 100644 --- a/compendium/gm/afflictions/curse-of-biting-swarms-loil.md +++ b/compendium/gm/afflictions/curse-of-biting-swarms-loil.md @@ -12,7 +12,7 @@ aliases: ["Curse of Biting Swarms"] --- # Curse of Biting Swarms *Curse 5* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") You emit a deathlike stench that attracts swarms of carrion-eating insects. diff --git a/compendium/gm/afflictions/curse-of-nightmares.md b/compendium/gm/afflictions/curse-of-nightmares.md index 186991794..f93ea2406 100644 --- a/compendium/gm/afflictions/curse-of-nightmares.md +++ b/compendium/gm/afflictions/curse-of-nightmares.md @@ -13,7 +13,7 @@ aliases: ["Curse of Nightmares"] --- # Curse of Nightmares *Curse 2* -[curse](rules/traits/curse.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") This curse plagues you with terrible nightmares whenever you sleep, preventing you from resting properly. diff --git a/compendium/gm/afflictions/curse-of-petulant-whispers-loil.md b/compendium/gm/afflictions/curse-of-petulant-whispers-loil.md index 9179df5c9..1059f65cd 100644 --- a/compendium/gm/afflictions/curse-of-petulant-whispers-loil.md +++ b/compendium/gm/afflictions/curse-of-petulant-whispers-loil.md @@ -13,7 +13,7 @@ aliases: ["Curse of Petulant Whispers"] --- # Curse of Petulant Whispers *Curse 2* -[auditory](rules/traits/auditory.md) [curse](rules/traits/curse.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") A cruel, ghostly voice follows you, whispering your transgressions to anyone you encounter. diff --git a/compendium/gm/afflictions/curse-of-slumber.md b/compendium/gm/afflictions/curse-of-slumber.md index 68c2f1be4..71603d93c 100644 --- a/compendium/gm/afflictions/curse-of-slumber.md +++ b/compendium/gm/afflictions/curse-of-slumber.md @@ -14,7 +14,7 @@ aliases: ["Curse of Slumber"] --- # Curse of Slumber *Curse 11* -[curse](rules/traits/curse.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [sleep](rules/traits/sleep.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") This legendary curse sends you into a sleep indistinguishable from death. diff --git a/compendium/gm/afflictions/curse-of-the-ravenous.md b/compendium/gm/afflictions/curse-of-the-ravenous.md index 376ef06c3..31a45f0cf 100644 --- a/compendium/gm/afflictions/curse-of-the-ravenous.md +++ b/compendium/gm/afflictions/curse-of-the-ravenous.md @@ -12,7 +12,7 @@ aliases: ["Curse of the Ravenous"] --- # Curse of the Ravenous *Curse 5* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") This hideous curse kills through constant hunger. You become gaunt and repeatedly gnash your teeth. diff --git a/compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md b/compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md index 328aca9ab..6fecc5bdd 100644 --- a/compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md +++ b/compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md @@ -12,7 +12,7 @@ aliases: ["Curse of The Rotting Heart"] --- # Curse of The Rotting Heart *Curse 9* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") A shriveled, spectral heart appears inside your body, beating alongside your own. diff --git a/compendium/gm/afflictions/curse-of-the-werecreature-b1.md b/compendium/gm/afflictions/curse-of-the-werecreature-b1.md index 38598ad11..0bb249c86 100644 --- a/compendium/gm/afflictions/curse-of-the-werecreature-b1.md +++ b/compendium/gm/afflictions/curse-of-the-werecreature-b1.md @@ -12,7 +12,7 @@ aliases: ["Curse of the Werecreature"] --- # Curse of the Werecreature *Curse 1* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") This curse affects only humanoids. diff --git a/compendium/gm/afflictions/dysentery-aoa2.md b/compendium/gm/afflictions/dysentery-aoa2.md index 9000fdd91..2d894a8c5 100644 --- a/compendium/gm/afflictions/dysentery-aoa2.md +++ b/compendium/gm/afflictions/dysentery-aoa2.md @@ -10,7 +10,7 @@ aliases: ["Dysentery"] --- # Dysentery *Disease 4* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") The victim suffers from violent nausea and gradual dehydration, and can't recover from the sickened condition from dysentery until the disease is cured. diff --git a/compendium/gm/afflictions/enforced-hospitality-da.md b/compendium/gm/afflictions/enforced-hospitality-da.md index e9f2245c5..37f8da957 100644 --- a/compendium/gm/afflictions/enforced-hospitality-da.md +++ b/compendium/gm/afflictions/enforced-hospitality-da.md @@ -14,7 +14,7 @@ aliases: ["Enforced Hospitality"] --- # Enforced Hospitality *Curse 13* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Cast upon the rude or inconsiderate, this curse compels you to offer a genuine and warm greeting to each new creature you meet. diff --git a/compendium/gm/afflictions/exhaustive-addiction-lomm.md b/compendium/gm/afflictions/exhaustive-addiction-lomm.md index 063271d86..74e489bf5 100644 --- a/compendium/gm/afflictions/exhaustive-addiction-lomm.md +++ b/compendium/gm/afflictions/exhaustive-addiction-lomm.md @@ -11,7 +11,7 @@ aliases: ["Exhaustive Addiction"] --- # Exhaustive Addiction *Disease 15* -[disease](rules/traits/disease.md) [unique](rules/traits/unique.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") Addictive exhaustion results from exposure to Kuworsys's spores, through close proximity with the monster or in fungus-filled pits throughout Kuworsys's lair. At the onset, afflicted creatures find themselves gradually becoming disinterested in life. As the disease worsens, they become hyper-focused on a single activity. As the disease reaches its final stages, sustenance and rest provide no relief for them. diff --git a/compendium/gm/afflictions/forbidding-knowledge-da.md b/compendium/gm/afflictions/forbidding-knowledge-da.md index a3afe9b66..976c14581 100644 --- a/compendium/gm/afflictions/forbidding-knowledge-da.md +++ b/compendium/gm/afflictions/forbidding-knowledge-da.md @@ -13,7 +13,7 @@ aliases: ["Forbidding Knowledge"] --- # Forbidding Knowledge *Curse 10* -[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Information you never should have known lingers everpresent in your mind. diff --git a/compendium/gm/afflictions/ghast-fever-b1.md b/compendium/gm/afflictions/ghast-fever-b1.md index 685342399..ce14a525c 100644 --- a/compendium/gm/afflictions/ghast-fever-b1.md +++ b/compendium/gm/afflictions/ghast-fever-b1.md @@ -10,7 +10,7 @@ aliases: ["Ghast Fever"] --- # Ghast Fever *Disease 1* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") ```ad-inline-affliction title: Saving Throw: Fortitude diff --git a/compendium/gm/afflictions/ghoul-fever-b1.md b/compendium/gm/afflictions/ghoul-fever-b1.md index fed622c09..d6ee26a57 100644 --- a/compendium/gm/afflictions/ghoul-fever-b1.md +++ b/compendium/gm/afflictions/ghoul-fever-b1.md @@ -10,7 +10,7 @@ aliases: ["Ghoul Fever"] --- # Ghoul Fever *Disease 1* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") ```ad-inline-affliction title: Saving Throw: Fortitude diff --git a/compendium/gm/afflictions/grave-curse.md b/compendium/gm/afflictions/grave-curse.md index 6a8552197..b62d3bbf8 100644 --- a/compendium/gm/afflictions/grave-curse.md +++ b/compendium/gm/afflictions/grave-curse.md @@ -12,7 +12,7 @@ aliases: ["Grave Curse"] --- # Grave Curse *Curse Level Varies* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") A grave curse punishes you for stealing from a tomb or other resting place. diff --git a/compendium/gm/afflictions/graveknights-curse-b1.md b/compendium/gm/afflictions/graveknights-curse-b1.md index 46cb0d207..c22e7a7f4 100644 --- a/compendium/gm/afflictions/graveknights-curse-b1.md +++ b/compendium/gm/afflictions/graveknights-curse-b1.md @@ -12,7 +12,7 @@ aliases: ["Graveknight's Curse"] --- # Graveknight's Curse *Curse 1* -[arcane](rules/traits/arcane.md) [curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") This curse affects anyone who wears a graveknight's armor for at least 1 hour. diff --git a/compendium/gm/afflictions/lords-arrogance-loil.md b/compendium/gm/afflictions/lords-arrogance-loil.md index 4a4d46c86..ee0be7bba 100644 --- a/compendium/gm/afflictions/lords-arrogance-loil.md +++ b/compendium/gm/afflictions/lords-arrogance-loil.md @@ -13,7 +13,7 @@ aliases: ["Lord's Arrogance"] --- # Lord's Arrogance *Curse 7* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") You're filled with the unearned confidence of a young noble and carry yourself as if you can do no wrong. diff --git a/compendium/gm/afflictions/malaria-aoa2.md b/compendium/gm/afflictions/malaria-aoa2.md index ca419c72d..fd75152a1 100644 --- a/compendium/gm/afflictions/malaria-aoa2.md +++ b/compendium/gm/afflictions/malaria-aoa2.md @@ -10,7 +10,7 @@ aliases: ["Malaria"] --- # Malaria *Disease 7* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") The victim has a fever and flu-like symptoms, and can't recover from the [fatigued](rules/conditions.md#Fatigued) condition from malaria until the disease is cured. diff --git a/compendium/gm/afflictions/malaria.md b/compendium/gm/afflictions/malaria.md index 735b1c633..82447b517 100644 --- a/compendium/gm/afflictions/malaria.md +++ b/compendium/gm/afflictions/malaria.md @@ -10,7 +10,7 @@ aliases: ["Malaria"] --- # Malaria *Disease 2* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") A pernicious disease spread by bloodsucking insects, malaria sometimes enters long periods of dormancy. If you succumb to malaria, you may continue to be periodically affected by the disease, even if you're cured. You can't reduce your sickened condition while affected with malaria. diff --git a/compendium/gm/afflictions/nightmare-fever.md b/compendium/gm/afflictions/nightmare-fever.md index 0df3ccdea..2bb091719 100644 --- a/compendium/gm/afflictions/nightmare-fever.md +++ b/compendium/gm/afflictions/nightmare-fever.md @@ -12,7 +12,7 @@ aliases: ["Nightmare Fever"] --- # Nightmare Fever *Disease 8* -[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") Thought to be caused by a night hag's curse, nightmare fever inflicts you with terrible nightmares, and you awaken with the wounds you received in your dreams. Some versions cause you to dream of being wounded by bludgeoning or piercing weapons, in which case you take that type of damage instead. Damage and the fatigued condition caused by the disease can't be healed until the disease is removed. diff --git a/compendium/gm/afflictions/oath-of-the-flesh.md b/compendium/gm/afflictions/oath-of-the-flesh.md index 51d55ca1a..ad53323a9 100644 --- a/compendium/gm/afflictions/oath-of-the-flesh.md +++ b/compendium/gm/afflictions/oath-of-the-flesh.md @@ -12,7 +12,7 @@ aliases: ["Oath of the Flesh"] --- # Oath of the Flesh *Curse 7* -[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") When you swear an oath, you must obey that oath or suffer terrible consequences. diff --git a/compendium/gm/afflictions/poison-sedum-ooa1.md b/compendium/gm/afflictions/poison-sedum-ooa1.md index bf339b497..43e166066 100644 --- a/compendium/gm/afflictions/poison-sedum-ooa1.md +++ b/compendium/gm/afflictions/poison-sedum-ooa1.md @@ -13,7 +13,7 @@ aliases: ["Poison Sedum"] --- # Poison Sedum *Disease 1* -[contact](rules/traits/contact.md) [environmental](rules/traits/environmental.md) [poison](rules/traits/poison.md) [rare](rules/traits/rare.md) +[contact](rules/traits/contact.md "Contact Item Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") This green-and-blue stalk is topped with a clump of small flowers resembling broccoli. It's covered in a mildly toxic resin that sticks to flesh, fur, and equipment alike, causing affected creatures to break out in an itchy rash. diff --git a/compendium/gm/afflictions/rage-of-the-excommunicant-da.md b/compendium/gm/afflictions/rage-of-the-excommunicant-da.md index a6e942ed2..d74c7542c 100644 --- a/compendium/gm/afflictions/rage-of-the-excommunicant-da.md +++ b/compendium/gm/afflictions/rage-of-the-excommunicant-da.md @@ -14,7 +14,7 @@ aliases: ["Rage of The Excommunicant"] --- # Rage of The Excommunicant *Curse 10* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Placed upon heretics or those who broke faith, this curse causes symbols of your former faith to burn you upon sight. diff --git a/compendium/gm/afflictions/reviled-of-nature.md b/compendium/gm/afflictions/reviled-of-nature.md index 2c5afb87f..e4a205def 100644 --- a/compendium/gm/afflictions/reviled-of-nature.md +++ b/compendium/gm/afflictions/reviled-of-nature.md @@ -14,7 +14,7 @@ aliases: ["Reviled of Nature"] --- # Reviled of Nature *Curse 18* -[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") This curse makes the hunter into the hunted, drawing the ire of animals wherever you go. diff --git a/compendium/gm/afflictions/reviling-earth.md b/compendium/gm/afflictions/reviling-earth.md index 89da83ff8..abc9f60e9 100644 --- a/compendium/gm/afflictions/reviling-earth.md +++ b/compendium/gm/afflictions/reviling-earth.md @@ -13,7 +13,7 @@ aliases: ["Reviling Earth"] --- # Reviling Earth *Curse 12* -[curse](rules/traits/curse.md) [death](rules/traits/death.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") A reviling earth curse usually appears across a specific geographical region, such as a ruined town, a necromancer's domain, or a similar area. diff --git a/compendium/gm/afflictions/scarlet-fever.md b/compendium/gm/afflictions/scarlet-fever.md index c7a18d82a..097aba4a5 100644 --- a/compendium/gm/afflictions/scarlet-fever.md +++ b/compendium/gm/afflictions/scarlet-fever.md @@ -10,7 +10,7 @@ aliases: ["Scarlet Fever"] --- # Scarlet Fever *Disease 1* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") The relatively simple sore throat caused by this disease leads many victims to initially dismiss it as a mild illness, but scarlet fever can be deadly if left untreated. You can't reduce your sickened condition while affected with scarlet fever. diff --git a/compendium/gm/afflictions/scarlet-leprosy.md b/compendium/gm/afflictions/scarlet-leprosy.md index c080a2c02..a61c5bafc 100644 --- a/compendium/gm/afflictions/scarlet-leprosy.md +++ b/compendium/gm/afflictions/scarlet-leprosy.md @@ -11,7 +11,7 @@ aliases: ["Scarlet Leprosy"] --- # Scarlet Leprosy *Disease 4* -[disease](rules/traits/disease.md) [virulent](rules/traits/virulent.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") Scarlet leprosy is widely feared for its devastating effects, crushing bones and organs while making recovery nearly impossible. Damage taken from scarlet leprosy can't be healed until the disease is cured. diff --git a/compendium/gm/afflictions/sellswords-folly.md b/compendium/gm/afflictions/sellswords-folly.md index 875faf58a..0647fc2d4 100644 --- a/compendium/gm/afflictions/sellswords-folly.md +++ b/compendium/gm/afflictions/sellswords-folly.md @@ -14,14 +14,14 @@ aliases: ["Sellsword's Folly"] --- # Sellsword's Folly *Curse 9* -[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") Even the most experienced combat veteran becomes as reckless as a rookie when suffering from sellsword's folly. ```ad-inline-affliction title: Saving Throw: DC 26 Will -**Effect** The chaos of combat overwhelms you. Each time you roll initiative for a combat encounter, you must attempt a new saving throw against the curse; on a failure, you become [confused](rules/conditions.md#Confused) for 1 round. This is an [incapacitation](rules/traits/incapacitation.md) effect. +**Effect** The chaos of combat overwhelms you. Each time you roll initiative for a combat encounter, you must attempt a new saving throw against the curse; on a failure, you become [confused](rules/conditions.md#Confused) for 1 round. This is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. ``` *Source: Gamemastery Guide p. 117* \ No newline at end of file diff --git a/compendium/gm/afflictions/sewer-haze.md b/compendium/gm/afflictions/sewer-haze.md index 6cd0f6658..4807a55a2 100644 --- a/compendium/gm/afflictions/sewer-haze.md +++ b/compendium/gm/afflictions/sewer-haze.md @@ -11,7 +11,7 @@ aliases: ["Sewer Haze"] --- # Sewer Haze *Disease 7* -[disease](rules/traits/disease.md) [virulent](rules/traits/virulent.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") Many healers and alchemists suspect that sewer haze has a supernatural origin, given its association with particularly strong otyughs. diff --git a/compendium/gm/afflictions/sinful-tongue-da.md b/compendium/gm/afflictions/sinful-tongue-da.md index 2aaa94fa1..d65847eaf 100644 --- a/compendium/gm/afflictions/sinful-tongue-da.md +++ b/compendium/gm/afflictions/sinful-tongue-da.md @@ -14,14 +14,14 @@ aliases: ["Sinful Tongue"] --- # Sinful Tongue *Curse 7* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") This curse is typically used as punishment by good clergy. The curse causes you to envision your wrongdoings whenever you attempt to lie or deceive, a burden that can be cured only by confessing your past transgressions. ```ad-inline-affliction title: Saving Throw: DC 23 Will -[misfortune](rules/traits/misfortune.md) +[misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") **Effect** The weight of guilt distracts you, making it hard for you to deceive people. Whenever you attempt a [Deception](compendium/skills.md#Deception) check, roll the check twice and take the worse result. @@ -30,7 +30,7 @@ title: Saving Throw: DC 23 Will ## Tempting Curse -You begin to confess your sins, beginning from youthful indiscretions and ending with the present day. While you confess, all creatures within 30 feet must succeed at a DC 23 Will save or gain the [fascinated](rules/conditions.md#Fascinated) condition as they listen. You must spend at least 2 actions per round, which have the [concentrate](rules/traits/concentrate.md) trait, listing your wrongdoings. This is an [auditory](rules/traits/auditory.md), [enchantment](rules/traits/enchantment.md), [emotion](rules/traits/emotion.md), and [mental](rules/traits/mental.md) effect. Once you stop confessing your sins, or after 10 minutes if you haven't finished confessing your sins, the effect ends, and you can't confess again until your next daily preparations. Your conscience is clearer having confessed, and you take only a –2 status penalty to [Deception](compendium/skills.md#Deception) checks. +You begin to confess your sins, beginning from youthful indiscretions and ending with the present day. While you confess, all creatures within 30 feet must succeed at a DC 23 Will save or gain the [fascinated](rules/conditions.md#Fascinated) condition as they listen. You must spend at least 2 actions per round, which have the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, listing your wrongdoings. This is an [auditory](rules/traits/auditory.md "Auditory Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [emotion](rules/traits/emotion.md "Emotion Effect Trait"), and [mental](rules/traits/mental.md "Mental Effect Trait") effect. Once you stop confessing your sins, or after 10 minutes if you haven't finished confessing your sins, the effect ends, and you can't confess again until your next daily preparations. Your conscience is clearer having confessed, and you take only a –2 status penalty to [Deception](compendium/skills.md#Deception) checks. ## Summary diff --git a/compendium/gm/afflictions/slayers-haunt.md b/compendium/gm/afflictions/slayers-haunt.md index 9afe94de2..ca98af33a 100644 --- a/compendium/gm/afflictions/slayers-haunt.md +++ b/compendium/gm/afflictions/slayers-haunt.md @@ -13,7 +13,7 @@ aliases: ["Slayer's Haunt"] --- # Slayer's Haunt *Curse 4* -[curse](rules/traits/curse.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [visual](rules/traits/visual.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") You are haunted by all those you have killed. diff --git a/compendium/gm/afflictions/slithering-sli.md b/compendium/gm/afflictions/slithering-sli.md index a91d4b860..273fa0d15 100644 --- a/compendium/gm/afflictions/slithering-sli.md +++ b/compendium/gm/afflictions/slithering-sli.md @@ -12,7 +12,7 @@ aliases: ["Slithering"] --- # Slithering *Curse 15* -[curse](rules/traits/curse.md) [unique](rules/traits/unique.md) [virulent](rules/traits/virulent.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") ```ad-inline-affliction title: Saving Throw: DC 37 Fortitude diff --git a/compendium/gm/afflictions/soulforged-corruption-som.md b/compendium/gm/afflictions/soulforged-corruption-som.md index a8cc3c339..285343b8e 100644 --- a/compendium/gm/afflictions/soulforged-corruption-som.md +++ b/compendium/gm/afflictions/soulforged-corruption-som.md @@ -12,7 +12,7 @@ aliases: ["Soulforged Corruption"] --- # Soulforged Corruption *Curse 1* -[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") A successful [remove curse](compendium/spells/remove-curse.md) spell, rather than ending this curse, reduces its stage by 1 (to a minimum of stage 1). diff --git a/compendium/gm/afflictions/spirit-anchor.md b/compendium/gm/afflictions/spirit-anchor.md index f7f5f9dc1..5e6e477b3 100644 --- a/compendium/gm/afflictions/spirit-anchor.md +++ b/compendium/gm/afflictions/spirit-anchor.md @@ -13,7 +13,7 @@ aliases: ["Spirit Anchor"] --- # Spirit Anchor *Curse 13* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") This curse prevents your soul from moving on after death. diff --git a/compendium/gm/afflictions/swarming-words-da.md b/compendium/gm/afflictions/swarming-words-da.md index 702bdb8af..2a9aff462 100644 --- a/compendium/gm/afflictions/swarming-words-da.md +++ b/compendium/gm/afflictions/swarming-words-da.md @@ -13,19 +13,19 @@ aliases: ["Swarming Words"] --- # Swarming Words *Curse 9* -[conjuration](rules/traits/conjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Placed upon those who use magic to cause harm, this curse causes a shower of bugs to fall from your lips whenever you speak, foiling your spellcasting. ```ad-inline-affliction title: Saving Throw: DC 26 Will -**Effect** The crawling within your mouth never stops as cockroaches, ants, and other insects nest in your body. Whenever you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) with a verbal component or otherwise use an activity that has the [auditory](rules/traits/auditory.md) trait, you must attempt a DC 5 flat check. On a failure, the insects counteract your activity as they crowd your mouth and muffle the sound. +**Effect** The crawling within your mouth never stops as cockroaches, ants, and other insects nest in your body. Whenever you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) with a verbal component or otherwise use an activity that has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, you must attempt a DC 5 flat check. On a failure, the insects counteract your activity as they crowd your mouth and muffle the sound. ``` ## Tempting Curse -The insects multiply into a cascade. When you activate the tempted curse, you must spend 2 actions to cast a 5th-level vomit swarm to free the vermin inside you. For 1 minute after unleashing the swarm, you are not affected by the curse, but afterward, the swarming worsens. For the rest of the day, whenever you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) with a verbal component or otherwise use an activity that has the [auditory](rules/traits/auditory.md) trait, you must attempt a DC 10 flat check. On a failure, the insects counteract your activity. +The insects multiply into a cascade. When you activate the tempted curse, you must spend 2 actions to cast a 5th-level vomit swarm to free the vermin inside you. For 1 minute after unleashing the swarm, you are not affected by the curse, but afterward, the swarming worsens. For the rest of the day, whenever you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) with a verbal component or otherwise use an activity that has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, you must attempt a DC 10 flat check. On a failure, the insects counteract your activity. ## Summary diff --git a/compendium/gm/afflictions/sword-of-anathema.md b/compendium/gm/afflictions/sword-of-anathema.md index 09aed25fc..40e3b8d0f 100644 --- a/compendium/gm/afflictions/sword-of-anathema.md +++ b/compendium/gm/afflictions/sword-of-anathema.md @@ -12,7 +12,7 @@ aliases: ["Sword of Anathema"] --- # Sword of Anathema *Curse 20* -[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") With divine intervention, followers of a deity can bestow this curse upon an enemy of the faith. diff --git a/compendium/gm/afflictions/tetanus.md b/compendium/gm/afflictions/tetanus.md index 9e91fa611..f21492c21 100644 --- a/compendium/gm/afflictions/tetanus.md +++ b/compendium/gm/afflictions/tetanus.md @@ -10,7 +10,7 @@ aliases: ["Tetanus"] --- # Tetanus *Disease 1* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") An infection introduced through open wounds, tetanus can produce stiffness, muscle spasms strong enough to break bones, and ultimately death. diff --git a/compendium/gm/afflictions/theft-of-thought.md b/compendium/gm/afflictions/theft-of-thought.md index 0473acf30..4368de240 100644 --- a/compendium/gm/afflictions/theft-of-thought.md +++ b/compendium/gm/afflictions/theft-of-thought.md @@ -13,7 +13,7 @@ aliases: ["Theft of Thought"] --- # Theft of Thought *Curse 3* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") This curse protects a single book and activates against any creature who [Steals](rules/actions/steal.md) it. diff --git a/compendium/gm/afflictions/thiefs-burden-da.md b/compendium/gm/afflictions/thiefs-burden-da.md index ab8171859..51a386417 100644 --- a/compendium/gm/afflictions/thiefs-burden-da.md +++ b/compendium/gm/afflictions/thiefs-burden-da.md @@ -13,7 +13,7 @@ aliases: ["Thief's Burden"] --- # Thief's Burden *Curse 1* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") This ward placed on valuables aims to bog down thieves and prevent them from fleeing. diff --git a/compendium/gm/afflictions/thiefs-retribution.md b/compendium/gm/afflictions/thiefs-retribution.md index 09074c720..d5231e0f0 100644 --- a/compendium/gm/afflictions/thiefs-retribution.md +++ b/compendium/gm/afflictions/thiefs-retribution.md @@ -12,7 +12,7 @@ aliases: ["Thief's Retribution"] --- # Thief's Retribution *Curse 19* -[conjuration](rules/traits/conjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") This punishment causes you to lose something dear to you whenever you rob or steal. If you have nothing to lose, the curse exacts its punishment upon your body instead. diff --git a/compendium/gm/afflictions/tuberculosis.md b/compendium/gm/afflictions/tuberculosis.md index 4fa2597e4..aeaf7201b 100644 --- a/compendium/gm/afflictions/tuberculosis.md +++ b/compendium/gm/afflictions/tuberculosis.md @@ -10,7 +10,7 @@ aliases: ["Tuberculosis"] --- # Tuberculosis *Disease 1* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") An extended respiratory disease, tuberculosis can pose particular challenges to spellcasters and some performers due to the intense coughing fits it produces. diff --git a/compendium/gm/afflictions/unending-thirst.md b/compendium/gm/afflictions/unending-thirst.md index 0fa05b5cc..c6218b936 100644 --- a/compendium/gm/afflictions/unending-thirst.md +++ b/compendium/gm/afflictions/unending-thirst.md @@ -12,7 +12,7 @@ aliases: ["Unending Thirst"] --- # Unending Thirst *Curse 15* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") This curse kills through dehydration in the same vein as the curse of the ravenous, but with deadly speed. diff --git a/compendium/gm/afflictions/unraveling-skin-da.md b/compendium/gm/afflictions/unraveling-skin-da.md index 8aada07da..81dfd4684 100644 --- a/compendium/gm/afflictions/unraveling-skin-da.md +++ b/compendium/gm/afflictions/unraveling-skin-da.md @@ -13,7 +13,7 @@ aliases: ["Unraveling Skin"] --- # Unraveling Skin *Curse 5* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Often used to protect ancient tomes, this curse causes your skin to shed like weathered paper, cracking and bleeding at the slightest touch. diff --git a/compendium/gm/afflictions/waterborne-zombie-rot-botd.md b/compendium/gm/afflictions/waterborne-zombie-rot-botd.md index 53e61ebe3..354548672 100644 --- a/compendium/gm/afflictions/waterborne-zombie-rot-botd.md +++ b/compendium/gm/afflictions/waterborne-zombie-rot-botd.md @@ -10,7 +10,7 @@ aliases: ["Waterborne Zombie Rot"] --- # Waterborne Zombie Rot *Disease 1* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") Typically carried by plague zombies, this version of the disease is found in water supplies tainted by a zombie corpse. diff --git a/compendium/gm/afflictions/wizards-ward.md b/compendium/gm/afflictions/wizards-ward.md index fab67d76f..352d70f52 100644 --- a/compendium/gm/afflictions/wizards-ward.md +++ b/compendium/gm/afflictions/wizards-ward.md @@ -12,7 +12,7 @@ aliases: ["Wizard's Ward"] --- # Wizard's Ward *Curse 6* -[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") A wizard's ward is placed upon a single book, usually a spellbook. If you damage the book, you must attempt a save against the curse's effect. diff --git a/compendium/gm/afflictions/yellow-silt-curse-ooa2.md b/compendium/gm/afflictions/yellow-silt-curse-ooa2.md index 9c956bf26..6380307bb 100644 --- a/compendium/gm/afflictions/yellow-silt-curse-ooa2.md +++ b/compendium/gm/afflictions/yellow-silt-curse-ooa2.md @@ -14,7 +14,7 @@ aliases: ["Yellow Silt Curse"] --- # Yellow Silt Curse *Curse 6* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") You never forget the eerie song and frightening movements of the yellow silt. You need to make this save after each full day you spend in the Baffled Lowlands, increasing the save DC by 1 for each consecutive day. diff --git a/compendium/gm/hazards/abyss-warped-trees-qff2.md b/compendium/gm/hazards/abyss-warped-trees-qff2.md index be2e45f40..b14b2f7d4 100644 --- a/compendium/gm/hazards/abyss-warped-trees-qff2.md +++ b/compendium/gm/hazards/abyss-warped-trees-qff2.md @@ -9,7 +9,7 @@ tags: aliases: ["Abyss-Warped Trees"] --- # Abyss-Warped Trees *Hazard 4* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [unique](rules/traits/unique.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** DC 12 trained to determine the trees can move diff --git a/compendium/gm/hazards/acid-strongbox-trap-qff1.md b/compendium/gm/hazards/acid-strongbox-trap-qff1.md index 80271fbcc..3098ab262 100644 --- a/compendium/gm/hazards/acid-strongbox-trap-qff1.md +++ b/compendium/gm/hazards/acid-strongbox-trap-qff1.md @@ -10,7 +10,7 @@ tags: aliases: ["Acid Strongbox Trap"] --- # Acid Strongbox Trap *Hazard 4* -[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 trained @@ -21,7 +21,7 @@ An [invisible](rules/conditions.md#Invisible) magic field around the strongbox r ```ad-embed-ability title: Acidic Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[acid](rules/traits/acid.md) [arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Trigger**: A creature touches the strongbox directly or with a held tool diff --git a/compendium/gm/hazards/acidic-needle-launcher-aoa5.md b/compendium/gm/hazards/acidic-needle-launcher-aoa5.md index fc92a5e0c..6eb6ca173 100644 --- a/compendium/gm/hazards/acidic-needle-launcher-aoa5.md +++ b/compendium/gm/hazards/acidic-needle-launcher-aoa5.md @@ -9,7 +9,7 @@ tags: aliases: ["Acidic Needle Launcher"] --- # Acidic Needle Launcher *Hazard 16* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 38 master @@ -26,7 +26,7 @@ A ceiling-mounted launcher rains resinous needles onto intruders, after which th ```ad-embed-ability title: Needle Rain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature moves into the area indicated on the map diff --git a/compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md b/compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md index fce5f6e0e..c690eecb9 100644 --- a/compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md +++ b/compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md @@ -10,7 +10,7 @@ tags: aliases: ["Acidic Poison Cloud Trap"] --- # Acidic Poison Cloud Trap *Hazard 13* -[alchemical](rules/traits/alchemical.md) [complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +30 master diff --git a/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md b/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md index 99c69ccc8..2d3fd5b57 100644 --- a/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md +++ b/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md @@ -8,7 +8,7 @@ tags: aliases: ["Agitated Carnivorous Plants"] --- # Agitated Carnivorous Plants *Hazard 5* -[environmental](rules/traits/environmental.md) [uncommon](rules/traits/uncommon.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 20 trained @@ -19,7 +19,7 @@ Many carnivorous plants that were once kept satiated now hunger for any meat the - **AC** 20 , **Fort** +17, **Ref** +9 - **HP** 60 (BT 30) -- **Immunities** [mental](rules/traits/mental.md) +- **Immunities** [mental](rules/traits/mental.md "Mental Effect Trait") - **Resistances** - **Weaknesses** acid 10; fire 10; slashing 10 diff --git a/compendium/gm/hazards/air-rift-frp2.md b/compendium/gm/hazards/air-rift-frp2.md index 672a3e67e..44465cad7 100644 --- a/compendium/gm/hazards/air-rift-frp2.md +++ b/compendium/gm/hazards/air-rift-frp2.md @@ -11,7 +11,7 @@ tags: aliases: ["Air Rift"] --- # Air Rift *Hazard 14* -[air](rules/traits/air.md) [complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** +22 master to notice the sudden breeze in the theater. @@ -29,14 +29,14 @@ A portal to the Plane of Air rips open onstage, causing roaring winds to tear th ```ad-embed-ability title: Earth Vulnerability -The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or [magical](rules/traits/magical.md) effect with the [earth](rules/traits/earth.md) trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level [earthbind](compendium/spells/earthbind.md) spell cast on a creature near the air rift deals 30 points of damage to the rift. +The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or [magical](rules/traits/magical.md "Magical Item Trait") effect with the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level [earthbind](compendium/spells/earthbind.md) spell cast on a creature near the air rift deals 30 points of damage to the rift. ``` ```ad-embed-ability title: Weightlessness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature comes within 50 feet of the rift -**Effect** The air rift creates a shroud of subjective gravity around the creature for 1 minute. The creature can use a free action, which has the [concentrate](rules/traits/concentrate.md) trait, to choose any direction they wish for gravity to pull them. This allows a creature to [Stride](rules/actions/stride.md) along any surface or [Fly](rules/actions/fly.md) in a straight line by choosing a direction into midair. For unattended objects and mindless creatures, this is microgravity: they float in place unless pushed off a surface. +**Effect** The air rift creates a shroud of subjective gravity around the creature for 1 minute. The creature can use a free action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to choose any direction they wish for gravity to pull them. This allows a creature to [Stride](rules/actions/stride.md) along any surface or [Fly](rules/actions/fly.md) in a straight line by choosing a direction into midair. For unattended objects and mindless creatures, this is microgravity: they float in place unless pushed off a surface. ``` ```ad-pf2-summary diff --git a/compendium/gm/hazards/angazhans-rake-trap-sli.md b/compendium/gm/hazards/angazhans-rake-trap-sli.md index a5198b33d..4bb9d20f8 100644 --- a/compendium/gm/hazards/angazhans-rake-trap-sli.md +++ b/compendium/gm/hazards/angazhans-rake-trap-sli.md @@ -9,7 +9,7 @@ tags: aliases: ["Angazhan's Rake Trap"] --- # Angazhan's Rake Trap *Hazard 7* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 27 expert @@ -26,7 +26,7 @@ Six metal talons [concealed](rules/conditions.md#Concealed) in the walls swing o ```ad-embed-ability title: Raking Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: one of the pressure plates is depressed diff --git a/compendium/gm/hazards/angry-vegetation-ec6.md b/compendium/gm/hazards/angry-vegetation-ec6.md index 23c4501e7..6b74638e6 100644 --- a/compendium/gm/hazards/angry-vegetation-ec6.md +++ b/compendium/gm/hazards/angry-vegetation-ec6.md @@ -9,7 +9,7 @@ tags: aliases: ["Angry Vegetation"] --- # Angry Vegetation *Hazard 20* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [unique](rules/traits/unique.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** DC 42 master to notice massive buds beneath the other foliage before they open. @@ -20,7 +20,7 @@ Five large flowers in the weed-choked field unfurl, each dusting pollen onto vin - **AC** 37 , **Fort** +33, **Ref** +30 - **HP** 120 per flower -- **Immunities** [mental](rules/traits/mental.md) +- **Immunities** [mental](rules/traits/mental.md "Mental Effect Trait") - **Resistances** - **Weaknesses** fire 20 diff --git a/compendium/gm/hazards/arcane-feedback-trap-aoe4.md b/compendium/gm/hazards/arcane-feedback-trap-aoe4.md index f5efb10df..fce374e4d 100644 --- a/compendium/gm/hazards/arcane-feedback-trap-aoe4.md +++ b/compendium/gm/hazards/arcane-feedback-trap-aoe4.md @@ -9,7 +9,7 @@ tags: aliases: ["Arcane Feedback Trap"] --- # Arcane Feedback Trap *Hazard 13* -[arcane](rules/traits/arcane.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 35 expert @@ -20,7 +20,7 @@ A spike of stone bursts from the south wall and quickly retracts. ```ad-embed-ability title: Stone Spike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Trigger**: A creature in area E1 casts an arcane spell or uses an arcane ability diff --git a/compendium/gm/hazards/armageddon-orb.md b/compendium/gm/hazards/armageddon-orb.md index 4977ea9cb..56864404a 100644 --- a/compendium/gm/hazards/armageddon-orb.md +++ b/compendium/gm/hazards/armageddon-orb.md @@ -9,7 +9,7 @@ tags: aliases: ["Armageddon Orb"] --- # Armageddon Orb *Hazard 23* -[magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 10 or [detect magic](compendium/spells/detect-magic.md). @@ -20,7 +20,7 @@ A roiling red orb, forged from a drop of the god Rovagug's blood, rains fire fro ```ad-embed-ability title: Burn It All [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[death](rules/traits/death.md "Death Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Trigger**: A special condition set by the trap's creator occurs; this is typically the event of their death. diff --git a/compendium/gm/hazards/ash-web-aoa4.md b/compendium/gm/hazards/ash-web-aoa4.md index f4b82b422..d7db9c1f3 100644 --- a/compendium/gm/hazards/ash-web-aoa4.md +++ b/compendium/gm/hazards/ash-web-aoa4.md @@ -8,7 +8,7 @@ tags: aliases: ["Ash Web"] --- # Ash Web *Hazard 10* -[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") - **Complexity** Simple - **Stealth** DC 31 expert @@ -19,7 +19,7 @@ This dangerous sooty black mold readily releases its toxic spores when disturbed - **AC** 28 , **Fort** +22, **Ref** +14 - **HP** 100 -- **Immunities** [acid](rules/traits/acid.md); critical hits; [electricity](rules/traits/electricity.md); [fire](rules/traits/fire.md); object immunities; precision damage +- **Immunities** [acid](rules/traits/acid.md "Acid Energy & Element Trait"); critical hits; [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"); [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage - **Resistances** - **Weaknesses** @@ -33,7 +33,7 @@ title: Spore Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Act ``` ```ad-embed-ability title: Ash Web Spores -[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") %% #trait/inhaled #trait/poison %% diff --git a/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md b/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md index ac71de277..2f3353a74 100644 --- a/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md +++ b/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Axiomatic Polymorph Trap"] --- # Axiomatic Polymorph Trap *Hazard 20* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 47 master @@ -19,7 +19,7 @@ A Utopian glyph transforms trespassers into aeons. ```ad-embed-ability title: Axiomatic Polymorph [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A creature moves within 10 feet of the entryway to the Hall of Wonders (area **N4**) without speaking the passphrase ("The History and Future of Humanity") in Utopian. diff --git a/compendium/gm/hazards/bad-vibrations-afof.md b/compendium/gm/hazards/bad-vibrations-afof.md index 153b21574..724c21dc3 100644 --- a/compendium/gm/hazards/bad-vibrations-afof.md +++ b/compendium/gm/hazards/bad-vibrations-afof.md @@ -10,7 +10,7 @@ tags: aliases: ["Bad Vibrations"] --- # Bad Vibrations *Hazard 3* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 20 expert diff --git a/compendium/gm/hazards/banshees-symphony.md b/compendium/gm/hazards/banshees-symphony.md index 2d06b620d..bf2840575 100644 --- a/compendium/gm/hazards/banshees-symphony.md +++ b/compendium/gm/hazards/banshees-symphony.md @@ -9,7 +9,7 @@ tags: aliases: ["Banshee's Symphony"] --- # Banshee's Symphony *Hazard 18* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +30 legendary diff --git a/compendium/gm/hazards/barzillais-hounds-aoa3.md b/compendium/gm/hazards/barzillais-hounds-aoa3.md index 9883776d9..47e41838f 100644 --- a/compendium/gm/hazards/barzillais-hounds-aoa3.md +++ b/compendium/gm/hazards/barzillais-hounds-aoa3.md @@ -9,7 +9,7 @@ tags: aliases: ["Barzillai's Hounds"] --- # Barzillai's Hounds *Hazard 6* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [rare](rules/traits/rare.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Complexity** Complex - **Stealth** +17 @@ -20,7 +20,7 @@ Hell hounds [invisible](rules/conditions.md#Invisible) to all but their lone tar ```ad-embed-ability title: Begin the Hunt [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature that doesn't openly wear the symbol of [Asmodeus](compendium/setting/deities/asmodeus.md) comes within 60 feet of the haunt's initial location. @@ -39,7 +39,7 @@ title: Speed ``` ```ad-inline-attack -title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Jaws (20) ([magical](rules/traits/magical.md)) +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Jaws (20) ([magical](rules/traits/magical.md "Magical Item Trait")) **Damage** `1d10+11` piercing plus `1d10` fire **Effects** diff --git a/compendium/gm/hazards/befuddling-gas-trap-av3.md b/compendium/gm/hazards/befuddling-gas-trap-av3.md index 1d9a2fac9..bc60ea7a6 100644 --- a/compendium/gm/hazards/befuddling-gas-trap-av3.md +++ b/compendium/gm/hazards/befuddling-gas-trap-av3.md @@ -9,7 +9,7 @@ tags: aliases: ["Befuddling Gas Trap"] --- # Befuddling Gas Trap *Hazard 11* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +21 expert or DC 31 (expert) to notice the [hidden](rules/conditions.md#Hidden) override mechanism on the north wall. @@ -26,7 +26,7 @@ Seven nozzles [hidden](rules/conditions.md#Hidden) within holes in the 15-foot-h ```ad-embed-ability title: Gas Release [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[inhaled](rules/traits/inhaled.md) [mental](rules/traits/mental.md) [poison](rules/traits/poison.md) +[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Trigger**: Both secret doors are closed and at least one creature is in the room diff --git a/compendium/gm/hazards/black-powder-bomb-aoa2.md b/compendium/gm/hazards/black-powder-bomb-aoa2.md index 1464bcdc7..e755288fb 100644 --- a/compendium/gm/hazards/black-powder-bomb-aoa2.md +++ b/compendium/gm/hazards/black-powder-bomb-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Black Powder Bomb"] --- # Black Powder Bomb *Hazard 6* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 15 (The three powder kegs aren't particularly well [hidden](rules/conditions.md#Hidden), but they are out of sight to casual observation.) @@ -28,7 +28,7 @@ A keg's contents can be dispersed by scattering the gunpowder to the wind (most ```ad-embed-ability title: Destructive Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](rules/traits/fire.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Trigger**: One of the three kegs takes any fire damage, including damage caused by a line of black powder burning up to a keg. diff --git a/compendium/gm/hazards/blackfingerss-prayer-aoe6.md b/compendium/gm/hazards/blackfingerss-prayer-aoe6.md index 70ddcaf00..26f0146ff 100644 --- a/compendium/gm/hazards/blackfingerss-prayer-aoe6.md +++ b/compendium/gm/hazards/blackfingerss-prayer-aoe6.md @@ -8,7 +8,7 @@ tags: aliases: ["Blackfingers's Prayer"] --- # Blackfingers's Prayer *Hazard 19* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 40 legendary @@ -25,7 +25,7 @@ The trapdoor's metal is infused with a deadly toxin that seeps out when the trap ```ad-embed-ability title: Blackfingers's Prayer [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Trigger**: A creature opens the door without first whispering the name Blackfingers @@ -34,7 +34,7 @@ title: Blackfingers's Prayer [R](rules/core-rulebook/chapter-9-playing-the-game. ``` ```ad-embed-ability title: Blackfinger Blight -[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) +[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") %% #trait/inhaled #trait/poison #trait/virulent %% diff --git a/compendium/gm/hazards/blast-tumbler-av3.md b/compendium/gm/hazards/blast-tumbler-av3.md index 9ce88305b..ce439548f 100644 --- a/compendium/gm/hazards/blast-tumbler-av3.md +++ b/compendium/gm/hazards/blast-tumbler-av3.md @@ -9,7 +9,7 @@ tags: aliases: ["Blast Tumbler"] --- # Blast Tumbler *Hazard 10* -[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 32 master @@ -20,7 +20,7 @@ A hard-to-reach rune is placed on the lock's tumbler. It emits a blast of force ```ad-embed-ability title: Force Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [occult](rules/traits/occult.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A non-undead creature opens the door or critically fails an attempt to disarm or dispel the rune diff --git a/compendium/gm/hazards/blood-of-belcorra-av1.md b/compendium/gm/hazards/blood-of-belcorra-av1.md index 07a9e1c30..8e9bc8b09 100644 --- a/compendium/gm/hazards/blood-of-belcorra-av1.md +++ b/compendium/gm/hazards/blood-of-belcorra-av1.md @@ -8,7 +8,7 @@ tags: aliases: ["Blood Of Belcorra"] --- # Blood Of Belcorra *Hazard 3* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +23 expert @@ -25,7 +25,7 @@ A bloody image of Belcorra arises, emits a soul-draining light, then inhales blo ```ad-embed-ability title: Gauntlight Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) +[light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Trigger**: A living creature ends its turn in area A11 at night diff --git a/compendium/gm/hazards/blood-soaked-soil-botd.md b/compendium/gm/hazards/blood-soaked-soil-botd.md index bcb23b58c..c04924577 100644 --- a/compendium/gm/hazards/blood-soaked-soil-botd.md +++ b/compendium/gm/hazards/blood-soaked-soil-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Blood-Soaked Soil"] --- # Blood-Soaked Soil *Hazard 0* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 16 trained to feel breath upon your neck @@ -18,7 +18,7 @@ The blood of those who died in the area bubbles up from the earth, soaking the s ```ad-embed-ability title: Whisper [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature enters the haunt's area diff --git a/compendium/gm/hazards/blood-tears-botd.md b/compendium/gm/hazards/blood-tears-botd.md index f3e857485..ae86f4237 100644 --- a/compendium/gm/hazards/blood-tears-botd.md +++ b/compendium/gm/hazards/blood-tears-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Blood Tears"] --- # Blood Tears *Hazard 10* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 32 master to notice your vision tint red @@ -18,7 +18,7 @@ A wailing spirit appears and gouges their own eyes. As they do, blood seeps from ```ad-embed-ability title: Weep Blood [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Trigger**: A creature approaches within 15 feet diff --git a/compendium/gm/hazards/bloodthirsty-toy-botd.md b/compendium/gm/hazards/bloodthirsty-toy-botd.md index e83c618f2..1e747e0ef 100644 --- a/compendium/gm/hazards/bloodthirsty-toy-botd.md +++ b/compendium/gm/hazards/bloodthirsty-toy-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodthirsty Toy"] --- # Bloodthirsty Toy *Hazard 2* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 17 trained to hear a child imitate an animal's roar diff --git a/compendium/gm/hazards/bloodthirsty-urge.md b/compendium/gm/hazards/bloodthirsty-urge.md index ac0fb31f2..b02f2a4c3 100644 --- a/compendium/gm/hazards/bloodthirsty-urge.md +++ b/compendium/gm/hazards/bloodthirsty-urge.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodthirsty Urge"] --- # Bloodthirsty Urge *Hazard 10* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 31 trained @@ -18,7 +18,7 @@ An object haunted by the echoes of a vicious mind attempts to kill someone who c ```ad-embed-ability title: Quietus [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature moves within 10 feet of the haunted object. diff --git a/compendium/gm/hazards/boiling-fountains-aoe1.md b/compendium/gm/hazards/boiling-fountains-aoe1.md index 7d9c23e5b..c88671412 100644 --- a/compendium/gm/hazards/boiling-fountains-aoe1.md +++ b/compendium/gm/hazards/boiling-fountains-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Boiling Fountains"] --- # Boiling Fountains *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 18 trained to spot the pressure plates. @@ -25,7 +25,7 @@ Four pressure plates beneath the floorboards activate dragon-headed fountains on ```ad-embed-ability title: Scalding Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](rules/traits/fire.md) [water](rules/traits/water.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Trigger**: Weight is placed on one of the squares marked with "T" on the map, triggering a pressure plate diff --git a/compendium/gm/hazards/boiling-tub-trap-aoe3.md b/compendium/gm/hazards/boiling-tub-trap-aoe3.md index 771953295..aa19b6a1d 100644 --- a/compendium/gm/hazards/boiling-tub-trap-aoe3.md +++ b/compendium/gm/hazards/boiling-tub-trap-aoe3.md @@ -8,7 +8,7 @@ tags: aliases: ["Boiling Tub Trap"] --- # Boiling Tub Trap *Hazard 13* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 37 master diff --git a/compendium/gm/hazards/bottomless-pit.md b/compendium/gm/hazards/bottomless-pit.md index 205b3b5a1..fceb49b63 100644 --- a/compendium/gm/hazards/bottomless-pit.md +++ b/compendium/gm/hazards/bottomless-pit.md @@ -9,7 +9,7 @@ tags: aliases: ["Bottomless Pit"] --- # Bottomless Pit *Hazard 9* -[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 30 (or 0 if the trapdoor is disabled or [broken](rules/conditions.md#Broken)) or [detect magic](compendium/spells/detect-magic.md). diff --git a/compendium/gm/hazards/boulder-deadfall-trap-sot2.md b/compendium/gm/hazards/boulder-deadfall-trap-sot2.md index 5c9894822..905bfdbeb 100644 --- a/compendium/gm/hazards/boulder-deadfall-trap-sot2.md +++ b/compendium/gm/hazards/boulder-deadfall-trap-sot2.md @@ -9,7 +9,7 @@ tags: aliases: ["Boulder Deadfall Trap"] --- # Boulder Deadfall Trap *Hazard 7* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 25 trained DC 0 to spot the balanced boulders. diff --git a/compendium/gm/hazards/bounding-hounds-da.md b/compendium/gm/hazards/bounding-hounds-da.md index 92181838a..0ddde0e4d 100644 --- a/compendium/gm/hazards/bounding-hounds-da.md +++ b/compendium/gm/hazards/bounding-hounds-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Bounding Hounds"] --- # Bounding Hounds *Hazard 13* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** DC 37 @@ -25,7 +25,7 @@ Three phantom hounds chase down intruders, damaging any they pass through. ```ad-embed-ability title: Bay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Trigger**: A creature enters the area diff --git a/compendium/gm/hazards/broken-rebus-attack-frp1.md b/compendium/gm/hazards/broken-rebus-attack-frp1.md index 6546ab2ae..fbe6f597a 100644 --- a/compendium/gm/hazards/broken-rebus-attack-frp1.md +++ b/compendium/gm/hazards/broken-rebus-attack-frp1.md @@ -10,7 +10,7 @@ tags: aliases: ["Broken Rebus Attack"] --- # Broken Rebus Attack *Hazard 12* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** +20 trained diff --git a/compendium/gm/hazards/brown-mold-gmg.md b/compendium/gm/hazards/brown-mold-gmg.md index 68743fdcb..ad04abd04 100644 --- a/compendium/gm/hazards/brown-mold-gmg.md +++ b/compendium/gm/hazards/brown-mold-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Brown Mold"] --- # Brown Mold *Hazard 2* -[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") - **Complexity** Simple - **Stealth** DC 21 trained @@ -19,13 +19,13 @@ This unassuming fungus leeches heat out of the air. - **AC** 18 , **Fort** +11, - **HP** 30 (BT 15) -- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage - **Resistances** - **Weaknesses** cold 10 ```ad-embed-ability title: Emit Cold -[aura](rules/traits/aura.md) [cold](rules/traits/cold.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") 5 feet. Brown mold deals `2d6` cold damage to nearby creatures. %% #trait/aura #trait/cold %% diff --git a/compendium/gm/hazards/burning-chandelier-trap-aoe4.md b/compendium/gm/hazards/burning-chandelier-trap-aoe4.md index decbf36a5..a74524361 100644 --- a/compendium/gm/hazards/burning-chandelier-trap-aoe4.md +++ b/compendium/gm/hazards/burning-chandelier-trap-aoe4.md @@ -10,7 +10,7 @@ tags: aliases: ["Burning Chandelier Trap"] --- # Burning Chandelier Trap *Hazard 15* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +26 master or DC 38 (master) to spot the trap's control panel. @@ -27,7 +27,7 @@ Four large flaming chandeliers swing wildly around the room. ```ad-embed-ability title: Extending Chandeliers [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A creature touches the cage door, the closet door, or any wooden stand diff --git a/compendium/gm/hazards/buzzing-latch-rune-ec4.md b/compendium/gm/hazards/buzzing-latch-rune-ec4.md index 6236c32b1..9a9d14dac 100644 --- a/compendium/gm/hazards/buzzing-latch-rune-ec4.md +++ b/compendium/gm/hazards/buzzing-latch-rune-ec4.md @@ -10,7 +10,7 @@ tags: aliases: ["Buzzing Latch Rune"] --- # Buzzing Latch Rune *Hazard 13* -[electricity](rules/traits/electricity.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) [trap](rules/traits/trap.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 32 master @@ -27,7 +27,7 @@ An [invisible](rules/conditions.md#Invisible) rune on the door begins emitting a ```ad-embed-ability title: Jolting Buzz [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) [sonic](rules/traits/sonic.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Trigger**: A creature attempts to open the door without using the key diff --git a/compendium/gm/hazards/call-of-the-void-da.md b/compendium/gm/hazards/call-of-the-void-da.md index 1e6c71166..f4738d4d9 100644 --- a/compendium/gm/hazards/call-of-the-void-da.md +++ b/compendium/gm/hazards/call-of-the-void-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Call of the Void"] --- # Call of the Void *Hazard 12* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) [unique](rules/traits/unique.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** DC 25 expert to notice a slight tugging feeling @@ -21,7 +21,7 @@ A supernatural compulsion to leap into the unknown exerts itself on anyone who a ```ad-embed-ability title: Leap into the Unknown [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A creature enters a square adjacent to the ledge of an island or steps onto one of the red ropes diff --git a/compendium/gm/hazards/cannibalistic-echoes-botd.md b/compendium/gm/hazards/cannibalistic-echoes-botd.md index aaa659dbc..854a43b67 100644 --- a/compendium/gm/hazards/cannibalistic-echoes-botd.md +++ b/compendium/gm/hazards/cannibalistic-echoes-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Cannibalistic Echoes"] --- # Cannibalistic Echoes *Hazard 16* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 42 master to sense something unusual lurking in the area's echoes diff --git a/compendium/gm/hazards/canopy-drop-aoe1.md b/compendium/gm/hazards/canopy-drop-aoe1.md index 7f43a527a..12ca7e4c5 100644 --- a/compendium/gm/hazards/canopy-drop-aoe1.md +++ b/compendium/gm/hazards/canopy-drop-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Canopy Drop"] --- # Canopy Drop *Hazard 4* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 25 expert diff --git a/compendium/gm/hazards/catacomb-cave-in-ec1.md b/compendium/gm/hazards/catacomb-cave-in-ec1.md index 84a0cf7ca..7bbc0e234 100644 --- a/compendium/gm/hazards/catacomb-cave-in-ec1.md +++ b/compendium/gm/hazards/catacomb-cave-in-ec1.md @@ -8,7 +8,7 @@ tags: aliases: ["Catacomb Cave-in"] --- # Catacomb Cave-in *Hazard 4* -[environmental](rules/traits/environmental.md) [trap](rules/traits/trap.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 trained diff --git a/compendium/gm/hazards/caustic-dart-trap-ec3.md b/compendium/gm/hazards/caustic-dart-trap-ec3.md index d556b2481..69b582d53 100644 --- a/compendium/gm/hazards/caustic-dart-trap-ec3.md +++ b/compendium/gm/hazards/caustic-dart-trap-ec3.md @@ -9,7 +9,7 @@ tags: aliases: ["Caustic Dart Trap"] --- # Caustic Dart Trap *Hazard 11* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +20 expert or DC 30 (expert) to notice the three launching mechanisms built into the wall. @@ -28,7 +28,7 @@ All three launching mechanisms must be disabled or destroyed to deactivate the t ```ad-embed-ability title: Dart Barrage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature reaches the midpoint of the hall diff --git a/compendium/gm/hazards/caustic-vapor-aoa5.md b/compendium/gm/hazards/caustic-vapor-aoa5.md index 02fa24f17..328e5b39c 100644 --- a/compendium/gm/hazards/caustic-vapor-aoa5.md +++ b/compendium/gm/hazards/caustic-vapor-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Caustic Vapor"] --- # Caustic Vapor *Hazard 17* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 40 master @@ -19,7 +19,7 @@ The door slams shut, and poison gas fills the room. ```ad-embed-ability title: Breath Snatcher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A living creature other than an ooze spends at least 3 rounds in the room @@ -28,7 +28,7 @@ title: Breath Snatcher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Act ``` ```ad-embed-ability title: Caustic Nightmare Vapor -[acid](rules/traits/acid.md) [poison](rules/traits/poison.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [poison](rules/traits/poison.md "Poison Effect Trait") %% #trait/acid #trait/poison %% diff --git a/compendium/gm/hazards/cave-in-qff2.md b/compendium/gm/hazards/cave-in-qff2.md index 799d46de4..c67bfa03b 100644 --- a/compendium/gm/hazards/cave-in-qff2.md +++ b/compendium/gm/hazards/cave-in-qff2.md @@ -7,7 +7,7 @@ tags: aliases: ["Cave-In"] --- # Cave-In *Hazard 4* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 trained diff --git a/compendium/gm/hazards/centipede-carcasses-trap-sot1.md b/compendium/gm/hazards/centipede-carcasses-trap-sot1.md index 98ff26b5c..edf1afc10 100644 --- a/compendium/gm/hazards/centipede-carcasses-trap-sot1.md +++ b/compendium/gm/hazards/centipede-carcasses-trap-sot1.md @@ -9,7 +9,7 @@ tags: aliases: ["Centipede Carcasses Trap"] --- # Centipede Carcasses Trap *Hazard 5* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +11 trained diff --git a/compendium/gm/hazards/clockwork-arms-aoe5.md b/compendium/gm/hazards/clockwork-arms-aoe5.md index 27ab7af1d..f0a91ebef 100644 --- a/compendium/gm/hazards/clockwork-arms-aoe5.md +++ b/compendium/gm/hazards/clockwork-arms-aoe5.md @@ -9,7 +9,7 @@ tags: aliases: ["Clockwork Arms"] --- # Clockwork Arms *Hazard 15* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +30 expert @@ -43,7 +43,7 @@ If an arm already has a creature [grabbed](rules/conditions.md#Grabbed), the tra ``` ```ad-inline-attack -title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Claw (28) ([reach <20 feet>](rules/traits/reach.md)) +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Claw (28) ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")) **Damage** `3d10+15` slashing plus Grab **Effects** Grab diff --git a/compendium/gm/hazards/clockwork-poison-bomb-aoe3.md b/compendium/gm/hazards/clockwork-poison-bomb-aoe3.md index 93f1c3239..62c071d29 100644 --- a/compendium/gm/hazards/clockwork-poison-bomb-aoe3.md +++ b/compendium/gm/hazards/clockwork-poison-bomb-aoe3.md @@ -10,7 +10,7 @@ tags: aliases: ["Clockwork Poison Bomb"] --- # Clockwork Poison Bomb *Hazard 11* -[alchemical](rules/traits/alchemical.md) [complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** The bomb uses Oggvurm's initiative roll as its [Stealth](compendium/skills.md#Stealth) roll. @@ -27,7 +27,7 @@ A clockwork bomb releases gouts of poisonous smoke. The smoke issues forth from ```ad-embed-ability title: Poisonous Cloud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[alchemical](rules/traits/alchemical.md) [poison](rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Trigger**: The bomb is Activated, which requires 3 actions diff --git a/compendium/gm/hazards/clone-mirrors-da.md b/compendium/gm/hazards/clone-mirrors-da.md index 812a62eb2..2f2cf4faa 100644 --- a/compendium/gm/hazards/clone-mirrors-da.md +++ b/compendium/gm/hazards/clone-mirrors-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Clone Mirrors"] --- # Clone Mirrors *Hazard 6* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 21 @@ -26,7 +26,7 @@ Two opposing mirrors spawn illusory duplicates of creatures in the hall in an un ```ad-embed-ability title: Spawn Reflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") - **Trigger**: A creature is reflected in the mirror diff --git a/compendium/gm/hazards/cold-spot-botd.md b/compendium/gm/hazards/cold-spot-botd.md index 2e9446534..fca001a72 100644 --- a/compendium/gm/hazards/cold-spot-botd.md +++ b/compendium/gm/hazards/cold-spot-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Cold Spot"] --- # Cold Spot *Hazard 1* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 17 trained @@ -18,7 +18,7 @@ The temperature suddenly drops as spectral forces gather in the area. ```ad-embed-ability title: Sudden Chill [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A living creature enters the area diff --git a/compendium/gm/hazards/collapsing-porch-tio.md b/compendium/gm/hazards/collapsing-porch-tio.md index 02a354503..45e9b3dc9 100644 --- a/compendium/gm/hazards/collapsing-porch-tio.md +++ b/compendium/gm/hazards/collapsing-porch-tio.md @@ -8,7 +8,7 @@ tags: aliases: ["Collapsing Porch"] --- # Collapsing Porch *Hazard 1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 19 [Perception](compendium/skills.md#Perception) check (or 0 after the hazard is triggered) diff --git a/compendium/gm/hazards/collapsing-structure-frp2.md b/compendium/gm/hazards/collapsing-structure-frp2.md index 811574bee..353eb946f 100644 --- a/compendium/gm/hazards/collapsing-structure-frp2.md +++ b/compendium/gm/hazards/collapsing-structure-frp2.md @@ -8,7 +8,7 @@ tags: aliases: ["Collapsing Structure"] --- # Collapsing Structure *Hazard 15* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Complex - **Stealth** +20 master to notice cracks forming in the walls of the structure as Mogaru approaches. diff --git a/compendium/gm/hazards/collapsing-structure-lomm.md b/compendium/gm/hazards/collapsing-structure-lomm.md index 35f2d0ed9..55490c8eb 100644 --- a/compendium/gm/hazards/collapsing-structure-lomm.md +++ b/compendium/gm/hazards/collapsing-structure-lomm.md @@ -10,7 +10,7 @@ tags: aliases: ["Collapsing Structure"] --- # Collapsing Structure *Hazard 15* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [kaiju](rules/traits/kaiju-frp2.md "Kaiju Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Complexity** Complex - **Stealth** +20 master to notice cracks forming in the walls of the structure as Ebeshra approaches diff --git a/compendium/gm/hazards/color-spray-trap-ooa2.md b/compendium/gm/hazards/color-spray-trap-ooa2.md index f1bafb671..360bb48fd 100644 --- a/compendium/gm/hazards/color-spray-trap-ooa2.md +++ b/compendium/gm/hazards/color-spray-trap-ooa2.md @@ -12,7 +12,7 @@ tags: aliases: ["Color Spray Trap"] --- # Color Spray Trap *Hazard 4* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Complexity** Simple - **Stealth** DC 22 trained to notice the glyph on the doorjamb diff --git a/compendium/gm/hazards/confounding-betrayal-gmg.md b/compendium/gm/hazards/confounding-betrayal-gmg.md index 9c51c44b2..9e6d7647a 100644 --- a/compendium/gm/hazards/confounding-betrayal-gmg.md +++ b/compendium/gm/hazards/confounding-betrayal-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Confounding Betrayal"] --- # Confounding Betrayal *Hazard 8* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +21 expert @@ -19,7 +19,7 @@ Allies appear to shed their disguises and reveal themselves to be malevolent mon ```ad-embed-ability title: Unmask [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: Two or more creatures enter the haunt's area diff --git a/compendium/gm/hazards/confounding-portal-da.md b/compendium/gm/hazards/confounding-portal-da.md index eaf5a653c..0641cb104 100644 --- a/compendium/gm/hazards/confounding-portal-da.md +++ b/compendium/gm/hazards/confounding-portal-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Confounding Portal"] --- # Confounding Portal *Hazard 0* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [trap](rules/traits/trap.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 16 @@ -21,7 +21,7 @@ Tiny runes carved around a doorframe or on a hall's walls surreptitiously confou ```ad-embed-ability title: Confounding Misdirection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A creature passes through the rune-carved doorway or hallway diff --git a/compendium/gm/hazards/constricting-hall-da.md b/compendium/gm/hazards/constricting-hall-da.md index d30cfae52..bb9cebadf 100644 --- a/compendium/gm/hazards/constricting-hall-da.md +++ b/compendium/gm/hazards/constricting-hall-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Constricting Hall"] --- # Constricting Hall *Hazard 8* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 31 @@ -20,7 +20,7 @@ A hall's four walls become fluid and elastic when a creature reaches the hall's ```ad-embed-ability title: Lose Form [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A creature reaches the hall's midpoint diff --git a/compendium/gm/hazards/convergence-lattice-ec6.md b/compendium/gm/hazards/convergence-lattice-ec6.md index 21b5ab6b8..97a752c29 100644 --- a/compendium/gm/hazards/convergence-lattice-ec6.md +++ b/compendium/gm/hazards/convergence-lattice-ec6.md @@ -10,7 +10,7 @@ tags: aliases: ["Convergence Lattice"] --- # Convergence Lattice *Hazard 20* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [unique](rules/traits/unique.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** +34 master to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0. diff --git a/compendium/gm/hazards/cracked-earth-loil.md b/compendium/gm/hazards/cracked-earth-loil.md index 466d3af3d..c9256f178 100644 --- a/compendium/gm/hazards/cracked-earth-loil.md +++ b/compendium/gm/hazards/cracked-earth-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Cracked Earth"] --- # Cracked Earth *Hazard 3* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 trained diff --git a/compendium/gm/hazards/crushing-gate-trap-ec5.md b/compendium/gm/hazards/crushing-gate-trap-ec5.md index 42db36850..9477e7bde 100644 --- a/compendium/gm/hazards/crushing-gate-trap-ec5.md +++ b/compendium/gm/hazards/crushing-gate-trap-ec5.md @@ -7,7 +7,7 @@ tags: aliases: ["Crushing Gate Trap"] --- # Crushing Gate Trap *Hazard 16* -[trap](rules/traits/trap.md) +[trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 42 master to spot the triggering rod beneath the black sand. @@ -24,7 +24,7 @@ A [hidden](rules/conditions.md#Hidden) stone rod causes two immense stone doors ```ad-embed-ability title: Gate Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: The stone rod is moved or either door is touched diff --git a/compendium/gm/hazards/crystal-pin-lomm.md b/compendium/gm/hazards/crystal-pin-lomm.md index af0e37763..ed8e6c5f8 100644 --- a/compendium/gm/hazards/crystal-pin-lomm.md +++ b/compendium/gm/hazards/crystal-pin-lomm.md @@ -11,7 +11,7 @@ tags: aliases: ["Crystal Pin"] --- # Crystal Pin *Hazard 20* -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [kaiju](rules/traits/kaiju-frp2.md "Kaiju Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Complexity** Simple - **Stealth** DC 10 @@ -23,13 +23,13 @@ Ebeshra fires a crystal at a creature to pin them onto the Material Plane. ```ad-embed-ability title: Fire Pin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**: A creature Ebeshra can see begins to use a [teleportation](rules/traits/teleportation.md) effect or an effect that would move any number of targets to a different plane; +- **Trigger**: A creature Ebeshra can see begins to use a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect or an effect that would move any number of targets to a different plane; **Effect** Ebeshra hurls a crystal at the triggering creature. The triggering creature and all creatures within 50 feet of the creature take `16d8` piercing damage (DC 45 basic Reflex save) and additional effects based on the result of their save. > [!success-degree] > - **Critical Success** The creature is unaffected. -> - **Success** The effect is counteracted, and the creature can't use [teleportation](rules/traits/teleportation.md) effects or planar travel effects for 1 minute. +> - **Success** The effect is counteracted, and the creature can't use [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects or planar travel effects for 1 minute. > - **Failure** As success, but for 1 day instead of 1 minute. > - **Critical Failure** As success, but for 1 week instead of 1 minute. Additionally, the creature becomes pinned under the crystal and must succeed at 3 total DC 45 checks to [Escape](rules/actions/escape.md) from under the crystal. ``` diff --git a/compendium/gm/hazards/daemonic-fog-av3.md b/compendium/gm/hazards/daemonic-fog-av3.md index 76cf157d5..40978a77c 100644 --- a/compendium/gm/hazards/daemonic-fog-av3.md +++ b/compendium/gm/hazards/daemonic-fog-av3.md @@ -8,7 +8,7 @@ tags: aliases: ["Daemonic Fog"] --- # Daemonic Fog *Hazard 10* -[environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Complexity** Simple - **Stealth** DC 30 expert @@ -19,7 +19,7 @@ The fog solidifies into tiny, gnawing creatures that devour everyone within befo ```ad-embed-ability title: Gnawing Fog [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Trigger**: A creature crosses the cavern's midpoint (the dotted line on the map) diff --git a/compendium/gm/hazards/dahaks-shell-aoa2.md b/compendium/gm/hazards/dahaks-shell-aoa2.md index e97977eee..3e7865107 100644 --- a/compendium/gm/hazards/dahaks-shell-aoa2.md +++ b/compendium/gm/hazards/dahaks-shell-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Dahak's Shell"] --- # Dahak's Shell *Hazard 12* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [unique](rules/traits/unique.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Simple - **Stealth** +0 or [detect magic](compendium/spells/detect-magic.md) @@ -20,7 +20,7 @@ A ring of eight [dragon pillar](compendium/gm/hazards/dragon-pillar-aoa2.md) rep ```ad-embed-ability title: Prismatic Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [light](rules/traits/light.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [light](rules/traits/light.md "Light Effect Trait") - **Trigger**: a creature attempts and fails to disable one of the shell colors via [Thievery](compendium/skills.md#Thievery) or [dispel magic](compendium/spells/dispel-magic.md) @@ -29,7 +29,7 @@ title: Prismatic Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ``` ```ad-embed-ability title: Shell Defense -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) [light](rules/traits/light.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [light](rules/traits/light.md "Light Effect Trait") When a creature physically passes through the shell, the creature is affected simultaneously by all colors of energy currently active in the shell; apply these effects in the following order: red, orange, yellow, green, blue, indigo, violet, black. These effects are the same as that of the eye beams described in [dragon pillar](compendium/gm/hazards/dragon-pillar-aoa2.md), but with a save DC of 32. Each effect requires its own save. %% #trait/abjuration #trait/divine #trait/light %% diff --git a/compendium/gm/hazards/dahaks-skull-aoa2.md b/compendium/gm/hazards/dahaks-skull-aoa2.md index ce0aa6798..2ae045810 100644 --- a/compendium/gm/hazards/dahaks-skull-aoa2.md +++ b/compendium/gm/hazards/dahaks-skull-aoa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Dahak's Skull"] --- # Dahak's Skull *Hazard 6* -[complex](rules/traits/complex.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [unique](rules/traits/unique.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** +0 but DC 24 to notice that the fiery lights within the skull's eye sockets seem to be looking around the room. @@ -23,13 +23,13 @@ A pair of magical gems inside the dragon skull's eye sockets act as magical sens - **AC** 24 , **Fort** +17, **Ref** +8 - **Hardness** 14, **HP** 56 (BT 28) -- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage - **Resistances** - **Weaknesses** ```ad-embed-ability title: Dahak's Glance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Trigger**: A living creature that is not a member of the Cinderclaws enters area **C9** @@ -42,7 +42,7 @@ title: Routine (2 actions) On its initiative, [Dahak](compendium/setting/deities/dahak-logm.md)'s skull fires up to two eye beams; it must target a different creature with each attack. The eye beams can't target creatures directly below the skull. ```ad-inline-attack -title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md), range <150 feet>) +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md "Divine Tradition Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), range <150 feet>) **Damage** `8d6` fire **Effects** diff --git a/compendium/gm/hazards/damurdiels-vengeance-aoa6.md b/compendium/gm/hazards/damurdiels-vengeance-aoa6.md index b271e09c8..efaf16c83 100644 --- a/compendium/gm/hazards/damurdiels-vengeance-aoa6.md +++ b/compendium/gm/hazards/damurdiels-vengeance-aoa6.md @@ -8,7 +8,7 @@ tags: aliases: ["Damurdiel's Vengeance"] --- # Damurdiel's Vengeance *Hazard 19* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +37 legendary or DC 47 to notice the dagger left in the pool start to move on its own @@ -25,7 +25,7 @@ An elven woman wearing a robe stands in the water. She beckons anyone who enters ```ad-embed-ability title: Surprise Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature approaches within 5 feet of the pool's edge @@ -38,7 +38,7 @@ title: Routine (3 actions) The haunt attempts to [Strike](rules/actions/strike.md) with the dagger. ```ad-inline-attack -title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Dagger (40) ([agile](rules/traits/agile.md), [thrown <10 feet>](rules/traits/thrown.md), [versatile ](rules/traits/versatile.md)) +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Dagger (40) ([agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown <10 feet>](rules/traits/thrown-10-feet.md "Thrown Weapon Trait"), [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait")) **Damage** `4d4+10` piercing plus 20 negative **Effects** diff --git a/compendium/gm/hazards/dance-of-death-gmg.md b/compendium/gm/hazards/dance-of-death-gmg.md index 288d39c83..ca3471d5b 100644 --- a/compendium/gm/hazards/dance-of-death-gmg.md +++ b/compendium/gm/hazards/dance-of-death-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Dance of Death"] --- # Dance of Death *Hazard 16* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +32 master @@ -19,7 +19,7 @@ An eerie orchestra compels all who hear it to dance until they collapse from exh ```ad-embed-ability title: Prelude [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [occult](rules/traits/occult.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature approaches within 30 feet of the orchestra diff --git a/compendium/gm/hazards/darkside-mirror.md b/compendium/gm/hazards/darkside-mirror.md index e95dd3d19..8c2e6844c 100644 --- a/compendium/gm/hazards/darkside-mirror.md +++ b/compendium/gm/hazards/darkside-mirror.md @@ -10,7 +10,7 @@ tags: aliases: ["Darkside Mirror"] --- # Darkside Mirror *Hazard 14* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +24 master to notice it isn't a regular mirror. @@ -27,7 +27,7 @@ A magic mirror replaces characters with evil mirror duplicates from another dime ```ad-embed-ability title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger**: A non-evil creature is reflected in the mirror. diff --git a/compendium/gm/hazards/dart-barrage-aoe1.md b/compendium/gm/hazards/dart-barrage-aoe1.md index 21af01276..d19ed3ab8 100644 --- a/compendium/gm/hazards/dart-barrage-aoe1.md +++ b/compendium/gm/hazards/dart-barrage-aoe1.md @@ -9,7 +9,7 @@ tags: aliases: ["Dart Barrage"] --- # Dart Barrage *Hazard 3* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +11 trained or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal. diff --git a/compendium/gm/hazards/deaths-slumber-ward-qff1.md b/compendium/gm/hazards/deaths-slumber-ward-qff1.md index 389acf777..89bd2e642 100644 --- a/compendium/gm/hazards/deaths-slumber-ward-qff1.md +++ b/compendium/gm/hazards/deaths-slumber-ward-qff1.md @@ -9,7 +9,7 @@ tags: aliases: ["Death's Slumber Ward"] --- # Death's Slumber Ward *Hazard 5* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +16 expert @@ -20,7 +20,7 @@ A whirlwind of four ephemeral, magical threads dispels the undead and shrouds th ```ad-embed-ability title: Breath of Pharasma [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Trigger**: A living or undead creature opens the trunk diff --git a/compendium/gm/hazards/desperate-hunger-botd.md b/compendium/gm/hazards/desperate-hunger-botd.md index a476e7286..287926432 100644 --- a/compendium/gm/hazards/desperate-hunger-botd.md +++ b/compendium/gm/hazards/desperate-hunger-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Desperate Hunger"] --- # Desperate Hunger *Hazard 12* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 35 master to feel an odd sense of hunger @@ -18,7 +18,7 @@ A skeletally thin spirit appears, weeping as it shoves earth and stones down its ```ad-embed-ability title: Desperate Meal [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A creature approaches within 10 feet diff --git a/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md b/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md index fb3a1df24..5f696ee96 100644 --- a/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md +++ b/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md @@ -10,7 +10,7 @@ tags: aliases: ["Dimensional Darkside Mirror"] --- # Dimensional Darkside Mirror *Hazard 19* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +37 master to notice it isn't a regular mirror. @@ -27,7 +27,7 @@ A magic mirror replaces characters with evil mirror duplicates from another dime ```ad-embed-ability title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger**: A non-evil creature is reflected in the mirror diff --git a/compendium/gm/hazards/disorienting-illusions-da.md b/compendium/gm/hazards/disorienting-illusions-da.md index 2a579e013..658ca60ae 100644 --- a/compendium/gm/hazards/disorienting-illusions-da.md +++ b/compendium/gm/hazards/disorienting-illusions-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Disorienting Illusions"] --- # Disorienting Illusions *Hazard 1* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Complexity** Simple - **Stealth** DC 20 @@ -21,7 +21,7 @@ Illusions cloaking this chamber cause it to appear distorted and constantly shif ```ad-embed-ability title: Disorient [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Trigger**: A creature enters the room diff --git a/compendium/gm/hazards/distortion-mirror-da.md b/compendium/gm/hazards/distortion-mirror-da.md index c20ee881b..6b70cee39 100644 --- a/compendium/gm/hazards/distortion-mirror-da.md +++ b/compendium/gm/hazards/distortion-mirror-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Distortion Mirror"] --- # Distortion Mirror *Hazard 14* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 38 0 to notice the mirror @@ -26,7 +26,7 @@ Fun-house mirrors distort a viewer's reflection, painfully reshaping their body ```ad-embed-ability title: Painful Transformation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature is reflected in the mirror diff --git a/compendium/gm/hazards/doom-of-tomorrow-av1.md b/compendium/gm/hazards/doom-of-tomorrow-av1.md index 3cc6db2ca..7692385c2 100644 --- a/compendium/gm/hazards/doom-of-tomorrow-av1.md +++ b/compendium/gm/hazards/doom-of-tomorrow-av1.md @@ -8,7 +8,7 @@ tags: aliases: ["Doom Of Tomorrow"] --- # Doom Of Tomorrow *Hazard 3* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 expert diff --git a/compendium/gm/hazards/dragon-pillar-aoa2.md b/compendium/gm/hazards/dragon-pillar-aoa2.md index bd0eacb99..ad91b4adc 100644 --- a/compendium/gm/hazards/dragon-pillar-aoa2.md +++ b/compendium/gm/hazards/dragon-pillar-aoa2.md @@ -10,7 +10,7 @@ tags: aliases: ["Dragon Pillar"] --- # Dragon Pillar *Hazard 6* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +0 or [detect magic](compendium/spells/detect-magic.md) @@ -28,7 +28,7 @@ A dragon pillar can see through its empty eye sockets, and it can recognize Cind - **AC** 24 , **Fort** +17, **Ref** +8 - **Hardness** 14, **HP** 56 (BT 28) -- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage - **Resistances** - **Weaknesses** @@ -45,35 +45,35 @@ title: Routine (1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet. ```ad-inline-attack -title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md), range <120 feet>) +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md "Divine Tradition Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait"), range <120 feet>) **Effects** The target is subjected to an effect determined by the pillar's color and summarized below. On a critical hit, the target's save result is one degree worse. -- **Black Eye Beam (area A5)** ([incapacitation](rules/traits/incapacitation.md)) DC 24 Fortitude save. +- **Black Eye Beam (area A5)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Fortitude save. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [blinded](rules/conditions.md#Blinded) for 1 round. > - **Failure** The target is [blinded](rules/conditions.md#Blinded) for 1 hour. > - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) for 24 hours. -- **Blue Eye Beam (area A7)** ([incapacitation](rules/traits/incapacitation.md)) DC 24 Fortitude save. +- **Blue Eye Beam (area A7)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Fortitude save. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [petrified](rules/conditions.md#Petrified) for 1 round. > - **Failure** The target is [petrified](rules/conditions.md#Petrified) for 1 hour. > - **Critical Failure** The target is [petrified](rules/conditions.md#Petrified) permanently. -- **Green Eye Beam (area A8)** ([poison](rules/traits/poison.md)) `6d6` poison damage (DC 24 basic Reflex save). -- **Indigo Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md)) DC 24 Will save. +- **Green Eye Beam (area A8)** ([poison](rules/traits/poison.md "Poison Effect Trait")) `6d6` poison damage (DC 24 basic Reflex save). +- **Indigo Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Will save. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [slowed](rules/conditions.md#Slowed) for 1 round. > - **Failure** The target is [confused](rules/conditions.md#Confused) for 1 hour. > - **Critical Failure** The target is controlled by the dragon pillar and remains within 60 feet of it at all times, defending the dragon pillar from all non-Cinderclaws. While a target is controlled, it is treated as a Cinderclaw ally by the dragon pillar. The dragon pillar can control up to 3 targets at a time; any targets in excess who critically fail this saving throw are instead confused for `1d4+1` rounds. A controlled creature can attempt a new Will save once every 24 hours to escape control, but doing so automatically causes the dragon pillar to attack it with a new eye beam to attempt to re-establish control. The control ends if the pillar is destroyed. -- **Yellow Eye Beam (area A12)** ([electricity](rules/traits/electricity.md)) `6d6` electricity damage (DC 24 basic Reflex save). -- **Orange Eye Beam (area A15)** ([acid](rules/traits/acid.md)) `6d6` acid damage (DC 24 basic Reflex save). -- **Red Eye Beam (area A16)** ([fire](rules/traits/fire.md)) `6d6` fire damage (DC 24 basic Reflex save). -- **Violet Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md)) DC 24 Will save. +- **Yellow Eye Beam (area A12)** ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait")) `6d6` electricity damage (DC 24 basic Reflex save). +- **Orange Eye Beam (area A15)** ([acid](rules/traits/acid.md "Acid Energy & Element Trait")) `6d6` acid damage (DC 24 basic Reflex save). +- **Red Eye Beam (area A16)** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) `6d6` fire damage (DC 24 basic Reflex save). +- **Violet Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Will save. > [!success-degree] > - **Critical Success** The target is unaffected. diff --git a/compendium/gm/hazards/dragonstorm-aoa6.md b/compendium/gm/hazards/dragonstorm-aoa6.md index bfc97ee7c..0dd2a3380 100644 --- a/compendium/gm/hazards/dragonstorm-aoa6.md +++ b/compendium/gm/hazards/dragonstorm-aoa6.md @@ -9,7 +9,7 @@ tags: aliases: ["Dragonstorm"] --- # Dragonstorm *Hazard 18* -[environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Complexity** Simple - **Stealth** +40 legendary @@ -20,7 +20,7 @@ A massive storm stirs in the skies above Breachill and Citadel Altaerein. As spe ````ad-embed-ability title: Localized Dragonstorm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[air](rules/traits/air.md) +[air](rules/traits/air.md "Air Energy & Element Trait") - **Trigger**: A new wave begins @@ -28,7 +28,7 @@ title: Localized Dragonstorm [R](rules/core-rulebook/chapter-9-playing-the-game. ```ad-embed-ability title: 1–2: Acid Rain -[acid](rules/traits/acid.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take `6d10` acid damage (DC 42 basic Reflex save). Creatures that critically fail also take 5 [persistent acid damage](rules/conditions.md#Persistent%20Damage). %% #trait/acid %% @@ -36,7 +36,7 @@ A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area t ```ad-embed-ability title: 3–4: Freezing Wind -[cold](rules/traits/cold.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") A barrage of freezing wind and hail assaults all creatures in a 20-foot burst. Creatures in the area take `3d10` cold damage and `3d10` bludgeoning damage (DC 42 basic Reflex save) Creatures that critically fail are [slowed](rules/conditions.md#Slowed) for 1 round. %% #trait/cold %% @@ -44,7 +44,7 @@ A barrage of freezing wind and hail assaults all creatures in a 20-foot burst. C ```ad-embed-ability title: 5–6: Bolts of Lightning -[electricity](rules/traits/electricity.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") Several bolts of lightning strike all creatures in a 20-foot burst. Creatures in the area take `6d10` electricity damage (DC 42 basic Reflex save). Creatures that critically fail their saves become [blinded](rules/conditions.md#Blinded) and [deafened](rules/conditions.md#Deafened) for 1 round. %% #trait/electricity %% @@ -52,7 +52,7 @@ Several bolts of lightning strike all creatures in a 20-foot burst. Creatures in ```ad-embed-ability title: 7–8: Flaming Vortex -[fire](rules/traits/fire.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area take `6d10` fire damage (DC 42 basic Reflex save). Creatures that critically fail their saves also take 5 [persistent fire damage](rules/conditions.md#Persistent%20Damage). %% #trait/fire %% @@ -60,7 +60,7 @@ Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area t ```ad-embed-ability title: 9–10: Poison Miasma -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") Poisonous mist rolls forth, covering a 20-foot burst for 1 round. Creatures within the mist become [concealed](rules/conditions.md#Concealed), and creatures outside it become [concealed](rules/conditions.md#Concealed) to creatures within it. Creatures within the mist take `6d10` poison damage (DC 42 basic Fortitude save). Creatures that critically fail their saves become [enfeebled](rules/conditions.md#Enfeebled). %% #trait/poison %% diff --git a/compendium/gm/hazards/dream-poisoned-door-gw3.md b/compendium/gm/hazards/dream-poisoned-door-gw3.md new file mode 100644 index 000000000..72828bd97 --- /dev/null +++ b/compendium/gm/hazards/dream-poisoned-door-gw3.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw3 +- trait/magical +- trait/trap +aliases: ["Dream-Poisoned Door"] +--- +# Dream-Poisoned Door *Hazard 12* +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Simple +- **Stealth** DC 35 master + +Eerie shapes manifest within the doorway as it's opened, conjuring a group of four animate dreams into being. + +- **Disable** DC 30 [Occultism](compendium/skills.md#Occultism) (expert) to concentrate on the eldritch energies and diffuse them through meditation, DC 35 [Thievery](compendium/skills.md#Thievery) (master) to scratch warding runes along the door's hinges and block dreams from manifesting, or dispel magic (6th level; counteract DC 30) to counteract the trap + +```ad-embed-ability +title: Manifest Dream Guardians [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + +- **Trigger**: The door is opened + +**Effect** A group of four animate dreams manifest in the area just beyond the door. These four animate dreams each appear as vaguely whale-shaped but human-sized masses of tendrils. They swim through he air and attack the intruders at once, fighting to the death and pursuing any who flee the temple. +%% #trait/conjuration #trait/occult %% +``` + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 54* \ No newline at end of file diff --git a/compendium/gm/hazards/dream-pollen-pods-ec1.md b/compendium/gm/hazards/dream-pollen-pods-ec1.md index 92b866bbc..46721d260 100644 --- a/compendium/gm/hazards/dream-pollen-pods-ec1.md +++ b/compendium/gm/hazards/dream-pollen-pods-ec1.md @@ -9,7 +9,7 @@ tags: aliases: ["Dream Pollen Pods"] --- # Dream Pollen Pods *Hazard 3* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +12 trained @@ -48,7 +48,7 @@ title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Sin ```ad-embed-ability title: Hallucinogenic Pollen -A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is [confused](rules/conditions.md#Confused) for 1 round and takes a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md) effects for `1d4` hours. +A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is [confused](rules/conditions.md#Confused) for 1 round and takes a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for `1d4` hours. On a critical failure, the penalty is instead –4. ``` diff --git a/compendium/gm/hazards/drowning-pit.md b/compendium/gm/hazards/drowning-pit.md index 869ab25e1..c0e0a124f 100644 --- a/compendium/gm/hazards/drowning-pit.md +++ b/compendium/gm/hazards/drowning-pit.md @@ -9,7 +9,7 @@ tags: aliases: ["Drowning Pit"] --- # Drowning Pit *Hazard 3* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +10 trained DC 22 (expert) to notice the water spouts once the pit opens. diff --git a/compendium/gm/hazards/echoes-of-betrayal-aoa4.md b/compendium/gm/hazards/echoes-of-betrayal-aoa4.md index 58c6592ad..1be2d8de3 100644 --- a/compendium/gm/hazards/echoes-of-betrayal-aoa4.md +++ b/compendium/gm/hazards/echoes-of-betrayal-aoa4.md @@ -10,7 +10,7 @@ tags: aliases: ["Echoes Of Betrayal"] --- # Echoes Of Betrayal *Hazard 16* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [ne](rules/traits/neutral-evil-b1.md) [unique](rules/traits/unique.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") [ne](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** DC 35 master to hear the quiet murmurs of angry spirits @@ -21,7 +21,7 @@ Malevolent spirits led by a ghostly image of Ludika rise and begin a deadly braw ```ad-embed-ability title: Confuse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: At least three creatures enter area **H10**. @@ -34,7 +34,7 @@ title: Routine (1 action) As 1 action, the haunt causes a barrage of ghostly fists to lash from the walls, floors, and ceiling. The haunt attempts a spectral fist [Strike](rules/actions/strike.md) against each creature in area **H10**. ```ad-inline-attack -title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spectral Fist (35) ([magical](rules/traits/magical.md), [reach <10 feet>](rules/traits/reach.md)) +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spectral Fist (35) ([magical](rules/traits/magical.md "Magical Item Trait"), [reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")) **Damage** `5d10` bludgeoning, and the creature must attempt a new DC 37 Will save against [confusion](compendium/spells/confusion.md) if it's not already [confused](rules/conditions.md#Confused). **Effects** and the creature must attempt a new DC 37 Will save against confusion if it's not already [confused](rules/conditions.md#Confused). diff --git a/compendium/gm/hazards/echoes-of-faith-ec2.md b/compendium/gm/hazards/echoes-of-faith-ec2.md index f1c3c5c53..cfb2e29c7 100644 --- a/compendium/gm/hazards/echoes-of-faith-ec2.md +++ b/compendium/gm/hazards/echoes-of-faith-ec2.md @@ -7,7 +7,7 @@ tags: aliases: ["Echoes Of Faith"] --- # Echoes Of Faith *Hazard 6* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 24 expert @@ -24,7 +24,7 @@ The restless spirits of clergy who once inhabited this now-defiled temple of Aro ```ad-embed-ability title: Phantom Sermon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Trigger**: A non-Arodenite creature approaches within 5 feet of the lectern diff --git a/compendium/gm/hazards/ectoplasmic-grasp-botd.md b/compendium/gm/hazards/ectoplasmic-grasp-botd.md index 219ad0374..fde160b5e 100644 --- a/compendium/gm/hazards/ectoplasmic-grasp-botd.md +++ b/compendium/gm/hazards/ectoplasmic-grasp-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Ectoplasmic Grasp"] --- # Ectoplasmic Grasp *Hazard 5* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 trained to notice ectoplasm coalescing diff --git a/compendium/gm/hazards/electric-latch-rune.md b/compendium/gm/hazards/electric-latch-rune.md index b7bca912d..8a695a813 100644 --- a/compendium/gm/hazards/electric-latch-rune.md +++ b/compendium/gm/hazards/electric-latch-rune.md @@ -10,7 +10,7 @@ tags: aliases: ["Electric Latch Rune"] --- # Electric Latch Rune *Hazard 3* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 trained @@ -21,7 +21,7 @@ An [invisible](rules/conditions.md#Invisible) rune imprinted on a door latch rel ```ad-embed-ability title: Electrocution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Trigger**: A creature grasps the door latch directly or with a tool. diff --git a/compendium/gm/hazards/electrified-water-ward-sot2.md b/compendium/gm/hazards/electrified-water-ward-sot2.md index 55541444c..bdb8770d2 100644 --- a/compendium/gm/hazards/electrified-water-ward-sot2.md +++ b/compendium/gm/hazards/electrified-water-ward-sot2.md @@ -9,7 +9,7 @@ tags: aliases: ["Electrified Water Ward"] --- # Electrified Water Ward *Hazard 8* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +18 expert @@ -25,7 +25,7 @@ title: or DC ``` ```ad-embed-ability title: Electrocution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Trigger**: A creature passes over the [invisible](rules/conditions.md#Invisible) underwater rune between the north and south doors diff --git a/compendium/gm/hazards/endless-elven-aging-aoa5.md b/compendium/gm/hazards/endless-elven-aging-aoa5.md index d241cb00e..81d630fa3 100644 --- a/compendium/gm/hazards/endless-elven-aging-aoa5.md +++ b/compendium/gm/hazards/endless-elven-aging-aoa5.md @@ -9,7 +9,7 @@ tags: aliases: ["Endless Elven Aging"] --- # Endless Elven Aging *Hazard 17* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [magical](rules/traits/magical.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Complexity** Complex - **Stealth** +33 master @@ -26,7 +26,7 @@ A haunted mural fascinates characters and swiftly drains their vitality. ```ad-embed-ability title: Lifelike Scintillation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divination](rules/traits/divination.md) [occult](rules/traits/occult.md) +[divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A living creature examines the mural or enters the room @@ -40,7 +40,7 @@ title: Routine ```ad-embed-ability title: Captivate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[charm](rules/traits/charm-b1.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[charm](rules/traits/charm-b1.md "Charm Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") The faintly moving images compel one creature within 30 feet of the room to move into the room. The creature attempts a DC 38 Will save. @@ -53,7 +53,7 @@ The faintly moving images compel one creature within 30 feet of the room to move ```ad-embed-ability title: Live a Thousand Lives [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") The haunt causes a living creature in the room to experience a full elven life, weathering every wound, misfortune, loss, and consequence of aging centuries in a matter of seconds. The target must attempt a DC 38 Fortitude save. diff --git a/compendium/gm/hazards/entombed-spirit-botd.md b/compendium/gm/hazards/entombed-spirit-botd.md index 7ae78b747..6a9435ed2 100644 --- a/compendium/gm/hazards/entombed-spirit-botd.md +++ b/compendium/gm/hazards/entombed-spirit-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Entombed Spirit"] --- # Entombed Spirit *Hazard 2* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +11 trained @@ -25,7 +25,7 @@ The wall bulges out in the shape of a howling humanoid face as it twists and for ```ad-embed-ability title: Gasp [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature moves adjacent to the wall where the corpse is entombed diff --git a/compendium/gm/hazards/entrapping-chair-da.md b/compendium/gm/hazards/entrapping-chair-da.md index 4b17c56d0..3a25cf833 100644 --- a/compendium/gm/hazards/entrapping-chair-da.md +++ b/compendium/gm/hazards/entrapping-chair-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Entrapping Chair"] --- # Entrapping Chair *Hazard 5* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 26 (0 to notice the chair) diff --git a/compendium/gm/hazards/envenomed-lock-bb.md b/compendium/gm/hazards/envenomed-lock-bb.md index 3d43ffb11..485f6b88a 100644 --- a/compendium/gm/hazards/envenomed-lock-bb.md +++ b/compendium/gm/hazards/envenomed-lock-bb.md @@ -22,7 +22,7 @@ A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling ```ad-embed-ability title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") When a creature tries to unlock or [Pick the Lock](rules/actions/pick-a-lock.md), a spine extends to attack that creature. The trap makes a melee attack with +13 to its attack roll. On a hit, it deals 1 piercing damage and `1d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) (on a critical hit, 2 piercing damage and `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage)). %% #trait/attack %% diff --git a/compendium/gm/hazards/envenomed-thorns-trap-ec1.md b/compendium/gm/hazards/envenomed-thorns-trap-ec1.md index 499a3cc42..f5d04deac 100644 --- a/compendium/gm/hazards/envenomed-thorns-trap-ec1.md +++ b/compendium/gm/hazards/envenomed-thorns-trap-ec1.md @@ -8,7 +8,7 @@ tags: aliases: ["Envenomed Thorns Trap"] --- # Envenomed Thorns Trap *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 trained @@ -25,7 +25,7 @@ A trip wire strung 4 feet above the ground releases a branch studded with enveno ```ad-embed-ability title: Thorny Branch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Trigger**: The trip wire is touched diff --git a/compendium/gm/hazards/eternal-flame-gmg.md b/compendium/gm/hazards/eternal-flame-gmg.md index cda4a5bb5..33f8cdd10 100644 --- a/compendium/gm/hazards/eternal-flame-gmg.md +++ b/compendium/gm/hazards/eternal-flame-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Eternal Flame"] --- # Eternal Flame *Hazard 7* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +18 expert @@ -19,7 +19,7 @@ A raging spectral inferno arises out of thin air, strengthening all undead creat ```ad-embed-ability title: Searing Agony [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A living creature approaches within 10 feet of the remains of a victim of the original fire @@ -37,7 +37,7 @@ title: Searing Agony [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actio title: Routine (1 action) Phantom flames rage across the haunted area, dealing `4d6` fire damage to each living creature within the area (DC 23 basic Will save). Undead creatures in the area are infused with flames for the following round. -They gain the [fire](rules/traits/fire.md) trait and immunity to fire, and all their attacks deal an additional `1d6` fire damage. Objects in the area are unaffected. +They gain the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait and immunity to fire, and all their attacks deal an additional `1d6` fire damage. Objects in the area are unaffected. ``` ^routine diff --git a/compendium/gm/hazards/etwards-nightmare-gw3.md b/compendium/gm/hazards/etwards-nightmare-gw3.md new file mode 100644 index 000000000..e4348c8d6 --- /dev/null +++ b/compendium/gm/hazards/etwards-nightmare-gw3.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw3 +- trait/complex +- trait/haunt +- trait/unique +aliases: ["Etward's Nightmare"] +--- +# Etward's Nightmare *Hazard 9* +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") + +- **Complexity** Complex +- **Stealth** +30 master + +The incense burners begin to smoke, filling the air with strangely nostalgic scents. + +- **Disable** DC 26 [Occultism](compendium/skills.md#Occultism) (expert) to enter a state akin to lucid dreaming so as to unweave the nightmare from within, or DC 30 [Intimidation](compendium/skills.md#Intimidation) (master) to stand resolute against the nightmares and turn the fear back upon itself + +```ad-embed-ability +title: Light Incense Burners [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") + +- **Trigger**: A creature lies down on the bed, or a living creature spends more than 3 rounds inside this room + +**Effect** Incense swiftly fills the room (even if the incense burners have been removed or were destroyed). All creatures in area A12 must attempt a DC 32 Fortitude save. The haunt then rolls initiative. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [sickened](rules/conditions.md#Sickened) by the incense's scent. +> - **Failure** The creature falls [unconscious](rules/conditions.md#Unconscious). If it's still [unconscious](rules/conditions.md#Unconscious) after 1 minute, it wakes up automatically. +> - **Critical Failure** As failure, but if it's still [unconscious](rules/conditions.md#Unconscious) after 1 hour, it wakes up automatically. +%% #trait/enchantment #trait/incapacitation #trait/mental #trait/occult #trait/sleep %% +``` +```ad-embed-ability +title: DC 28 + +Fortitude saving throw. If at the end of the round there are no [unconscious](rules/conditions.md#Unconscious) creatures in the room, Etward's nightmare ends and the trap deactivates. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and wakes up. +> - **Success** The creature remains [unconscious](rules/conditions.md#Unconscious) and takes `1d10` cold damage and `1d10` mental damage. This damage does not wake the creature, and those who are awake can see the [unconscious](rules/conditions.md#Unconscious) creature thrash as if in the throes of a nightmare while their body rimes over with layers of frost. The creature can fight against the bitter cold and monstrous shapes by attempting a DC 28 Will save as a three-action activity on its turn— on a success, the creature wakes up. +> - **Failure** As success, but `1d10+6` cold and `1d10+6` mental damage, and with a DC 32 Will save to wake up. +> - **Critical Failure** The creature remains [unconscious](rules/conditions.md#Unconscious) and takes `2d10+12` cold damage and `2d10+12` mental damage. +``` + +```ad-pf2-summary +title: Routine +(2 actions; cold, enchantment, mental, occult) The haunt uses its first action to light incense burners again, forcing any creature that isn't already [unconscious](rules/conditions.md#Unconscious) to save against that effect once more. Its second action is to cause any [unconscious](rules/conditions.md#Unconscious) creatures in the room to experience horrific, vivid dreams about being lost in the arctic during a blizzard, while enormous furred figures— saumen kar—lunge at them through the snow to attack repeatedly. Each [unconscious](rules/conditions.md#Unconscious) creature must attempt a +``` +^routine + +**Reset** The hazard resets when Etward dreams in this room. + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 19* \ No newline at end of file diff --git a/compendium/gm/hazards/exhaling-portal-da.md b/compendium/gm/hazards/exhaling-portal-da.md index 54978a466..502c7cb2d 100644 --- a/compendium/gm/hazards/exhaling-portal-da.md +++ b/compendium/gm/hazards/exhaling-portal-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Exhaling Portal"] --- # Exhaling Portal *Hazard 9* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 33 @@ -20,7 +20,7 @@ Magic runes carved into a doorframe connect a door to the Plane of Air when open ```ad-embed-ability title: Gust [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") - **Trigger**: A creature opens the door diff --git a/compendium/gm/hazards/exploding-statue-aoe1.md b/compendium/gm/hazards/exploding-statue-aoe1.md index f043ec63d..61ee41094 100644 --- a/compendium/gm/hazards/exploding-statue-aoe1.md +++ b/compendium/gm/hazards/exploding-statue-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Exploding Statue"] --- # Exploding Statue *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 18 trained diff --git a/compendium/gm/hazards/explosive-barrels-aoe1.md b/compendium/gm/hazards/explosive-barrels-aoe1.md index eb7e97e89..062db1e0e 100644 --- a/compendium/gm/hazards/explosive-barrels-aoe1.md +++ b/compendium/gm/hazards/explosive-barrels-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Explosive Barrels"] --- # Explosive Barrels *Hazard 2* -[environmental](rules/traits/environmental.md) [fire](rules/traits/fire.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Complexity** Simple - **Stealth** DC 15 diff --git a/compendium/gm/hazards/explosive-furniture-trap-ec4.md b/compendium/gm/hazards/explosive-furniture-trap-ec4.md index ca02a4d81..3d54502e4 100644 --- a/compendium/gm/hazards/explosive-furniture-trap-ec4.md +++ b/compendium/gm/hazards/explosive-furniture-trap-ec4.md @@ -8,7 +8,7 @@ tags: aliases: ["Explosive Furniture Trap"] --- # Explosive Furniture Trap *Hazard 12* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 30 expert diff --git a/compendium/gm/hazards/explosive-steam-trap-ooa2.md b/compendium/gm/hazards/explosive-steam-trap-ooa2.md index 68b150268..4611e2621 100644 --- a/compendium/gm/hazards/explosive-steam-trap-ooa2.md +++ b/compendium/gm/hazards/explosive-steam-trap-ooa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Explosive Steam Trap"] --- # Explosive Steam Trap *Hazard 7* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 20 trained to find the desk switch; DC 28 (expert) to find the trapdoor and charge diff --git a/compendium/gm/hazards/eyeball-tank-aoe5.md b/compendium/gm/hazards/eyeball-tank-aoe5.md index aed2779b6..7878001df 100644 --- a/compendium/gm/hazards/eyeball-tank-aoe5.md +++ b/compendium/gm/hazards/eyeball-tank-aoe5.md @@ -9,7 +9,7 @@ tags: aliases: ["Eyeball Tank"] --- # Eyeball Tank *Hazard 15* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +31 master @@ -37,7 +37,7 @@ title: Routine (3 actions) Each round, the vat uses all three of its actions to shoot random eye rays at any living creatures (except Ixusoth) in range. ```ad-inline-attack -title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Despair Ray (28) ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), range <100 feet>) +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Despair Ray (28) ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), range <100 feet>) **Damage** target is subjected to a [crushing despair](compendium/spells/crushing-despair.md) spell (DC 33) **Effects** target is subjected to a [crushing despair](compendium/spells/crushing-despair.md) spell (DC 33) @@ -46,7 +46,7 @@ title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Sin ``` ```ad-inline-attack -title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Feeblemind Ray (28) ([curse](rules/traits/curse.md), [enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [mental](rules/traits/mental.md), range <100 feet>) +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Feeblemind Ray (28) ([curse](rules/traits/curse.md "Curse Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), range <100 feet>) **Damage** target is subjected to a [feeblemind](compendium/spells/feeblemind.md) spell (DC 36) **Effects** target is subjected to a [feeblemind](compendium/spells/feeblemind.md) spell (DC 36) @@ -55,7 +55,7 @@ title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Sin ``` ```ad-inline-attack -title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spirit Blast Ray (28) ([force](rules/traits/force.md), [necromancy](rules/traits/necromancy.md), range <100 feet>) +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spirit Blast Ray (28) ([force](rules/traits/force.md "Force Energy & Element Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), range <100 feet>) **Damage** target is subjected to a [spirit blast](compendium/spells/spirit-blast.md) spell (DC 36) **Effects** target is subjected to a [spirit blast](compendium/spells/spirit-blast.md) spell (DC 36) diff --git a/compendium/gm/hazards/falling-debris-fop.md b/compendium/gm/hazards/falling-debris-fop.md index e2313a660..6dc1c77c9 100644 --- a/compendium/gm/hazards/falling-debris-fop.md +++ b/compendium/gm/hazards/falling-debris-fop.md @@ -8,7 +8,7 @@ tags: aliases: ["Falling Debris"] --- # Falling Debris *Hazard 1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 17 trained diff --git a/compendium/gm/hazards/falling-portcullis-trap-ooa2.md b/compendium/gm/hazards/falling-portcullis-trap-ooa2.md index 97c0f3686..06036bcf2 100644 --- a/compendium/gm/hazards/falling-portcullis-trap-ooa2.md +++ b/compendium/gm/hazards/falling-portcullis-trap-ooa2.md @@ -8,7 +8,7 @@ tags: aliases: ["Falling Portcullis Trap"] --- # Falling Portcullis Trap *Hazard 7* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 expert to spot the sockets in the floor where the portcullis drops; DC 28 (expert) to spot the floor trigger diff --git a/compendium/gm/hazards/falling-stalactites-qff2.md b/compendium/gm/hazards/falling-stalactites-qff2.md index 8089c7ad0..81be8b51a 100644 --- a/compendium/gm/hazards/falling-stalactites-qff2.md +++ b/compendium/gm/hazards/falling-stalactites-qff2.md @@ -7,7 +7,7 @@ tags: aliases: ["Falling Stalactites"] --- # Falling Stalactites *Hazard 3* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 trained @@ -24,7 +24,7 @@ Unstable stalactites fall from the ceiling. ```ad-embed-ability title: Fall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A stalactite is damaged or touched diff --git a/compendium/gm/hazards/false-door-trap-aoe4.md b/compendium/gm/hazards/false-door-trap-aoe4.md index 04157619e..88981920a 100644 --- a/compendium/gm/hazards/false-door-trap-aoe4.md +++ b/compendium/gm/hazards/false-door-trap-aoe4.md @@ -9,7 +9,7 @@ tags: aliases: ["False Door Trap"] --- # False Door Trap *Hazard 12* -[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 37 expert @@ -26,7 +26,7 @@ A [hidden](rules/conditions.md#Hidden) needle delivers a magical poison to anyon ```ad-embed-ability title: Purple Worm Sting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [primal](rules/traits/primal.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Trigger**: A creature touches the door diff --git a/compendium/gm/hazards/false-door-trap-ooa2.md b/compendium/gm/hazards/false-door-trap-ooa2.md index 47712c25b..35e7e552d 100644 --- a/compendium/gm/hazards/false-door-trap-ooa2.md +++ b/compendium/gm/hazards/false-door-trap-ooa2.md @@ -8,7 +8,7 @@ tags: aliases: ["False Door Trap"] --- # False Door Trap *Hazard 6* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 28 expert to see the brick wall behind the edges of the door diff --git a/compendium/gm/hazards/false-floor-da.md b/compendium/gm/hazards/false-floor-da.md index 0a41a2700..58a8485fe 100644 --- a/compendium/gm/hazards/false-floor-da.md +++ b/compendium/gm/hazards/false-floor-da.md @@ -9,7 +9,7 @@ tags: aliases: ["False Floor"] --- # False Floor *Hazard 3* -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 (trained; or 0 if the illusory floor is dispelled) diff --git a/compendium/gm/hazards/false-step-floor-da.md b/compendium/gm/hazards/false-step-floor-da.md index c1826f09b..b5d08f76a 100644 --- a/compendium/gm/hazards/false-step-floor-da.md +++ b/compendium/gm/hazards/false-step-floor-da.md @@ -10,7 +10,7 @@ tags: aliases: ["False Step Floor"] --- # False Step Floor *Hazard 6* -[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [teleportation](rules/traits/teleportation.md) [trap](rules/traits/trap.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 25 @@ -21,7 +21,7 @@ Each time a creature enters the room, it slips through the floor, tumbles throug ```ad-embed-ability title: False Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger**: A creature enters the room and steps onto the floor diff --git a/compendium/gm/hazards/field-of-opposition-aoe6.md b/compendium/gm/hazards/field-of-opposition-aoe6.md index 0fcc1348c..3e9bc4663 100644 --- a/compendium/gm/hazards/field-of-opposition-aoe6.md +++ b/compendium/gm/hazards/field-of-opposition-aoe6.md @@ -10,7 +10,7 @@ tags: aliases: ["Field Of Opposition"] --- # Field Of Opposition *Hazard 20* -[complex](rules/traits/complex.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +35 @@ -27,12 +27,12 @@ A distortion in space spawns an aggressive, malevolent shadow duplicate of any c ```ad-embed-ability title: Spawn Mirror Duplicate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger**: A creature moves between the two glass faces of Olansa Terimor **Effect** The planar rift disgorges an evil mirror duplicate of the creature (see below), and the duplicate rolls initiative. The field of opposition can use this reaction once per round but can't spawn a duplicate of a creature that already has a mirror duplicate in existence. -%% #trait/divine #trait/conjuration #trait/teleportation %% +%% #trait/conjuration #trait/divine #trait/teleportation %% ``` ```ad-embed-ability title: Mirror Duplicate diff --git a/compendium/gm/hazards/fiendripping-blast-trap-sli.md b/compendium/gm/hazards/fiendripping-blast-trap-sli.md index 06b591298..af24c13ef 100644 --- a/compendium/gm/hazards/fiendripping-blast-trap-sli.md +++ b/compendium/gm/hazards/fiendripping-blast-trap-sli.md @@ -9,22 +9,22 @@ tags: aliases: ["Fiendripping Blast Trap"] --- # Fiendripping Blast Trap *Hazard 7* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 25 expert -A blast of energy damages all creatures within 20 feet, with particularly severe damage to [fiends](rules/traits/fiend.md). +A blast of energy damages all creatures within 20 feet, with particularly severe damage to fiends. -- **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (expert) to identify the proper sequence of buttons in the divots, or [dispel magic](compendium/spells/dispel-magic.md) (4th level; counteract DC 25) to suppress the [magical](rules/traits/magical.md) effect for 1 hour. +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (expert) to identify the proper sequence of buttons in the divots, or [dispel magic](compendium/spells/dispel-magic.md) (4th level; counteract DC 25) to suppress the [magical](rules/traits/magical.md "Magical Item Trait") effect for 1 hour. ```ad-embed-ability title: Forceful Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Trigger**: The door is touched without first pressing the correct sequence of buttons -**Effect** A blast of energy ripples outward from the door, dealing `4d10` force damage to all creatures within 20 feet and forcing them to make a DC 25 Fortitude save. [Fiends](rules/traits/fiend.md) treat the result of their saving throw as one degree worse. +**Effect** A blast of energy ripples outward from the door, dealing `4d10` force damage to all creatures within 20 feet and forcing them to make a DC 25 Fortitude save. Fiends treat the result of their saving throw as one degree worse. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/gm/hazards/final-flight-qff2.md b/compendium/gm/hazards/final-flight-qff2.md index 9527ca3fe..c73318eb2 100644 --- a/compendium/gm/hazards/final-flight-qff2.md +++ b/compendium/gm/hazards/final-flight-qff2.md @@ -8,7 +8,7 @@ tags: aliases: ["Final Flight"] --- # Final Flight *Hazard 5* -[haunt](rules/traits/haunt.md) [unique](rules/traits/unique.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Simple - **Stealth** DC 26 expert @@ -19,7 +19,7 @@ A creature experiences the death of a priest carried off by griffons and fed to ```ad-embed-ability title: Final Flight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature enters the gathering circle diff --git a/compendium/gm/hazards/final-words-botd.md b/compendium/gm/hazards/final-words-botd.md index c8db9dcdf..5d38e9be0 100644 --- a/compendium/gm/hazards/final-words-botd.md +++ b/compendium/gm/hazards/final-words-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Final Words"] --- # Final Words *Hazard 4* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 trained to hear the scratch of a quill upon paper @@ -18,7 +18,7 @@ As a creature touches a hand-written letter, they witness the letter's author sc ```ad-embed-ability title: Carve in Flesh [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [visual](rules/traits/visual.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Trigger**: A creature reads the letter diff --git a/compendium/gm/hazards/fireball-rune.md b/compendium/gm/hazards/fireball-rune.md index 56f8ea776..d48b05620 100644 --- a/compendium/gm/hazards/fireball-rune.md +++ b/compendium/gm/hazards/fireball-rune.md @@ -10,7 +10,7 @@ tags: aliases: ["Fireball Rune"] --- # Fireball Rune *Hazard 5* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 24 expert @@ -21,7 +21,7 @@ An [invisible](rules/conditions.md#Invisible) rune creates an [invisible](rules/ ```ad-embed-ability title: Fireball [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Trigger**: A living creature enters the sensor area. diff --git a/compendium/gm/hazards/flensing-blades-gmg.md b/compendium/gm/hazards/flensing-blades-gmg.md index 848dab6cf..4d1eee349 100644 --- a/compendium/gm/hazards/flensing-blades-gmg.md +++ b/compendium/gm/hazards/flensing-blades-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Flensing Blades"] --- # Flensing Blades *Hazard 12* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +25 expert diff --git a/compendium/gm/hazards/floating-flamethrower-frp2.md b/compendium/gm/hazards/floating-flamethrower-frp2.md index 1a6dd4773..eda7cd230 100644 --- a/compendium/gm/hazards/floating-flamethrower-frp2.md +++ b/compendium/gm/hazards/floating-flamethrower-frp2.md @@ -11,7 +11,7 @@ tags: aliases: ["Floating Flamethrower"] --- # Floating Flamethrower *Hazard 16* -[complex](rules/traits/complex.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +23 expert or DC 38 (master) to notice the pattern of the orb's trajectory @@ -22,13 +22,13 @@ A floating skull of fire swoops around the arena, rotating as it weaves through - **AC** 42 , **Fort** +30, **Ref** +33 - **Hardness** 25, **HP** 100 (BT 50) -- **Immunities** [fire](rules/traits/fire.md) +- **Immunities** [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Resistances** - **Weaknesses** cold 15 ```ad-embed-ability title: Blaze [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Trigger**: Hao Jin signals the start of the bout diff --git a/compendium/gm/hazards/flood-of-spirits-botd.md b/compendium/gm/hazards/flood-of-spirits-botd.md index f4c5c09fc..49c6383c0 100644 --- a/compendium/gm/hazards/flood-of-spirits-botd.md +++ b/compendium/gm/hazards/flood-of-spirits-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Flood Of Spirits"] --- # Flood Of Spirits *Hazard 18* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 45 master to hear the flood of spirits coalescing @@ -18,7 +18,7 @@ A wave of spirits fly through the area, passing right through the living. ```ad-embed-ability title: Surge Through [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](rules/traits/cold.md) [negative](rules/traits/negative.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Trigger**: A creature passes through the area diff --git a/compendium/gm/hazards/flying-guillotine-aoe1.md b/compendium/gm/hazards/flying-guillotine-aoe1.md index a74684d5d..85b49925c 100644 --- a/compendium/gm/hazards/flying-guillotine-aoe1.md +++ b/compendium/gm/hazards/flying-guillotine-aoe1.md @@ -9,7 +9,7 @@ tags: aliases: ["Flying Guillotine"] --- # Flying Guillotine *Hazard 5* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +10 trained or DC 23 (expert) to spot the glyph @@ -26,7 +26,7 @@ An [invisible](rules/conditions.md#Invisible) magical glyph on the guillotine's ```ad-embed-ability title: Flying Blade [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [attack](rules/traits/attack.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A living creature enters the room diff --git a/compendium/gm/hazards/footsteps-of-legends-qff2.md b/compendium/gm/hazards/footsteps-of-legends-qff2.md index 55ec5163c..295347357 100644 --- a/compendium/gm/hazards/footsteps-of-legends-qff2.md +++ b/compendium/gm/hazards/footsteps-of-legends-qff2.md @@ -8,7 +8,7 @@ tags: aliases: ["Footsteps of Legends"] --- # Footsteps of Legends *Hazard 5* -[haunt](rules/traits/haunt.md) [unique](rules/traits/unique.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Simple - **Stealth** DC 23 expert diff --git a/compendium/gm/hazards/forest-fire-qff2.md b/compendium/gm/hazards/forest-fire-qff2.md index a9288132a..f1096f227 100644 --- a/compendium/gm/hazards/forest-fire-qff2.md +++ b/compendium/gm/hazards/forest-fire-qff2.md @@ -9,7 +9,7 @@ tags: aliases: ["Forest Fire"] --- # Forest Fire *Hazard 4* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [fire](rules/traits/fire.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Complexity** Complex - **Stealth** -10 diff --git a/compendium/gm/hazards/freezing-alarm-aoe6.md b/compendium/gm/hazards/freezing-alarm-aoe6.md index bac6c20a8..bb375eae4 100644 --- a/compendium/gm/hazards/freezing-alarm-aoe6.md +++ b/compendium/gm/hazards/freezing-alarm-aoe6.md @@ -8,7 +8,7 @@ tags: aliases: ["Freezing Alarm"] --- # Freezing Alarm *Hazard 20* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 43 master @@ -19,7 +19,7 @@ Miniature snowflake-shaped glyphs on the ground cause a layer of ice to ripple o ```ad-embed-ability title: Freeze Floor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [cold](rules/traits/cold.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") - **Trigger**: A creature enters one of the three squares marked with a T on the map diff --git a/compendium/gm/hazards/freezing-floor-tiles-frp2.md b/compendium/gm/hazards/freezing-floor-tiles-frp2.md index 7e4075202..40846c33a 100644 --- a/compendium/gm/hazards/freezing-floor-tiles-frp2.md +++ b/compendium/gm/hazards/freezing-floor-tiles-frp2.md @@ -11,7 +11,7 @@ tags: aliases: ["Freezing Floor Tiles"] --- # Freezing Floor Tiles *Hazard 16* -[cold](rules/traits/cold.md) [complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +23 expert or DC 38 (master) to notice the four sensors. @@ -28,7 +28,7 @@ Four remote sensors at each corner of the arena cause bursts of freezing magic t ```ad-embed-ability title: Frigid Floor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](rules/traits/cold.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") - **Trigger**: Hao Jin signals the beginning of the match. diff --git a/compendium/gm/hazards/frenetic-musician-botd.md b/compendium/gm/hazards/frenetic-musician-botd.md index 1bab525d5..bf8497250 100644 --- a/compendium/gm/hazards/frenetic-musician-botd.md +++ b/compendium/gm/hazards/frenetic-musician-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Frenetic Musician"] --- # Frenetic Musician *Hazard 8* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 28 expert to hear phantom notes @@ -18,7 +18,7 @@ A spirit musician rises out of an instrument and plays a frantic, bone-shaking m ```ad-embed-ability title: Musical Assault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) [sonic](rules/traits/sonic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Trigger**: A creature touches the instrument diff --git a/compendium/gm/hazards/frozen-moment.md b/compendium/gm/hazards/frozen-moment.md index 584bcf908..9561754f7 100644 --- a/compendium/gm/hazards/frozen-moment.md +++ b/compendium/gm/hazards/frozen-moment.md @@ -8,7 +8,7 @@ tags: aliases: ["Frozen Moment"] --- # Frozen Moment *Hazard 17* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 40 master @@ -19,7 +19,7 @@ Warding magic attempts to trap intruders or would-be thieves in a disrupted time ```ad-embed-ability title: Adrift in Time [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A creature touches the warded object or area. diff --git a/compendium/gm/hazards/gas-trap-aoe1.md b/compendium/gm/hazards/gas-trap-aoe1.md index 4dfdda157..2842394c5 100644 --- a/compendium/gm/hazards/gas-trap-aoe1.md +++ b/compendium/gm/hazards/gas-trap-aoe1.md @@ -9,7 +9,7 @@ tags: aliases: ["Gas Trap"] --- # Gas Trap *Hazard 5* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +14 trained to smell the poison gas or hear it hissing. diff --git a/compendium/gm/hazards/ghost-crystal-cloud-ec2.md b/compendium/gm/hazards/ghost-crystal-cloud-ec2.md index 867c4dee7..5e6f87568 100644 --- a/compendium/gm/hazards/ghost-crystal-cloud-ec2.md +++ b/compendium/gm/hazards/ghost-crystal-cloud-ec2.md @@ -8,7 +8,7 @@ tags: aliases: ["Ghost Crystal Cloud"] --- # Ghost Crystal Cloud *Hazard 8* -[environmental](rules/traits/environmental.md) [uncommon](rules/traits/uncommon.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 28 trained @@ -32,7 +32,7 @@ title: Ectoplasmic Explosion [R](rules/core-rulebook/chapter-9-playing-the-game. ``` ```ad-embed-ability title: Ghost Crystal Cloud -[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") %% #trait/inhaled #trait/poison %% diff --git a/compendium/gm/hazards/ghost-stampede-botd.md b/compendium/gm/hazards/ghost-stampede-botd.md index 9a4177497..34409b6dd 100644 --- a/compendium/gm/hazards/ghost-stampede-botd.md +++ b/compendium/gm/hazards/ghost-stampede-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Ghost Stampede"] --- # Ghost Stampede *Hazard 15* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +30 master @@ -19,13 +19,13 @@ Four massive skulls of aurochs, enormous wild cattle, rise into the air, each tr - **AC** 40 , **Fort** +23, **Ref** +29 - **Hardness** 25, ; **per aurochs skull HP** 20 -- **Immunities** death effects; [disease](rules/traits/disease.md); paralyzed; [poison](rules/traits/poison.md) +- **Immunities** death effects; [disease](rules/traits/disease.md "Disease Effect Trait"); paralyzed; [poison](rules/traits/poison.md "Poison Effect Trait") - **Resistances** - **Weaknesses** positive 5 ```ad-embed-ability title: Defend Territory [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature approaches within 10 feet of an aurochs skull diff --git a/compendium/gm/hazards/ghostly-choir-gmg.md b/compendium/gm/hazards/ghostly-choir-gmg.md index 85c51fae3..0f49af0d7 100644 --- a/compendium/gm/hazards/ghostly-choir-gmg.md +++ b/compendium/gm/hazards/ghostly-choir-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Ghostly Choir"] --- # Ghostly Choir *Hazard 6* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 expert @@ -18,7 +18,7 @@ A choir of lost souls rises out of the floor, singing an eerie chant that terrif ```ad-embed-ability title: Profane Chant [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature moves within 10 feet of the section of floor from which the choir can arise diff --git a/compendium/gm/hazards/glimpse-grave-botd.md b/compendium/gm/hazards/glimpse-grave-botd.md index b5a3b64e9..7cb3f3402 100644 --- a/compendium/gm/hazards/glimpse-grave-botd.md +++ b/compendium/gm/hazards/glimpse-grave-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Glimpse Grave"] --- # Glimpse Grave *Hazard 20* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 48 master to notice the words on the tombstone waver @@ -18,7 +18,7 @@ A tombstone bears the name of those who look upon it, causing their hearts to se ```ad-embed-ability title: Stop Heart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [occult](rules/traits/occult.md) [visual](rules/traits/visual.md) +[death](rules/traits/death.md "Death Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Trigger**: A creature reads or touches the tombstone diff --git a/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md b/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md index 819a31447..71c8b9f34 100644 --- a/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md +++ b/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Gloomglow Mushrooms"] --- # Gloomglow Mushrooms *Hazard 5* -[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") - **Complexity** Simple - **Stealth** DC 26 expert diff --git a/compendium/gm/hazards/grasp-of-the-damned-gmg.md b/compendium/gm/hazards/grasp-of-the-damned-gmg.md index 64020027a..3c816373c 100644 --- a/compendium/gm/hazards/grasp-of-the-damned-gmg.md +++ b/compendium/gm/hazards/grasp-of-the-damned-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Grasp of the Damned"] --- # Grasp of the Damned *Hazard 17* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 43 master @@ -20,7 +20,7 @@ Now, they are left with only the knowledge that their souls have been damned, an ```ad-embed-ability title: Mark for Damnation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[death](rules/traits/death.md "Death Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Trigger**: Three or more sentient living creatures of 13th level or higher enter the haunt's area diff --git a/compendium/gm/hazards/grasping-dead-botd.md b/compendium/gm/hazards/grasping-dead-botd.md index c1ebd8f1c..45b93b15b 100644 --- a/compendium/gm/hazards/grasping-dead-botd.md +++ b/compendium/gm/hazards/grasping-dead-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Grasping Dead"] --- # Grasping Dead *Hazard 5* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +12 expert diff --git a/compendium/gm/hazards/grazing-deer-afof.md b/compendium/gm/hazards/grazing-deer-afof.md index d01d3fb78..81f3cda68 100644 --- a/compendium/gm/hazards/grazing-deer-afof.md +++ b/compendium/gm/hazards/grazing-deer-afof.md @@ -9,7 +9,7 @@ tags: aliases: ["Grazing Deer"] --- # Grazing Deer *Hazard 3* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [uncommon](rules/traits/uncommon.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Complex - **Stealth** +20 expert diff --git a/compendium/gm/hazards/greater-planar-rift-aoe6.md b/compendium/gm/hazards/greater-planar-rift-aoe6.md index 3f254cd5f..b9f20c843 100644 --- a/compendium/gm/hazards/greater-planar-rift-aoe6.md +++ b/compendium/gm/hazards/greater-planar-rift-aoe6.md @@ -8,7 +8,7 @@ tags: aliases: ["Greater Planar Rift"] --- # Greater Planar Rift *Hazard 21* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 41 legendary @@ -19,7 +19,7 @@ A ragged planar rift drags things into its depths and hurls creatures through fr ```ad-embed-ability title: Greater Planar Rift [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger**: A creature moves within 5 feet of the rift diff --git a/compendium/gm/hazards/green-slime-gmg.md b/compendium/gm/hazards/green-slime-gmg.md index af44e6a60..b206313f6 100644 --- a/compendium/gm/hazards/green-slime-gmg.md +++ b/compendium/gm/hazards/green-slime-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Green Slime"] --- # Green Slime *Hazard 9* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 30 expert diff --git a/compendium/gm/hazards/gremlin-horde-ooa3.md b/compendium/gm/hazards/gremlin-horde-ooa3.md index b36f1bc40..bcd0c4b0e 100644 --- a/compendium/gm/hazards/gremlin-horde-ooa3.md +++ b/compendium/gm/hazards/gremlin-horde-ooa3.md @@ -8,7 +8,7 @@ tags: aliases: ["Gremlin Horde"] --- # Gremlin Horde *Hazard 6* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Complexity** Complex - **Stealth** +18 expert diff --git a/compendium/gm/hazards/guthallath-rockslide-ec6.md b/compendium/gm/hazards/guthallath-rockslide-ec6.md index 131bbdbfe..e62164a35 100644 --- a/compendium/gm/hazards/guthallath-rockslide-ec6.md +++ b/compendium/gm/hazards/guthallath-rockslide-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Guthallath Rockslide"] --- # Guthallath Rockslide *Hazard 19* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Complex - **Stealth** +30 master to notice the odd aging of the stones, seemingly far older and more weathered than the surrounding rocks. diff --git a/compendium/gm/hazards/hail-of-razor-stones-qff1.md b/compendium/gm/hazards/hail-of-razor-stones-qff1.md index 980b1df38..1d9fa359d 100644 --- a/compendium/gm/hazards/hail-of-razor-stones-qff1.md +++ b/compendium/gm/hazards/hail-of-razor-stones-qff1.md @@ -8,7 +8,7 @@ tags: aliases: ["Hail of Razor Stones"] --- # Hail of Razor Stones *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 21 trained diff --git a/compendium/gm/hazards/hall-of-fiery-doom-qff3.md b/compendium/gm/hazards/hall-of-fiery-doom-qff3.md index edb5c058d..d472eb0e1 100644 --- a/compendium/gm/hazards/hall-of-fiery-doom-qff3.md +++ b/compendium/gm/hazards/hall-of-fiery-doom-qff3.md @@ -8,7 +8,7 @@ tags: aliases: ["Hall of Fiery Doom"] --- # Hall of Fiery Doom *Hazard 10* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +32 master diff --git a/compendium/gm/hazards/hallowed-wheel-ec2.md b/compendium/gm/hazards/hallowed-wheel-ec2.md index 0558581b2..f890a5d6c 100644 --- a/compendium/gm/hazards/hallowed-wheel-ec2.md +++ b/compendium/gm/hazards/hallowed-wheel-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Hallowed Wheel"] --- # Hallowed Wheel *Hazard 10* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +19 expert to detect the magical sensor; noticing the wheel has a DC of 0. diff --git a/compendium/gm/hazards/hallucination-powder-trap.md b/compendium/gm/hazards/hallucination-powder-trap.md index 427ee0f0e..985e2cbd0 100644 --- a/compendium/gm/hazards/hallucination-powder-trap.md +++ b/compendium/gm/hazards/hallucination-powder-trap.md @@ -8,7 +8,7 @@ tags: aliases: ["Hallucination Powder Trap"] --- # Hallucination Powder Trap *Hazard 6* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 24 expert @@ -25,11 +25,11 @@ A tube of hallucinogenic powder armed with a miniature explosive is connected to ```ad-embed-ability title: Powder Burst [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[mental](rules/traits/mental.md) [poison](rules/traits/poison.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Trigger**: The latch is opened or the tube is [broken](rules/conditions.md#Broken). -**Effect** The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be [confused](rules/conditions.md#Confused) for 1 round and take a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md) effects for `1d4` hours. On a critical failure, the penalty is instead –4. +**Effect** The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be [confused](rules/conditions.md#Confused) for 1 round and take a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for `1d4` hours. On a critical failure, the penalty is instead –4. %% #trait/mental #trait/poison %% ``` diff --git a/compendium/gm/hazards/hammer-of-forbiddance.md b/compendium/gm/hazards/hammer-of-forbiddance.md index 1d26f8932..6496a8bfa 100644 --- a/compendium/gm/hazards/hammer-of-forbiddance.md +++ b/compendium/gm/hazards/hammer-of-forbiddance.md @@ -9,7 +9,7 @@ tags: aliases: ["Hammer Of Forbiddance"] --- # Hammer Of Forbiddance *Hazard 11* -[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 30 expert @@ -26,7 +26,7 @@ An enormous hammer at an edifice's entrance swings down in an attempt to damage ```ad-embed-ability title: Forbid Entry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md) [attack](rules/traits/attack.md) [divine](rules/traits/divine.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Trigger**: A creature attempts to enter through the entrance. diff --git a/compendium/gm/hazards/hampering-web-gmg.md b/compendium/gm/hazards/hampering-web-gmg.md index 21efb6fda..1f6971fb4 100644 --- a/compendium/gm/hazards/hampering-web-gmg.md +++ b/compendium/gm/hazards/hampering-web-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Hampering Web"] --- # Hampering Web *Hazard 1* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 18 expert diff --git a/compendium/gm/hazards/hands-of-the-forgotten-aoe2.md b/compendium/gm/hazards/hands-of-the-forgotten-aoe2.md index b732936b0..3c0ebda31 100644 --- a/compendium/gm/hazards/hands-of-the-forgotten-aoe2.md +++ b/compendium/gm/hazards/hands-of-the-forgotten-aoe2.md @@ -7,7 +7,7 @@ tags: aliases: ["Hands Of The Forgotten"] --- # Hands Of The Forgotten *Hazard 8* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 28 trained @@ -18,7 +18,7 @@ Ethereal hands stretch out from the walls and floor, attempting to restrain near ```ad-embed-ability title: Waylay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[force](rules/traits/force.md) [negative](rules/traits/negative.md) [occult](rules/traits/occult.md) +[force](rules/traits/force.md "Force Energy & Element Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature moves into the area marked on the map diff --git a/compendium/gm/hazards/hazards.md b/compendium/gm/hazards/hazards.md index bd855a92b..46327abc5 100644 --- a/compendium/gm/hazards/hazards.md +++ b/compendium/gm/hazards/hazards.md @@ -76,6 +76,7 @@ cssclass: pf2e,pf2e-index - [Doom Of Tomorrow](doom-of-tomorrow-av1.md) - [Dragon Pillar](dragon-pillar-aoa2.md) - [Dragonstorm](dragonstorm-aoa6.md) +- [Dream-Poisoned Door](dream-poisoned-door-gw3.md) - [Dream Pollen Pods](dream-pollen-pods-ec1.md) - [Drowning Pit](drowning-pit.md) - [Echoes Of Betrayal](echoes-of-betrayal-aoa4.md) @@ -89,6 +90,7 @@ cssclass: pf2e,pf2e-index - [Envenomed Lock](envenomed-lock-bb.md) - [Envenomed Thorns Trap](envenomed-thorns-trap-ec1.md) - [Eternal Flame](eternal-flame-gmg.md) +- [Etward's Nightmare](etwards-nightmare-gw3.md) - [Exhaling Portal](exhaling-portal-da.md) - [Exploding Statue](exploding-statue-aoe1.md) - [Explosive Barrels](explosive-barrels-aoe1.md) @@ -228,6 +230,7 @@ cssclass: pf2e,pf2e-index - [Slamming Door](slamming-door-bb.md) - [Slamming Door](slamming-door.md) - [Snowfall](snowfall-gmg.md) +- [Soporific Lecture](soporific-lecture-gw3.md) - [Soul Draining Cage](soul-draining-cage-qff2.md) - [Spear Launcher](spear-launcher-bb.md) - [Spear Launcher](spear-launcher-fop.md) diff --git a/compendium/gm/hazards/hidden-chute-aoe1.md b/compendium/gm/hazards/hidden-chute-aoe1.md index af31e15e3..426028288 100644 --- a/compendium/gm/hazards/hidden-chute-aoe1.md +++ b/compendium/gm/hazards/hidden-chute-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Hidden Chute"] --- # Hidden Chute *Hazard 3* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 trained diff --git a/compendium/gm/hazards/hidden-pit.md b/compendium/gm/hazards/hidden-pit.md index 298100ced..96ca07cb2 100644 --- a/compendium/gm/hazards/hidden-pit.md +++ b/compendium/gm/hazards/hidden-pit.md @@ -8,7 +8,7 @@ tags: aliases: ["Hidden Pit"] --- # Hidden Pit *Hazard 0* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 18 (or 0 if the trapdoor is disabled or [broken](rules/conditions.md#Broken)) diff --git a/compendium/gm/hazards/host-of-spirits-ec5.md b/compendium/gm/hazards/host-of-spirits-ec5.md index adbb11662..197f5c728 100644 --- a/compendium/gm/hazards/host-of-spirits-ec5.md +++ b/compendium/gm/hazards/host-of-spirits-ec5.md @@ -8,7 +8,7 @@ tags: aliases: ["Host Of Spirits"] --- # Host Of Spirits *Hazard 18* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +35 expert @@ -19,7 +19,7 @@ A host of angry spirits inhabiting the ruined house attempts to drag living crea ```ad-embed-ability title: Embrace of Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) [death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature that has angered the haunt begins its turn within 50 feet of the ruins of the house diff --git a/compendium/gm/hazards/ice-fall-trap-fop.md b/compendium/gm/hazards/ice-fall-trap-fop.md index 7110ba867..338cd5200 100644 --- a/compendium/gm/hazards/ice-fall-trap-fop.md +++ b/compendium/gm/hazards/ice-fall-trap-fop.md @@ -8,7 +8,7 @@ tags: aliases: ["Ice Fall Trap"] --- # Ice Fall Trap *Hazard 4* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 trained diff --git a/compendium/gm/hazards/images-of-failure-av3.md b/compendium/gm/hazards/images-of-failure-av3.md index bebfba6af..ff2ca5d2b 100644 --- a/compendium/gm/hazards/images-of-failure-av3.md +++ b/compendium/gm/hazards/images-of-failure-av3.md @@ -8,7 +8,7 @@ tags: aliases: ["Images Of Failure"] --- # Images Of Failure *Hazard 12* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 35 expert to realize the illusory images conceal a magical trap (noticing the images has a DC of 0) @@ -19,7 +19,7 @@ Psychically enhanced illusions flood the minds of creatures in the 40-foot-long, ```ad-embed-ability title: Echoes of Defeat [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A creature ends a move action within the trap's area diff --git a/compendium/gm/hazards/images-of-powerlessness-av3.md b/compendium/gm/hazards/images-of-powerlessness-av3.md index 124e1f678..649cafc8c 100644 --- a/compendium/gm/hazards/images-of-powerlessness-av3.md +++ b/compendium/gm/hazards/images-of-powerlessness-av3.md @@ -8,7 +8,7 @@ tags: aliases: ["Images Of Powerlessness"] --- # Images Of Powerlessness *Hazard 12* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 35 expert to realize the illusory images conceal a magical trap (noticing the images has a DC of 0) @@ -19,7 +19,7 @@ Psychically-enhanced illusions flood the minds of creatures in the 95-foot-long, ```ad-embed-ability title: Flood of Despair [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A creature ends a move action within the trap's area diff --git a/compendium/gm/hazards/imperious-darkside-mirror-ec5.md b/compendium/gm/hazards/imperious-darkside-mirror-ec5.md index 62a821683..3cdc64f56 100644 --- a/compendium/gm/hazards/imperious-darkside-mirror-ec5.md +++ b/compendium/gm/hazards/imperious-darkside-mirror-ec5.md @@ -10,7 +10,7 @@ tags: aliases: ["Imperious Darkside Mirror"] --- # Imperious Darkside Mirror *Hazard 19* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +32 legendary to notice that the mirror isn't a regular mirror. @@ -27,7 +27,7 @@ This magic mirror replaces characters with evil duplicates from another dimensio ```ad-embed-ability title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger**: A non-evil creature is reflected in the mirror diff --git a/compendium/gm/hazards/ink-drowning-vats-aoe5.md b/compendium/gm/hazards/ink-drowning-vats-aoe5.md index 02a78680d..ddb44723f 100644 --- a/compendium/gm/hazards/ink-drowning-vats-aoe5.md +++ b/compendium/gm/hazards/ink-drowning-vats-aoe5.md @@ -9,7 +9,7 @@ tags: aliases: ["Ink Drowning Vats"] --- # Ink Drowning Vats *Hazard 18* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +36 master @@ -39,7 +39,7 @@ title: Routine ```ad-inline-affliction title: Poison Ink -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Saving Throws**: DC 38 Fortitude - **Maximum Duration**: 10 rounds diff --git a/compendium/gm/hazards/inky-tendrils-aoe6.md b/compendium/gm/hazards/inky-tendrils-aoe6.md index 60719b9de..21112a050 100644 --- a/compendium/gm/hazards/inky-tendrils-aoe6.md +++ b/compendium/gm/hazards/inky-tendrils-aoe6.md @@ -9,7 +9,7 @@ tags: aliases: ["Inky Tendrils"] --- # Inky Tendrils *Hazard 20* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Complexity** Complex - **Stealth** +32 @@ -43,7 +43,7 @@ This hazard takes no multiple attack penalty. ``` ```ad-inline-attack -title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Tentacle (37) ([reach <15 feet>](rules/traits/reach.md)) +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Tentacle (37) ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")) **Damage** `4d8+15` bludgeoning plus Grab **Effects** Grab diff --git a/compendium/gm/hazards/iron-dart-launcher-ooa2.md b/compendium/gm/hazards/iron-dart-launcher-ooa2.md index aceef5e41..9e0f9e278 100644 --- a/compendium/gm/hazards/iron-dart-launcher-ooa2.md +++ b/compendium/gm/hazards/iron-dart-launcher-ooa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Iron Dart Launcher"] --- # Iron Dart Launcher *Hazard 4* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 25 expert diff --git a/compendium/gm/hazards/iron-maiden-trap-aoe2.md b/compendium/gm/hazards/iron-maiden-trap-aoe2.md index 31be2ef61..f5b71e27a 100644 --- a/compendium/gm/hazards/iron-maiden-trap-aoe2.md +++ b/compendium/gm/hazards/iron-maiden-trap-aoe2.md @@ -8,7 +8,7 @@ tags: aliases: ["Iron Maiden Trap"] --- # Iron Maiden Trap *Hazard 8* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 30 expert diff --git a/compendium/gm/hazards/jealous-abjurer-gmg.md b/compendium/gm/hazards/jealous-abjurer-gmg.md index 5c292576c..aa714af36 100644 --- a/compendium/gm/hazards/jealous-abjurer-gmg.md +++ b/compendium/gm/hazards/jealous-abjurer-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Jealous Abjurer"] --- # Jealous Abjurer *Hazard 11* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 33 master @@ -18,7 +18,7 @@ A robe-clad spirit rises out of the floor, pointing an accusing finger. ```ad-embed-ability title: Rend Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Trigger**: A creature that is currently affected by a beneficial spell approaches within 30 feet of the abjurer diff --git a/compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md b/compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md index 6d2c1a2eb..c7a90a66f 100644 --- a/compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md +++ b/compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md @@ -8,7 +8,7 @@ tags: aliases: ["Kharnas's Lesser Glyph"] --- # Kharnas's Lesser Glyph *Hazard 17* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 43 @@ -19,7 +19,7 @@ A [hidden](rules/conditions.md#Hidden) glyph suddenly lights up and dominates th ```ad-embed-ability title: Dominate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [enchantment](rules/traits/enchantment.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") - **Trigger**: A creature who doesn't bear the sigil of Kharnas attempts to open the door diff --git a/compendium/gm/hazards/krooth-summoning-rune-ec2.md b/compendium/gm/hazards/krooth-summoning-rune-ec2.md index 01b2c0ad0..f619196c9 100644 --- a/compendium/gm/hazards/krooth-summoning-rune-ec2.md +++ b/compendium/gm/hazards/krooth-summoning-rune-ec2.md @@ -10,7 +10,7 @@ tags: aliases: ["Krooth Summoning Rune"] --- # Krooth Summoning Rune *Hazard 8* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Complex - **Stealth** +14 expert @@ -21,7 +21,7 @@ The haze conceals a rune that summons a krooth in front of the door to area B10. ```ad-embed-ability title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) summon +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon - **Trigger**: A non-xulgath, non-demon creature that isn't carrying a religious symbol of Zevgavizeb crosses from the north part of the hall to the south part of the hall diff --git a/compendium/gm/hazards/lava-flume-tube.md b/compendium/gm/hazards/lava-flume-tube.md index 4bca1bd0a..53833efd6 100644 --- a/compendium/gm/hazards/lava-flume-tube.md +++ b/compendium/gm/hazards/lava-flume-tube.md @@ -9,7 +9,7 @@ tags: aliases: ["Lava Flume Tube"] --- # Lava Flume Tube *Hazard 10* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +19 trained diff --git a/compendium/gm/hazards/lesser-dragonstorm-aoa6.md b/compendium/gm/hazards/lesser-dragonstorm-aoa6.md index 7c0c328fe..b729f2edd 100644 --- a/compendium/gm/hazards/lesser-dragonstorm-aoa6.md +++ b/compendium/gm/hazards/lesser-dragonstorm-aoa6.md @@ -10,7 +10,7 @@ tags: aliases: ["Lesser Dragonstorm"] --- # Lesser Dragonstorm *Hazard 20* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Complexity** Complex - **Stealth** +38 legendary diff --git a/compendium/gm/hazards/life-magnet-aoe2.md b/compendium/gm/hazards/life-magnet-aoe2.md index 4e64722f1..157bbf9a0 100644 --- a/compendium/gm/hazards/life-magnet-aoe2.md +++ b/compendium/gm/hazards/life-magnet-aoe2.md @@ -9,7 +9,7 @@ tags: aliases: ["Life Magnet"] --- # Life Magnet *Hazard 7* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +17 expert diff --git a/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md b/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md index efa653db9..d4dc13420 100644 --- a/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md +++ b/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md @@ -8,7 +8,7 @@ tags: aliases: ["Lifeleech Crystal Patch"] --- # Lifeleech Crystal Patch *Hazard 11* -[environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Complexity** Simple - **Stealth** DC 30 expert or [detect magic](compendium/spells/detect-magic.md) to note the presence of necromantic energies suffusing the crystals. diff --git a/compendium/gm/hazards/living-paints-aoe6.md b/compendium/gm/hazards/living-paints-aoe6.md index 4ac92a9d6..9ca400f39 100644 --- a/compendium/gm/hazards/living-paints-aoe6.md +++ b/compendium/gm/hazards/living-paints-aoe6.md @@ -9,7 +9,7 @@ tags: aliases: ["Living Paints"] --- # Living Paints *Hazard 19* -[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 41 (Master) @@ -20,7 +20,7 @@ A mass of brushes use magical paint to convert creatures into art. ```ad-embed-ability title: Capture Subject [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [transmutation](rules/traits/transmutation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A creature steps into the same space as the paints (the square marked with a "T" on the map on page 26) diff --git a/compendium/gm/hazards/locking-door-botd.md b/compendium/gm/hazards/locking-door-botd.md index ba09192c2..0513ce221 100644 --- a/compendium/gm/hazards/locking-door-botd.md +++ b/compendium/gm/hazards/locking-door-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Locking Door"] --- # Locking Door *Hazard -1* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 18 trained to notice the door sway slightly, even though there's no breeze diff --git a/compendium/gm/hazards/lonely-machine-spirit-ooa1.md b/compendium/gm/hazards/lonely-machine-spirit-ooa1.md index 704a61537..04aa2e532 100644 --- a/compendium/gm/hazards/lonely-machine-spirit-ooa1.md +++ b/compendium/gm/hazards/lonely-machine-spirit-ooa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Lonely Machine Spirit"] --- # Lonely Machine Spirit *Hazard 3* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +13 trained @@ -25,7 +25,7 @@ Ghostly smoke rising from an alchemical engine belches forth; the screeching sou ```ad-embed-ability title: Painful Whistle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sonic](rules/traits/sonic.md) +[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Trigger**: A living creature approaches within 10 feet of the engine (marked with a "T" on the map) diff --git a/compendium/gm/hazards/luminous-ward-aoa5.md b/compendium/gm/hazards/luminous-ward-aoa5.md index 4aeeaba57..6c9a69688 100644 --- a/compendium/gm/hazards/luminous-ward-aoa5.md +++ b/compendium/gm/hazards/luminous-ward-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Luminous Ward"] --- # Luminous Ward *Hazard 18* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 40 master @@ -19,7 +19,7 @@ A burst of radiance explodes from the door. ```ad-embed-ability title: Radiant Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](rules/traits/fire.md) [light](rules/traits/light.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") - **Trigger**: A creature touches the door diff --git a/compendium/gm/hazards/lyzerium-bottles-ooa1.md b/compendium/gm/hazards/lyzerium-bottles-ooa1.md index 9d550174b..04fb7bd2d 100644 --- a/compendium/gm/hazards/lyzerium-bottles-ooa1.md +++ b/compendium/gm/hazards/lyzerium-bottles-ooa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Lyzerium Bottles"] --- # Lyzerium Bottles *Hazard 1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 16 diff --git a/compendium/gm/hazards/magic-starknives-trap-tio.md b/compendium/gm/hazards/magic-starknives-trap-tio.md index ec6c06722..b3e800d70 100644 --- a/compendium/gm/hazards/magic-starknives-trap-tio.md +++ b/compendium/gm/hazards/magic-starknives-trap-tio.md @@ -9,7 +9,7 @@ tags: aliases: ["Magic Starknives Trap"] --- # Magic Starknives Trap *Hazard 5* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 22 [Perception](compendium/skills.md#Perception) check to spot the magical energies reverberating in the pillars @@ -26,7 +26,7 @@ Starknife symbols on the six pillars glow and shoot across the room. ```ad-embed-ability title: Starknife Attack [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") If a creature passes the middle pair of pillars, both doors leading out of the room slam shut and lock; while the trap is active, the doors must be battered open with a successful DC 23 [Athletics](compendium/skills.md#Athletics) check or sufficient damage (Hardness 12; HP 48 [BT 24]). One of the starknife carvings glows with light, detaches from the pillar, and then flies outward, making a magical starknife Ranged [Strike](rules/actions/strike.md) against a random creature within range. The trap then rolls initiative with its [Stealth](compendium/skills.md#Stealth) modifier of +12. %% #trait/arcane #trait/evocation %% @@ -37,7 +37,7 @@ title: Routine (3 actions) For each of its actions on its turn, a carving on a different pillar glows and makes a magical starknife Ranged Strike against a random creature within range. Creatures might have cover from this Strike, such as from one of the pillars in the room. ```ad-inline-attack -title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Magical Starknife (15) ([agile](rules/traits/agile.md), [deadly <1d6>](rules/traits/deadly.md), [magical](rules/traits/magical.md), range <40 feet>) +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Magical Starknife (15) ([agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly <1d6>](rules/traits/deadly-1d6.md "Deadly Weapon Trait"), [magical](rules/traits/magical.md "Magical Item Trait"), range <40 feet>) **Damage** `1d4+3` force **Effects** diff --git a/compendium/gm/hazards/mana-whorl-loil.md b/compendium/gm/hazards/mana-whorl-loil.md index 3e645603b..09d43784a 100644 --- a/compendium/gm/hazards/mana-whorl-loil.md +++ b/compendium/gm/hazards/mana-whorl-loil.md @@ -9,7 +9,7 @@ tags: aliases: ["Mana Whorl"] --- # Mana Whorl *Hazard 7* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Complexity** Complex - **Stealth** +14 trained to identify as dangerous quicksand; +20 (expert) to recognize its magical properties diff --git a/compendium/gm/hazards/masks-of-arodens-guises-ec2.md b/compendium/gm/hazards/masks-of-arodens-guises-ec2.md index 9c73f22eb..3e0a01014 100644 --- a/compendium/gm/hazards/masks-of-arodens-guises-ec2.md +++ b/compendium/gm/hazards/masks-of-arodens-guises-ec2.md @@ -10,7 +10,7 @@ tags: aliases: ["Masks Of Aroden's Guises"] --- # Masks Of Aroden's Guises *Hazard 10* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +20 expert @@ -31,7 +31,7 @@ AC 30; Fort +20, Ref +16 Statue Hardness 18; Statue HP 48 (BT 24); Immunities cr ```ad-embed-ability title: Unmasked Statues [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature removes the mask from a statue diff --git a/compendium/gm/hazards/maze-of-mirrors-ec2.md b/compendium/gm/hazards/maze-of-mirrors-ec2.md index f21e927ef..64286e959 100644 --- a/compendium/gm/hazards/maze-of-mirrors-ec2.md +++ b/compendium/gm/hazards/maze-of-mirrors-ec2.md @@ -11,7 +11,7 @@ tags: aliases: ["Maze Of Mirrors"] --- # Maze Of Mirrors *Hazard 9* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +18 trained to detect the magical runes in the maze; noticing the maze itself has a DC of 0. diff --git a/compendium/gm/hazards/mental-scream-trap-aoa5.md b/compendium/gm/hazards/mental-scream-trap-aoa5.md index 137d65c46..98771d859 100644 --- a/compendium/gm/hazards/mental-scream-trap-aoa5.md +++ b/compendium/gm/hazards/mental-scream-trap-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Mental Scream Trap"] --- # Mental Scream Trap *Hazard 19* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 43 master @@ -19,7 +19,7 @@ A psychic scream disorients creatures in the area. ```ad-embed-ability title: Psychic Screech [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A creature enters the marked area diff --git a/compendium/gm/hazards/methane-flue-qff3.md b/compendium/gm/hazards/methane-flue-qff3.md index 543fc45eb..12268149d 100644 --- a/compendium/gm/hazards/methane-flue-qff3.md +++ b/compendium/gm/hazards/methane-flue-qff3.md @@ -7,7 +7,7 @@ tags: aliases: ["Methane Flue"] --- # Methane Flue *Hazard 8* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 28 expert to hear hissing gas diff --git a/compendium/gm/hazards/mirror-door-da.md b/compendium/gm/hazards/mirror-door-da.md index 8a345d314..a820ada93 100644 --- a/compendium/gm/hazards/mirror-door-da.md +++ b/compendium/gm/hazards/mirror-door-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Mirror Door"] --- # Mirror Door *Hazard -1* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Complexity** Simple - **Stealth** DC 15 @@ -20,7 +20,7 @@ The reflection of a wall shows a phantom door where none exists. This door can o ```ad-embed-ability title: Appear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [illusion](rules/traits/illusion.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") - **Trigger**: A creature views the wall through a mirror's reflection diff --git a/compendium/gm/hazards/mogarus-breath-frp2.md b/compendium/gm/hazards/mogarus-breath-frp2.md index 0370b51c2..ae0992fd1 100644 --- a/compendium/gm/hazards/mogarus-breath-frp2.md +++ b/compendium/gm/hazards/mogarus-breath-frp2.md @@ -11,7 +11,7 @@ tags: aliases: ["Mogaru's Breath"] --- # Mogaru's Breath *Hazard 21* -[environmental](rules/traits/environmental.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [kaiju](rules/traits/kaiju-frp2.md) [primal](rules/traits/primal.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [kaiju](rules/traits/kaiju-frp2.md "Kaiju Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Complexity** Simple - **Stealth** DC 10 diff --git a/compendium/gm/hazards/mukradi-summoning-runes-ec4.md b/compendium/gm/hazards/mukradi-summoning-runes-ec4.md index e9807815d..8700a865b 100644 --- a/compendium/gm/hazards/mukradi-summoning-runes-ec4.md +++ b/compendium/gm/hazards/mukradi-summoning-runes-ec4.md @@ -10,7 +10,7 @@ tags: aliases: ["Mukradi Summoning Runes"] --- # Mukradi Summoning Runes *Hazard 15* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Complex - **Stealth** +25 master to notice runes marked on the floor. @@ -21,7 +21,7 @@ Barely visible runes are etched into the stone floor in a 20-foot diameter circl ```ad-embed-ability title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) summon +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") summon - **Trigger**: A creature enters the circle without uttering the passphrase, "Praise to the Water Lizard" diff --git a/compendium/gm/hazards/needling-stairs-aoe3.md b/compendium/gm/hazards/needling-stairs-aoe3.md index e0c3e95d3..446be5f14 100644 --- a/compendium/gm/hazards/needling-stairs-aoe3.md +++ b/compendium/gm/hazards/needling-stairs-aoe3.md @@ -9,7 +9,7 @@ tags: aliases: ["Needling Stairs"] --- # Needling Stairs *Hazard 11* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +20 expert diff --git a/compendium/gm/hazards/nightmare-terrain-tio.md b/compendium/gm/hazards/nightmare-terrain-tio.md index ac7547af1..4ac1b1f3d 100644 --- a/compendium/gm/hazards/nightmare-terrain-tio.md +++ b/compendium/gm/hazards/nightmare-terrain-tio.md @@ -9,7 +9,7 @@ tags: aliases: ["Nightmare Terrain"] --- # Nightmare Terrain *Hazard 6* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 22 [Perception](compendium/skills.md#Perception) to detect the subtle magical aura of the land @@ -20,7 +20,7 @@ What seems like an innocent stretch of land assaults trespassers with terrible i ```ad-embed-ability title: Step into Nightmares [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") If a creature that can see moves 10 feet into the affected area, the hazard rolls [Stealth](compendium/skills.md#Stealth) (+16) for its initiative. %% #trait/illusion #trait/mental #trait/occult %% diff --git a/compendium/gm/hazards/oil-explosion-qff2.md b/compendium/gm/hazards/oil-explosion-qff2.md index be8b90753..7a2dd6bca 100644 --- a/compendium/gm/hazards/oil-explosion-qff2.md +++ b/compendium/gm/hazards/oil-explosion-qff2.md @@ -8,7 +8,7 @@ tags: aliases: ["Oil Explosion"] --- # Oil Explosion *Hazard 4* -[environmental](rules/traits/environmental.md) [fire](rules/traits/fire.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Complexity** Simple - **Stealth** DC 22 trained diff --git a/compendium/gm/hazards/painful-suggestion-trap-av2.md b/compendium/gm/hazards/painful-suggestion-trap-av2.md index 56403549f..70c59d3e6 100644 --- a/compendium/gm/hazards/painful-suggestion-trap-av2.md +++ b/compendium/gm/hazards/painful-suggestion-trap-av2.md @@ -8,7 +8,7 @@ tags: aliases: ["Painful Suggestion Trap"] --- # Painful Suggestion Trap *Hazard 8* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 26 expert @@ -19,7 +19,7 @@ A [hidden](rules/conditions.md#Hidden) rune on the floor under the filth, just p ```ad-embed-ability title: Counterfeit Haunting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A living creature moves over the rune diff --git a/compendium/gm/hazards/paralyzing-light-trap-av2.md b/compendium/gm/hazards/paralyzing-light-trap-av2.md index b26b67bb0..bd86db333 100644 --- a/compendium/gm/hazards/paralyzing-light-trap-av2.md +++ b/compendium/gm/hazards/paralyzing-light-trap-av2.md @@ -9,7 +9,7 @@ tags: aliases: ["Paralyzing Light Trap"] --- # Paralyzing Light Trap *Hazard 8* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 18 expert @@ -20,7 +20,7 @@ When any creature other than a devil enters the light, the magic interwoven in t ```ad-embed-ability title: Stasis Field [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A non-devil creature moves into the light diff --git a/compendium/gm/hazards/perilous-flash-flood-gmg.md b/compendium/gm/hazards/perilous-flash-flood-gmg.md index f4d16f018..88610366d 100644 --- a/compendium/gm/hazards/perilous-flash-flood-gmg.md +++ b/compendium/gm/hazards/perilous-flash-flood-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Perilous Flash Flood"] --- # Perilous Flash Flood *Hazard 10* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Complex - **Stealth** +22 expert diff --git a/compendium/gm/hazards/phantom-bells-aoa3.md b/compendium/gm/hazards/phantom-bells-aoa3.md index 86e800d18..ddd167fdd 100644 --- a/compendium/gm/hazards/phantom-bells-aoa3.md +++ b/compendium/gm/hazards/phantom-bells-aoa3.md @@ -11,7 +11,7 @@ tags: aliases: ["Phantom Bells"] --- # Phantom Bells *Hazard 6* -[auditory](rules/traits/auditory.md) [complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [rare](rules/traits/rare.md) [sonic](rules/traits/sonic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Complexity** Complex - **Stealth** +10 @@ -22,7 +22,7 @@ The echo of diabolic bells reverberates with a bone-shaking clamor. ```ad-embed-ability title: Distant Ringing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md) [sonic](rules/traits/sonic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Trigger**: A living creature approaches within 30 feet. diff --git a/compendium/gm/hazards/phantom-footsteps-botd.md b/compendium/gm/hazards/phantom-footsteps-botd.md index 4307e0ca8..c9c14a77c 100644 --- a/compendium/gm/hazards/phantom-footsteps-botd.md +++ b/compendium/gm/hazards/phantom-footsteps-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Phantom Footsteps"] --- # Phantom Footsteps *Hazard -1* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 15 @@ -18,7 +18,7 @@ Audible footsteps approach from behind, but their source is not apparent. ```ad-embed-ability title: Stalk [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature passes by the footsteps' path diff --git a/compendium/gm/hazards/phantom-jailer-botd.md b/compendium/gm/hazards/phantom-jailer-botd.md index 41ff3c6e7..eec1db0d2 100644 --- a/compendium/gm/hazards/phantom-jailer-botd.md +++ b/compendium/gm/hazards/phantom-jailer-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Phantom Jailer"] --- # Phantom Jailer *Hazard 3* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 trained to notice the manacles twitch diff --git a/compendium/gm/hazards/pharaohs-ward.md b/compendium/gm/hazards/pharaohs-ward.md index 58f5e0811..dd2541544 100644 --- a/compendium/gm/hazards/pharaohs-ward.md +++ b/compendium/gm/hazards/pharaohs-ward.md @@ -8,7 +8,7 @@ tags: aliases: ["Pharaoh's Ward"] --- # Pharaoh's Ward *Hazard 7* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 25 expert @@ -19,7 +19,7 @@ A curse is imbued on an entryway's threshold. ```ad-embed-ability title: Curse the Intruders [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Trigger**: The seal on the tomb is [broken](rules/conditions.md#Broken) from the outside. diff --git a/compendium/gm/hazards/planar-rift.md b/compendium/gm/hazards/planar-rift.md index 6a13222e4..b64c459d7 100644 --- a/compendium/gm/hazards/planar-rift.md +++ b/compendium/gm/hazards/planar-rift.md @@ -8,7 +8,7 @@ tags: aliases: ["Planar Rift"] --- # Planar Rift *Hazard 13* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 35 trained @@ -19,7 +19,7 @@ A rift attempts to draw creatures into another plane (the GM chooses the specifi ```ad-embed-ability title: Into the Great Beyond [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Trigger**: A creature moves within 10 feet of the rift. diff --git a/compendium/gm/hazards/planar-tear-lomm.md b/compendium/gm/hazards/planar-tear-lomm.md index e71141812..3344e787d 100644 --- a/compendium/gm/hazards/planar-tear-lomm.md +++ b/compendium/gm/hazards/planar-tear-lomm.md @@ -13,7 +13,7 @@ tags: aliases: ["Planar Tear"] --- # Planar Tear *Hazard 22* -[complex](rules/traits/complex.md) [conjuration](rules/traits/conjuration.md) [divine](rules/traits/divine.md) [environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [kaiju](rules/traits/kaiju-frp2.md "Kaiju Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Complexity** Complex - **Stealth** +32 master to notice Ebeshra twisting its shape in preparation of creating a planar rift diff --git a/compendium/gm/hazards/plummeting-doom-gmg.md b/compendium/gm/hazards/plummeting-doom-gmg.md index a981a9cbc..bf257d923 100644 --- a/compendium/gm/hazards/plummeting-doom-gmg.md +++ b/compendium/gm/hazards/plummeting-doom-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Plummeting Doom"] --- # Plummeting Doom *Hazard 15* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 40 master to hear the echoes of a faraway object crashing into the ground @@ -18,14 +18,14 @@ Four vengeful spirits grab interlopers and toss them off the edge of a nearby 12 ```ad-embed-ability title: Call of the Ground [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md) [divine](rules/traits/divine.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Trigger**: A creature approaches within 15 feet of the edge of the cliff **Effect** Each spirit attempts to throw a creature within 60 feet of the cliff's edge off the cliff by attempting a check with a +26 modifier against the target's Fortitude DC. If the haunt succeeds, the target is thrown over the edge of the cliff, where it then falls 120 feet to the ground. Until the haunt is defeated, each creature within 60 feet of the cliff's edge must attempt a DC 40 Will save each time they would spend an action or reaction to [Arrest a Fall](rules/actions/arrest-a-fall.md), [Fly](rules/actions/fly.md), [Grab an Edge](rules/actions/grab-an-edge.md), or otherwise avoid falling; if they fail the save, the action is disrupted. The haunt automatically attempts to counteract spells that would slow a fall or mitigate the effects of falling, such as feather fall, with a counteract modifier of +32. -%% #trait/divine #trait/abjuration %% +%% #trait/abjuration #trait/divine %% ``` **Reset** 1 hour diff --git a/compendium/gm/hazards/plunger-chute-aoe1.md b/compendium/gm/hazards/plunger-chute-aoe1.md index 5e3d0d90a..a5eae7995 100644 --- a/compendium/gm/hazards/plunger-chute-aoe1.md +++ b/compendium/gm/hazards/plunger-chute-aoe1.md @@ -8,7 +8,7 @@ tags: aliases: ["Plunger Chute"] --- # Plunger Chute *Hazard 3* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 expert diff --git a/compendium/gm/hazards/poisoned-dart-gallery.md b/compendium/gm/hazards/poisoned-dart-gallery.md index 788b2b61c..162ed4cb1 100644 --- a/compendium/gm/hazards/poisoned-dart-gallery.md +++ b/compendium/gm/hazards/poisoned-dart-gallery.md @@ -9,7 +9,7 @@ tags: aliases: ["Poisoned Dart Gallery"] --- # Poisoned Dart Gallery *Hazard 8* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +16 expert or DC 31 (master) to notice the control panel. @@ -26,7 +26,7 @@ Countless holes to launch poison darts from line a long hallway with a hidden co ```ad-embed-ability title: Dart Volley [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature enters the hallway or ends its turn in the hallway. @@ -50,7 +50,7 @@ The trap makes a poisoned dart [Strike](rules/actions/strike.md) against the tri ```ad-inline-affliction title: Flesset Poison -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Saving Throws**: DC 22 Fortitude - **Maximum Duration**: 6 rounds diff --git a/compendium/gm/hazards/poisoned-dart-statues-aoe4.md b/compendium/gm/hazards/poisoned-dart-statues-aoe4.md index 281253524..c6b372c62 100644 --- a/compendium/gm/hazards/poisoned-dart-statues-aoe4.md +++ b/compendium/gm/hazards/poisoned-dart-statues-aoe4.md @@ -9,7 +9,7 @@ tags: aliases: ["Poisoned Dart Statues"] --- # Poisoned Dart Statues *Hazard 14* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +24 expert or DC 39 (master) to notice the control panel. Anyone specifically searching the name plate of Abresha Tallow-Hands locates the control panel automatically. @@ -64,7 +64,7 @@ title: Continuous Barrage [F](rules/core-rulebook/chapter-9-playing-the-game.md# ```ad-embed-ability title: Terinav Root Poison -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") Saving Throw DC 28. %% #trait/poison %% diff --git a/compendium/gm/hazards/poisoned-lock-fop.md b/compendium/gm/hazards/poisoned-lock-fop.md index f4b132aa3..df61ebc7b 100644 --- a/compendium/gm/hazards/poisoned-lock-fop.md +++ b/compendium/gm/hazards/poisoned-lock-fop.md @@ -8,7 +8,7 @@ tags: aliases: ["Poisoned Lock"] --- # Poisoned Lock *Hazard 1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 17 trained @@ -25,7 +25,7 @@ A spring-loaded, poisoned spine is [hidden](rules/conditions.md#Hidden) near the ```ad-embed-ability title: Spring Dart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature attempts to unlock or [pick the lock](rules/actions/pick-a-lock.md). @@ -34,7 +34,7 @@ title: Spring Dart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ``` ```ad-embed-ability title: Cladis Poison -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") %% #trait/poison %% diff --git a/compendium/gm/hazards/poisoned-lock.md b/compendium/gm/hazards/poisoned-lock.md index 0c06f998f..2acd396d3 100644 --- a/compendium/gm/hazards/poisoned-lock.md +++ b/compendium/gm/hazards/poisoned-lock.md @@ -8,7 +8,7 @@ tags: aliases: ["Poisoned Lock"] --- # Poisoned Lock *Hazard 1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 17 trained @@ -25,7 +25,7 @@ A spring-loaded, poisoned spine is [hidden](rules/conditions.md#Hidden) near the ```ad-embed-ability title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature tries to unlock or [Pick the Lock](rules/actions/pick-a-lock.md) @@ -34,7 +34,7 @@ title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Rea ``` ```ad-embed-ability title: Cladis Poison -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") %% #trait/poison %% diff --git a/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md b/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md index 0f1a087c0..91ba44e84 100644 --- a/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md +++ b/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md @@ -9,7 +9,7 @@ tags: aliases: ["Poisoned Secret Door Trap"] --- # Poisoned Secret Door Trap *Hazard 14* -[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 34 master @@ -25,7 +25,7 @@ title: or DC ``` ```ad-embed-ability title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature tries to open the door, whether or not it is still locked, without first depressing three specific stones on the door's surface @@ -34,7 +34,7 @@ title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Rea ``` ```ad-embed-ability title: Purple Worm Venom -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") Saving Throw DC 34. %% #trait/poison %% diff --git a/compendium/gm/hazards/polymorph-trap.md b/compendium/gm/hazards/polymorph-trap.md index 83295b0d9..4ab95903e 100644 --- a/compendium/gm/hazards/polymorph-trap.md +++ b/compendium/gm/hazards/polymorph-trap.md @@ -8,7 +8,7 @@ tags: aliases: ["Polymorph Trap"] --- # Polymorph Trap *Hazard 12* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 34 trained @@ -19,7 +19,7 @@ A Druidic glyph tries to transforms a trespasser into an animal. ```ad-embed-ability title: Baleful Polymorph [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A creature moves within 30 feet of the glyph without speaking the passphrase in Druidic. diff --git a/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md b/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md index 654137416..f011e5023 100644 --- a/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md +++ b/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md @@ -7,7 +7,7 @@ tags: aliases: ["Pouncing Tiger Haunt"] --- # Pouncing Tiger Haunt *Hazard 2* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 21 trained diff --git a/compendium/gm/hazards/precarious-pile-ltiba.md b/compendium/gm/hazards/precarious-pile-ltiba.md index 8e81bb056..f5d1f337c 100644 --- a/compendium/gm/hazards/precarious-pile-ltiba.md +++ b/compendium/gm/hazards/precarious-pile-ltiba.md @@ -7,7 +7,7 @@ tags: aliases: ["Precarious Pile"] --- # Precarious Pile *Hazard 2* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 9 diff --git a/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md b/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md index 358427e1f..d9d01969e 100644 --- a/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md +++ b/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Precarious Thunderstone Trap"] --- # Precarious Thunderstone Trap *Hazard 1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 15 trained @@ -25,7 +25,7 @@ A tripwire fastened to the gate snaps when the gate is opened, releasing a moder ```ad-embed-ability title: Thunderstone [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sonic](rules/traits/sonic.md) +[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Trigger**: The front gate is opened diff --git a/compendium/gm/hazards/punishing-altar-qff2.md b/compendium/gm/hazards/punishing-altar-qff2.md index 7669015ab..792e82117 100644 --- a/compendium/gm/hazards/punishing-altar-qff2.md +++ b/compendium/gm/hazards/punishing-altar-qff2.md @@ -11,7 +11,7 @@ tags: aliases: ["Punishing Altar"] --- # Punishing Altar *Hazard 4* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [trap](rules/traits/trap.md) [unique](rules/traits/unique.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Simple - **Stealth** DC 25 trained to notice the bowl is the center point for a magical trap diff --git a/compendium/gm/hazards/purple-dye-trap-ooa1.md b/compendium/gm/hazards/purple-dye-trap-ooa1.md index d17238eea..7b857de1c 100644 --- a/compendium/gm/hazards/purple-dye-trap-ooa1.md +++ b/compendium/gm/hazards/purple-dye-trap-ooa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Purple Dye Trap"] --- # Purple Dye Trap *Hazard 3* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 trained diff --git a/compendium/gm/hazards/quaking-footfalls-frp2.md b/compendium/gm/hazards/quaking-footfalls-frp2.md index b7263f62d..90a974e4a 100644 --- a/compendium/gm/hazards/quaking-footfalls-frp2.md +++ b/compendium/gm/hazards/quaking-footfalls-frp2.md @@ -7,7 +7,7 @@ tags: aliases: ["Quaking Footfalls"] --- # Quaking Footfalls *Hazard 14* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 10 diff --git a/compendium/gm/hazards/quaking-slither-lomm.md b/compendium/gm/hazards/quaking-slither-lomm.md index a1b52871b..40f146a45 100644 --- a/compendium/gm/hazards/quaking-slither-lomm.md +++ b/compendium/gm/hazards/quaking-slither-lomm.md @@ -10,7 +10,7 @@ tags: aliases: ["Quaking Slither"] --- # Quaking Slither *Hazard 14* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [kaiju](rules/traits/kaiju-frp2.md "Kaiju Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Complexity** Complex - **Stealth** DC 10 diff --git a/compendium/gm/hazards/quarry-sluiceway-aoa3.md b/compendium/gm/hazards/quarry-sluiceway-aoa3.md index 2148db855..c1c4f6af9 100644 --- a/compendium/gm/hazards/quarry-sluiceway-aoa3.md +++ b/compendium/gm/hazards/quarry-sluiceway-aoa3.md @@ -9,7 +9,7 @@ tags: aliases: ["Quarry Sluiceway"] --- # Quarry Sluiceway *Hazard 9* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +17 expert or [Perception](compendium/skills.md#Perception) DC 27 (expert) to notice the six cleverly [hidden](rules/conditions.md#Hidden) sluice gates while they are closed diff --git a/compendium/gm/hazards/quicksand.md b/compendium/gm/hazards/quicksand.md index fab431132..3fca7757b 100644 --- a/compendium/gm/hazards/quicksand.md +++ b/compendium/gm/hazards/quicksand.md @@ -8,7 +8,7 @@ tags: aliases: ["Quicksand"] --- # Quicksand *Hazard 3* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Complex - **Stealth** +12 trained (or –10 and no minimum proficiency if the surface is disturbed) diff --git a/compendium/gm/hazards/raving-spirit-ec3.md b/compendium/gm/hazards/raving-spirit-ec3.md index 409e54cb6..be1f9d874 100644 --- a/compendium/gm/hazards/raving-spirit-ec3.md +++ b/compendium/gm/hazards/raving-spirit-ec3.md @@ -8,7 +8,7 @@ tags: aliases: ["Raving Spirit"] --- # Raving Spirit *Hazard 11* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +20 expert or DC 30 (master) to detect the spiritual nexus. @@ -19,7 +19,7 @@ The restless spirit of Currew raves against his tormentors when someone enters h ```ad-embed-ability title: Raving Diatribe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature remains in area B3 for longer than 1 round diff --git a/compendium/gm/hazards/reflected-desires-da.md b/compendium/gm/hazards/reflected-desires-da.md index 67d38be9b..ed05b6071 100644 --- a/compendium/gm/hazards/reflected-desires-da.md +++ b/compendium/gm/hazards/reflected-desires-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Reflected Desires"] --- # Reflected Desires *Hazard 1* -[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [trap](rules/traits/trap.md) [visual](rules/traits/visual.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Complexity** Simple - **Stealth** DC 17 (0 to notice the mirror) @@ -28,7 +28,7 @@ This mirror reflects the viewer's deepest desires. ```ad-embed-ability title: Tempt [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [visual](rules/traits/visual.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Trigger**: A creature looks into the mirror diff --git a/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md b/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md index b042ddbf5..f71deae29 100644 --- a/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md +++ b/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md @@ -9,7 +9,7 @@ tags: aliases: ["Repeater Crossbow Trap"] --- # Repeater Crossbow Trap *Hazard 5* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +13 trained diff --git a/compendium/gm/hazards/rigged-cubby-aoe2.md b/compendium/gm/hazards/rigged-cubby-aoe2.md index 3e6ee68aa..fa0634130 100644 --- a/compendium/gm/hazards/rigged-cubby-aoe2.md +++ b/compendium/gm/hazards/rigged-cubby-aoe2.md @@ -8,7 +8,7 @@ tags: aliases: ["Rigged Cubby"] --- # Rigged Cubby *Hazard 6* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 25 expert diff --git a/compendium/gm/hazards/rockfall-ceiling-qff2.md b/compendium/gm/hazards/rockfall-ceiling-qff2.md index 19df3c437..489a17fab 100644 --- a/compendium/gm/hazards/rockfall-ceiling-qff2.md +++ b/compendium/gm/hazards/rockfall-ceiling-qff2.md @@ -8,7 +8,7 @@ tags: aliases: ["Rockfall Ceiling"] --- # Rockfall Ceiling *Hazard 5* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 trained diff --git a/compendium/gm/hazards/rusty-grate-pit-av2.md b/compendium/gm/hazards/rusty-grate-pit-av2.md index 4a7a235f4..a06221437 100644 --- a/compendium/gm/hazards/rusty-grate-pit-av2.md +++ b/compendium/gm/hazards/rusty-grate-pit-av2.md @@ -8,7 +8,7 @@ tags: aliases: ["Rusty Grate Pit"] --- # Rusty Grate Pit *Hazard 6* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 0 diff --git a/compendium/gm/hazards/sadistic-conductor-botd.md b/compendium/gm/hazards/sadistic-conductor-botd.md index 28c26446a..25e14db62 100644 --- a/compendium/gm/hazards/sadistic-conductor-botd.md +++ b/compendium/gm/hazards/sadistic-conductor-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Sadistic Conductor"] --- # Sadistic Conductor *Hazard 4* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +12 trained @@ -25,7 +25,7 @@ A phantom conductor appears with a flourish, causing spectral instruments with r ```ad-embed-ability title: Conjure Instruments [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature approaches within 15 feet @@ -41,7 +41,7 @@ title: Conjure Instruments [R](rules/core-rulebook/chapter-9-playing-the-game.md ```ad-pf2-summary title: Routine -(1 action; [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals `1d6+3` slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 [Performance](compendium/skills.md#Performance) check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional `1d6+3` sonic damage. +(1 action; [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait")) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals `1d6+3` slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 [Performance](compendium/skills.md#Performance) check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional `1d6+3` sonic damage. ``` ^routine diff --git a/compendium/gm/hazards/sand-whirlwind-frp1.md b/compendium/gm/hazards/sand-whirlwind-frp1.md index c42f43039..3816174e9 100644 --- a/compendium/gm/hazards/sand-whirlwind-frp1.md +++ b/compendium/gm/hazards/sand-whirlwind-frp1.md @@ -8,7 +8,7 @@ tags: aliases: ["Sand Whirlwind"] --- # Sand Whirlwind *Hazard 14* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +23 trained diff --git a/compendium/gm/hazards/scroll-shock-trap-sli.md b/compendium/gm/hazards/scroll-shock-trap-sli.md index 4aadd58d7..cd1e3f32b 100644 --- a/compendium/gm/hazards/scroll-shock-trap-sli.md +++ b/compendium/gm/hazards/scroll-shock-trap-sli.md @@ -9,7 +9,7 @@ tags: aliases: ["Scroll Shock Trap"] --- # Scroll Shock Trap *Hazard 9* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +17 expert or DC 29 (expert) to spot the hidden control panel @@ -26,7 +26,7 @@ Five scroll symbols shoot electricity bolts around the room. ```ad-embed-ability title: Reactive Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Trigger**: A creature without an Aspis Consortium badge approaches within 5 feet of a slab diff --git a/compendium/gm/hazards/scythe-blades-bb.md b/compendium/gm/hazards/scythe-blades-bb.md index 526cedf56..5a1bdd19a 100644 --- a/compendium/gm/hazards/scythe-blades-bb.md +++ b/compendium/gm/hazards/scythe-blades-bb.md @@ -22,7 +22,7 @@ Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to ```ad-embed-ability title: Falling Scythes [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") When the trip wire is pulled or severed, both blades swing down, each one attacking all creatures under the ceiling grooves. The trap makes a melee attack with each blade with +17 to each attack roll. There's no multiple attack penalty on these attacks. On a hit, a blade deals `2d12 + 4` slashing damage. On a critical hit, the damage is doubled plus 6 extra damage. %% #trait/attack %% diff --git a/compendium/gm/hazards/scythe-blades.md b/compendium/gm/hazards/scythe-blades.md index a654030d2..f2c90e59c 100644 --- a/compendium/gm/hazards/scythe-blades.md +++ b/compendium/gm/hazards/scythe-blades.md @@ -8,7 +8,7 @@ tags: aliases: ["Scythe Blades"] --- # Scythe Blades *Hazard 4* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 trained @@ -25,7 +25,7 @@ Two blades, each [hidden](rules/conditions.md#Hidden) in a 15-foot-long ceiling ```ad-embed-ability title: Falling Scythes [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: The trip wire is pulled or severed. diff --git a/compendium/gm/hazards/second-chance.md b/compendium/gm/hazards/second-chance.md index 88b712028..eece9c023 100644 --- a/compendium/gm/hazards/second-chance.md +++ b/compendium/gm/hazards/second-chance.md @@ -8,7 +8,7 @@ tags: aliases: ["Second Chance"] --- # Second Chance *Hazard 21* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 44 legendary @@ -19,7 +19,7 @@ Powerful warding magic tied to an object or location tries to regress the ages o ```ad-embed-ability title: In the Beginning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A creature tries to steal the object or intrude upon the location. diff --git a/compendium/gm/hazards/second-kiss-engine-ooa2.md b/compendium/gm/hazards/second-kiss-engine-ooa2.md index f4c57ddca..b5feb9326 100644 --- a/compendium/gm/hazards/second-kiss-engine-ooa2.md +++ b/compendium/gm/hazards/second-kiss-engine-ooa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Second Kiss Engine"] --- # Second Kiss Engine *Hazard 6* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple diff --git a/compendium/gm/hazards/seismic-spears-trap-aoa5.md b/compendium/gm/hazards/seismic-spears-trap-aoa5.md index 7bef2ce7e..86e092f54 100644 --- a/compendium/gm/hazards/seismic-spears-trap-aoa5.md +++ b/compendium/gm/hazards/seismic-spears-trap-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Seismic Spears Trap"] --- # Seismic Spears Trap *Hazard 19* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 43 master @@ -19,7 +19,7 @@ Lines of searing lava lance through the area, causing targets to shake as if cau ```ad-embed-ability title: Cataclysmic Rain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [earth](rules/traits/earth.md) [fire](rules/traits/fire.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Trigger**: A creature enters the marked area diff --git a/compendium/gm/hazards/serpent-ward-sot2.md b/compendium/gm/hazards/serpent-ward-sot2.md index 21c37bffb..29cdcda1a 100644 --- a/compendium/gm/hazards/serpent-ward-sot2.md +++ b/compendium/gm/hazards/serpent-ward-sot2.md @@ -9,7 +9,7 @@ tags: aliases: ["Serpent Ward"] --- # Serpent Ward *Hazard 7* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 25 expert @@ -20,11 +20,11 @@ Illusionary snakes erupt from the trapped door, inflicting a venomous curse on i ```ad-embed-ability title: Curse the Intruders [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](rules/traits/curse.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: The trapped door is opened other than by a serpentfolk -**Effect** Hissing, illusionary snakes leap from the door. Each living creature within 30 feet is subjected to the curse of potent poison. If a living creature opened the door, that creature must roll its saving throw against the curse twice and take the worse result (this is a [misfortune](rules/traits/misfortune.md) effect). +**Effect** Hissing, illusionary snakes leap from the door. Each living creature within 30 feet is subjected to the curse of potent poison. If a living creature opened the door, that creature must roll its saving throw against the curse twice and take the worse result (this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect). %% #trait/curse #trait/illusion #trait/occult %% ``` diff --git a/compendium/gm/hazards/shattered-window-botd.md b/compendium/gm/hazards/shattered-window-botd.md index 1739928f4..28a16dea8 100644 --- a/compendium/gm/hazards/shattered-window-botd.md +++ b/compendium/gm/hazards/shattered-window-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Shattered Window"] --- # Shattered Window *Hazard 1* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 17 trained to notice cracks spider-webbing across the window diff --git a/compendium/gm/hazards/shattering-rune-qff3.md b/compendium/gm/hazards/shattering-rune-qff3.md index 48fad5545..e86d5eaec 100644 --- a/compendium/gm/hazards/shattering-rune-qff3.md +++ b/compendium/gm/hazards/shattering-rune-qff3.md @@ -10,7 +10,7 @@ tags: aliases: ["Shattering Rune"] --- # Shattering Rune *Hazard 9* -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) [trap](rules/traits/trap.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 33 master @@ -21,7 +21,7 @@ A magical rune is inscribed on the tarry earth at the entrance to the hut, burie ```ad-embed-ability title: Shattering Shockwave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Trigger**: A Small or larger creature comes within 10 feet of the rune diff --git a/compendium/gm/hazards/shrieker-gmg.md b/compendium/gm/hazards/shrieker-gmg.md index fa96d5f9c..22f315dc4 100644 --- a/compendium/gm/hazards/shrieker-gmg.md +++ b/compendium/gm/hazards/shrieker-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Shrieker"] --- # Shrieker *Hazard -1* -[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") - **Complexity** Simple - **Stealth** DC 12 diff --git a/compendium/gm/hazards/shrinking-hall-da.md b/compendium/gm/hazards/shrinking-hall-da.md index a4e4ad31d..988f688a9 100644 --- a/compendium/gm/hazards/shrinking-hall-da.md +++ b/compendium/gm/hazards/shrinking-hall-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Shrinking Hall"] --- # Shrinking Hall *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 18 diff --git a/compendium/gm/hazards/shrouded-assailant-da.md b/compendium/gm/hazards/shrouded-assailant-da.md index e14f39776..aa8240c9a 100644 --- a/compendium/gm/hazards/shrouded-assailant-da.md +++ b/compendium/gm/hazards/shrouded-assailant-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Shrouded Assailant"] --- # Shrouded Assailant *Hazard 17* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** DC 43 @@ -25,7 +25,7 @@ A spirit steps out of a covered mirror, pulling off and becoming shrouded in the ```ad-embed-ability title: Don Shroud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature enters the area diff --git a/compendium/gm/hazards/shuffling-hall-da.md b/compendium/gm/hazards/shuffling-hall-da.md index 24324b67b..1163b79b6 100644 --- a/compendium/gm/hazards/shuffling-hall-da.md +++ b/compendium/gm/hazards/shuffling-hall-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Shuffling Hall"] --- # Shuffling Hall *Hazard -1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 15 diff --git a/compendium/gm/hazards/shuffling-scythe-blades-av2.md b/compendium/gm/hazards/shuffling-scythe-blades-av2.md index e32a906c4..5c90690d6 100644 --- a/compendium/gm/hazards/shuffling-scythe-blades-av2.md +++ b/compendium/gm/hazards/shuffling-scythe-blades-av2.md @@ -10,7 +10,7 @@ tags: aliases: ["Shuffling Scythe Blades"] --- # Shuffling Scythe Blades *Hazard 8* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 18 expert @@ -56,7 +56,7 @@ Reduce the number of actions the trap can take by 1 for each destroyed blade. ``` ```ad-inline-attack -title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Scythe (20) ([deadly <1d12>](rules/traits/deadly.md)) +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Scythe (20) ([deadly <1d12>](rules/traits/deadly-1d12.md "Deadly Weapon Trait")) **Damage** `1d12+8` slashing **Effects** diff --git a/compendium/gm/hazards/sigil-of-deepest-fears-da.md b/compendium/gm/hazards/sigil-of-deepest-fears-da.md index e82101a5c..1396d9dbb 100644 --- a/compendium/gm/hazards/sigil-of-deepest-fears-da.md +++ b/compendium/gm/hazards/sigil-of-deepest-fears-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Sigil of Deepest Fears"] --- # Sigil of Deepest Fears *Hazard 17* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 43 master @@ -19,7 +19,7 @@ An arcane sigil forces creatures to confront their greatest fear. ```ad-embed-ability title: Face Your Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A creature moves within 10 feet of the sigil diff --git a/compendium/gm/hazards/siphoning-spirit-botd.md b/compendium/gm/hazards/siphoning-spirit-botd.md index 72b368c05..1a66d73b7 100644 --- a/compendium/gm/hazards/siphoning-spirit-botd.md +++ b/compendium/gm/hazards/siphoning-spirit-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Siphoning Spirit"] --- # Siphoning Spirit *Hazard 19* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +40 trained @@ -19,7 +19,7 @@ A formless spirit drains life from the living, becoming progressively visible as ```ad-embed-ability title: Sudden Siphon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Trigger**: A living creature passes within 15 feet of the spirit @@ -29,7 +29,7 @@ title: Sudden Siphon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ```ad-pf2-summary title: Routine -(1 action; [death](rules/traits/death.md), [divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes `4d10+20` negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales. +(1 action; [death](rules/traits/death.md "Death Effect Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [negative](rules/traits/negative.md "Negative Energy & Element Trait")) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes `4d10+20` negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/gm/hazards/slamming-door-bb.md b/compendium/gm/hazards/slamming-door-bb.md index cb4354273..df5c480af 100644 --- a/compendium/gm/hazards/slamming-door-bb.md +++ b/compendium/gm/hazards/slamming-door-bb.md @@ -22,7 +22,7 @@ Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallw ```ad-embed-ability title: Slam Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") When pressure is placed on any floor tile, the door falls, closing off the hallway. The stone slab deals `3d8` bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they roll out of the way and can choose which direction. diff --git a/compendium/gm/hazards/slamming-door.md b/compendium/gm/hazards/slamming-door.md index c49522594..36db49935 100644 --- a/compendium/gm/hazards/slamming-door.md +++ b/compendium/gm/hazards/slamming-door.md @@ -8,7 +8,7 @@ tags: aliases: ["Slamming Door"] --- # Slamming Door *Hazard 1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 17 trained diff --git a/compendium/gm/hazards/snowfall-gmg.md b/compendium/gm/hazards/snowfall-gmg.md index c6bff61d7..693c376c9 100644 --- a/compendium/gm/hazards/snowfall-gmg.md +++ b/compendium/gm/hazards/snowfall-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Snowfall"] --- # Snowfall *Hazard 0* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 16 trained diff --git a/compendium/gm/hazards/soporific-lecture-gw3.md b/compendium/gm/hazards/soporific-lecture-gw3.md new file mode 100644 index 000000000..df755ce06 --- /dev/null +++ b/compendium/gm/hazards/soporific-lecture-gw3.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw3 +- trait/mechanical +- trait/trap +- trait/uncommon +aliases: ["Soporific Lecture"] +--- +# Soporific Lecture *Hazard 8* +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Complexity** Simple +- **Stealth** DC 28 expert + +Several [hidden](rules/conditions.md#Hidden) nozzles spray colorless sleeping gas into the seating area. + +- **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (expert) to crimp shut the primary feeding tube for the gas, or DC 31 [Perception](compendium/skills.md#Perception) (expert) to discover the [hidden](rules/conditions.md#Hidden) bypass switch next to the door to area A3 that shuts the trap off + +```ad-embed-ability +title: Gas Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") + +- **Trigger**: Pressure is applied to any of the steps in the middle of the seating area, or applied to the manual trigger on the stage. This manual trigger can activate the trap even if its [hidden](rules/conditions.md#Hidden) bypass switch is engaged + +**Effect** Sleeping gas is silently sprayed into the seating area. All creatures in the area must roll a DC 26 Will save to resist its effects. + +The gas persists in the area for 3 rounds before becoming inert. Any creature who ends their turn in this area during these 3 rounds must attempt a new DC 26 Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and realizes that the area has been gassed. +> - **Success** The creature is unaffected but doesn't notice the gas. +> - **Failure** The creature feels a bit drowsy and lethargic, and becomes [fatigued](rules/conditions.md#Fatigued) for 1 minute. If the creature is already [fatigued](rules/conditions.md#Fatigued), it instead falls [unconscious](rules/conditions.md#Unconscious). If it's still [unconscious](rules/conditions.md#Unconscious) after 1 minute, it wakes up automatically. +> - **Critical Failure** The creature falls [unconscious](rules/conditions.md#Unconscious). If it's still [unconscious](rules/conditions.md#Unconscious) after 1 hour, it wakes up automatically. +%% #trait/incapacitation #trait/mental #trait/poison #trait/sleep %% +``` + +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 13* \ No newline at end of file diff --git a/compendium/gm/hazards/soul-draining-cage-qff2.md b/compendium/gm/hazards/soul-draining-cage-qff2.md index 917757fbe..ef9c20c76 100644 --- a/compendium/gm/hazards/soul-draining-cage-qff2.md +++ b/compendium/gm/hazards/soul-draining-cage-qff2.md @@ -10,7 +10,7 @@ tags: aliases: ["Soul Draining Cage"] --- # Soul Draining Cage *Hazard 6* -[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 25 expert or [detect magic](compendium/spells/detect-magic.md) @@ -21,7 +21,7 @@ Necromantic runes inscribed on the cage bars and lock drain the vitality of livi ```ad-embed-ability title: Soul Drain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Trigger**: A creature touches the cage bars, door, or lock directly or with a tool diff --git a/compendium/gm/hazards/spear-launcher-bb.md b/compendium/gm/hazards/spear-launcher-bb.md index 5aa2dd505..e3ec7469e 100644 --- a/compendium/gm/hazards/spear-launcher-bb.md +++ b/compendium/gm/hazards/spear-launcher-bb.md @@ -22,7 +22,7 @@ A wall socket loaded with a spear connects to a floor tile in one 5-foot square. ```ad-embed-ability title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") When pressure is applied to the floor tile, the trap shoots a spear, making an attack against the creature or object on the floor tile. The trap makes a ranged attack, rolling a `1d20` and adding 14. On a hit, it deals `2d6 + 6` piercing damage (doubled on a critical hit as normal). %% #trait/attack %% diff --git a/compendium/gm/hazards/spear-launcher-fop.md b/compendium/gm/hazards/spear-launcher-fop.md index e0b57e7d0..62e59ed2d 100644 --- a/compendium/gm/hazards/spear-launcher-fop.md +++ b/compendium/gm/hazards/spear-launcher-fop.md @@ -8,7 +8,7 @@ tags: aliases: ["Spear Launcher"] --- # Spear Launcher *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 trained @@ -25,7 +25,7 @@ An old heavy crossbow is [hidden](rules/conditions.md#Hidden) in a pile of trash ```ad-embed-ability title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: The rope is cut or otherwise untied from the door. diff --git a/compendium/gm/hazards/spear-launcher.md b/compendium/gm/hazards/spear-launcher.md index 11d4027b1..73ea8e39d 100644 --- a/compendium/gm/hazards/spear-launcher.md +++ b/compendium/gm/hazards/spear-launcher.md @@ -8,7 +8,7 @@ tags: aliases: ["Spear Launcher"] --- # Spear Launcher *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 trained @@ -25,7 +25,7 @@ A wall socket loaded with a spear connects to a floor tile in one 5-foot square. ```ad-embed-ability title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: Pressure is applied to the floor tile. diff --git a/compendium/gm/hazards/spectral-archers-qff3.md b/compendium/gm/hazards/spectral-archers-qff3.md index a8dbb6fdc..a6ed58c7a 100644 --- a/compendium/gm/hazards/spectral-archers-qff3.md +++ b/compendium/gm/hazards/spectral-archers-qff3.md @@ -8,7 +8,7 @@ tags: aliases: ["Spectral Archers"] --- # Spectral Archers *Hazard 8* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +28 expert diff --git a/compendium/gm/hazards/spectral-reflection-gmg.md b/compendium/gm/hazards/spectral-reflection-gmg.md index 3db83e33d..cd4da1937 100644 --- a/compendium/gm/hazards/spectral-reflection-gmg.md +++ b/compendium/gm/hazards/spectral-reflection-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Spectral Reflection"] --- # Spectral Reflection *Hazard 5* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 26 expert diff --git a/compendium/gm/hazards/spell-pitchers-loil.md b/compendium/gm/hazards/spell-pitchers-loil.md index 799cb3268..d89b92857 100644 --- a/compendium/gm/hazards/spell-pitchers-loil.md +++ b/compendium/gm/hazards/spell-pitchers-loil.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Pitchers"] --- # Spell Pitchers *Hazard 1* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 20 trained to recognize the plant among others @@ -18,7 +18,7 @@ A large pitcher plant occupying a 5-foot space sits seemingly dormant with its d - **AC** 16 , **Fort** +11, **Ref** +5 - **HP** 40 (BT 20) -- **Immunities** [mental](rules/traits/mental.md) +- **Immunities** [mental](rules/traits/mental.md "Mental Effect Trait") - **Resistances** - **Weaknesses** slashing 10 diff --git a/compendium/gm/hazards/spike-launcher-av1.md b/compendium/gm/hazards/spike-launcher-av1.md index 91b7d0f9e..bc39f9ac3 100644 --- a/compendium/gm/hazards/spike-launcher-av1.md +++ b/compendium/gm/hazards/spike-launcher-av1.md @@ -8,7 +8,7 @@ tags: aliases: ["Spike Launcher"] --- # Spike Launcher *Hazard 0* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 19 diff --git a/compendium/gm/hazards/spiked-barricade-trap-ec4.md b/compendium/gm/hazards/spiked-barricade-trap-ec4.md index bce43ece8..106888f21 100644 --- a/compendium/gm/hazards/spiked-barricade-trap-ec4.md +++ b/compendium/gm/hazards/spiked-barricade-trap-ec4.md @@ -8,7 +8,7 @@ tags: aliases: ["Spiked Barricade Trap"] --- # Spiked Barricade Trap *Hazard 13* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 32 expert @@ -25,7 +25,7 @@ Spring-loaded wedges of sharpened stone pop out of the wooden barricade. ```ad-embed-ability title: Spike Jab [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature enters the area adjacent to a barrier diff --git a/compendium/gm/hazards/spiked-doorframe-aoa1.md b/compendium/gm/hazards/spiked-doorframe-aoa1.md index d252a102b..c7ee1e446 100644 --- a/compendium/gm/hazards/spiked-doorframe-aoa1.md +++ b/compendium/gm/hazards/spiked-doorframe-aoa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Spiked Doorframe"] --- # Spiked Doorframe *Hazard 4* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 25 trained @@ -25,7 +25,7 @@ Spikes lance out of the doorframe to skewer anyone who attempts to open the door ```ad-embed-ability title: Spikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: The door is opened. diff --git a/compendium/gm/hazards/spinning-blade-pillar.md b/compendium/gm/hazards/spinning-blade-pillar.md index 381e9b419..883600148 100644 --- a/compendium/gm/hazards/spinning-blade-pillar.md +++ b/compendium/gm/hazards/spinning-blade-pillar.md @@ -9,7 +9,7 @@ tags: aliases: ["Spinning Blade Pillar"] --- # Spinning Blade Pillar *Hazard 4* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +11 trained or DC 26 (expert) to notice the control panel. @@ -26,7 +26,7 @@ A metal pole with three razor-sharp spinning blades is [hidden](rules/conditions ```ad-embed-ability title: Rising Pillar [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature steps on one of the trapped floor tiles. diff --git a/compendium/gm/hazards/spirit-cyclone-botd.md b/compendium/gm/hazards/spirit-cyclone-botd.md index f79098e1f..52ab32773 100644 --- a/compendium/gm/hazards/spirit-cyclone-botd.md +++ b/compendium/gm/hazards/spirit-cyclone-botd.md @@ -8,7 +8,7 @@ tags: aliases: ["Spirit Cyclone"] --- # Spirit Cyclone *Hazard 9* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +20 expert diff --git a/compendium/gm/hazards/spirit-window-da.md b/compendium/gm/hazards/spirit-window-da.md index 01152c437..7c0adeb50 100644 --- a/compendium/gm/hazards/spirit-window-da.md +++ b/compendium/gm/hazards/spirit-window-da.md @@ -7,7 +7,7 @@ tags: aliases: ["Spirit Window"] --- # Spirit Window *Hazard 20* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 51 @@ -24,7 +24,7 @@ Spirits trapped inside a haunted window harm those who touch the window. ```ad-embed-ability title: Siphon Soul [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [occult](rules/traits/occult.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature touches the window diff --git a/compendium/gm/hazards/stabbing-sentinel-ec5.md b/compendium/gm/hazards/stabbing-sentinel-ec5.md index 1d687aeac..bea6809c5 100644 --- a/compendium/gm/hazards/stabbing-sentinel-ec5.md +++ b/compendium/gm/hazards/stabbing-sentinel-ec5.md @@ -9,7 +9,7 @@ tags: aliases: ["Stabbing Sentinel"] --- # Stabbing Sentinel *Hazard 18* -[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 45 master @@ -26,7 +26,7 @@ A [petrified](rules/conditions.md#Petrified) creature momentarily animates to at ```ad-embed-ability title: Animated Attack [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) [necromancy](rules/traits/necromancy.md) [transmutation](rules/traits/transmutation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Trigger**: A living or undead creature moves within 5 feet of the stabbing sentinel diff --git a/compendium/gm/hazards/stalker-summoning-rune-sli.md b/compendium/gm/hazards/stalker-summoning-rune-sli.md index 5976caa9d..f82577427 100644 --- a/compendium/gm/hazards/stalker-summoning-rune-sli.md +++ b/compendium/gm/hazards/stalker-summoning-rune-sli.md @@ -10,7 +10,7 @@ tags: aliases: ["Stalker Summoning Rune"] --- # Stalker Summoning Rune *Hazard 7* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Complex - **Stealth** +15 expert @@ -21,7 +21,7 @@ The sand conceals a rune that summons an [invisible](rules/conditions.md#Invisib ```ad-embed-ability title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) summon +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon - **Trigger**: A creature that isn't openly bearing an Aspis Consortium badge crosses the center of the yard. diff --git a/compendium/gm/hazards/stink-sap-trap-ooa1.md b/compendium/gm/hazards/stink-sap-trap-ooa1.md index 8494994b2..bf84e829f 100644 --- a/compendium/gm/hazards/stink-sap-trap-ooa1.md +++ b/compendium/gm/hazards/stink-sap-trap-ooa1.md @@ -8,7 +8,7 @@ tags: aliases: ["Stink-Sap Trap"] --- # Stink-Sap Trap *Hazard 3* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 18 trained @@ -42,7 +42,7 @@ title: Sudden Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ``` ```ad-embed-ability title: Stink Sap -[aura](rules/traits/aura.md) [olfactory](rules/traits/olfactory-b1.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") 5 feet. Creatures and their equipment coated in the sap smell horrible. Creatures in the aura must attempt a DC 16 Fortitude save. On a failure, the creature is [sickened](rules/conditions.md#Sickened), and on a critical failure, the creature is also [stunned](rules/conditions.md#Stunned). While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is immune to stink sap for 1 minute. diff --git a/compendium/gm/hazards/stonescale-spirits-av1.md b/compendium/gm/hazards/stonescale-spirits-av1.md index 62bf424f6..5a06527f0 100644 --- a/compendium/gm/hazards/stonescale-spirits-av1.md +++ b/compendium/gm/hazards/stonescale-spirits-av1.md @@ -8,7 +8,7 @@ tags: aliases: ["Stonescale Spirits"] --- # Stonescale Spirits *Hazard 2* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +11 trained @@ -19,7 +19,7 @@ A half-dozen ghostly kobolds rise from the rubble in a howling vortex. ```ad-embed-ability title: Confusing Confrontation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A creature enters a square either fully or partially filled with rubble in the middle of the room diff --git a/compendium/gm/hazards/storm-discharge-lomm.md b/compendium/gm/hazards/storm-discharge-lomm.md index 030ffc1ee..74a6ed851 100644 --- a/compendium/gm/hazards/storm-discharge-lomm.md +++ b/compendium/gm/hazards/storm-discharge-lomm.md @@ -12,7 +12,7 @@ tags: aliases: ["Storm Discharge"] --- # Storm Discharge *Hazard 18* -[divine](rules/traits/divine.md) [electricity](rules/traits/electricity.md) [environmental](rules/traits/environmental.md) [evocation](rules/traits/evocation.md) [kaiju](rules/traits/kaiju-frp2.md) [rare](rules/traits/rare.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [kaiju](rules/traits/kaiju-frp2.md "Kaiju Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Complexity** Simple - **Stealth** DC 10 diff --git a/compendium/gm/hazards/subduing-gas-chamber-ooa1.md b/compendium/gm/hazards/subduing-gas-chamber-ooa1.md index 44b725847..3e17f4898 100644 --- a/compendium/gm/hazards/subduing-gas-chamber-ooa1.md +++ b/compendium/gm/hazards/subduing-gas-chamber-ooa1.md @@ -9,7 +9,7 @@ tags: aliases: ["Subduing Gas Chamber"] --- # Subduing Gas Chamber *Hazard 5* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +10 expert @@ -40,7 +40,7 @@ title: Slam Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ``` ```ad-embed-ability title: Sleeping Gas -[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") %% #trait/inhaled #trait/poison %% diff --git a/compendium/gm/hazards/suffering-xulgaths-ec6.md b/compendium/gm/hazards/suffering-xulgaths-ec6.md index a7341d3a2..458223612 100644 --- a/compendium/gm/hazards/suffering-xulgaths-ec6.md +++ b/compendium/gm/hazards/suffering-xulgaths-ec6.md @@ -9,7 +9,7 @@ tags: aliases: ["Suffering Xulgaths"] --- # Suffering Xulgaths *Hazard 16* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) [unique](rules/traits/unique.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Complexity** Complex - **Stealth** +26 expert to hear the echoed shouts of panicked xulgaths. @@ -20,7 +20,7 @@ The shadows of four xulgaths endlessly relive their deaths at the hands of the w - **AC** 39 , **Fort** +27, **Ref** +31 - **HP** 24 per spirit -- **Immunities** death effects; [disease](rules/traits/disease.md); paralyzed; [poison](rules/traits/poison.md); precision; unconscious +- **Immunities** death effects; [disease](rules/traits/disease.md "Disease Effect Trait"); paralyzed; [poison](rules/traits/poison.md "Poison Effect Trait"); precision; unconscious - **Resistances** all damage 20except fire, force, [ghost touch](compendium/equipment/items/ghost-touch.md), or positive - **Weaknesses** @@ -37,7 +37,7 @@ title: Routine (4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard's actions by 1. ```ad-inline-attack -title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Ghostly Bite (32) ([magical](rules/traits/magical.md)) +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Ghostly Bite (32) ([magical](rules/traits/magical.md "Magical Item Trait")) **Damage** `3d6+5` negative **Effects** diff --git a/compendium/gm/hazards/summoning-rune-barbazu-devil-aoe1.md b/compendium/gm/hazards/summoning-rune-barbazu-devil-aoe1.md index 79f9b0a17..98db1ac66 100644 --- a/compendium/gm/hazards/summoning-rune-barbazu-devil-aoe1.md +++ b/compendium/gm/hazards/summoning-rune-barbazu-devil-aoe1.md @@ -9,7 +9,7 @@ tags: aliases: ["Summoning Rune (Barbazu Devil)"] --- # Summoning Rune (Barbazu Devil) *Hazard 5* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +11 trained @@ -20,7 +20,7 @@ A summoning circle inlaid into the room's floor detects living creatures and sum ```ad-embed-ability title: Summon Devil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) summon +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon - **Trigger**: A living creature steps on any part of the floor not enclosed by the summoning circle diff --git a/compendium/gm/hazards/summoning-rune-fire-elementals-aoe1.md b/compendium/gm/hazards/summoning-rune-fire-elementals-aoe1.md index 2c5abb185..11646262b 100644 --- a/compendium/gm/hazards/summoning-rune-fire-elementals-aoe1.md +++ b/compendium/gm/hazards/summoning-rune-fire-elementals-aoe1.md @@ -9,7 +9,7 @@ tags: aliases: ["Summoning Rune (Fire Elementals)"] --- # Summoning Rune (Fire Elementals) *Hazard 5* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +12 trained @@ -20,7 +20,7 @@ An invisible cloud of magical sensors detects living creatures in the room and s ```ad-embed-ability title: Summon Elementals [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) summon +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon - **Trigger**: A living creature enters the room diff --git a/compendium/gm/hazards/summoning-rune.md b/compendium/gm/hazards/summoning-rune.md index b4c88d77f..52d7e802f 100644 --- a/compendium/gm/hazards/summoning-rune.md +++ b/compendium/gm/hazards/summoning-rune.md @@ -9,7 +9,7 @@ tags: aliases: ["Summoning Rune"] --- # Summoning Rune *Hazard 1* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +7 trained @@ -20,7 +20,7 @@ A cloud of [invisible](rules/conditions.md#Invisible) magical sensors in a 10-fo ```ad-embed-ability title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) summon +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon - **Trigger**: A creature enters the cloud of magical sensors. diff --git a/compendium/gm/hazards/supplicant-statues-aoe4.md b/compendium/gm/hazards/supplicant-statues-aoe4.md index fbccc4c35..7fad7a22f 100644 --- a/compendium/gm/hazards/supplicant-statues-aoe4.md +++ b/compendium/gm/hazards/supplicant-statues-aoe4.md @@ -10,7 +10,7 @@ tags: aliases: ["Supplicant Statues"] --- # Supplicant Statues *Hazard 14* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +30 master @@ -34,7 +34,7 @@ title: Animated Statues [R](rules/core-rulebook/chapter-9-playing-the-game.md#Ac ``` ```ad-embed-ability title: Predictive Impediment -[arcane](rules/traits/arcane.md) [divination](rules/traits/divination.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divination](rules/traits/divination.md "Divination School Trait") The statues continually slide around to bump into creatures and block their passage through the room. The first time on its turn that a creature attempts to move within the room, it must succeed at a DC 36 Reflex save or treat the entire room as difficult terrain for 1 round. On a critical failure, the creature is also knocked [prone](rules/conditions.md#Prone). %% #trait/arcane #trait/divination %% diff --git a/compendium/gm/hazards/swatting-tail-frp2.md b/compendium/gm/hazards/swatting-tail-frp2.md index 20461d45c..27c77d9fc 100644 --- a/compendium/gm/hazards/swatting-tail-frp2.md +++ b/compendium/gm/hazards/swatting-tail-frp2.md @@ -8,7 +8,7 @@ tags: aliases: ["Swatting Tail"] --- # Swatting Tail *Hazard 18* -[environmental](rules/traits/environmental.md) [kaiju](rules/traits/kaiju-frp2.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [kaiju](rules/traits/kaiju-frp2.md "Kaiju Trait") - **Complexity** Simple - **Stealth** DC 10 diff --git a/compendium/gm/hazards/tar-pit-qff3.md b/compendium/gm/hazards/tar-pit-qff3.md index 8ff6929ac..011b1ca5c 100644 --- a/compendium/gm/hazards/tar-pit-qff3.md +++ b/compendium/gm/hazards/tar-pit-qff3.md @@ -8,7 +8,7 @@ tags: aliases: ["Tar Pit"] --- # Tar Pit *Hazard 9* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Complex - **Stealth** DC 30 expert diff --git a/compendium/gm/hazards/telekinetic-swarm-trap.md b/compendium/gm/hazards/telekinetic-swarm-trap.md index b0032e996..0259f3bda 100644 --- a/compendium/gm/hazards/telekinetic-swarm-trap.md +++ b/compendium/gm/hazards/telekinetic-swarm-trap.md @@ -10,7 +10,7 @@ tags: aliases: ["Telekinetic Swarm Trap"] --- # Telekinetic Swarm Trap *Hazard 12* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +24 expert @@ -27,7 +27,7 @@ Three innocuous decorations instilled with telekinetic magic pull objects and pi ```ad-embed-ability title: Agitate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Trigger**: A creature stays in the room for at least 6 seconds. diff --git a/compendium/gm/hazards/thalassophobic-pool-da.md b/compendium/gm/hazards/thalassophobic-pool-da.md index 0f0e4dbda..f0f406194 100644 --- a/compendium/gm/hazards/thalassophobic-pool-da.md +++ b/compendium/gm/hazards/thalassophobic-pool-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Thalassophobic Pool"] --- # Thalassophobic Pool *Hazard 12* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 25 trained diff --git a/compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md b/compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md index 6b9131ae4..c5bd0c0c3 100644 --- a/compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md +++ b/compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md @@ -8,7 +8,7 @@ tags: aliases: ["The Laughing Fiend's Greeting"] --- # The Laughing Fiend's Greeting *Hazard 20* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 46 legendary @@ -19,7 +19,7 @@ Subtle but deadly magical runes link this mural to Kharnas's master. Good- or ne ```ad-embed-ability title: Tegresin's Greeting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature capable of casting divine magic examines the mural diff --git a/compendium/gm/hazards/the-winder-aoe5.md b/compendium/gm/hazards/the-winder-aoe5.md index a3629dbe5..ad2fda0fd 100644 --- a/compendium/gm/hazards/the-winder-aoe5.md +++ b/compendium/gm/hazards/the-winder-aoe5.md @@ -9,7 +9,7 @@ tags: aliases: ["The Winder"] --- # The Winder *Hazard 19* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [mechanical](rules/traits/mechanical.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") - **Complexity** Complex - **Stealth** +31 master diff --git a/compendium/gm/hazards/thiefs-trap-ec6.md b/compendium/gm/hazards/thiefs-trap-ec6.md index 0eedf71c6..22057b137 100644 --- a/compendium/gm/hazards/thiefs-trap-ec6.md +++ b/compendium/gm/hazards/thiefs-trap-ec6.md @@ -8,7 +8,7 @@ tags: aliases: ["Thief's Trap"] --- # Thief's Trap *Hazard 20* -[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 50 master to notice that the hairline cracks on the passage walls actually form runes. diff --git a/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md b/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md index ed0171579..817385a9a 100644 --- a/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md +++ b/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md @@ -9,7 +9,7 @@ tags: aliases: ["Thunderstone Cascade Trap"] --- # Thunderstone Cascade Trap *Hazard 7* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 25 expert diff --git a/compendium/gm/hazards/titanic-flytrap-gmg.md b/compendium/gm/hazards/titanic-flytrap-gmg.md index 7ccb80b5b..d49cef8a7 100644 --- a/compendium/gm/hazards/titanic-flytrap-gmg.md +++ b/compendium/gm/hazards/titanic-flytrap-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Titanic Flytrap"] --- # Titanic Flytrap *Hazard 4* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 25 trained @@ -18,7 +18,7 @@ On the surface, a titanic flytrap appears to be a patch of the more common flytr - **AC** 21 , **Fort** +15, **Ref** +8 - **HP** 56 (BT 28) -- **Immunities** [mental](rules/traits/mental.md) +- **Immunities** [mental](rules/traits/mental.md "Mental Effect Trait") - **Resistances** acid 20; fire 10 - **Weaknesses** @@ -37,7 +37,7 @@ The target is trapped by the flytrap's jaws, gaining the [grabbed](rules/conditi ```ad-inline-affliction title: Titanic Flytrap Toxin -[contact](rules/traits/contact.md) [poison](rules/traits/poison.md) +[contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Saving Throws**: DC 21 Fortitude - **Maximum Duration**: 4 rounds diff --git a/compendium/gm/hazards/tongues-of-flame-tio.md b/compendium/gm/hazards/tongues-of-flame-tio.md index a0474b52d..d41da0fb4 100644 --- a/compendium/gm/hazards/tongues-of-flame-tio.md +++ b/compendium/gm/hazards/tongues-of-flame-tio.md @@ -9,7 +9,7 @@ tags: aliases: ["Tongues Of Flame"] --- # Tongues Of Flame *Hazard 5* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** DC 23 [Perception](compendium/skills.md#Perception). diff --git a/compendium/gm/hazards/toppling-furniture-botd.md b/compendium/gm/hazards/toppling-furniture-botd.md index b1b16a34b..ffc8d4fbf 100644 --- a/compendium/gm/hazards/toppling-furniture-botd.md +++ b/compendium/gm/hazards/toppling-furniture-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Toppling Furniture"] --- # Toppling Furniture *Hazard 2* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 18 trained to hear the spirit's grunt of exertion as it works to topple the furniture diff --git a/compendium/gm/hazards/town-hall-fire-aoa1.md b/compendium/gm/hazards/town-hall-fire-aoa1.md index 5e870a7f2..36b6a2f53 100644 --- a/compendium/gm/hazards/town-hall-fire-aoa1.md +++ b/compendium/gm/hazards/town-hall-fire-aoa1.md @@ -9,7 +9,7 @@ tags: aliases: ["Town Hall Fire"] --- # Town Hall Fire *Hazard 1* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [fire](rules/traits/fire.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Complexity** Complex - **Stealth** -10 initiative modifier is +5 diff --git a/compendium/gm/hazards/trapped-lathe-aoa3.md b/compendium/gm/hazards/trapped-lathe-aoa3.md index 83267b13a..df2b15a8e 100644 --- a/compendium/gm/hazards/trapped-lathe-aoa3.md +++ b/compendium/gm/hazards/trapped-lathe-aoa3.md @@ -9,7 +9,7 @@ tags: aliases: ["Trapped Lathe"] --- # Trapped Lathe *Hazard 10* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +19 expert DC 29 to notice the line of cord running from the lathe's trigger toward the door to area **A2**. diff --git a/compendium/gm/hazards/treacherous-scree-gmg.md b/compendium/gm/hazards/treacherous-scree-gmg.md index 50804c1e6..5247b1bb0 100644 --- a/compendium/gm/hazards/treacherous-scree-gmg.md +++ b/compendium/gm/hazards/treacherous-scree-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Treacherous Scree"] --- # Treacherous Scree *Hazard 3* -[environmental](rules/traits/environmental.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 trained diff --git a/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md b/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md index 5c7cb7ffe..d7fa49db8 100644 --- a/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md +++ b/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md @@ -10,7 +10,7 @@ tags: aliases: ["Tree Of Dreadful Dreams"] --- # Tree Of Dreadful Dreams *Hazard 10* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +22 expert @@ -36,7 +36,7 @@ title: Routine (3 actions) The statue uses each action to attempt a branch [Strike](rules/actions/strike.md) against a random creature in the room that it hasn't [grabbed](rules/conditions.md#Grabbed). If there are no creatures for it to attack and it has at least one creature [grabbed](rules/conditions.md#Grabbed), it instead Constricts. The trap can have up to six creatures [grabbed](rules/conditions.md#Grabbed). ```ad-inline-attack -title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Branch (26) ([reach <20 feet>](rules/traits/reach.md)) +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Branch (26) ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")) **Damage** `2d10+12` bludgeoning plus the target is [grabbed](rules/conditions.md#Grabbed) by the tree **Effects** the target is [grabbed](rules/conditions.md#Grabbed) by the tree diff --git a/compendium/gm/hazards/vengeful-furnace-av1.md b/compendium/gm/hazards/vengeful-furnace-av1.md index 3fc4991ac..70d3d155e 100644 --- a/compendium/gm/hazards/vengeful-furnace-av1.md +++ b/compendium/gm/hazards/vengeful-furnace-av1.md @@ -8,7 +8,7 @@ tags: aliases: ["Vengeful Furnace"] --- # Vengeful Furnace *Hazard 4* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +15 expert @@ -25,7 +25,7 @@ The hatch atop the haunted furnace flips open and disgorges a pair of shrieking, ```ad-embed-ability title: Ghostly Assault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [fire](rules/traits/fire.md) [mental](rules/traits/mental.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Trigger**: A living creature with an Intelligence score of 15 or higher enters the room, or any creature touches the furnace @@ -34,7 +34,7 @@ title: Ghostly Assault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Act ``` ```ad-embed-ability title: Burn Knowledge -[divine](rules/traits/divine.md) [enchantment](rules/traits/enchantment.md) [fire](rules/traits/fire.md) [mental](rules/traits/mental.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mental](rules/traits/mental.md "Mental Effect Trait") The target of the haunt's initial Ghostly Assault, as well as any creature later hit by a burning lash [Strike](rules/actions/strike.md), loses random memories, as if these thoughts were incinerated like pages in a burning book. The creature must attempt a DC 23 Will save. @@ -51,7 +51,7 @@ title: Routine (3 actions) The burning ghosts lash at a random [stupefied](rules/conditions.md#Stupefied) creature in the room (or any random creature, if no creatures in the room are [stupefied](rules/conditions.md#Stupefied)). ```ad-inline-attack -title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Burning Lash (14) ([fire](rules/traits/fire.md), [mental](rules/traits/mental.md), range <10 feet>) +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Burning Lash (14) ([fire](rules/traits/fire.md "Fire Energy & Element Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), range <10 feet>) **Damage** `2d6` fire plus `2d6` mental and burn knowledge **Effects** burn knowledge diff --git a/compendium/gm/hazards/violent-shove-botd.md b/compendium/gm/hazards/violent-shove-botd.md index d72cf07ce..2a45eedb1 100644 --- a/compendium/gm/hazards/violent-shove-botd.md +++ b/compendium/gm/hazards/violent-shove-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Violent Shove"] --- # Violent Shove *Hazard 3* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 trained to feel an ominous presence in the room diff --git a/compendium/gm/hazards/viper-urn-tio.md b/compendium/gm/hazards/viper-urn-tio.md index fa99535ff..baa5f85be 100644 --- a/compendium/gm/hazards/viper-urn-tio.md +++ b/compendium/gm/hazards/viper-urn-tio.md @@ -9,7 +9,7 @@ tags: aliases: ["Viper Urn"] --- # Viper Urn *Hazard 1* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Complexity** Simple - **Stealth** DC 15 [Perception](compendium/skills.md#Perception) check @@ -26,7 +26,7 @@ A ceramic urn containing a coiled viper tips and shatters when a tripwire is pul ```ad-embed-ability title: Topple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") When someone pulls the trip wire, the urn smashes against a creature in the doorway, making a shattering urn [Strike](rules/actions/strike.md) against that creature, then releases a viper into the square that contained the trap. The viper attacks any non-plant creature it detects. %% #trait/attack %% diff --git a/compendium/gm/hazards/vision-of-dahak-aoa2.md b/compendium/gm/hazards/vision-of-dahak-aoa2.md index 2a9afefaf..4260eefea 100644 --- a/compendium/gm/hazards/vision-of-dahak-aoa2.md +++ b/compendium/gm/hazards/vision-of-dahak-aoa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Vision Of Dahak"] --- # Vision Of Dahak *Hazard 8* -[complex](rules/traits/complex.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +16 expert @@ -22,7 +22,7 @@ Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burni - **AC** 27 , **Fort** +17, **Ref** +13 - **HP** 130 -- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage - **Resistances** - **Weaknesses** cold 10 @@ -40,7 +40,7 @@ title: Routine ```ad-embed-ability title: Breath Weapon [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") The vision of [Dahak](compendium/setting/deities/dahak-logm.md) unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals `6d6` fire damage to all creatures within (DC 26 basic Reflex save). %% #trait/divine #trait/evocation #trait/fire %% diff --git a/compendium/gm/hazards/volatile-reagents-ooa1.md b/compendium/gm/hazards/volatile-reagents-ooa1.md index d265d10a6..e9670adcb 100644 --- a/compendium/gm/hazards/volatile-reagents-ooa1.md +++ b/compendium/gm/hazards/volatile-reagents-ooa1.md @@ -9,7 +9,7 @@ tags: aliases: ["Volatile Reagents"] --- # Volatile Reagents *Hazard 2* -[alchemical](rules/traits/alchemical.md) [complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") - **Complexity** Complex - **Stealth** +5 trained diff --git a/compendium/gm/hazards/vorpal-executioner.md b/compendium/gm/hazards/vorpal-executioner.md index ba74ba5c5..45025a476 100644 --- a/compendium/gm/hazards/vorpal-executioner.md +++ b/compendium/gm/hazards/vorpal-executioner.md @@ -8,7 +8,7 @@ tags: aliases: ["Vorpal Executioner"] --- # Vorpal Executioner *Hazard 19* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 43 expert @@ -25,7 +25,7 @@ A wickedly sharp saw blade descends and travels along grooves in a complex path ```ad-embed-ability title: Total Decapitation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) [death](rules/traits/death.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [death](rules/traits/death.md "Death Effect Trait") - **Trigger**: A creature attempts to exit the room. diff --git a/compendium/gm/hazards/wailing-crystals-aoa4.md b/compendium/gm/hazards/wailing-crystals-aoa4.md index 3dea62557..b2c641790 100644 --- a/compendium/gm/hazards/wailing-crystals-aoa4.md +++ b/compendium/gm/hazards/wailing-crystals-aoa4.md @@ -9,7 +9,7 @@ tags: aliases: ["Wailing Crystals"] --- # Wailing Crystals *Hazard 13* -[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) [magical](rules/traits/magical.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Complexity** Complex - **Stealth** +27 master or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals @@ -26,7 +26,7 @@ Three clusters of gleaming, colorful crystals are corrupted with necromantic ene ```ad-embed-ability title: Echoing Cry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md) +[occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A living creature approaches within 20 feet of a wailing crystal. @@ -40,7 +40,7 @@ title: Routine ```ad-embed-ability title: Anguished Shriek -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) [sonic](rules/traits/sonic.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") A shrieking, distorted face composed of writhing necromantic energy lances out of the crystals to target a random living creature within 20 feet. The target takes `4d6` mental damage and `4d6` sonic damage (DC 33 basic Will save). %% #trait/emotion #trait/enchantment #trait/mental #trait/occult #trait/sonic %% diff --git a/compendium/gm/hazards/watching-wall-av1.md b/compendium/gm/hazards/watching-wall-av1.md index 4250428be..7c3093331 100644 --- a/compendium/gm/hazards/watching-wall-av1.md +++ b/compendium/gm/hazards/watching-wall-av1.md @@ -8,7 +8,7 @@ tags: aliases: ["Watching Wall"] --- # Watching Wall *Hazard 4* -[complex](rules/traits/complex.md) [haunt](rules/traits/haunt.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Complex - **Stealth** +12 expert diff --git a/compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md b/compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md index 2bff0c57b..f6f29c951 100644 --- a/compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md +++ b/compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md @@ -9,7 +9,7 @@ tags: aliases: ["Waxworks Onslaught Trap"] --- # Waxworks Onslaught Trap *Hazard 16* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +27 master diff --git a/compendium/gm/hazards/web-lurker-deadfall-b1.md b/compendium/gm/hazards/web-lurker-deadfall-b1.md index 80cb85e84..b39a7ce92 100644 --- a/compendium/gm/hazards/web-lurker-deadfall-b1.md +++ b/compendium/gm/hazards/web-lurker-deadfall-b1.md @@ -8,7 +8,7 @@ tags: aliases: ["Web Lurker Deadfall"] --- # Web Lurker Deadfall *Hazard 3* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 23 diff --git a/compendium/gm/hazards/web-lurker-noose-b1.md b/compendium/gm/hazards/web-lurker-noose-b1.md index 498e7c18d..f542fd612 100644 --- a/compendium/gm/hazards/web-lurker-noose-b1.md +++ b/compendium/gm/hazards/web-lurker-noose-b1.md @@ -8,7 +8,7 @@ tags: aliases: ["Web Lurker Noose"] --- # Web Lurker Noose *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 @@ -25,7 +25,7 @@ Discreet webbing at throat level snags a creature that walks into it. ```ad-embed-ability title: Web Noose [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") - **Trigger**: A creature steps into the square with the web tripwire. diff --git a/compendium/gm/hazards/web-lurker-noose-tio.md b/compendium/gm/hazards/web-lurker-noose-tio.md index a1b5c40dd..a124bcd92 100644 --- a/compendium/gm/hazards/web-lurker-noose-tio.md +++ b/compendium/gm/hazards/web-lurker-noose-tio.md @@ -8,7 +8,7 @@ tags: aliases: ["Web Lurker Noose"] --- # Web Lurker Noose *Hazard 2* -[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 22 [Perception](compendium/skills.md#Perception) check @@ -25,7 +25,7 @@ Discreet webbing at throat level snags a creature that walks into it. ```ad-embed-ability title: Web Noose [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") If a creature steps into the square with the web trip wire, the web lurker noose makes a noose Strike against the creature. %% #trait/attack %% diff --git a/compendium/gm/hazards/weight-of-guilt-botd.md b/compendium/gm/hazards/weight-of-guilt-botd.md index 8f6711e48..929e6f85b 100644 --- a/compendium/gm/hazards/weight-of-guilt-botd.md +++ b/compendium/gm/hazards/weight-of-guilt-botd.md @@ -7,7 +7,7 @@ tags: aliases: ["Weight of Guilt"] --- # Weight of Guilt *Hazard 7* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 30 expert to sense an oppressive aura of sorrow @@ -18,7 +18,7 @@ Influenced by the guilt and regrets of the dead, creatures are wrapped in weight ```ad-embed-ability title: Mental Bind [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Trigger**: A creature enters the area diff --git a/compendium/gm/hazards/wheel-of-misery.md b/compendium/gm/hazards/wheel-of-misery.md index b0e0cad8e..8ddc7b69a 100644 --- a/compendium/gm/hazards/wheel-of-misery.md +++ b/compendium/gm/hazards/wheel-of-misery.md @@ -10,7 +10,7 @@ tags: aliases: ["Wheel Of Misery"] --- # Wheel Of Misery *Hazard 6* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +16 expert to detect the magical sensor; noticing the wheel has a DC of 0. diff --git a/compendium/gm/hazards/witch-priests-curse-ec5.md b/compendium/gm/hazards/witch-priests-curse-ec5.md index 3302475c8..be5d1ae90 100644 --- a/compendium/gm/hazards/witch-priests-curse-ec5.md +++ b/compendium/gm/hazards/witch-priests-curse-ec5.md @@ -9,7 +9,7 @@ tags: aliases: ["Witch-priests' Curse"] --- # Witch-priests' Curse *Hazard 18* -[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Simple - **Stealth** DC 42 expert @@ -20,7 +20,7 @@ Anyone who opens a secret compartment is subjected to a powerful curse. ```ad-embed-ability title: Hex of the Bloody Thief [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Trigger**: A creature opens a secret compartment diff --git a/compendium/gm/hazards/wooden-bullets-trap-ooa1.md b/compendium/gm/hazards/wooden-bullets-trap-ooa1.md index 7cef25145..a67aeef0c 100644 --- a/compendium/gm/hazards/wooden-bullets-trap-ooa1.md +++ b/compendium/gm/hazards/wooden-bullets-trap-ooa1.md @@ -9,7 +9,7 @@ tags: aliases: ["Wooden Bullets Trap"] --- # Wooden Bullets Trap *Hazard 3* -[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +10 trained diff --git a/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md b/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md index ebbe21a38..3b1edb970 100644 --- a/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md +++ b/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Wrath Of The Destroyer"] --- # Wrath Of The Destroyer *Hazard 10* -[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) +[complex](rules/traits/complex.md "Complex Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Complexity** Complex - **Stealth** +22 expert to notice subtle vapors of magical energy seething across the doors. @@ -20,7 +20,7 @@ These heavy doors, carved with an image of [Dahak](compendium/setting/deities/da - **AC** 30 , **Fort** +22, **Ref** +14 - **Door Hardness** 18, **Door HP** 72 (BT 36) -- **Immunities** critical hits; [fire](rules/traits/fire.md); object immunities; precision damage +- **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage - **Resistances** - **Weaknesses** @@ -38,7 +38,7 @@ title: Routine ```ad-embed-ability title: Face of the Fatal Divine [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[death](rules/traits/death.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[death](rules/traits/death.md "Death Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") The creature beholds the face of [Dahak](compendium/setting/deities/dahak-logm.md) as it emerges to bite with its burning jaws, targeting the creature with [phantasmal killer](compendium/spells/phantasmal-killer.md) (5th level, Will DC 29). %% #trait/death #trait/divine #trait/emotion #trait/fear #trait/illusion #trait/mental %% diff --git a/compendium/gm/hazards/wronged-monks-wrath-frp1.md b/compendium/gm/hazards/wronged-monks-wrath-frp1.md index 8a0cd4a49..5ff228349 100644 --- a/compendium/gm/hazards/wronged-monks-wrath-frp1.md +++ b/compendium/gm/hazards/wronged-monks-wrath-frp1.md @@ -7,7 +7,7 @@ tags: aliases: ["Wronged Monk's Wrath"] --- # Wronged Monk's Wrath *Hazard 13* -[haunt](rules/traits/haunt.md) +[haunt](rules/traits/haunt.md "Haunt Hazard Trait") - **Complexity** Simple - **Stealth** DC 32 trained diff --git a/compendium/gm/hazards/yellow-mold.md b/compendium/gm/hazards/yellow-mold.md index 7086b669e..0a4bce4b2 100644 --- a/compendium/gm/hazards/yellow-mold.md +++ b/compendium/gm/hazards/yellow-mold.md @@ -8,7 +8,7 @@ tags: aliases: ["Yellow Mold"] --- # Yellow Mold *Hazard 8* -[environmental](rules/traits/environmental.md) [fungus](rules/traits/fungus-b1.md) +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") - **Complexity** Simple - **Stealth** DC 28 trained @@ -32,7 +32,7 @@ title: Spore Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Act ``` ```ad-embed-ability title: Yellow Mold Spores -[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") %% #trait/inhaled #trait/poison %% diff --git a/compendium/setting/deities/aakriti-loil.md b/compendium/setting/deities/aakriti-loil.md index 17ba7530f..0f8d23985 100644 --- a/compendium/setting/deities/aakriti-loil.md +++ b/compendium/setting/deities/aakriti-loil.md @@ -17,13 +17,13 @@ tags: - trait/trip aliases: ["Aakriti", "The Evershifting"] --- -# Aakriti (The Evershifting) *([N](rules/traits/neutral-b1.md))* +# Aakriti (The Evershifting) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Impossible Lands p. 310* - **Category**: Eldest - **Anathema**: fail to study a new creature if safely able, force a creature to live in the wrong body, reject creatures or information due to bigoted or rigid beliefs - **Areas of Concern**: discovery, , life, , ooze, , potential -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -39,6 +39,6 @@ aliases: ["Aakriti", "The Evershifting"] title: [Avatar](compendium/spells/avatar.md) of Aakriti - **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril whip ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <20 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d6+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril whip ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns **Damage** `6d6+6` piercing ``` \ No newline at end of file diff --git a/compendium/setting/deities/abadar.md b/compendium/setting/deities/abadar.md index 220fb82f8..0be955c45 100644 --- a/compendium/setting/deities/abadar.md +++ b/compendium/setting/deities/abadar.md @@ -11,13 +11,13 @@ tags: - domain/wealth/deity aliases: ["Abadar", "The Master of the First Vault"] --- -# Abadar (The Master of the First Vault) *([LN](rules/traits/lawful-neutral-b1.md))* +# Abadar (The Master of the First Vault) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Core Rulebook p. 437* - **Category**: Gods of the Inner Sea - **Anathema**: engage in banditry or piracy, steal, undermine a law-abiding court - **Areas of Concern**: cities, , law, , merchants, , and wealth -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/abraxas-logm.md b/compendium/setting/deities/abraxas-logm.md index b0a9c14a1..c2a7ab7a9 100644 --- a/compendium/setting/deities/abraxas-logm.md +++ b/compendium/setting/deities/abraxas-logm.md @@ -10,12 +10,12 @@ tags: - domain/wyrmkin/deity aliases: ["Abraxas", "Master of the Final Incantation"] --- -# Abraxas (Master of the Final Incantation) *([CE](rules/traits/chaotic-evil-b1.md))* +# Abraxas (Master of the Final Incantation) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Demon Lords - **Anathema**: destroy forbidden lore, reveal the entirety of a secret -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/achaekek-logm.md b/compendium/setting/deities/achaekek-logm.md index c207a3d69..024529859 100644 --- a/compendium/setting/deities/achaekek-logm.md +++ b/compendium/setting/deities/achaekek-logm.md @@ -15,13 +15,13 @@ tags: - trait/versatile-p aliases: ["Achaekek", "He Who Walks In Blood"] --- -# Achaekek (He Who Walks In Blood) *([LE](rules/traits/lawful-evil-b1.md))* +# Achaekek (He Who Walks In Blood) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 52* - **Category**: Gods of the Inner Sea - **Anathema**: kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue - **Areas of Concern**: assassins, , divine punishments, , and the Red Mantis -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -38,7 +38,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ac title: [Avatar](compendium/spells/avatar.md) of Achaekek - **Speed**: Speed 70 feet, climb 50 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mantis claw ([agile](rules/traits/agile.md), [backswing](rules/traits/backswing.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mantis claw ([agile](rules/traits/agile.md "Agile Weapon Trait"), [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spine volley **Damage** `6d6+3` piercing ``` diff --git a/compendium/setting/deities/adanye-lome.md b/compendium/setting/deities/adanye-lome.md index 5a57aee9a..3c030603a 100644 --- a/compendium/setting/deities/adanye-lome.md +++ b/compendium/setting/deities/adanye-lome.md @@ -15,13 +15,13 @@ tags: - trait/reach-15-feet aliases: ["Adanye", "The Warmth of the Hearth"] --- -# Adanye (The Warmth of the Hearth) *([LG](rules/traits/lawful-goo-b1.md))* +# Adanye (The Warmth of the Hearth) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 132* - **Category**: Mwangi Gods - **Anathema**: force anyone into drudgery or mindless work, deny support to loved ones, surrender when escape is an option, destroy a place that has given you shelter - **Areas of Concern**: hearth, , imagination, , protection, , solitude -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -39,6 +39,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ad title: [Avatar](compendium/spells/avatar.md) of Adanye - **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hearth ember **Damage** `4d6+3` fire and `2d6` persistent fire ``` \ No newline at end of file diff --git a/compendium/setting/deities/alglenweis-logm.md b/compendium/setting/deities/alglenweis-logm.md index 0e825642f..7ff758d4a 100644 --- a/compendium/setting/deities/alglenweis-logm.md +++ b/compendium/setting/deities/alglenweis-logm.md @@ -10,12 +10,12 @@ tags: - domain/soul/deity aliases: ["Alglenweis", "Princess of the Rime"] --- -# Alglenweis (Princess of the Rime) *([CG](rules/traits/chaotic-good-b1.md))* +# Alglenweis (Princess of the Rime) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Sarkorian Gods - **Anathema**: destroy an artistic creation without providing something in its place, refuse to act if called upon -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/alseta-logm.md b/compendium/setting/deities/alseta-logm.md index afe5b1d73..d33d8a60b 100644 --- a/compendium/setting/deities/alseta-logm.md +++ b/compendium/setting/deities/alseta-logm.md @@ -15,13 +15,13 @@ tags: - trait/versatile-p aliases: ["Alseta", "The Welcomer"] --- -# Alseta (The Welcomer) *([LN](rules/traits/lawful-neutral-b1.md))* +# Alseta (The Welcomer) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 53* - **Category**: Gods of the Inner Sea - **Anathema**: destroy a door or block a path for personal gain, stop a transition without good reason - **Areas of Concern**: doors, , portals, , thresholds, , traditions -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits @@ -32,13 +32,13 @@ aliases: ["Alseta", "The Welcomer"] - **Domains**: [change](compendium/setting/domains.md#Change), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection), [time](compendium/setting/domains.md#Time) - **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 2nd: [knock](compendium/spells/knock.md); 4th: [dimension door](compendium/spells/dimension-door.md) -When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Alseta gains the following additional abilities. The dimensional Speed allows the avatar of Alseta to cast [dimension door](compendium/spells/dimension-door.md) at will as a [divine](rules/traits/divine.md) innate spell, spending a single action to move up to 60 feet. The portal toss [Strike](rules/actions/strike.md) causes the creature to fall through a series of portals before landing in the same spot and taking damage. +When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Alseta gains the following additional abilities. The dimensional Speed allows the avatar of Alseta to cast [dimension door](compendium/spells/dimension-door.md) at will as a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell, spending a single action to move up to 60 feet. The portal toss [Strike](rules/actions/strike.md) causes the creature to fall through a series of portals before landing in the same spot and taking damage. ```ad-embed-avatar title: [Avatar](compendium/spells/avatar.md) of Alseta - **Speed**: Speed 40 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d6+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") portal toss **Damage** `6d6+3` bludgeoning ``` @@ -47,10 +47,10 @@ title: [Avatar](compendium/spells/avatar.md) of Alseta The Welcomer is a patient goddess that rewards her followers. Incurring her wrath through discourtesy, lack of respect or intentionally making doors unpassable for any reason other than preventing harm can lead to reprimands that range from annoying to frustrating. -- **Minor Boon** Alseta's guiding hand aids your journeys. Once, when employing [teleportation](rules/traits/teleportation.md) magic, you appear exactly on target, even if you used a notoriously imprecise spell like [plane shift](compendium/spells/plane-shift.md). Alseta typically grants this boon for extremely consequential magical travel, especially when time is of the essence. +- **Minor Boon** Alseta's guiding hand aids your journeys. Once, when employing [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") magic, you appear exactly on target, even if you used a notoriously imprecise spell like [plane shift](compendium/spells/plane-shift.md). Alseta typically grants this boon for extremely consequential magical travel, especially when time is of the essence. - **Moderate Boon**: New doors open themselves for you. You can cast [knock](compendium/spells/knock.md) once per day as a divine innate spell. -- **Major Boon**: You transition unimpeded through the world. You can open any door or portal simply by placing your palm upon it with a single Interact action, even if it's locked or magically sealed, and you can enter any open door or threshold, even if it's magically warded to prevent entry. This doesn't overcome the locks and magic of [artifacts](rules/traits/artifact-gmg.md), deities, and similarly powerful effects. +- **Major Boon**: You transition unimpeded through the world. You can open any door or portal simply by placing your palm upon it with a single Interact action, even if it's locked or magically sealed, and you can enter any open door or threshold, even if it's magically warded to prevent entry. This doesn't overcome the locks and magic of [artifacts](rules/traits/artifacts-gmg.md "Artifact Item Trait"), deities, and similarly powerful effects. - **Minor Curse**: Doors jam and locks stick when you try to open them. It takes 3 Interact actions for you to open even an unlocked door, and each attempt to [Pick a Lock](rules/actions/pick-a-lock.md) takes you 2 rounds instead of 2 actions. -- **Moderate Curse** Crossing thresholds becomes daunting. Whenever you move through a portal, gateway, or door, you gain the [sickened](rules/conditions.md#Sickened) condition. Magical travel is even more exhausting; after traveling via [teleportation](rules/traits/teleportation.md), [plane shift](compendium/spells/plane-shift.md), or the like, you also gain the [fatigued](rules/conditions.md#Fatigued) condition until you get a full night's rest. +- **Moderate Curse** Crossing thresholds becomes daunting. Whenever you move through a portal, gateway, or door, you gain the [sickened](rules/conditions.md#Sickened) condition. Magical travel is even more exhausting; after traveling via [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait"), [plane shift](compendium/spells/plane-shift.md), or the like, you also gain the [fatigued](rules/conditions.md#Fatigued) condition until you get a full night's rest. - **Major Curse**: Transportation magic no longer works for you. You cannot be transported by any magical means, nor can you transport, conjure, or summon others. Even extradimensional spaces like bags of holding are inaccessible and unusable to you, as using them requires magical transportation to the extradimensional space. \ No newline at end of file diff --git a/compendium/setting/deities/andoletta-logm.md b/compendium/setting/deities/andoletta-logm.md index e39d18207..26a9a3ef2 100644 --- a/compendium/setting/deities/andoletta-logm.md +++ b/compendium/setting/deities/andoletta-logm.md @@ -10,12 +10,12 @@ tags: - domain/sorrow/deity aliases: ["Andoletta", "Grandmother Crow"] --- -# Andoletta (Grandmother Crow) *([LG](rules/traits/lawful-goo-b1.md))* +# Andoletta (Grandmother Crow) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: hold a grudge, mock the dead, pass judgment hastily or carelessly -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/angazhan-logm.md b/compendium/setting/deities/angazhan-logm.md index d8b26fc39..ad2d542fa 100644 --- a/compendium/setting/deities/angazhan-logm.md +++ b/compendium/setting/deities/angazhan-logm.md @@ -14,13 +14,13 @@ tags: - trait/reach-15-feet aliases: ["Angazhan", "The Ravenous King"] --- -# Angazhan (The Ravenous King) *([CE](rules/traits/chaotic-evil-b1.md))* +# Angazhan (The Ravenous King) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Demon Lords - **Anathema**: cower from fights, allow yourself to be [resurrected](compendium/spells/rituals/resurrect.md) instead of [reincarnated](compendium/spells/rituals/reincarnate-apg.md) - **Areas of Concern**: apes, , jungles, , tyrants -- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -38,6 +38,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of An title: [Avatar](compendium/spells/avatar.md) of Angazhan - **Speed**: Speed 60 feet, climb 60 feet, swim 50 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Bellowing Roar **Damage** `6d6+3` mental ``` \ No newline at end of file diff --git a/compendium/setting/deities/angradd-logm.md b/compendium/setting/deities/angradd-logm.md index 7486a66b9..85f42995b 100644 --- a/compendium/setting/deities/angradd-logm.md +++ b/compendium/setting/deities/angradd-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Angradd", "The Forge-Fire"] --- -# Angradd (The Forge-Fire) *([LG](rules/traits/lawful-goo-b1.md))* +# Angradd (The Forge-Fire) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: allow weaker evils to survive due to the presence of larger evils, deceive others outside of tactical gain -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/anubis-logm.md b/compendium/setting/deities/anubis-logm.md index f99c424f4..10b6db37e 100644 --- a/compendium/setting/deities/anubis-logm.md +++ b/compendium/setting/deities/anubis-logm.md @@ -10,12 +10,12 @@ tags: - domain/vigil/deity aliases: ["Anubis", "Guardian of the Tomb"] --- -# Anubis (Guardian of the Tomb) *([LN](rules/traits/lawful-neutral-b1.md))* +# Anubis (Guardian of the Tomb) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: desecrate a corpse, rob a tomb, trap a soul -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/apollyon-logm.md b/compendium/setting/deities/apollyon-logm.md index d1785ee02..299f509cf 100644 --- a/compendium/setting/deities/apollyon-logm.md +++ b/compendium/setting/deities/apollyon-logm.md @@ -10,12 +10,12 @@ tags: - domain/swarm/deity aliases: ["Apollyon", "Prince of Locusts"] --- -# Apollyon (Prince of Locusts) *([NE](rules/traits/neutral-evil-b1.md))* +# Apollyon (Prince of Locusts) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Horsemen - **Anathema**: prevent plagues, bury or burn the dead -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/apsu-logm.md b/compendium/setting/deities/apsu-logm.md index d92af2b8a..61e23f0c8 100644 --- a/compendium/setting/deities/apsu-logm.md +++ b/compendium/setting/deities/apsu-logm.md @@ -10,12 +10,12 @@ tags: - domain/wyrmkin/deity aliases: ["Apsu", "The Waybringer"] --- -# Apsu (The Waybringer) *([LG](rules/traits/lawful-goo-b1.md))* +# Apsu (The Waybringer) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: fail to pursue a foe who has betrayed your mercy, attack a creature without certainty of wrongdoing -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/arazni-logm.md b/compendium/setting/deities/arazni-logm.md index b7b5708d2..ee0bada46 100644 --- a/compendium/setting/deities/arazni-logm.md +++ b/compendium/setting/deities/arazni-logm.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Arazni", "The Unyielding"] --- -# Arazni (The Unyielding) *([NE](rules/traits/neutral-evil-b1.md))* +# Arazni (The Unyielding) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 54* - **Category**: Gods of the Inner Sea - **Anathema**: create unwilling undead, insult Arazni - **Areas of Concern**: the abused, , dignity, , unwilling undeath -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -37,7 +37,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ar title: [Avatar](compendium/spells/avatar.md) of Arazni - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](rules/traits/deadly.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d8+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") call blood **Damage** `6d6` persistent bleed damage ``` @@ -52,4 +52,4 @@ While the Unyielding has little regard for her followers, if suitably irritated - **Minor Curse**: Someone you've wronged gains information they desire about you, with the effects of a critical success at the [commune](compendium/spells/rituals/commune.md) ritual. - **Moderate Curse** Creatures weaker than you gain a status bonus on all attack rolls against you equal to your difference in levels, to a maximum of +4. Whenever you are damaged by a such a creature, you take [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to twice the difference between your levels (no maximum). -- **Major Curse**: When you would regain Hit Points due to either a [positive](rules/traits/positive.md) or [negative](rules/traits/negative.md) effect, you lose that many Hit Points instead. \ No newline at end of file +- **Major Curse**: When you would regain Hit Points due to either a [positive](rules/traits/positive.md "Positive Energy & Element Trait") or [negative](rules/traits/negative.md "Negative Energy & Element Trait") effect, you lose that many Hit Points instead. \ No newline at end of file diff --git a/compendium/setting/deities/ardad-lili-logm.md b/compendium/setting/deities/ardad-lili-logm.md index 47b025467..5a72cd9fd 100644 --- a/compendium/setting/deities/ardad-lili-logm.md +++ b/compendium/setting/deities/ardad-lili-logm.md @@ -10,12 +10,12 @@ tags: - domain/wyrmkin/deity aliases: ["Ardad Lili", "The End of Innocence"] --- -# Ardad Lili (The End of Innocence) *([LE](rules/traits/lawful-evil-b1.md))* +# Ardad Lili (The End of Innocence) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 75* - **Category**: Queens of the Night - **Anathema**: give someone more than you receive from them, allow yourself to be swayed by lust -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/arqueros-lokl.md b/compendium/setting/deities/arqueros-lokl.md index 0e6a3f826..d682775b7 100644 --- a/compendium/setting/deities/arqueros-lokl.md +++ b/compendium/setting/deities/arqueros-lokl.md @@ -13,13 +13,13 @@ tags: - trait/visual aliases: ["Arqueros", "The Golden Bulwark"] --- -# Arqueros (The Golden Bulwark) *([LG](rules/traits/lawful-goo-b1.md))* +# Arqueros (The Golden Bulwark) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Knights of Lastwall p. 53* - **Category**: Other Gods - **Anathema**: abandon others while you retreat, engage in needless destruction or bloodshed, intentionally fall asleep or grow lax on watch - **Areas of Concern**: bodyguards, , protection, , watchfulness -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -36,6 +36,6 @@ title: [Avatar](compendium/spells/avatar.md) of Arqueros - **Speed**: Speed 60 feet, immune to [immobilized](rules/conditions.md#Immobilized) - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d8+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gaze of the stalwart guardian ([visual](rules/traits/visual.md)), **Damage** `6d6+3` mental +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gaze of the stalwart guardian ([visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental ``` \ No newline at end of file diff --git a/compendium/setting/deities/arshea-logm.md b/compendium/setting/deities/arshea-logm.md index bbf481d61..5aeb112b3 100644 --- a/compendium/setting/deities/arshea-logm.md +++ b/compendium/setting/deities/arshea-logm.md @@ -10,12 +10,12 @@ tags: - domain/perfection/deity aliases: ["Arshea", "Spirit of Abandon"] --- -# Arshea (Spirit of Abandon) *([NG](rules/traits/neutral-good-b1.md))* +# Arshea (Spirit of Abandon) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: judge another based on sexual desires or gender roles, harm another in pursuit of passion -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/arundhat-logm.md b/compendium/setting/deities/arundhat-logm.md index 2e5e70dec..4464fd293 100644 --- a/compendium/setting/deities/arundhat-logm.md +++ b/compendium/setting/deities/arundhat-logm.md @@ -15,13 +15,13 @@ tags: - trait/reach-15-feet aliases: ["Arundhat", "The Sacred Perfume"] --- -# Arundhat (The Sacred Perfume) *([NG](rules/traits/neutral-good-b1.md))* +# Arundhat (The Sacred Perfume) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: dispose of waste near flowers, harvest flowers without offering the proper prayers, dispose of withered flowers improperly - **Areas of Concern**: blossoms, , diplomacy, , scent -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -37,6 +37,6 @@ aliases: ["Arundhat", "The Sacred Perfume"] title: [Avatar](compendium/spells/avatar.md) of Arundhat - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorned blossom ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+5` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ten thousand petals ([nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` mental +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorned blossom ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+5` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ten thousand petals ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` mental ``` \ No newline at end of file diff --git a/compendium/setting/deities/ashava-logm.md b/compendium/setting/deities/ashava-logm.md index d588c0895..71509d0bb 100644 --- a/compendium/setting/deities/ashava-logm.md +++ b/compendium/setting/deities/ashava-logm.md @@ -10,12 +10,12 @@ tags: - domain/soul/deity aliases: ["Ashava", "The True Spark"] --- -# Ashava (The True Spark) *([CG](rules/traits/chaotic-good-b1.md))* +# Ashava (The True Spark) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: intentionally mislead someone, desecrate graves, abandon a creature in darkness -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ashukharma-logm.md b/compendium/setting/deities/ashukharma-logm.md index 636e86f97..7ac34c95c 100644 --- a/compendium/setting/deities/ashukharma-logm.md +++ b/compendium/setting/deities/ashukharma-logm.md @@ -10,12 +10,12 @@ tags: - domain/repose/deity aliases: ["Ashukharma", "The Divine Divide"] --- -# Ashukharma (The Divine Divide) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Ashukharma (The Divine Divide) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: destroy a natural barrier, pursue a personal relationship after being refused, betray a lover -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/asmodeus.md b/compendium/setting/deities/asmodeus.md index 34d6eb8d0..d8066e3f2 100644 --- a/compendium/setting/deities/asmodeus.md +++ b/compendium/setting/deities/asmodeus.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Asmodeus", "The Prince of Darkness"] --- -# Asmodeus (The Prince of Darkness) *([LE](rules/traits/lawful-evil-b1.md))* +# Asmodeus (The Prince of Darkness) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Core Rulebook p. 437* - **Category**: Gods of the Inner Sea - **Anathema**: break a contract, free a slave, insult Asmodeus by showing mercy to your enemies - **Areas of Concern**: contracts, , pride, , slavery and tyranny -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -35,7 +35,7 @@ aliases: ["Asmodeus", "The Prince of Darkness"] title: [Avatar](compendium/spells/avatar.md) of Asmodeus - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mace ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mace ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hellfire **Damage** `6d6+3` fire ``` @@ -44,7 +44,7 @@ title: [Avatar](compendium/spells/avatar.md) of Asmodeus Asmodeus tends to offer his gifts to entice those on the precipice of yielding to his vile temptations. His curses come most often in response to those who break contracts in his name, or commit other personal insults. -- **Minor Boon** Pleased by your talent for manipulation, Asmodeus amplifies your skills. Once, when you fail at the [Diplomacy](compendium/skills.md#Diplomacy) check to make a significant or consequential [Request](rules/actions/request.md), you can cast [suggestion](compendium/spells/suggestion.md) on the target of your [Request](rules/actions/request.md), suggesting the same course of action. This is a [divine](rules/traits/divine.md) innate spell. +- **Minor Boon** Pleased by your talent for manipulation, Asmodeus amplifies your skills. Once, when you fail at the [Diplomacy](compendium/skills.md#Diplomacy) check to make a significant or consequential [Request](rules/actions/request.md), you can cast [suggestion](compendium/spells/suggestion.md) on the target of your [Request](rules/actions/request.md), suggesting the same course of action. This is a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell. - **Moderate Boon**: Your eyes glow red like embers and your skin takes on a crimson tone. You gain [darkvision](rules/abilities/darkvision.md) and fire resistance 5. - **Major Boon**: Asmodeus helps enforce your bargains and contracts. When a creature enters a bargain or contract with you, uncoerced and of its own free will, it can't voluntarily violate its side of the bargain as long as you uphold your side. You can always choose to violate the bargain yourself, but if you do, the creature is no longer bound to fulfill its part. diff --git a/compendium/setting/deities/atreia-logm.md b/compendium/setting/deities/atreia-logm.md index f6f41d33f..0b6163e9e 100644 --- a/compendium/setting/deities/atreia-logm.md +++ b/compendium/setting/deities/atreia-logm.md @@ -10,12 +10,12 @@ tags: - domain/sun/deity aliases: ["Atreia", "The Lambent King"] --- -# Atreia (The Lambent King) *([NG](rules/traits/neutral-good-b1.md))* +# Atreia (The Lambent King) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Elemental Lords - **Anathema**: deny a suffering creature warmth, shade, or water; abandon a creature in darkness -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ayrzul-logm.md b/compendium/setting/deities/ayrzul-logm.md index b85af857e..6f2ffe3d9 100644 --- a/compendium/setting/deities/ayrzul-logm.md +++ b/compendium/setting/deities/ayrzul-logm.md @@ -10,12 +10,12 @@ tags: - domain/secrecy/deity aliases: ["Ayrzul", "The Fossilized King"] --- -# Ayrzul (The Fossilized King) *([NE](rules/traits/neutral-evil-b1.md))* +# Ayrzul (The Fossilized King) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Elemental Lords - **Anathema**: remove a creature's petrified condition, make a fire larger or hotter than necessary -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/azathoth-logm.md b/compendium/setting/deities/azathoth-logm.md index dec7d5d71..761c418dd 100644 --- a/compendium/setting/deities/azathoth-logm.md +++ b/compendium/setting/deities/azathoth-logm.md @@ -10,12 +10,12 @@ tags: - domain/void/deity aliases: ["Azathoth", "The Primal Chaos"] --- -# Azathoth (The Primal Chaos) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Azathoth (The Primal Chaos) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Outer Gods - **Anathema**: none -- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/baalzebul-logm.md b/compendium/setting/deities/baalzebul-logm.md index d0b9f4c02..144e6cbd1 100644 --- a/compendium/setting/deities/baalzebul-logm.md +++ b/compendium/setting/deities/baalzebul-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Baalzebul", "Lord of Flies"] --- -# Baalzebul (Lord of Flies) *([LE](rules/traits/lawful-evil-b1.md))* +# Baalzebul (Lord of Flies) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 74* - **Category**: Archdevils - **Anathema**: provoke Baalzebul's envy, show humility -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/balumbdar-lome.md b/compendium/setting/deities/balumbdar-lome.md index ef4fe1cee..422aa5f57 100644 --- a/compendium/setting/deities/balumbdar-lome.md +++ b/compendium/setting/deities/balumbdar-lome.md @@ -11,13 +11,13 @@ tags: - trait/reach-15-feet aliases: ["Balumbdar", "The World-Shaker"] --- -# Balumbdar (The World-Shaker) *([N](rules/traits/neutral-b1.md))* +# Balumbdar (The World-Shaker) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 134* - **Category**: Mwangi Gods - **Anathema**: accidentally injure others with your size, topple a massive natural monument, use magic to assume a form smaller than you are - **Areas of Concern**: great size, , megafauna, , strength -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -34,6 +34,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ba title: [Avatar](compendium/spells/avatar.md) of Balumbdar - **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d12+4` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d12+4` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") overbearing pressure **Damage** `6d6+3` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/baphomet-logm.md b/compendium/setting/deities/baphomet-logm.md index 5f470c463..e0c5ab9e3 100644 --- a/compendium/setting/deities/baphomet-logm.md +++ b/compendium/setting/deities/baphomet-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Baphomet", "Lord of the Labyrinth"] --- -# Baphomet (Lord of the Labyrinth) *([CE](rules/traits/chaotic-evil-b1.md))* +# Baphomet (Lord of the Labyrinth) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 76* - **Category**: Demon Lords - **Anathema**: kill something that cannot significantly harm you, bargain with Asmodeus -- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/barbatos-logm.md b/compendium/setting/deities/barbatos-logm.md index 3a9629eb0..93f213ab7 100644 --- a/compendium/setting/deities/barbatos-logm.md +++ b/compendium/setting/deities/barbatos-logm.md @@ -10,12 +10,12 @@ tags: - domain/tyranny/deity aliases: ["Barbatos", "The Bearded Lord"] --- -# Barbatos (The Bearded Lord) *([LE](rules/traits/lawful-evil-b1.md))* +# Barbatos (The Bearded Lord) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 74* - **Category**: Archdevils - **Anathema**: hide any plot against your masters, close or interfere with portals to Hell -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/barzahk-logm.md b/compendium/setting/deities/barzahk-logm.md index 3e7331a40..6dc600141 100644 --- a/compendium/setting/deities/barzahk-logm.md +++ b/compendium/setting/deities/barzahk-logm.md @@ -10,12 +10,12 @@ tags: - domain/vigil/deity aliases: ["Barzahk", "The Passage"] --- -# Barzahk (The Passage) *([N](rules/traits/neutral-b1.md))* +# Barzahk (The Passage) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: celebrate specific calendar dates over others, avoid travel or change, freeze time for an object or creature -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/bastet-logm.md b/compendium/setting/deities/bastet-logm.md index 1b2d93c1c..b31802866 100644 --- a/compendium/setting/deities/bastet-logm.md +++ b/compendium/setting/deities/bastet-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Bastet", "The Sly Enchantress"] --- -# Bastet (The Sly Enchantress) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Bastet (The Sly Enchantress) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: kill or abuse a house cat, abandon a child, choose to marry -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/belial-logm.md b/compendium/setting/deities/belial-logm.md index 61e584230..19e72bfa7 100644 --- a/compendium/setting/deities/belial-logm.md +++ b/compendium/setting/deities/belial-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Belial", "The Pale Kiss"] --- -# Belial (The Pale Kiss) *([LE](rules/traits/lawful-evil-b1.md))* +# Belial (The Pale Kiss) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 74* - **Category**: Archdevils - **Anathema**: impede an act of high hedonism, become too attached to a lover or project -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/bes-logm.md b/compendium/setting/deities/bes-logm.md index b2749cc59..4acd492b9 100644 --- a/compendium/setting/deities/bes-logm.md +++ b/compendium/setting/deities/bes-logm.md @@ -10,12 +10,12 @@ tags: - domain/protection/deity aliases: ["Bes", "The Guardian Fool"] --- -# Bes (The Guardian Fool) *([NG](rules/traits/neutral-good-b1.md))* +# Bes (The Guardian Fool) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: harm or neglect a child, separate families, use magic to corrupt dreams -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/besmara-logm.md b/compendium/setting/deities/besmara-logm.md index 316b2c51f..51f0cb96a 100644 --- a/compendium/setting/deities/besmara-logm.md +++ b/compendium/setting/deities/besmara-logm.md @@ -14,13 +14,13 @@ tags: - trait/reach-15-feet aliases: ["Besmara", "The Pirate Queen"] --- -# Besmara (The Pirate Queen) *([NE](rules/traits/neutral-evil-b1.md))* +# Besmara (The Pirate Queen) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 55* - **Category**: Gods of the Inner Sea - **Anathema**: betray shipmates, forsake piracy, settle on land - **Areas of Concern**: piracy, , sea monsters, , and strife -- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -37,7 +37,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Be title: [Avatar](compendium/spells/avatar.md) of Besmara - **Speed**: Speed 40 feet, swim 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](rules/traits/deadly.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ship's cannon **Damage** `6d6+3` bludgeoning ``` diff --git a/compendium/setting/deities/black-butterfly-logm.md b/compendium/setting/deities/black-butterfly-logm.md index fea39e6bf..d9baff7c4 100644 --- a/compendium/setting/deities/black-butterfly-logm.md +++ b/compendium/setting/deities/black-butterfly-logm.md @@ -10,12 +10,12 @@ tags: - domain/void/deity aliases: ["Black Butterfly", "The Silence Between"] --- -# Black Butterfly (The Silence Between) *([CG](rules/traits/chaotic-good-b1.md))* +# Black Butterfly (The Silence Between) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: disrupt another's meditation, interrupt tranquil moments, play noisy or discordant music -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/bolka-logm.md b/compendium/setting/deities/bolka-logm.md index 7d0f9423a..37d405809 100644 --- a/compendium/setting/deities/bolka-logm.md +++ b/compendium/setting/deities/bolka-logm.md @@ -10,12 +10,12 @@ tags: - domain/passion/deity aliases: ["Bolka", "The Golden Gift"] --- -# Bolka (The Golden Gift) *([NG](rules/traits/neutral-good-b1.md))* +# Bolka (The Golden Gift) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: betray your spouse, disrupt a genuine marriage, prevent a suitor from seeking a partner -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/brigh-logm.md b/compendium/setting/deities/brigh-logm.md index d9b8e94e3..59d2d4814 100644 --- a/compendium/setting/deities/brigh-logm.md +++ b/compendium/setting/deities/brigh-logm.md @@ -13,13 +13,13 @@ tags: - trait/thrown-40-feet aliases: ["Brigh", "The Whisper In Bronze"] --- -# Brigh (The Whisper In Bronze) *([N](rules/traits/neutral-b1.md))* +# Brigh (The Whisper In Bronze) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 56* - **Category**: Gods of the Inner Sea - **Anathema**: carelessly destroy others' creations or research, enslave intelligent constructs, abuse constructs, refuse to acknowledge or learn from mistakes - **Areas of Concern**: clockwork, , invention, , and time -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -36,7 +36,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Br title: [Avatar](compendium/spells/avatar.md) of Brigh - **Speed**: Speed 60 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") light hammer ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") light hammer ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bolt of molten bronze **Damage** `6d8+3` fire ``` @@ -50,5 +50,5 @@ The Whisper in Bronze doesn't dole out punishments or rewards to her followers l - **Major Boon**: You gain the companionship of a loyal construct ally of Brigh's choice at least 1 level lower than you. If the construct is destroyed, it rebuilds itself over the course of a week, and as you gain levels, the construct upgrades and improves itself, becoming more powerful. - **Minor Curse**: Your hands shake when attempting delicate work. All your failures to [Craft](rules/actions/craft.md) or [Repair](rules/actions/repair.md) items are instead critical failures. -- **Moderate Curse** Whenever you try to perform engineering or science tasks, everything just seems to explode. Whenever you attempt to create or use an [alchemical](rules/traits/alchemical.md) item or a [construct](rules/traits/construct.md), [Disable a Device](rules/actions/disable-a-device.md), and so on, you must attempt a DC 15 flat check. On a failure, something explodes and you take `1d6` fire damage (or a different type of damage, if appropriate) per level of the item, construct, or device (DC 40 basic Reflex save). -- **Major Curse**: [Constructs](rules/traits/construct.md)—even mindless [constructs](rules/traits/construct.md) you thought you could control—seek your demise. All constructs are hostile to you and attack you when they notice your presence. Occasionally, inanimate statues and other objects animate as constructs to pursue Brigh's vengeance. \ No newline at end of file +- **Moderate Curse** Whenever you try to perform engineering or science tasks, everything just seems to explode. Whenever you attempt to create or use an [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") item or a [construct](rules/traits/construct.md "Construct Creature Type Trait"), [Disable a Device](rules/actions/disable-a-device.md), and so on, you must attempt a DC 15 flat check. On a failure, something explodes and you take `1d6` fire damage (or a different type of damage, if appropriate) per level of the item, construct, or device (DC 40 basic Reflex save). +- **Major Curse**: Constructs—even mindless constructs you thought you could control—seek your demise. All constructs are hostile to you and attack you when they notice your presence. Occasionally, inanimate statues and other objects animate as constructs to pursue Brigh's vengeance. \ No newline at end of file diff --git a/compendium/setting/deities/calistria.md b/compendium/setting/deities/calistria.md index 7a019827e..037e33ff7 100644 --- a/compendium/setting/deities/calistria.md +++ b/compendium/setting/deities/calistria.md @@ -14,13 +14,13 @@ tags: - trait/reach-20-feet aliases: ["Calistria", "The Savored Sting"] --- -# Calistria (The Savored Sting) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Calistria (The Savored Sting) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Core Rulebook p. 437* - **Category**: Gods of the Inner Sea - **Anathema**: become too consumed by love or a need for revenge, let a slight go unanswered - **Areas of Concern**: lust, , revenge, , and trickery -- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -35,7 +35,7 @@ aliases: ["Calistria", "The Savored Sting"] title: [Avatar](compendium/spells/avatar.md) of Calistria - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <20 feet>](rules/traits/reach.md)), **Damage** `6d4+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d4+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") savored sting **Damage** `6d6+3` poison ``` diff --git a/compendium/setting/deities/casandalee-logm.md b/compendium/setting/deities/casandalee-logm.md index b393887fd..409959218 100644 --- a/compendium/setting/deities/casandalee-logm.md +++ b/compendium/setting/deities/casandalee-logm.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Casandalee", "The Iron Goddess"] --- -# Casandalee (The Iron Goddess) *([N](rules/traits/neutral-b1.md))* +# Casandalee (The Iron Goddess) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 57* - **Category**: Gods of the Inner Sea - **Anathema**: treat artificial life as lesser than organic life, foment distrust between artificial and organic life - **Areas of Concern**: artificial life, , free thinking, , intellectual apoptheosis -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -37,7 +37,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ca title: [Avatar](compendium/spells/avatar.md) of Casandalee - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") polytool ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") polytool ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") logic blast **Damage** `6d6+3` mental ``` diff --git a/compendium/setting/deities/cayden-cailean.md b/compendium/setting/deities/cayden-cailean.md index b0602a08d..dd7d08f6f 100644 --- a/compendium/setting/deities/cayden-cailean.md +++ b/compendium/setting/deities/cayden-cailean.md @@ -12,13 +12,13 @@ tags: - trait/reach-15-feet aliases: ["Cayden Cailean", "The Drunken Hero", "The Accidental God"] --- -# Cayden Cailean (The Drunken Hero, The Accidental God) *([CG](rules/traits/chaotic-good-b1.md))* +# Cayden Cailean (The Drunken Hero, The Accidental God) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Core Rulebook p. 437* - **Category**: Gods of the Inner Sea - **Anathema**: waste alcohol, be mean or standoffish when drunk, own a slave - **Areas of Concern**: ale, , bravery, , freedom, , and wine -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -33,7 +33,7 @@ aliases: ["Cayden Cailean", "The Drunken Hero", "The Accidental God"] title: [Avatar](compendium/spells/avatar.md) of Cayden Cailean - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly](rules/traits/deadly.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly](rules/traits/deadly.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ale splash **Damage** `6d6+3` poison ``` @@ -43,9 +43,9 @@ title: [Avatar](compendium/spells/avatar.md) of Cayden Cailean Cayden sometimes hands out his blessings and communicates his ire at seemingly random opportunities based on his drunken whims. In particular, Cayden blesses the recently liberated to help secure their freedom. Cayden is also known to grant particularly trivial and harmless curses to those who disrupt revelry. These curses typically cause the disruptor to change in appearance, taking on a comical or farcical look. He is quick to lift these curses by dawn or for those who give in to the enjoyment of the evening and join the festivities. - **Minor Boon** Cayden Cailean helps you recover from nights of carousing. While you still get drunk and otherwise experience the effects of alcohol normally, you are never hung over the next morning. -- **Moderate Boon**: You share some of the bravery Cayden espoused during his ascension. When you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead. If you have the fighter bravery|fighter|crb|3 class feature, when you roll a critical failure on a save against a [fear](rules/traits/fear.md) effect, you get a failure instead. +- **Moderate Boon**: You share some of the bravery Cayden espoused during his ascension. When you roll a success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead. If you have the fighter bravery|fighter|crb|3 class feature, when you roll a critical failure on a save against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a failure instead. - **Major Boon**: An embodiment of freedom, you break fetters with ease. At the end of each of your turns, you can end one effect that is currently making you [immobilized](rules/conditions.md#Immobilized) (including effects that make you [immobilized](rules/conditions.md#Immobilized) by [grabbing](rules/conditions.md#Grabbed) or [restraining](rules/conditions.md#Restrained) you) as a free action. - **Minor Curse**: Individuals who raise Cayden's passing displeasure awake as if from a hard night of drinking and find that drink tastes foul. -- **Moderate Curse** Cayden has afflicted you with cowardice. Whenever you roll a critical success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a success instead, and each time you roll a failure on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical failure instead. +- **Moderate Curse** Cayden has afflicted you with cowardice. Whenever you roll a critical success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a success instead, and each time you roll a failure on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical failure instead. - **Major Curse**: Cayden curses you to suffer in the presence of drinking, making it hard for you to bear entering any tavern. Whenever any creature drinks alcohol within 100 feet of you, you suffer all negative effects from the alcohol (but only the alcohol) instead. This doesn't apply if the creature gains any special effect from drinking alcohol. \ No newline at end of file diff --git a/compendium/setting/deities/cernunnos-logm.md b/compendium/setting/deities/cernunnos-logm.md index 3e043395f..07a6d13a4 100644 --- a/compendium/setting/deities/cernunnos-logm.md +++ b/compendium/setting/deities/cernunnos-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Cernunnos", "The Horned Lord"] --- -# Cernunnos (The Horned Lord) *([CG](rules/traits/chaotic-good-b1.md))* +# Cernunnos (The Horned Lord) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: fail to strike down evil, enable the destruction of wilderness, needlessly kill animals -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/chaldira-logm.md b/compendium/setting/deities/chaldira-logm.md index aefea9a46..a3d8f697e 100644 --- a/compendium/setting/deities/chaldira-logm.md +++ b/compendium/setting/deities/chaldira-logm.md @@ -15,13 +15,13 @@ tags: - trait/versatile-s aliases: ["Chaldira", "The Calamitous Turn"] --- -# Chaldira (The Calamitous Turn) *([NG](rules/traits/neutral-good-b1.md))* +# Chaldira (The Calamitous Turn) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 58* - **Category**: Gods of the Inner Sea - **Anathema**: suffer a bully's insults to you or another without retort, abandon a friend in need, attribute a lucky turn of events to your own skill - **Areas of Concern**: battle, , fortune, , mischief -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -38,8 +38,8 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ch title: [Avatar](compendium/spells/avatar.md) of Chaldira - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d6+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fistful of buttons ([nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fistful of buttons ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` bludgeoning ``` ## Divine intercession @@ -48,9 +48,9 @@ title: [Avatar](compendium/spells/avatar.md) of Chaldira The Calamitous Turn's pleasure most often manifests as improbably good luck, while her displeasure creates startling misfortune. - **Minor Boon** Once, you can choose the result of the next ordinary coin you flip or ordinary die you roll. If this ability is used for personal gain at the expense of someone innocent or less fortunate, Chaldira levies her moderate curse on you as punishment. -- **Moderate Boon**: You gain a lucky impetuousness, allowing you to roll for initiative twice and use the higher result once per day. This is a [fortune](rules/traits/fortune.md) effect. -- **Major Boon**: Chaldira's major boon grants truly improbable luck in combat. Your movement doesn't trigger reactions. You always succeed at flat checks you make to hit opponents with [attack](rules/traits/attack.md) actions; this is a [fortune](rules/traits/fortune.md) effect. +- **Moderate Boon**: You gain a lucky impetuousness, allowing you to roll for initiative twice and use the higher result once per day. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. +- **Major Boon**: Chaldira's major boon grants truly improbable luck in combat. Your movement doesn't trigger reactions. You always succeed at flat checks you make to hit opponents with [attack](rules/traits/attack.md "Attack Combat Trait") actions; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. - **Minor Curse**: Any time you refuse a request made in good faith, you vomit up a frog, mouse, or other small animal. This deals no damage and causes no conditions, but is obvious to all bystanders. -- **Moderate Curse** You are plagued with ill luck just when fortune is most needed. You must always roll flat checks twice and use the worse result. This is a [misfortune](rules/traits/misfortune.md) effect. -- **Major Curse**: Ill luck causes even once-certain aid to fail with frustrating regularity. You cannot benefit from circumstance or status bonuses, or from [fortune](rules/traits/fortune.md) effects. \ No newline at end of file +- **Moderate Curse** You are plagued with ill luck just when fortune is most needed. You must always roll flat checks twice and use the worse result. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. +- **Major Curse**: Ill luck causes even once-certain aid to fail with frustrating regularity. You cannot benefit from circumstance or status bonuses, or from [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects. \ No newline at end of file diff --git a/compendium/setting/deities/chamidu-logm.md b/compendium/setting/deities/chamidu-logm.md index 86dadb47d..44468861d 100644 --- a/compendium/setting/deities/chamidu-logm.md +++ b/compendium/setting/deities/chamidu-logm.md @@ -10,13 +10,13 @@ tags: - domain/nightmares/deity aliases: ["Chamidu", "The Roar of the Storm"] --- -# Chamidu (The Roar of the Storm) *([N](rules/traits/neutral-b1.md))* +# Chamidu (The Roar of the Storm) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: harm a child, pollute the wilds, refuse to treat an illness - **Areas of Concern**: children, , fertility, , wild beasts -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/charon-logm.md b/compendium/setting/deities/charon-logm.md index 2d488fa95..1d24dd2fe 100644 --- a/compendium/setting/deities/charon-logm.md +++ b/compendium/setting/deities/charon-logm.md @@ -10,12 +10,12 @@ tags: - domain/water/deity aliases: ["Charon", "The Boatman"] --- -# Charon (The Boatman) *([NE](rules/traits/neutral-evil-b1.md))* +# Charon (The Boatman) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Horsemen - **Anathema**: offer anything for free, extend mortal lifespans, grant true salvation to the doomed or dying -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/chohar-lome.md b/compendium/setting/deities/chohar-lome.md index 2d826b82e..ec4c74128 100644 --- a/compendium/setting/deities/chohar-lome.md +++ b/compendium/setting/deities/chohar-lome.md @@ -16,13 +16,13 @@ tags: - trait/reach-15-feet aliases: ["Chohar", "The Golden Lion"] --- -# Chohar (The Golden Lion) *([LG](rules/traits/lawful-goo-b1.md))* +# Chohar (The Golden Lion) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 135* - **Category**: Mwangi Gods - **Anathema**: break your word, be cruel to the innocent, rebuke someone due to their homeland - **Areas of Concern**: justice, , loyalty, , work -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits @@ -40,6 +40,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ch title: [Avatar](compendium/spells/avatar.md) of Chohar - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `5d6+6` piercing and `1d6` fire +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `5d6+6` piercing and `1d6` fire - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbeam **Damage** `6d6+6` fire ``` \ No newline at end of file diff --git a/compendium/setting/deities/cosmic-caravan-lotg.md b/compendium/setting/deities/cosmic-caravan-lotg.md index df5cde83f..aa43d20d2 100644 --- a/compendium/setting/deities/cosmic-caravan-lotg.md +++ b/compendium/setting/deities/cosmic-caravan-lotg.md @@ -12,13 +12,13 @@ tags: - domain/void/deity aliases: ["Cosmic Caravan"] --- -# Cosmic Caravan *([NG](rules/traits/neutral-good-b1.md))* +# Cosmic Caravan *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Travel Guide p. 92* - **Category**: Pantheon - **Anathema**: destroy astronomical or astrological equipment, portray the night as a time of evil, spend the night in the same place twice in a row - **Areas of Concern**: constellations, , fortune telling, , night, , hope for a better tomorrow -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/count-ranalc-logm.md b/compendium/setting/deities/count-ranalc-logm.md index 97bf96e5c..bb1df60b9 100644 --- a/compendium/setting/deities/count-ranalc-logm.md +++ b/compendium/setting/deities/count-ranalc-logm.md @@ -10,12 +10,12 @@ tags: - domain/travel/deity aliases: ["Count Ranalc", "The Traitor"] --- -# Count Ranalc (The Traitor) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Count Ranalc (The Traitor) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 78* - **Category**: Eldest - **Anathema**: ask for forgiveness, create permanent or long-lasting sources of light -- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/cyth-vsug-logm.md b/compendium/setting/deities/cyth-vsug-logm.md index 816b02559..5e6032798 100644 --- a/compendium/setting/deities/cyth-vsug-logm.md +++ b/compendium/setting/deities/cyth-vsug-logm.md @@ -10,12 +10,12 @@ tags: - domain/plague/deity aliases: ["Cyth-V'sug", "Prince of the Blasted Heath"] --- -# Cyth-V'sug (Prince of the Blasted Heath) *([CE](rules/traits/chaotic-evil-b1.md))* +# Cyth-V'sug (Prince of the Blasted Heath) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 76* - **Category**: Demon Lords - **Anathema**: Purify your food, cure a disease or kill a parasite, tolerate another demon lord or their servants (except [Treerazer](compendium/setting/deities/treerazer-b1.md)) -- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/dagon-logm.md b/compendium/setting/deities/dagon-logm.md index ed92c4bb4..bc846d6f1 100644 --- a/compendium/setting/deities/dagon-logm.md +++ b/compendium/setting/deities/dagon-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Dagon", "The Shadow in the Sea"] --- -# Dagon (The Shadow in the Sea) *([CE](rules/traits/chaotic-evil-b1.md))* +# Dagon (The Shadow in the Sea) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 76* - **Category**: Demon Lords - **Anathema**: break a sworn oath, settle in a land-locked area, share Dagon's secrets with outsiders -- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/dahak-logm.md b/compendium/setting/deities/dahak-logm.md index 307fac243..a03f6a2c9 100644 --- a/compendium/setting/deities/dahak-logm.md +++ b/compendium/setting/deities/dahak-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Dahak", "The Endless Destruction"] --- -# Dahak (The Endless Destruction) *([CE](rules/traits/chaotic-evil-b1.md))* +# Dahak (The Endless Destruction) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: spare a foe after you have chosen to kill them, forgive a slight -- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/daikitsu-logm.md b/compendium/setting/deities/daikitsu-logm.md index ba2743ac5..89a4a4d07 100644 --- a/compendium/setting/deities/daikitsu-logm.md +++ b/compendium/setting/deities/daikitsu-logm.md @@ -10,12 +10,12 @@ tags: - domain/nature/deity aliases: ["Daikitsu", "Lady of Foxes"] --- -# Daikitsu (Lady of Foxes) *([N](rules/traits/neutral-b1.md))* +# Daikitsu (Lady of Foxes) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: mistreat your tools, pass a beggar without giving alms, discriminate against sex workers or the lower class -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/dammerich-logm.md b/compendium/setting/deities/dammerich-logm.md index 7dbf1fab4..76381eccb 100644 --- a/compendium/setting/deities/dammerich-logm.md +++ b/compendium/setting/deities/dammerich-logm.md @@ -10,12 +10,12 @@ tags: - domain/vigil/deity aliases: ["Dammerich", "The Weighted Swing"] --- -# Dammerich (The Weighted Swing) *([LG](rules/traits/lawful-goo-b1.md))* +# Dammerich (The Weighted Swing) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: kill without thought, execute the innocent, mock the condemned, falsely incriminate another -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/deities.md b/compendium/setting/deities/deities.md index f12603638..6fff80ab8 100644 --- a/compendium/setting/deities/deities.md +++ b/compendium/setting/deities/deities.md @@ -71,7 +71,7 @@ cssclass: pf2e,pf2e-index - [Eritrice](eritrice-logm.md) - [Esoteric Order of the Palatine Eye](esoteric-order-of-the-palatine-eye-logm.md) - [Falayna](falayna-logm.md) -- [Findeladlara](findeladlara-logm.md) +- [Findeladlara](findeladlara-gw3.md) - [Folgrit](folgrit-logm.md) - [Followers Of Fate](followers-of-fate-b2.md) - [Fumeiyoshi](fumeiyoshi-logm.md) diff --git a/compendium/setting/deities/desna.md b/compendium/setting/deities/desna.md index 67e756d5d..e0483cfc2 100644 --- a/compendium/setting/deities/desna.md +++ b/compendium/setting/deities/desna.md @@ -17,13 +17,13 @@ tags: - trait/thrown-60-feet aliases: ["Desna", "The Song of the Spheres"] --- -# Desna (The Song of the Spheres) *([CG](rules/traits/chaotic-good-b1.md))* +# Desna (The Song of the Spheres) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: cause fear or despair, cast [nightmare](compendium/spells/nightmare.md) or use similar magic to corrupt dreams, engage in bigoted behavior - **Areas of Concern**: dreams, , luck, , star, , and travelers -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -39,7 +39,7 @@ aliases: ["Desna", "The Song of the Spheres"] title: [Avatar](compendium/spells/avatar.md) of Desna - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") starknife ([agile](rules/traits/agile.md), [deadly](rules/traits/deadly.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [thrown <60 feet>](rules/traits/thrown.md), silver), **Damage** `6d4+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") starknife ([agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <60 feet>](rules/traits/thrown-60-feet.md "Thrown Weapon Trait"), silver), **Damage** `6d4+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam (silver), **Damage** `6d6+3` fire ``` @@ -53,5 +53,5 @@ Desna favors those who follow their hearts and whims without bringing harm to ot - **Major Boon**: Desna bestows you with a swirling cloud of lights that forms a pair of wondrous butterfly wings. These wings grant you a fly Speed of 40 feet and shine dim light to a range of 20 feet. - **Minor Curse**: You always seem to lose your way or have strange mishaps on the road that delay your travel. You (and thus any group that travels with you) travel at only 3/4 normal exploration Speed, before taking into account the terrain and other features that might slow you down further. -- **Moderate Curse** Misfortune follows you in your travels and requires acts of contrition or benevolence to keep at bay. You must always roll twice and take the worst result when attempting a check. This is a [misfortune](rules/traits/misfortune.md) effect. You can express your remorse and ignore this effect for `1d4` rounds by spending an action, which has the [concentrate](rules/traits/concentrate.md) trait. If you perform a truly selfless act of compassion, you ignore this effect for 1 day. +- **Moderate Curse** Misfortune follows you in your travels and requires acts of contrition or benevolence to keep at bay. You must always roll twice and take the worst result when attempting a check. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. You can express your remorse and ignore this effect for `1d4` rounds by spending an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. If you perform a truly selfless act of compassion, you ignore this effect for 1 day. - **Major Curse**: The stars rebuke you for your ways. You are [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) whenever you are exposed to starlight. \ No newline at end of file diff --git a/compendium/setting/deities/dhalavei-logm.md b/compendium/setting/deities/dhalavei-logm.md index b77b40c68..519c32ab1 100644 --- a/compendium/setting/deities/dhalavei-logm.md +++ b/compendium/setting/deities/dhalavei-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Dhalavei", "The Unsuspected Rot"] --- -# Dhalavei (The Unsuspected Rot) *([LE](rules/traits/lawful-evil-b1.md))* +# Dhalavei (The Unsuspected Rot) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: betray a fellow servant of Dhalavei, harm those under Dhalavei's protection -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/diomazul-logm.md b/compendium/setting/deities/diomazul-logm.md index ce8d6ddfe..df4403536 100644 --- a/compendium/setting/deities/diomazul-logm.md +++ b/compendium/setting/deities/diomazul-logm.md @@ -13,13 +13,13 @@ tags: - trait/versatile-p aliases: ["Diomazul", "The Serpent of Eighty Blades"] --- -# Diomazul (The Serpent of Eighty Blades) *([LN](rules/traits/lawful-neutral-b1.md))* +# Diomazul (The Serpent of Eighty Blades) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: provoke a fight, give mercy to anyone who provokes a fight with you - **Areas of Concern**: austerity, , retribution, , war -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -34,6 +34,6 @@ aliases: ["Diomazul", "The Serpent of Eighty Blades"] title: [Avatar](compendium/spells/avatar.md) of Diomazul - **Speed**: Speed 70 feet, burrow 40 feet, swim 40 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") eighty-blade war dance ([forceful](rules/traits/forceful.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") eighty-blade war dance ([forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") principle of retribution (damages only creatures who have previously attacked you), **Damage** `6d6+3` ``` \ No newline at end of file diff --git a/compendium/setting/deities/dispater-logm.md b/compendium/setting/deities/dispater-logm.md index ddf361673..02d310bf2 100644 --- a/compendium/setting/deities/dispater-logm.md +++ b/compendium/setting/deities/dispater-logm.md @@ -10,12 +10,12 @@ tags: - domain/tyranny/deity aliases: ["Dispater", "Iron Lord"] --- -# Dispater (Iron Lord) *([LN](rules/traits/lawful-neutral-b1.md))* +# Dispater (Iron Lord) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 74* - **Category**: Archdevils - **Anathema**: act above your station, neglect your defenses, betray a lover -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/doloras-logm.md b/compendium/setting/deities/doloras-logm.md index 3ff0e4e26..289d159fb 100644 --- a/compendium/setting/deities/doloras-logm.md +++ b/compendium/setting/deities/doloras-logm.md @@ -10,12 +10,12 @@ tags: - domain/sorrow/deity aliases: ["Doloras", "Our Lady of Pain"] --- -# Doloras (Our Lady of Pain) *([LE](rules/traits/lawful-evil-b1.md))* +# Doloras (Our Lady of Pain) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 75* - **Category**: Queens of the Night - **Anathema**: show or act on emotion, allow a plea for mercy to sway you -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/dranngvit-logm.md b/compendium/setting/deities/dranngvit-logm.md index b4cb55485..2321e0781 100644 --- a/compendium/setting/deities/dranngvit-logm.md +++ b/compendium/setting/deities/dranngvit-logm.md @@ -10,12 +10,12 @@ tags: - domain/vigil/deity aliases: ["Dranngvit", "The Debt Minder"] --- -# Dranngvit (The Debt Minder) *([LN](rules/traits/lawful-neutral-b1.md))* +# Dranngvit (The Debt Minder) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: allow a slight to go unrecognized, avoid repaying a debt, force others into debts you know are unpayable -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/droskar-logm.md b/compendium/setting/deities/droskar-logm.md index e7b850a60..1f19926a8 100644 --- a/compendium/setting/deities/droskar-logm.md +++ b/compendium/setting/deities/droskar-logm.md @@ -13,12 +13,12 @@ tags: - domain/tyranny/deity aliases: ["Droskar", "The Dark Smith"] --- -# Droskar (The Dark Smith) *([NE](rules/traits/neutral-evil-b1.md))* +# Droskar (The Dark Smith) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: fail to work toward goals or grow in skill, relax excessively or give in to sloth -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/dwarven-pantheon-logm.md b/compendium/setting/deities/dwarven-pantheon-logm.md index ea22f1548..de434e7a2 100644 --- a/compendium/setting/deities/dwarven-pantheon-logm.md +++ b/compendium/setting/deities/dwarven-pantheon-logm.md @@ -12,13 +12,13 @@ tags: - domain/wealth/deity aliases: ["Dwarven Pantheon"] --- -# Dwarven Pantheon *([LG](rules/traits/lawful-goo-b1.md))* +# Dwarven Pantheon *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 92* - **Category**: Pantheon - **Anathema**: dishonor your family, willingly break a contract or oath, irreparably damage an ancestral relic - **Areas of Concern**: ancestry, , crafting, , dwarves, , relationships -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/eiseth-logm.md b/compendium/setting/deities/eiseth-logm.md index 76137f05b..410400c28 100644 --- a/compendium/setting/deities/eiseth-logm.md +++ b/compendium/setting/deities/eiseth-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Eiseth", "The Erinyes Queen"] --- -# Eiseth (The Erinyes Queen) *([LE](rules/traits/lawful-evil-b1.md))* +# Eiseth (The Erinyes Queen) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 75* - **Category**: Queens of the Night - **Anathema**: allow a slight to go unanswered, show humility or fear -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/elven-pantheon-logm.md b/compendium/setting/deities/elven-pantheon-logm.md index 54aad656c..1f098f1e1 100644 --- a/compendium/setting/deities/elven-pantheon-logm.md +++ b/compendium/setting/deities/elven-pantheon-logm.md @@ -10,13 +10,13 @@ tags: - domain/nature/deity aliases: ["Elven Pantheon"] --- -# Elven Pantheon *([CG](rules/traits/chaotic-good-b1.md))* +# Elven Pantheon *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 93* - **Category**: Pantheon - **Anathema**: irreparably damage the natural environment (such as by overhunting or strip mining), have an unhealthy obsession or attachment - **Areas of Concern**: elves, , magic, , nature, , tradition -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/erastil.md b/compendium/setting/deities/erastil.md index 8b61d545b..52a93e095 100644 --- a/compendium/setting/deities/erastil.md +++ b/compendium/setting/deities/erastil.md @@ -12,13 +12,13 @@ tags: - trait/deadly-d8 aliases: ["Erastil", "Old Deadeye"] --- -# Erastil (Old Deadeye) *([LG](rules/traits/lawful-goo-b1.md))* +# Erastil (Old Deadeye) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: abandon your home in its time of need, yourself over your community, tarnish your reputation, tell lies - **Areas of Concern**: family, , farming, , hunting, , and trade -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -34,7 +34,7 @@ aliases: ["Erastil", "Old Deadeye"] title: [Avatar](compendium/spells/avatar.md) of Erastil - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longbow ([deadly ](rules/traits/deadly.md)), **Damage** `6d8+3` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longbow ([deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait")), **Damage** `6d8+3` piercing ``` ## Divine intercession @@ -43,8 +43,8 @@ title: [Avatar](compendium/spells/avatar.md) of Erastil Erastil favors those who commit themselves to their communities and detests those who disrupt these families. - **Minor Boon** Erastil shares in his bounty as long as you work for it. Whenever you roll a critical failure at a check to [Subsist](rules/actions/subsist.md) in the wild, you get a failure instead. -- **Moderate Boon**: You share Erastil's sharp eye, allowing you to use a [longbow](compendium/equipment/items/longbow.md) in any situation. When you attack with a [longbow](compendium/equipment/items/longbow.md), you can ignore the [longbow's](compendium/equipment/items/longbow.md) [volley](rules/traits/volley.md) trait, and [longbows](compendium/equipment/items/longbow.md) have double the normal range increment for you. -- **Major Boon**: You become a friend to the land. You can cast [speak with plants](compendium/spells/speak-with-plants.md) as a [divine](rules/traits/divine.md) innate spell. When you are in a healthy natural environment, the land sustains you without need for food or drink. You can cast the [commune with nature](compendium/spells/rituals/commune-with-nature.md) ritual without any secondary casters or secondary checks. +- **Moderate Boon**: You share Erastil's sharp eye, allowing you to use a [longbow](compendium/equipment/items/longbow.md) in any situation. When you attack with a [longbow](compendium/equipment/items/longbow.md), you can ignore the [longbow's](compendium/equipment/items/longbow.md) [volley](rules/traits/volley.md "Volley Weapon Trait") trait, and [longbows](compendium/equipment/items/longbow.md) have double the normal range increment for you. +- **Major Boon**: You become a friend to the land. You can cast [speak with plants](compendium/spells/speak-with-plants.md) as a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell. When you are in a healthy natural environment, the land sustains you without need for food or drink. You can cast the [commune with nature](compendium/spells/rituals/commune-with-nature.md) ritual without any secondary casters or secondary checks. - **Minor Curse**: Erastil curses your table and punishes you for relying on others' hard work. Any food you didn't grow, gather, or otherwise harvest yourself tastes like ash and leaves you [fatigued](rules/conditions.md#Fatigued). - **Moderate Curse** Erastil's beasts take a dislike to you. Animals' attitudes toward you are one category worse ([friendly](rules/conditions.md#Friendly) instead of [helpful](rules/conditions.md#Helpful), [indifferent](rules/conditions.md#Indifferent) instead of [friendly](rules/conditions.md#Friendly), and so on). diff --git a/compendium/setting/deities/erecura-logm.md b/compendium/setting/deities/erecura-logm.md index a98e7b690..2a9619631 100644 --- a/compendium/setting/deities/erecura-logm.md +++ b/compendium/setting/deities/erecura-logm.md @@ -10,12 +10,12 @@ tags: - domain/truth/deity aliases: ["Erecura", "Queen of Dis"] --- -# Erecura (Queen of Dis) *([LN](rules/traits/lawful-neutral-b1.md))* +# Erecura (Queen of Dis) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: despoil nature, kill a natural plant or animal that has managed to thrive outside of its intended environment -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/eritrice-logm.md b/compendium/setting/deities/eritrice-logm.md index 3f27eddb7..ca88219d7 100644 --- a/compendium/setting/deities/eritrice-logm.md +++ b/compendium/setting/deities/eritrice-logm.md @@ -10,12 +10,12 @@ tags: - domain/truth/deity aliases: ["Eritrice", "Heart-Speaker"] --- -# Eritrice (Heart-Speaker) *([NG](rules/traits/neutral-good-b1.md))* +# Eritrice (Heart-Speaker) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: sow or perpetuate lies, obstruct discussion, argue in bad faith -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md b/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md index bda9eed0a..86471678e 100644 --- a/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md +++ b/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md @@ -6,13 +6,13 @@ tags: - deity/philosophy aliases: ["Esoteric Order of the Palatine Eye"] --- -# Esoteric Order of the Palatine Eye *([LN](rules/traits/lawful-neutral-b1.md))* +# Esoteric Order of the Palatine Eye *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 94* - **Category**: Philosophy - **Anathema**: reveal the order's secrets to those outside the organization (or even to insufficiently ranked members), destroy rare or ancient lore - **Areas of Concern**: history, , occultism, , secret lore -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/falayna-logm.md b/compendium/setting/deities/falayna-logm.md index 6494956a9..53e2f955b 100644 --- a/compendium/setting/deities/falayna-logm.md +++ b/compendium/setting/deities/falayna-logm.md @@ -12,12 +12,12 @@ tags: - trait/versatile-piercing aliases: ["Falayna", "Warrior's Ring"] --- -# Falayna (Warrior's Ring) *([LG](rules/traits/lawful-goo-b1.md))* +# Falayna (Warrior's Ring) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: disrupt or destroy romantic unions, enforce a dress code, cower from fights -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -32,6 +32,6 @@ aliases: ["Falayna", "Warrior's Ring"] title: [Avatar](compendium/spells/avatar.md) of Falayna - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-piercing.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ring salvo **Damage** `6d6+3` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/findeladlara-gw3.md b/compendium/setting/deities/findeladlara-gw3.md new file mode 100644 index 000000000..996e59363 --- /dev/null +++ b/compendium/setting/deities/findeladlara-gw3.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/gw3 +- deity/elven-gods +- domain/cities/deity +- domain/creation/deity +- domain/family/deity +- domain/star/deity +aliases: ["Findeladlara", "The Guiding Hand"] +--- +# Findeladlara (The Guiding Hand) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* +*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 73* + +Findeladlara is the ancient elven goddess of art and architecture, who teaches the value of preservation, art, buildings and, most importantly, life. She assumed the twilight portfolio to guide her most fervent worshippers to safety in the wake of Earthfall, after they remained on Golarion to build shelters in her name for the survivors of the cataclysm. + +- **Category**: Elven Gods +- **Anathema**: break the laws of hospitality, knowingly allow a guest to bring harm to your family +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") + +## Devotee benefits + +- **Divine Ability**: Charisma or Intelligence +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [star](compendium/setting/domains.md#Star) +- **Cleric Spells**: 1st: [illusory object](compendium/spells/illusory-object.md); 4th: [creation](compendium/spells/creation.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md) \ No newline at end of file diff --git a/compendium/setting/deities/findeladlara-logm.md b/compendium/setting/deities/findeladlara-logm.md deleted file mode 100644 index b739ded0b..000000000 --- a/compendium/setting/deities/findeladlara-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elven-gods -- domain/cities/deity -- domain/creation/deity -- domain/family/deity -- domain/star/deity -aliases: ["Findeladlara", "The Guiding Hand"] ---- -# Findeladlara (The Guiding Hand) *([CG](rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Elven Gods -- **Anathema**: break the laws of hospitality, allow a guest to bring harm to your family -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Charisma or Intelligence -- **Divine Font**: [harm](compendium/spells/harm.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) -- **Domains**: [cities](compendium/setting/domains.md#Cities), [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [star](compendium/setting/domains.md#Star) -- **Cleric Spells**: 1st: temporary tools; 4th: [shape stone](compendium/spells/shape-stone.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md) \ No newline at end of file diff --git a/compendium/setting/deities/folgrit-logm.md b/compendium/setting/deities/folgrit-logm.md index 6928db6d6..34f0b01f7 100644 --- a/compendium/setting/deities/folgrit-logm.md +++ b/compendium/setting/deities/folgrit-logm.md @@ -10,12 +10,12 @@ tags: - domain/repose/deity aliases: ["Folgrit", "The Watchful Mother"] --- -# Folgrit (The Watchful Mother) *([LG](rules/traits/lawful-goo-b1.md))* +# Folgrit (The Watchful Mother) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: abandon your family, fail to defend your neighbors -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/followers-of-fate-b2.md b/compendium/setting/deities/followers-of-fate-b2.md index 8c281e60a..192730fc5 100644 --- a/compendium/setting/deities/followers-of-fate-b2.md +++ b/compendium/setting/deities/followers-of-fate-b2.md @@ -10,12 +10,12 @@ tags: - domain/truth/deity aliases: ["Followers Of Fate"] --- -# Followers Of Fate *([LN](rules/traits/lawful-neutral-b1.md))* +# Followers Of Fate *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Bestiary 2 p. 184* - **Category**: Creature - **Anathema**: apologize for making an incorrect prediction, disrespect mothers, accept payment for fortune-telling -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/fumeiyoshi-logm.md b/compendium/setting/deities/fumeiyoshi-logm.md index 798850ee4..73e59af43 100644 --- a/compendium/setting/deities/fumeiyoshi-logm.md +++ b/compendium/setting/deities/fumeiyoshi-logm.md @@ -10,12 +10,12 @@ tags: - domain/undeath/deity aliases: ["Fumeiyoshi", "Lord of Envy"] --- -# Fumeiyoshi (Lord of Envy) *([NE](rules/traits/neutral-evil-b1.md))* +# Fumeiyoshi (Lord of Envy) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: pass by food without stealing a bite, allow honor or tradition to prevent you from taking what you want -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/gendowyn-logm.md b/compendium/setting/deities/gendowyn-logm.md index d8383c585..7f3db9822 100644 --- a/compendium/setting/deities/gendowyn-logm.md +++ b/compendium/setting/deities/gendowyn-logm.md @@ -18,13 +18,13 @@ tags: - trait/versatile-slashing aliases: ["Gendowyn", "Lady of the Fangwood"] --- -# Gendowyn (Lady of the Fangwood) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Gendowyn (Lady of the Fangwood) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: parley or make a deal with fiends, forgive those who deceive you, harm an innocent child - **Areas of Concern**: Fangwood Forest -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -39,6 +39,6 @@ aliases: ["Gendowyn", "Lady of the Fangwood"] title: [Avatar](compendium/spells/avatar.md) of Gendowyn - **Speed**: Speed 60 feet, climb 30 feet, burrow 30 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip of lashing vines ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <20 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d4+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") nature's wrath unbound ([ranged trip](rules/traits/ranged-trip-b1.md), [versatile ](rules/traits/versatile.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d6+3` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip of lashing vines ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d4+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") nature's wrath unbound ([ranged trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait"), [versatile ](rules/traits/versatile-piercing.md "Versatile Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `6d6+3` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/general-susumu-logm.md b/compendium/setting/deities/general-susumu-logm.md index 641dd142d..39c4bd219 100644 --- a/compendium/setting/deities/general-susumu-logm.md +++ b/compendium/setting/deities/general-susumu-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["General Susumu", "The Black Daimyo"] --- -# General Susumu (The Black Daimyo) *([LE](rules/traits/lawful-evil-b1.md))* +# General Susumu (The Black Daimyo) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: cower from fights, refuse a challenge from an equal, mistreat your weapons, abuse your mount -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/geryon-logm.md b/compendium/setting/deities/geryon-logm.md index cc2c98d56..fd702e693 100644 --- a/compendium/setting/deities/geryon-logm.md +++ b/compendium/setting/deities/geryon-logm.md @@ -10,12 +10,12 @@ tags: - domain/wyrmkin/deity aliases: ["Geryon", "The Serpent"] --- -# Geryon (The Serpent) *([LE](rules/traits/lawful-evil-b1.md))* +# Geryon (The Serpent) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 75* - **Category**: Archdevils - **Anathema**: declare knowledge heresy or forbidden, break your word -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ghlaunder-logm.md b/compendium/setting/deities/ghlaunder-logm.md index 1efc668cd..3b5cc65af 100644 --- a/compendium/setting/deities/ghlaunder-logm.md +++ b/compendium/setting/deities/ghlaunder-logm.md @@ -12,13 +12,13 @@ tags: - trait/reach-20-feet aliases: ["Ghlaunder", "The Gossamer King"] --- -# Ghlaunder (The Gossamer King) *([CE](rules/traits/chaotic-evil-b1.md))* +# Ghlaunder (The Gossamer King) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 59* - **Category**: Gods of the Inner Sea - **Anathema**: aid in ending a plague or infection, destroy something out of hand when you could have instead corrupted it or leeched off it first - **Areas of Concern**: infection, , insects, , parasites, , and stagnation -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -35,7 +35,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gh title: [Avatar](compendium/spells/avatar.md) of Ghlaunder - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") proboscis ([agile](rules/traits/agile.md), [reach <20 feet>](rules/traits/reach.md)), **Damage** `6d6+6` piercing and `3d6` persistent bleed +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") proboscis ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing and `3d6` persistent bleed ``` ## Divine intercession @@ -44,7 +44,7 @@ title: [Avatar](compendium/spells/avatar.md) of Ghlaunder The Gossamer King's gifts seem bizarre and cruel to those outside of his following, but his faithful crave his gifts zealously and fear his punishments. - **Minor Boon** Your commitment to filth draws a small cloud of disease-laden insects. Once, you can summon a cloud of midges, mosquitos, and flies to surround you for 1 minute. Creatures adjacent to you at any point during that time become [drained](rules/conditions.md#Drained), [sickened](rules/conditions.md#Sickened), and exposed to a blood-borne illness. Ghlaunder typically grants this boon when you can infect a significant number of creatures. -- **Moderate Boon**: Ghlaunder teaches you to bide your time, corrupting and infecting until the time is right. When you expose a creature to a [disease](rules/traits/disease.md) and it succeeds at its Fortitude save, it is still infected unless it critically succeeds. However, such a creature experiences no effects and the disease does not progress for the first 24 hours, even if the disease is normally fast-acting or someone uses another ability to progress the disease. It's very difficult to detect the infection in the first day; the DC for [Medicine](compendium/skills.md#Medicine) checks to do so is 5 higher. +- **Moderate Boon**: Ghlaunder teaches you to bide your time, corrupting and infecting until the time is right. When you expose a creature to a [disease](rules/traits/disease.md "Disease Effect Trait") and it succeeds at its Fortitude save, it is still infected unless it critically succeeds. However, such a creature experiences no effects and the disease does not progress for the first 24 hours, even if the disease is normally fast-acting or someone uses another ability to progress the disease. It's very difficult to detect the infection in the first day; the DC for [Medicine](compendium/skills.md#Medicine) checks to do so is 5 higher. - **Major Boon**: Ghlaunder rewards his followers with the ability to safely spread illness—or on occasion, offers respite to desperate petitioners who please him. You do not take negative effects from any disease you are infected with unless or until Ghlaunder rescinds this benefit. - **Minor Curse**: Ghlaunder drains away your life force for himself. You become [drained](rules/conditions.md#Drained) and can't reduce your [drained](rules/conditions.md#Drained) condition below 1. diff --git a/compendium/setting/deities/gogunta-b1.md b/compendium/setting/deities/gogunta-b1.md index e52b33543..ff4acfc26 100644 --- a/compendium/setting/deities/gogunta-b1.md +++ b/compendium/setting/deities/gogunta-b1.md @@ -10,12 +10,12 @@ tags: - domain/water/deity aliases: ["Gogunta", "Song of the Swamp"] --- -# Gogunta (Song of the Swamp) *([CE](rules/traits/chaotic-evil-b1.md))* +# Gogunta (Song of the Swamp) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Bestiary p. 45* - **Category**: Demon Lords - **Anathema**: grant mercy to boggards who worship other gods -- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/gorum.md b/compendium/setting/deities/gorum.md index da5ad928a..91c2182d3 100644 --- a/compendium/setting/deities/gorum.md +++ b/compendium/setting/deities/gorum.md @@ -12,13 +12,13 @@ tags: - trait/versatile-p aliases: ["Gorum", "Our Lord in Iron"] --- -# Gorum (Our Lord in Iron) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Gorum (Our Lord in Iron) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: kill prisoners or surrendering foes, prevent conflict through negotiation, win a battle through underhanded tactics or indirect magic - **Areas of Concern**: battle, , strength, , and weapons -- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -33,7 +33,7 @@ aliases: ["Gorum", "Our Lord in Iron"] title: [Avatar](compendium/spells/avatar.md) of Gorum - **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") greatsword ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d12+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") greatsword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d12+6` slashing ``` ## Divine intercession @@ -42,9 +42,9 @@ title: [Avatar](compendium/spells/avatar.md) of Gorum Gorum views things very simply: one either fights and earns his favor, or one is a coward and receives only scorn. - **Minor Boon** Gorum grants you a weapon whenever you need one. You can use an [Interact](rules/actions/interact.md) action to draw a 0-level non-magical iron weapon, even if you have no weapons on your person. Such a weapon lasts only as long as you continue using it to attack, and it can't be sold, given away, melted for scrap iron, or the like. -- **Moderate Boon**: Your blows become unstoppable, carrying the momentum of Gorum's thrill for battle. Your [greatsword](compendium/equipment/items/greatsword.md) [Strikes](rules/actions/strike.md) gain the [forceful](rules/traits/forceful.md) trait. +- **Moderate Boon**: Your blows become unstoppable, carrying the momentum of Gorum's thrill for battle. Your [greatsword](compendium/equipment/items/greatsword.md) [Strikes](rules/actions/strike.md) gain the [forceful](rules/traits/forceful.md "Forceful Weapon Trait") trait. - **Major Boon**: Gorum feeds you the zeal of his undying warriors, allowing you to draw upon your own life force to fight on and on without falling. Whenever you would be reduced to 0 Hit Points, you are instead healed to half your maximum Hit Points and become [doomed](rules/conditions.md#Doomed) (or increase your [doomed](rules/conditions.md#Doomed) condition by 1). - **Minor Curse**: Gorum rewards cowardice with frailty. Any armor you wear and shield you wield reduces its item bonus to AC by 2 (minimum 0) and its Hardness, Hit Points, and Break Threshold by half. -- **Moderate Curse** You've lost the glory of slaying a worthy opponent. All of your weapon and unarmed attacks decrease their damage dice by one step, and all your attacks are [nonlethal](rules/traits/nonlethal.md). +- **Moderate Curse** You've lost the glory of slaying a worthy opponent. All of your weapon and unarmed attacks decrease their damage dice by one step, and all your attacks are [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"). - **Major Curse**: You are unable to keep up with the rigors of combat. The moment a combat breaks out, you become [fatigued](rules/conditions.md#Fatigued) and [slowed](rules/conditions.md#Slowed). At the end of each of your turns, your [slowed](rules/conditions.md#Slowed) condition increases by 1. These conditions end only when you are no longer in combat. \ No newline at end of file diff --git a/compendium/setting/deities/gozreh.md b/compendium/setting/deities/gozreh.md index b4d1310ac..a7b0b54ff 100644 --- a/compendium/setting/deities/gozreh.md +++ b/compendium/setting/deities/gozreh.md @@ -16,13 +16,13 @@ tags: - trait/versatile-electricity aliases: ["Gozreh", "The Wind and the Waves"] --- -# Gozreh (The Wind and the Waves) *([N](rules/traits/neutral-b1.md))* +# Gozreh (The Wind and the Waves) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty - **Areas of Concern**: nature, , the sea, , the weather -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -38,8 +38,8 @@ aliases: ["Gozreh", "The Wind and the Waves"] title: [Avatar](compendium/spells/avatar.md) of Gozreh - **Speed**: no land Speedfly 70 feet, swim 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waves ([reach <15 feet>](rules/traits/reach.md), [shove](rules/traits/shove.md), [thrown <20 feet>](rules/traits/thrown.md)), **Damage** `6d8+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind ([versatile ](rules/traits/versatile.md)), **Damage** `6d6+3` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waves ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait"), [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait")), **Damage** `6d8+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind ([versatile ](rules/traits/versatile-electricity.md "Versatile Weapon Trait")), **Damage** `6d6+3` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/grandmother-spider-logm.md b/compendium/setting/deities/grandmother-spider-logm.md index c10c118a9..89f586943 100644 --- a/compendium/setting/deities/grandmother-spider-logm.md +++ b/compendium/setting/deities/grandmother-spider-logm.md @@ -16,13 +16,13 @@ tags: - trait/versatile-p aliases: ["Grandmother Spider", "The Weaver", "Nana Anadi"] --- -# Grandmother Spider (The Weaver, Nana Anadi) *([N](rules/traits/neutral-b1.md))* +# Grandmother Spider (The Weaver, Nana Anadi) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 60* - **Category**: Gods of the Inner Sea - **Anathema**: abuse someone you have power over; harm someone who has given you sincere kindness; let a slight go unanswered, own a slave - **Areas of Concern**: family, , illusion, , stories, , twilight, , weaving -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -40,7 +40,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gr title: [Avatar](compendium/spells/avatar.md) of Grandmother Spider - **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([deadly <3d8>](rules/traits/deadly.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d6+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") venom web **Damage** `6d6+3` poison ``` diff --git a/compendium/setting/deities/graveladys-guard-lokl.md b/compendium/setting/deities/graveladys-guard-lokl.md index fab422ae7..5a0fcb051 100644 --- a/compendium/setting/deities/graveladys-guard-lokl.md +++ b/compendium/setting/deities/graveladys-guard-lokl.md @@ -10,13 +10,13 @@ tags: - domain/protection/deity aliases: ["Gravelady's Guard"] --- -# Gravelady's Guard *([N](rules/traits/neutral-b1.md))* +# Gravelady's Guard *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Knights of Lastwall p. 68* - **Category**: Pantheon - **Anathema**: create undead, practice necromancy, desecrate a corpse, cower from battle - **Areas of Concern**: destroying undead, , healing, , fate, , battle, , death -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/green-faith.md b/compendium/setting/deities/green-faith.md index 56eb6ce44..e5a375298 100644 --- a/compendium/setting/deities/green-faith.md +++ b/compendium/setting/deities/green-faith.md @@ -6,13 +6,13 @@ tags: - deity/philosophy aliases: ["Green Faith"] --- -# Green Faith *([N](rules/traits/neutral-b1.md))* +# Green Faith *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Core Rulebook p. 440* - **Category**: Philosophy - **Anathema**: cause damage to natural settings, kill animals for reasons other than self-defense or sustenance, remove an element or indigenous species from a natural area, encourage imbalance in nature, allow abuse of natural resources - **Areas of Concern**: veneration of the natural world -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/groetus-logm.md b/compendium/setting/deities/groetus-logm.md index 381c3bfc9..267e53d6e 100644 --- a/compendium/setting/deities/groetus-logm.md +++ b/compendium/setting/deities/groetus-logm.md @@ -15,13 +15,13 @@ tags: - trait/trip aliases: ["Groetus", "God of the End Times"] --- -# Groetus (God of the End Times) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Groetus (God of the End Times) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 61* - **Category**: Gods of the Inner Sea - **Anathema**: artificially extend something's existence or lifespan, spread hope - **Areas of Concern**: apocalypse, , empty places, , oblivion, , ruins -- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -39,7 +39,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gr title: [Avatar](compendium/spells/avatar.md) of Groetus - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") war flail ([disarm](rules/traits/disarm.md), [reach <15 feet>](rules/traits/reach.md), [sweep](rules/traits/sweep.md), [trip](rules/traits/trip.md)), **Damage** `6d10+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") war flail ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d10+6` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dreadful thought **Damage** `6d6+3` mental ``` @@ -50,8 +50,8 @@ The God of the End Times almost never directly intervenes in the world, but he s - **Minor Boon** You wield power over disorder. Once, when you are [confused](rules/conditions.md#Confused), you act normally enough to control your own actions in combat without penalty for the duration, though you still babble incoherently and otherwise behave strangely. - **Moderate Boon**: Groetus grants you knowledge to further the end times. Each week, he sends you a cryptic, incoherent message about something important to the end times that will happen in the coming week. -- **Major Boon**: Your touch unravels things that have survived past their appointed time, according to Groetus's reckoning. Such a creature or object takes `10d6` negative damage each round you continue touching it; the damage ignores all Hardness and is capable of destroying nonliving objects, creatures immune to negative effects, and even undead or other creatures with [negative healing](rules/abilities/negative-healing-b2.md). This boon might even be able to destroy some [artifacts](rules/traits/artifact-gmg.md) that have survived past their time. +- **Major Boon**: Your touch unravels things that have survived past their appointed time, according to Groetus's reckoning. Such a creature or object takes `10d6` negative damage each round you continue touching it; the damage ignores all Hardness and is capable of destroying nonliving objects, creatures immune to negative effects, and even undead or other creatures with [negative healing](rules/abilities/negative-healing-b2.md). This boon might even be able to destroy some [artifacts](rules/traits/artifacts-gmg.md "Artifact Item Trait") that have survived past their time. - **Minor Curse**: Whenever you are illuminated by a light source other than natural sunlight, your head appears to be a bare skull. The DC for your recovery checks is 12 + your [dying](rules/conditions.md#Dying) value, rather than 10 + your [dying](rules/conditions.md#Dying) value, and you don't benefit from effects that reduce the DC, such as from the [Toughness](compendium/feats/toughness.md) feat. - **Moderate Curse** The horrors at the end of reality become overwhelming and constantly race through your mind. You are permanently [stupefied](rules/conditions.md#Stupefied). -- **Major Curse**: You bring about the end to everything around you. Every item you carry or wear gains the [broken](rules/conditions.md#Broken) condition after 10 minutes of exposure to you, and is destroyed after a further hour. This effect can't destroy [artifacts](rules/traits/artifact-gmg.md) or items of similar power. \ No newline at end of file +- **Major Curse**: You bring about the end to everything around you. Every item you carry or wear gains the [broken](rules/conditions.md#Broken) condition after 10 minutes of exposure to you, and is destroyed after a further hour. This effect can't destroy [artifacts](rules/traits/artifacts-gmg.md "Artifact Item Trait") or items of similar power. \ No newline at end of file diff --git a/compendium/setting/deities/gruhastha-logm.md b/compendium/setting/deities/gruhastha-logm.md index 3c3387689..6317fca1e 100644 --- a/compendium/setting/deities/gruhastha-logm.md +++ b/compendium/setting/deities/gruhastha-logm.md @@ -17,13 +17,13 @@ tags: - trait/reach-15-feet aliases: ["Gruhastha", "The Keeper"] --- -# Gruhastha (The Keeper) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Gruhastha (The Keeper) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 62* - **Category**: Gods of the Inner Sea - **Anathema**: deny a sincere student education, destroy knowledge, disrespect the traditions of those around you, willfully spread ignorance or wrong information - **Areas of Concern**: enlightenment, , the Vudrani holy book -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits @@ -41,8 +41,8 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gr title: [Avatar](compendium/spells/avatar.md) of Gruhastha - **Speed**: Speed 50 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") arrow of enlightenment ([deadly <3d10>](rules/traits/deadly.md)), **Damage** `6d6+3` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") arrow of enlightenment ([deadly <3d10>](rules/traits/deadly-3d10.md "Deadly Weapon Trait")), **Damage** `6d6+3` piercing ``` ## Divine intercession @@ -52,7 +52,7 @@ The Keeper encourages the search for knowledge and rewards those that travel the - **Minor Boon** Books fall open to insightful passages, and memories spring to mind when they are most needed. Once, when you fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you critically succeed instead. Gruhastha typically grants this boon for an extremely consequential attempt to [Recall Knowledge](rules/actions/recall-knowledge.md), particularly when misinformation would have dire consequences. - **Moderate Boon**: The Keeper speeds your path toward learning new talents. You become permanently trained in two additional skills of your choice. Additionally, you can select a skill you are already trained in and permanently increase your proficiency rank in that skill, following the usual rules for skill increases. -- **Major Boon**: You are a divine inspiration to others around you. When attempting any checks to [Recall Knowledge](rules/actions/recall-knowledge.md), you can roll twice and use the better result; this is a [fortune](rules/traits/fortune.md) effect. Additionally, allies within 60 feet gain a +2 status bonus to Will saves. +- **Major Boon**: You are a divine inspiration to others around you. When attempting any checks to [Recall Knowledge](rules/actions/recall-knowledge.md), you can roll twice and use the better result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. Additionally, allies within 60 feet gain a +2 status bonus to Will saves. - **Minor Curse**: As you stray from the truth, dissonant notes seem to interrupt you whenever you speak. You take a –2 status penalty to all [Deception](compendium/skills.md#Deception) checks. - **Moderate Curse** Enlightenment begins to elude you, leaving you at a loss for knowledge. Whenever you attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you use a result one degree of success worse than the result you rolled. diff --git a/compendium/setting/deities/grundinnar-logm.md b/compendium/setting/deities/grundinnar-logm.md index 774077af7..ea601e327 100644 --- a/compendium/setting/deities/grundinnar-logm.md +++ b/compendium/setting/deities/grundinnar-logm.md @@ -10,12 +10,12 @@ tags: - domain/truth/deity aliases: ["Grundinnar", "The Peacemaker"] --- -# Grundinnar (The Peacemaker) *([LG](rules/traits/lawful-goo-b1.md))* +# Grundinnar (The Peacemaker) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: sow discord among friends and allies, attack during parley -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/gyronna-logm.md b/compendium/setting/deities/gyronna-logm.md index 283682714..90d61a4c9 100644 --- a/compendium/setting/deities/gyronna-logm.md +++ b/compendium/setting/deities/gyronna-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Gyronna", "The Angry Hag"] --- -# Gyronna (The Angry Hag) *([CE](rules/traits/chaotic-evil-b1.md))* +# Gyronna (The Angry Hag) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: allow others to slight you without retaliation, seek the approval of society, forgive those who have wronged you -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/halcamora-logm.md b/compendium/setting/deities/halcamora-logm.md index 5d7f90757..cb2d3d9ea 100644 --- a/compendium/setting/deities/halcamora-logm.md +++ b/compendium/setting/deities/halcamora-logm.md @@ -10,12 +10,12 @@ tags: - domain/swarm/deity aliases: ["Halcamora", "Lady of Ripe Bounty"] --- -# Halcamora (Lady of Ripe Bounty) *([NG](rules/traits/neutral-good-b1.md))* +# Halcamora (Lady of Ripe Bounty) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: salt or despoil the earth, spread plague or pestilence, carelessly use pesticides -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/hanspur-logm.md b/compendium/setting/deities/hanspur-logm.md index ba004bb85..12dd054be 100644 --- a/compendium/setting/deities/hanspur-logm.md +++ b/compendium/setting/deities/hanspur-logm.md @@ -10,12 +10,12 @@ tags: - domain/wealth/deity aliases: ["Hanspur", "The Water Rat"] --- -# Hanspur (The Water Rat) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Hanspur (The Water Rat) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: impose needless laws or restrictions on others, aid daemons or the Horsemen -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/hastur-logm.md b/compendium/setting/deities/hastur-logm.md index 1be3d7445..d33c3222b 100644 --- a/compendium/setting/deities/hastur-logm.md +++ b/compendium/setting/deities/hastur-logm.md @@ -10,12 +10,12 @@ tags: - domain/wealth/deity aliases: ["Hastur", "The King in Yellow"] --- -# Hastur (The King in Yellow) *([CE](rules/traits/chaotic-evil-b1.md))* +# Hastur (The King in Yellow) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Great Old Ones - **Anathema**: none -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/hathor-logm.md b/compendium/setting/deities/hathor-logm.md index ab01015a4..fa21779dc 100644 --- a/compendium/setting/deities/hathor-logm.md +++ b/compendium/setting/deities/hathor-logm.md @@ -10,12 +10,12 @@ tags: - domain/wealth/deity aliases: ["Hathor", "Mistress of Jubilation"] --- -# Hathor (Mistress of Jubilation) *([CG](rules/traits/chaotic-good-b1.md))* +# Hathor (Mistress of Jubilation) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: Discriminate or slight someone based on appearance, intentionally disfigure a creature, refuse food to the starving -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/hearth-and-harvest-lotg.md b/compendium/setting/deities/hearth-and-harvest-lotg.md index c0d2f68e0..c65e286dd 100644 --- a/compendium/setting/deities/hearth-and-harvest-lotg.md +++ b/compendium/setting/deities/hearth-and-harvest-lotg.md @@ -12,13 +12,13 @@ tags: - domain/protection/deity aliases: ["Hearth and Harvest"] --- -# Hearth and Harvest *([NG](rules/traits/neutral-good-b1.md))* +# Hearth and Harvest *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Travel Guide p. 93* - **Category**: Pantheon - **Anathema**: allow harm to come to children, destroy shelter, refuse to provide for the family or community - **Areas of Concern**: community, , harvest, , home, , protection of family and children -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/hei-feng-logm.md b/compendium/setting/deities/hei-feng-logm.md index f72ee2532..e4890967d 100644 --- a/compendium/setting/deities/hei-feng-logm.md +++ b/compendium/setting/deities/hei-feng-logm.md @@ -16,13 +16,13 @@ tags: - trait/water aliases: ["Hei Feng", "Duke of Thunder"] --- -# Hei Feng (Duke of Thunder) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Hei Feng (Duke of Thunder) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 63* - **Category**: Gods of the Inner Sea - **Anathema**: fake friendship with those you despise, disrespect Hei Feng or Hei Feng's estranged wife Lady Jingxi, ignore an affront to you or Hei Feng - **Areas of Concern**: sea, , storms, , tengu, , sailors -- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -40,8 +40,8 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of He title: [Avatar](compendium/spells/avatar.md) of Hei Feng - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") drunken sword ([forceful](rules/traits/forceful.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `4d6+6` slashing and `1d6` electricity splash -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") storm surge ([air](rules/traits/air.md), [water](rules/traits/water.md)), **Damage** `4d6+3` bludgeoning and `1d6` electricity splash The caster is immune to this splash damage +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") drunken sword ([forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `4d6+6` slashing and `1d6` electricity splash +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") storm surge ([air](rules/traits/air.md "Air Energy & Element Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")), **Damage** `4d6+3` bludgeoning and `1d6` electricity splash The caster is immune to this splash damage ``` ## Divine intercession @@ -54,5 +54,5 @@ The Duke of Thunder's intercessions are seen more commonly than other deities' b - **Major Boon**: The instruments of the storm spare you from their fury. You ignore all effects and penalties caused by precipitation and winds, and you can see normally through fog, rain, and other weather conditions. - **Minor Curse**: Hei Feng's belligerence hangs over you like a thunderhead. You take a –1 status penalty to checks with Charisma-based skills. If you consume even a drop of alcohol, this penalty becomes –3 until the next sunrise. -- **Moderate Curse** Your heart is as quick to change as Hei Feng's. If you roll a failure on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical failure instead. +- **Moderate Curse** Your heart is as quick to change as Hei Feng's. If you roll a failure on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a critical failure instead. - **Major Curse**: The Duke of Thunder's ire follows you wherever you go. The weather in a 500-foot radius around you is always stormy. Roughly twice each minute you are outside, you are struck by a bolt of lightning that deals `10d6` electricity damage (DC 40 basic Reflex save). \ No newline at end of file diff --git a/compendium/setting/deities/horus-logm.md b/compendium/setting/deities/horus-logm.md index 331a494bf..fdcce20e6 100644 --- a/compendium/setting/deities/horus-logm.md +++ b/compendium/setting/deities/horus-logm.md @@ -10,11 +10,11 @@ tags: - domain/sun/deity aliases: ["Horus", "The Distant Falcon"] --- -# Horus (The Distant Falcon) *([LN](rules/traits/lawful-neutral-b1.md))* +# Horus (The Distant Falcon) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/hshurha-logm.md b/compendium/setting/deities/hshurha-logm.md index 631d71f54..d9688d85f 100644 --- a/compendium/setting/deities/hshurha-logm.md +++ b/compendium/setting/deities/hshurha-logm.md @@ -10,12 +10,12 @@ tags: - domain/dust/deity aliases: ["Hshurha", "Duchess of All Winds"] --- -# Hshurha (Duchess of All Winds) *([NE](rules/traits/neutral-evil-b1.md))* +# Hshurha (Duchess of All Winds) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Elemental Lords - **Anathema**: deny a flying creature the ability to fly, walk on the earth if you could easily travel otherwise -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/imbrex-logm.md b/compendium/setting/deities/imbrex-logm.md index e134d1b8d..4e18182b6 100644 --- a/compendium/setting/deities/imbrex-logm.md +++ b/compendium/setting/deities/imbrex-logm.md @@ -10,12 +10,12 @@ tags: - domain/might/deity aliases: ["Imbrex", "The Twins"] --- -# Imbrex (The Twins) *([LN](rules/traits/lawful-neutral-b1.md))* +# Imbrex (The Twins) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 78* - **Category**: Eldest - **Anathema**: offend Imbrex -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/imot-logm.md b/compendium/setting/deities/imot-logm.md index 8ee5a82ee..514c23534 100644 --- a/compendium/setting/deities/imot-logm.md +++ b/compendium/setting/deities/imot-logm.md @@ -10,12 +10,12 @@ tags: - domain/glyph/deity aliases: ["Imot", "The Symbol of Doom"] --- -# Imot (The Symbol of Doom) *([N](rules/traits/neutral-b1.md))* +# Imot (The Symbol of Doom) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: withhold your understanding of a portent, prevent the destruction of things that cannot be saved -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/iomedae.md b/compendium/setting/deities/iomedae.md index cdfb6126e..25ba4c9c6 100644 --- a/compendium/setting/deities/iomedae.md +++ b/compendium/setting/deities/iomedae.md @@ -13,13 +13,13 @@ tags: - trait/versatile-p aliases: ["Iomedae", "The Inheritor"] --- -# Iomedae (The Inheritor) *([LG](rules/traits/lawful-goo-b1.md))* +# Iomedae (The Inheritor) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: abandon a companion in need, dishonor yourself, refuse a challenge from an equal - **Areas of Concern**: honor, , justice, , rulership, , and valor -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits @@ -36,7 +36,7 @@ title: [Avatar](compendium/spells/avatar.md) of Iomedae - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing ``` ## Divine intercession diff --git a/compendium/setting/deities/irez-logm.md b/compendium/setting/deities/irez-logm.md index d1c89c924..250ddf95e 100644 --- a/compendium/setting/deities/irez-logm.md +++ b/compendium/setting/deities/irez-logm.md @@ -10,12 +10,12 @@ tags: - domain/magic/deity aliases: ["Irez", "Lady of Inscribed Wonder"] --- -# Irez (Lady of Inscribed Wonder) *([NG](rules/traits/neutral-good-b1.md))* +# Irez (Lady of Inscribed Wonder) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: destroy magic scrolls, cheat at games of chance, deliberately write illegibly -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/irori.md b/compendium/setting/deities/irori.md index bedd28f81..1c1cb9bbd 100644 --- a/compendium/setting/deities/irori.md +++ b/compendium/setting/deities/irori.md @@ -16,13 +16,13 @@ tags: - trait/versatile-p-or-s aliases: ["Irori", "Master of Masters"] --- -# Irori (Master of Masters) *([LN](rules/traits/lawful-neutral-b1.md))* +# Irori (Master of Masters) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Core Rulebook p. 438* - **Category**: Gods of the Inner Sea - **Anathema**: become addicted to a substance, destroy an important historical text, repeatedly fail to maintain self-control - **Areas of Concern**: history, , knowledge, , and self-perfection -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -38,7 +38,7 @@ aliases: ["Irori", "Master of Masters"] title: [Avatar](compendium/spells/avatar.md) of Irori - **Speed**: Speed 80 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") unfettered strike ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") unfettered strike ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p-or-s.md "Versatile Weapon Trait")), **Damage** `6d8+6` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind strike **Damage** `6d4+6` bludgeoning ``` @@ -47,9 +47,9 @@ title: [Avatar](compendium/spells/avatar.md) of Irori Irori grants his boons to those making progress on their paths toward perfection. He avoids bestowing misfortune as punishment, preferring to do so only to give an individual a challenging obstacle to overcome to help them progress in their quest for self-perfection. -- **Minor Boon** Irori grants you great insight and knowledge. Once, when you roll a failure at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you get a critical success instead. Furthermore, the check loses the [secret](rules/traits/secret.md) trait, so you know for sure that the result was a critical success. Irori typically grants this boon for an extremely consequential check to [Recall Knowledge](rules/actions/recall-knowledge.md). -- **Moderate Boon**: Your body rebuilds after adversity, becoming stronger. You can cast [wholeness of body](compendium/spells/wholeness-of-body.md) as an [occult](rules/traits/occult.md) ki spell. If you didn't have one already, you gain a focus pool with 1 Focus Point and are trained in [occult](rules/traits/occult.md) spell attack rolls and spell DCs. -- **Major Boon**: You can temporarily ascend to a greater form. You can cast 8th-level [righteous might](compendium/spells/righteous-might.md) once per day as an [occult](rules/traits/occult.md) innate spell. When you do, your form appears unremarkable, rather than clad in powerful armaments. +- **Minor Boon** Irori grants you great insight and knowledge. Once, when you roll a failure at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you get a critical success instead. Furthermore, the check loses the [secret](rules/traits/secret.md "Secret General Trait") trait, so you know for sure that the result was a critical success. Irori typically grants this boon for an extremely consequential check to [Recall Knowledge](rules/actions/recall-knowledge.md). +- **Moderate Boon**: Your body rebuilds after adversity, becoming stronger. You can cast [wholeness of body](compendium/spells/wholeness-of-body.md) as an [occult](rules/traits/occult.md "Occult Tradition Trait") ki spell. If you didn't have one already, you gain a focus pool with 1 Focus Point and are trained in [occult](rules/traits/occult.md "Occult Tradition Trait") spell attack rolls and spell DCs. +- **Major Boon**: You can temporarily ascend to a greater form. You can cast 8th-level [righteous might](compendium/spells/righteous-might.md) once per day as an [occult](rules/traits/occult.md "Occult Tradition Trait") innate spell. When you do, your form appears unremarkable, rather than clad in powerful armaments. - **Minor Curse**: Irori challenges you to seek another path, rather than treat every problem as a nail just because you have a hammer. If you select a check for which you have a higher bonus when another method would have been more appropriate for the situation, such as using [Deception](compendium/skills.md#Deception) to lie through life because it's your highest modifier, even if it would be better to reach a compromise through [Diplomacy](compendium/skills.md#Diplomacy), you must roll twice and take the lower result. - **Moderate Curse** Irori challenges you to adapt to adversity in order to perfect yourself. You become weighed down as if under heavy weights, becoming [clumsy](rules/conditions.md#Clumsy) and [encumbered](rules/conditions.md#Encumbered) until you accomplish a challenging task of Irori's choosing. diff --git a/compendium/setting/deities/isis-logm.md b/compendium/setting/deities/isis-logm.md index d82ff72ca..c2cd6a7ba 100644 --- a/compendium/setting/deities/isis-logm.md +++ b/compendium/setting/deities/isis-logm.md @@ -10,12 +10,12 @@ tags: - domain/passion/deity aliases: ["Isis", "Queen of Miracles"] --- -# Isis (Queen of Miracles) *([NG](rules/traits/neutral-good-b1.md))* +# Isis (Queen of Miracles) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: Reveal sacred rites to the uninitiated, betray your children or your lover, discriminate based on social status -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/jaidi-logm.md b/compendium/setting/deities/jaidi-logm.md index bd7ce5fc7..763c20bed 100644 --- a/compendium/setting/deities/jaidi-logm.md +++ b/compendium/setting/deities/jaidi-logm.md @@ -10,12 +10,12 @@ tags: - domain/sun/deity aliases: ["Jaidi", "The Blessing and Bounty"] --- -# Jaidi (The Blessing and Bounty) *([NG](rules/traits/neutral-good-b1.md))* +# Jaidi (The Blessing and Bounty) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: destroy healthy crops, waste food, refuse to help others in your community -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/jaidz-logm.md b/compendium/setting/deities/jaidz-logm.md index 57865fa7b..50d79bf07 100644 --- a/compendium/setting/deities/jaidz-logm.md +++ b/compendium/setting/deities/jaidz-logm.md @@ -10,12 +10,12 @@ tags: - domain/travel/deity aliases: ["Jaidz", "Fearless Claw"] --- -# Jaidz (Fearless Claw) *([NG](rules/traits/neutral-good-b1.md))* +# Jaidz (Fearless Claw) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: punish another creature for cowardice, routinely avoid that which scares you -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kabriri-logm.md b/compendium/setting/deities/kabriri-logm.md index bad52627d..6af75428c 100644 --- a/compendium/setting/deities/kabriri-logm.md +++ b/compendium/setting/deities/kabriri-logm.md @@ -10,12 +10,12 @@ tags: - domain/vigil/deity aliases: ["Kabriri", "Him Who Gnaws"] --- -# Kabriri (Him Who Gnaws) *([CE](rules/traits/chaotic-evil-b1.md))* +# Kabriri (Him Who Gnaws) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 77* - **Category**: Demon Lords - **Anathema**: reveal secrets of the dead to nonbelievers, despoil grave markers -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kalekot-lome.md b/compendium/setting/deities/kalekot-lome.md index c82b9cd64..a5cdc4d83 100644 --- a/compendium/setting/deities/kalekot-lome.md +++ b/compendium/setting/deities/kalekot-lome.md @@ -14,13 +14,13 @@ tags: - trait/reach-10-feet aliases: ["Kalekot", "The Winnower"] --- -# Kalekot (The Winnower) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Kalekot (The Winnower) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 137* - **Category**: Mwangi Gods - **Anathema**: abuse someone you have accepted power over, allow a victim to escape due to gloating, snivel before authority, shout - **Areas of Concern**: fear, , silence, , safekeeping, , the reviled -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -38,6 +38,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ka title: [Avatar](compendium/spells/avatar.md) of Kalekot - **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ivory fangs ([fatal ](rules/traits/fatal.md), [reach <10 feet>](rules/traits/reach.md)), **Damage** `6d6+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ivory fangs ([fatal ](rules/traits/fatal-d10.md "Fatal Weapon Trait"), [reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whisper of unmaking **Damage** `6d6+3` slashing ``` \ No newline at end of file diff --git a/compendium/setting/deities/kazutal-logm.md b/compendium/setting/deities/kazutal-logm.md index e7b6bd6a5..19545256b 100644 --- a/compendium/setting/deities/kazutal-logm.md +++ b/compendium/setting/deities/kazutal-logm.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Kazutal", "Mother Jaguar"] --- -# Kazutal (Mother Jaguar) *([NG](rules/traits/neutral-good-b1.md))* +# Kazutal (Mother Jaguar) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 64* - **Category**: Gods of the Inner Sea - **Anathema**: own a slave, force a creature to act against its will, refuse to give aid to an ally, enforce an unjust law - **Areas of Concern**: safety, , liberty, , and community -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -37,7 +37,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ka title: [Avatar](compendium/spells/avatar.md) of Kazutal - **Speed**: Speed 60 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") machete ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") machete ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaguar pounce **Damage** `5d6+3` piercing and `1d6` persistent bleed ``` @@ -47,7 +47,7 @@ title: [Avatar](compendium/spells/avatar.md) of Kazutal Mother Jaguar rewards those who uphold a sense of community and bestows punishments upon those who use her name and convictions to admonish or exclude perceived outsiders. - **Minor Boon** With Kazutal's blessing, food tastes richer. Any meal that you eat tastes delicious and has improved nutritional value. This doesn't protect you from anything dangerous in your food, but it also doesn't prevent you from tasting those dangerous elements of the food. -- **Moderate Boon**: You always seem to find safe shelter when you most need it. Once per day, you can cast [rope trick](compendium/spells/rope-trick.md) as a [divine](rules/traits/divine.md) innate spell. +- **Moderate Boon**: You always seem to find safe shelter when you most need it. Once per day, you can cast [rope trick](compendium/spells/rope-trick.md) as a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell. - **Major Boon**: Kazutal smiles upon those who seek to offer aid, no matter how meek or helpless they may be. Any time creatures attempt a check to [Aid](rules/actions/aid.md) you, they can choose to automatically succeed. If a creature chooses to roll for the attempt and rolls a success, it gets a critical success instead, granting a +4 circumstance bonus even if it doesn't have legendary proficiency in that skill. You gain the same benefits when you attempt to [Aid](rules/actions/aid.md) others. - **Minor Curse**: Community opinion turns against you. Humanoids in your community who would normally start as [indifferent](rules/conditions.md#Indifferent) toward you start as [unfriendly](rules/conditions.md#Unfriendly) instead. diff --git a/compendium/setting/deities/keepers-of-the-hearth-lokl.md b/compendium/setting/deities/keepers-of-the-hearth-lokl.md index 3ac0b1a46..2c49e2ba0 100644 --- a/compendium/setting/deities/keepers-of-the-hearth-lokl.md +++ b/compendium/setting/deities/keepers-of-the-hearth-lokl.md @@ -10,13 +10,13 @@ tags: - domain/protection/deity aliases: ["Keepers of the Hearth"] --- -# Keepers of the Hearth *([NG](rules/traits/neutral-good-b1.md))* +# Keepers of the Hearth *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Knights of Lastwall p. 68* - **Category**: Pantheon - **Anathema**: prey on the weak, abuse power; sow discord in a community - **Areas of Concern**: protecting and defending the innocent, , maintaining the spirit and traditions of a community -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kelizandri-logm.md b/compendium/setting/deities/kelizandri-logm.md index 168f97757..ab2462a7a 100644 --- a/compendium/setting/deities/kelizandri-logm.md +++ b/compendium/setting/deities/kelizandri-logm.md @@ -10,12 +10,12 @@ tags: - domain/water/deity aliases: ["Kelizandri", "The Brackish Emperor"] --- -# Kelizandri (The Brackish Emperor) *([NE](rules/traits/neutral-evil-b1.md))* +# Kelizandri (The Brackish Emperor) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Elemental Lords - **Anathema**: destroy a body of water, use magic to calm the waves -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kerkamoth-logm.md b/compendium/setting/deities/kerkamoth-logm.md index 42cc082ea..f9621d03e 100644 --- a/compendium/setting/deities/kerkamoth-logm.md +++ b/compendium/setting/deities/kerkamoth-logm.md @@ -10,12 +10,12 @@ tags: - domain/void/deity aliases: ["Kerkamoth", "The Waiting Void"] --- -# Kerkamoth (The Waiting Void) *([LN](rules/traits/lawful-neutral-b1.md))* +# Kerkamoth (The Waiting Void) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: attempt to preserve something indefinitely, perform an act of wanton and significant destruction -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ketephys-logm.md b/compendium/setting/deities/ketephys-logm.md index a1aab179e..43a6b3741 100644 --- a/compendium/setting/deities/ketephys-logm.md +++ b/compendium/setting/deities/ketephys-logm.md @@ -10,12 +10,12 @@ tags: - domain/secrecy/deity aliases: ["Ketephys", "The Hunter"] --- -# Ketephys (The Hunter) *([CG](rules/traits/chaotic-good-b1.md))* +# Ketephys (The Hunter) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Elven Gods - **Anathema**: take more than needed from the wilderness, hunt an animal for sport, aid Treerazer or his minions -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kitmu-lome.md b/compendium/setting/deities/kitmu-lome.md index c9dfbc9ea..09fb209e9 100644 --- a/compendium/setting/deities/kitmu-lome.md +++ b/compendium/setting/deities/kitmu-lome.md @@ -10,12 +10,12 @@ tags: - domain/swarm/deity aliases: ["Kitmu", "Mother of Fireflies"] --- -# Kitmu (Mother of Fireflies) *([CE](rules/traits/chaotic-evil-b1.md))* +# Kitmu (Mother of Fireflies) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 158* - **Category**: Mwangi Gods - **Anathema**: step on a firefly, kill those marked by Kitumu -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kofusachi-logm.md b/compendium/setting/deities/kofusachi-logm.md index 3746c1a35..4ed27e1cd 100644 --- a/compendium/setting/deities/kofusachi-logm.md +++ b/compendium/setting/deities/kofusachi-logm.md @@ -10,12 +10,12 @@ tags: - domain/wealth/deity aliases: ["Kofusachi", "The Laughing God"] --- -# Kofusachi (The Laughing God) *([CG](rules/traits/chaotic-good-b1.md))* +# Kofusachi (The Laughing God) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: become tied to one location, judge another based on sexual desires or gender roles -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kols-logm.md b/compendium/setting/deities/kols-logm.md index c24dd7064..2e90df87b 100644 --- a/compendium/setting/deities/kols-logm.md +++ b/compendium/setting/deities/kols-logm.md @@ -15,13 +15,13 @@ tags: - trait/thrown-40-feet aliases: ["Kols", "Oath-Keeper"] --- -# Kols (Oath-Keeper) *([LN](rules/traits/lawful-neutral-b1.md))* +# Kols (Oath-Keeper) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: lie, dishonor yourself or your family, shirk your duties, break an oath - **Areas of Concern**: duty, , honor, , promises -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -36,6 +36,6 @@ aliases: ["Kols", "Oath-Keeper"] title: [Avatar](compendium/spells/avatar.md) of Kols - **Speed**: Speed 50 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") decisive gavel ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pronounce judgment ([auditory](rules/traits/auditory.md), [nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` sonic +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") decisive gavel ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pronounce judgment ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` sonic ``` \ No newline at end of file diff --git a/compendium/setting/deities/korada-logm.md b/compendium/setting/deities/korada-logm.md index 7385815c4..9087345c0 100644 --- a/compendium/setting/deities/korada-logm.md +++ b/compendium/setting/deities/korada-logm.md @@ -10,12 +10,12 @@ tags: - domain/protection/deity aliases: ["Korada", "The Open Hand of Harmony"] --- -# Korada (The Open Hand of Harmony) *([NG](rules/traits/neutral-good-b1.md))* +# Korada (The Open Hand of Harmony) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: cause lethal harm to a creature, deny a repentant creature an opportunity for redemption, ask a retired warrior to fight -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kostchtchie-logm.md b/compendium/setting/deities/kostchtchie-logm.md index ce14d2bda..714392908 100644 --- a/compendium/setting/deities/kostchtchie-logm.md +++ b/compendium/setting/deities/kostchtchie-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Kostchtchie", "The Deathless Frost"] --- -# Kostchtchie (The Deathless Frost) *([CE](rules/traits/chaotic-evil-b1.md))* +# Kostchtchie (The Deathless Frost) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Demon Lords - **Anathema**: make a deal with Baba Yaga or her children, defer to or obey a woman -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kurgess-logm.md b/compendium/setting/deities/kurgess-logm.md index 001f93cdb..70645f89b 100644 --- a/compendium/setting/deities/kurgess-logm.md +++ b/compendium/setting/deities/kurgess-logm.md @@ -14,13 +14,13 @@ tags: - trait/trip aliases: ["Kurgess", "The Strong Man"] --- -# Kurgess (The Strong Man) *([NG](rules/traits/neutral-good-b1.md))* +# Kurgess (The Strong Man) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 65* - **Category**: Gods of the Inner Sea - **Anathema**: cheat at honorable contests, dishonor those who have lost or failed (including defeated or slain enemies), engage in reckless or needless destruction or bloodshed - **Areas of Concern**: healthy competition, , sport, , and physical development -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -37,8 +37,8 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ku title: [Avatar](compendium/spells/avatar.md) of Kurgess - **Speed**: Speed 70 feet, climb 50 feet, swim 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lashing chain ([disarm](rules/traits/disarm.md), [reach <20 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") javelin ([thrown](rules/traits/thrown.md)), **Damage** `6d6+3` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lashing chain ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") javelin ([thrown](rules/traits/thrown.md "Thrown Weapon Trait")), **Damage** `6d6+3` piercing ``` ## Divine intercession diff --git a/compendium/setting/deities/lady-jingxi-logm.md b/compendium/setting/deities/lady-jingxi-logm.md index 97c118380..8658099dc 100644 --- a/compendium/setting/deities/lady-jingxi-logm.md +++ b/compendium/setting/deities/lady-jingxi-logm.md @@ -10,12 +10,12 @@ tags: - domain/repose/deity aliases: ["Lady Jingxi", "The Poet of Dawn and Dusk"] --- -# Lady Jingxi (The Poet of Dawn and Dusk) *([NG](rules/traits/neutral-good-b1.md))* +# Lady Jingxi (The Poet of Dawn and Dusk) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: destroy a natural plum tree, drink excessive amounts of alcohol, act rude or boorish -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/lady-nanbyo-logm.md b/compendium/setting/deities/lady-nanbyo-logm.md index 6bdb8d233..3c7c51659 100644 --- a/compendium/setting/deities/lady-nanbyo-logm.md +++ b/compendium/setting/deities/lady-nanbyo-logm.md @@ -10,12 +10,12 @@ tags: - domain/water/deity aliases: ["Lady Nanbyo", "The Widow of Suffering"] --- -# Lady Nanbyo (The Widow of Suffering) *([CE](rules/traits/chaotic-evil-b1.md))* +# Lady Nanbyo (The Widow of Suffering) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: allow a natural disaster to completely destroy a community or leave a group with no survivors -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/lahkgya-logm.md b/compendium/setting/deities/lahkgya-logm.md index cf90224ad..b1cdc9d6a 100644 --- a/compendium/setting/deities/lahkgya-logm.md +++ b/compendium/setting/deities/lahkgya-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Lahkgya", "Patron of Monkeys"] --- -# Lahkgya (Patron of Monkeys) *([CE](rules/traits/chaotic-evil-b1.md))* +# Lahkgya (Patron of Monkeys) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: work honestly for something you could steal instead, kill a monkey -- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/lamashtu.md b/compendium/setting/deities/lamashtu.md index eb8edb7ea..a42c9b412 100644 --- a/compendium/setting/deities/lamashtu.md +++ b/compendium/setting/deities/lamashtu.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Lamashtu", "Mother of Monsters"] --- -# Lamashtu (Mother of Monsters) *([CE](rules/traits/chaotic-evil-b1.md))* +# Lamashtu (Mother of Monsters) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: attempt to treat a mental illness or deformity, provide succor to Lamashtu's enemies - **Areas of Concern**: aberrance, , monsters, , and nigthmares -- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -35,7 +35,7 @@ aliases: ["Lamashtu", "Mother of Monsters"] title: [Avatar](compendium/spells/avatar.md) of Lamashtu - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") falchion ([forceful](rules/traits/forceful.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") falchion ([forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waters of Lamashtu **Damage** `6d6+3` poison ``` @@ -44,8 +44,8 @@ title: [Avatar](compendium/spells/avatar.md) of Lamashtu Lamashtu rewards kinship with monsters and brutal dominance in combat. Those who offend her serve the brood as prey or unwilling sacrifices. -- **Minor Boon** Lamashtu's touch mutates a part of your body. You gain either an unarmed Strike that deals `1d6` damage or one that deals `1d4` damage and has the [finesse](rules/traits/finesse.md) and [agile](rules/traits/agile.md) traits. Whether the attack deals bludgeoning, slashing, or piercing damage depends on the mutation. If the unarmed Strike replaces a limb, you can still use the mutated limb for its original functions. Lamashtu chooses the form and function of your mutation. -- **Moderate Boon**: You spread Lamashtu's nightmares everywhere you go. You can cast [confusion](compendium/spells/confusion.md) once per day as an [divine](rules/traits/divine.md) innate spell. +- **Minor Boon** Lamashtu's touch mutates a part of your body. You gain either an unarmed Strike that deals `1d6` damage or one that deals `1d4` damage and has the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") and [agile](rules/traits/agile.md "Agile Weapon Trait") traits. Whether the attack deals bludgeoning, slashing, or piercing damage depends on the mutation. If the unarmed Strike replaces a limb, you can still use the mutated limb for its original functions. Lamashtu chooses the form and function of your mutation. +- **Moderate Boon**: You spread Lamashtu's nightmares everywhere you go. You can cast [confusion](compendium/spells/confusion.md) once per day as an [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell. - **Major Boon**: Lamashtu uses your body to birth a new monster, regardless of your gender. Once per day, you can spend 1 minute to birth a monster determined by the GM, which rips its way from your belly. The monster's level is up to your level and it does as it pleases, following Lamashtu's will, though it doesn't attack you unless you have lost her favor. You are [drained](rules/conditions.md#Drained) from the ordeal. - **Minor Curse**: Horrid visions torment your mind, overlaying reality at inopportune times. You treat everything around you as if it was [concealed](rules/conditions.md#Concealed). diff --git a/compendium/setting/deities/lao-shu-po-logm.md b/compendium/setting/deities/lao-shu-po-logm.md index 3de83b571..eb76fc38f 100644 --- a/compendium/setting/deities/lao-shu-po-logm.md +++ b/compendium/setting/deities/lao-shu-po-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Lao Shu Po", "Old Rat Woman"] --- -# Lao Shu Po (Old Rat Woman) *([NE](rules/traits/neutral-evil-b1.md))* +# Lao Shu Po (Old Rat Woman) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: work honestly for something you could steal instead, risk too much for another creature -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/laws-of-mortality-logm.md b/compendium/setting/deities/laws-of-mortality-logm.md index 96b4827b5..c79ab8a76 100644 --- a/compendium/setting/deities/laws-of-mortality-logm.md +++ b/compendium/setting/deities/laws-of-mortality-logm.md @@ -6,13 +6,13 @@ tags: - deity/philosophy aliases: ["Laws of Mortality"] --- -# Laws of Mortality *([LN](rules/traits/lawful-neutral-b1.md))* +# Laws of Mortality *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 97* - **Category**: Philosophy - **Anathema**: worship or swear an oath by a deity or religion, solicit or receive divine or religious aid, take a side in conflicts between religions - **Areas of Concern**: mortal affairs, , peace, , self-rule -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/likha-logm.md b/compendium/setting/deities/likha-logm.md index 59f6b9f75..cde81a248 100644 --- a/compendium/setting/deities/likha-logm.md +++ b/compendium/setting/deities/likha-logm.md @@ -12,12 +12,12 @@ tags: - trait/reach-20-feet aliases: ["Likha", "The Teller"] --- -# Likha (The Teller) *([N](rules/traits/neutral-b1.md))* +# Likha (The Teller) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: begin a performance or tale without first inviting the gods to watch, act out a death on stage -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -32,6 +32,6 @@ aliases: ["Likha", "The Teller"] title: [Avatar](compendium/spells/avatar.md) of Likha - **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") trunk ([disarm](rules/traits/disarm.md), [reach <20 feet>](rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning plus grasping trunk +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") trunk ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning plus grasping trunk - **Grasping Trunk**: A Large or smaller creature hit by the avatar's trunk is [grabbed](rules/conditions.md#Grabbed). If the avatar moves, it can bring the [grabbed](rules/conditions.md#Grabbed) creature along with it. ``` \ No newline at end of file diff --git a/compendium/setting/deities/lissala-logm.md b/compendium/setting/deities/lissala-logm.md index ccc023311..fe0f373ed 100644 --- a/compendium/setting/deities/lissala-logm.md +++ b/compendium/setting/deities/lissala-logm.md @@ -10,12 +10,12 @@ tags: - domain/toil/deity aliases: ["Lissala", "The Sihedron Scion"] --- -# Lissala (The Sihedron Scion) *([LE](rules/traits/lawful-evil-b1.md))* +# Lissala (The Sihedron Scion) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: disobey a superior, shirk your duties, destroy a book -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/lubaiko-lome.md b/compendium/setting/deities/lubaiko-lome.md index 4d1820970..7fac9b2c5 100644 --- a/compendium/setting/deities/lubaiko-lome.md +++ b/compendium/setting/deities/lubaiko-lome.md @@ -14,13 +14,13 @@ tags: - trait/versatile-fire aliases: ["Lubaiko", "The Spark in the Dust"] --- -# Lubaiko (The Spark in the Dust) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Lubaiko (The Spark in the Dust) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 138* - **Category**: Mwangi Gods - **Anathema**: calm a crowd, douse a fire, sleep in the same place three nights in a row - **Areas of Concern**: wildfire, , bad luck, , inspiration, , turmoil -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -38,6 +38,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Lu title: [Avatar](compendium/spells/avatar.md) of Lubaiko - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](rules/traits/reach.md)), **Damage** `6d12+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flaming lightning ([versatile ](rules/traits/versatile.md)), **Damage** `6d6+3` electricity +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d12+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flaming lightning ([versatile ](rules/traits/versatile-fire.md "Versatile Weapon Trait")), **Damage** `6d6+3` electricity ``` \ No newline at end of file diff --git a/compendium/setting/deities/luhar-lome.md b/compendium/setting/deities/luhar-lome.md index 439c02c5e..910374e2b 100644 --- a/compendium/setting/deities/luhar-lome.md +++ b/compendium/setting/deities/luhar-lome.md @@ -18,13 +18,13 @@ tags: - trait/trip aliases: ["Luhar", "THE SETTING SUN"] --- -# Luhar (THE SETTING SUN) *([LN](rules/traits/lawful-neutral-b1.md))* +# Luhar (THE SETTING SUN) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 139* - **Category**: Mwangi Gods - **Anathema**: stay up all night without any breaks for sleeping or dreaming, attack a person or creature while they sleep, leave a badly wounded opponent alive and suffering, create undead or ask questions of the dead - **Areas of Concern**: death, , dreams, , destiny -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -42,6 +42,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Lu title: [Avatar](compendium/spells/avatar.md) of Luhar - **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d8+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") touch of mercy **Damage** `6d6+3` negative ``` \ No newline at end of file diff --git a/compendium/setting/deities/lymnieris-logm.md b/compendium/setting/deities/lymnieris-logm.md index de88bcd2c..cbce1d5e7 100644 --- a/compendium/setting/deities/lymnieris-logm.md +++ b/compendium/setting/deities/lymnieris-logm.md @@ -10,12 +10,12 @@ tags: - domain/repose/deity aliases: ["Lymnieris", "The Auroral Tower"] --- -# Lymnieris (The Auroral Tower) *([LG](rules/traits/lawful-goo-b1.md))* +# Lymnieris (The Auroral Tower) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: persecute sex workers, force or support unwanted marriages -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/lysianassa-logm.md b/compendium/setting/deities/lysianassa-logm.md index 52f12d23d..0add5c3f6 100644 --- a/compendium/setting/deities/lysianassa-logm.md +++ b/compendium/setting/deities/lysianassa-logm.md @@ -10,12 +10,12 @@ tags: - domain/water/deity aliases: ["Lysianassa", "Empress of the Torrent"] --- -# Lysianassa (Empress of the Torrent) *([NG](rules/traits/neutral-good-b1.md))* +# Lysianassa (Empress of the Torrent) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Elemental Lords - **Anathema**: pollute clean bodies of water, dam a river, disrespect sincere gifts of water or drink -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/maat-logm.md b/compendium/setting/deities/maat-logm.md index 3efee74c4..1980fe5bd 100644 --- a/compendium/setting/deities/maat-logm.md +++ b/compendium/setting/deities/maat-logm.md @@ -10,12 +10,12 @@ tags: - domain/truth/deity aliases: ["Ma'at", "The Feather of Truth"] --- -# Ma'at (The Feather of Truth) *([LN](rules/traits/lawful-neutral-b1.md))* +# Ma'at (The Feather of Truth) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: Defend civilization from chaos, live an honest and just life, be impartial in judgment and reveal the truth -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/magdh-logm.md b/compendium/setting/deities/magdh-logm.md index 472804117..4f9808f5c 100644 --- a/compendium/setting/deities/magdh-logm.md +++ b/compendium/setting/deities/magdh-logm.md @@ -10,12 +10,12 @@ tags: - domain/truth/deity aliases: ["Magdh", "The Three"] --- -# Magdh (The Three) *([LN](rules/traits/lawful-neutral-b1.md))* +# Magdh (The Three) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 79* - **Category**: Eldest - **Anathema**: lie, share your divinations without payment (no matter how trivial) -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/magrim-logm.md b/compendium/setting/deities/magrim-logm.md index 892013a15..d6b3fab18 100644 --- a/compendium/setting/deities/magrim-logm.md +++ b/compendium/setting/deities/magrim-logm.md @@ -10,12 +10,12 @@ tags: - domain/glyph/deity aliases: ["Magrim", "The Taskmaster"] --- -# Magrim (The Taskmaster) *([LN](rules/traits/lawful-neutral-b1.md))* +# Magrim (The Taskmaster) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: treat gravesites irreverently, mistreat your tools, create undead, damage a soul -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/mahathallah-logm.md b/compendium/setting/deities/mahathallah-logm.md index 91e2277c1..b4ed6cf58 100644 --- a/compendium/setting/deities/mahathallah-logm.md +++ b/compendium/setting/deities/mahathallah-logm.md @@ -11,13 +11,13 @@ tags: - trait/visual aliases: ["Mahathallah", "Dowager of Illusions"] --- -# Mahathallah (Dowager of Illusions) *([LE](rules/traits/lawful-evil-b1.md))* +# Mahathallah (Dowager of Illusions) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 75* - **Category**: Queens of the Night - **Anathema**: become too invested in mortal affairs - **Areas of Concern**: death, , fate, , vanity -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -32,5 +32,5 @@ aliases: ["Mahathallah", "Dowager of Illusions"] title: [Avatar](compendium/spells/avatar.md) of Mahathallah - **Speed**: Speed 30 feet, fly 70 feet -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hideous vision ([visual](rules/traits/visual.md)), **Damage** `6d6+3` mental Automatically succeeds at all flat checks to attack a [hidden](rules/conditions.md#Hidden) or [concealed](rules/conditions.md#Concealed) creature +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hideous vision ([visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental Automatically succeeds at all flat checks to attack a [hidden](rules/conditions.md#Hidden) or [concealed](rules/conditions.md#Concealed) creature ``` \ No newline at end of file diff --git a/compendium/setting/deities/mammon-logm.md b/compendium/setting/deities/mammon-logm.md index 33c9c5407..51f5f934f 100644 --- a/compendium/setting/deities/mammon-logm.md +++ b/compendium/setting/deities/mammon-logm.md @@ -10,12 +10,12 @@ tags: - domain/wealth/deity aliases: ["Mammon", "The Argent Prince"] --- -# Mammon (The Argent Prince) *([LE](rules/traits/lawful-evil-b1.md))* +# Mammon (The Argent Prince) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 75* - **Category**: Archdevils - **Anathema**: leave the cult of Mammon, allow those who steal from you to go unpunished -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/matravash-logm.md b/compendium/setting/deities/matravash-logm.md index 3b43321a9..4c256975f 100644 --- a/compendium/setting/deities/matravash-logm.md +++ b/compendium/setting/deities/matravash-logm.md @@ -10,12 +10,12 @@ tags: - domain/water/deity aliases: ["Matravash", "The Wide Water"] --- -# Matravash (The Wide Water) *([LN](rules/traits/lawful-neutral-b1.md))* +# Matravash (The Wide Water) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: destroy lotus fields, interfere with the flow of the Matra river, pollute clean water, reveal the location of non-evil fugitives -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/mazludeh-lome.md b/compendium/setting/deities/mazludeh-lome.md index 7109c7801..6bc2fb207 100644 --- a/compendium/setting/deities/mazludeh-lome.md +++ b/compendium/setting/deities/mazludeh-lome.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Mazludeh", "Mother of Hearth and Wall"] --- -# Mazludeh (Mother of Hearth and Wall) *([NG](rules/traits/neutral-good-b1.md))* +# Mazludeh (Mother of Hearth and Wall) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 140* - **Category**: Mwangi Gods - **Anathema**: betray another's trust, place conflict between ideological differences over people's lives - **Areas of Concern**: balance, , community, , negotiation, , and twilight -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -38,6 +38,6 @@ title: [Avatar](compendium/spells/avatar.md) of Mazludeh - **Speed**: Speed 70 feet, climb 50 feet - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") viper strike ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") viper strike ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stone rain **Damage** `6d6+3` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/mephistopheles-logm.md b/compendium/setting/deities/mephistopheles-logm.md index 677d6caf5..c2547d5c7 100644 --- a/compendium/setting/deities/mephistopheles-logm.md +++ b/compendium/setting/deities/mephistopheles-logm.md @@ -10,12 +10,12 @@ tags: - domain/tyranny/deity aliases: ["Mephistopheles", "The Crimson Son"] --- -# Mephistopheles (The Crimson Son) *([LE](rules/traits/lawful-evil-b1.md))* +# Mephistopheles (The Crimson Son) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 75* - **Category**: Archdevils - **Anathema**: break a contract you made, get caught breaking the law -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/milani-logm.md b/compendium/setting/deities/milani-logm.md index e74ba9b3c..7a48c9263 100644 --- a/compendium/setting/deities/milani-logm.md +++ b/compendium/setting/deities/milani-logm.md @@ -12,13 +12,13 @@ tags: - trait/versatile-p aliases: ["Milani", "The Everbloom"] --- -# Milani (The Everbloom) *([CG](rules/traits/chaotic-good-b1.md))* +# Milani (The Everbloom) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 66* - **Category**: Gods of the Inner Sea - **Anathema**: abandon those in need, enslave or oppress others, harm the innocent through direct or inadvertent action - **Areas of Concern**: devotion, , hope, , and uprisings -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -36,7 +36,7 @@ title: [Avatar](compendium/spells/avatar.md) of Milani - **Speed**: Speed 50 feet, fly 70 feet - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/moloch-logm.md b/compendium/setting/deities/moloch-logm.md index a62d33e27..274208181 100644 --- a/compendium/setting/deities/moloch-logm.md +++ b/compendium/setting/deities/moloch-logm.md @@ -10,12 +10,12 @@ tags: - domain/might/deity aliases: ["Moloch", "The Ashen Bull"] --- -# Moloch (The Ashen Bull) *([LE](rules/traits/lawful-evil-b1.md))* +# Moloch (The Ashen Bull) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 75* - **Category**: Archdevils - **Anathema**: defy a military superior, flee in battle (unless ordered to do so), lose your combat edge due to your vices -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/monad-logm.md b/compendium/setting/deities/monad-logm.md index 645d62306..ef3ba013a 100644 --- a/compendium/setting/deities/monad-logm.md +++ b/compendium/setting/deities/monad-logm.md @@ -10,12 +10,12 @@ tags: - domain/void/deity aliases: ["Monad", "The Condition of All"] --- -# Monad (The Condition of All) *([N](rules/traits/neutral-b1.md))* +# Monad (The Condition of All) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: allow your personal motivations to determine a major decision -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/mother-vulture-logm.md b/compendium/setting/deities/mother-vulture-logm.md index 544e9e52a..26e1b849d 100644 --- a/compendium/setting/deities/mother-vulture-logm.md +++ b/compendium/setting/deities/mother-vulture-logm.md @@ -10,12 +10,12 @@ tags: - domain/nature/deity aliases: ["Mother Vulture", "The Flesheater"] --- -# Mother Vulture (The Flesheater) *([N](rules/traits/neutral-b1.md))* +# Mother Vulture (The Flesheater) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: poison insects or scavengers, waste food or good materials, allow rot to poison an area, create undead -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/naderi-logm.md b/compendium/setting/deities/naderi-logm.md index 1ca638c10..033cfedbb 100644 --- a/compendium/setting/deities/naderi-logm.md +++ b/compendium/setting/deities/naderi-logm.md @@ -10,12 +10,12 @@ tags: - domain/water/deity aliases: ["Naderi", "The Lost Maiden"] --- -# Naderi (The Lost Maiden) *([N](rules/traits/neutral-b1.md))* +# Naderi (The Lost Maiden) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: dismiss or mock a creature's grief, separate lovers, torture a creature -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/nalinivati-logm.md b/compendium/setting/deities/nalinivati-logm.md index 1bc60884c..a032c5124 100644 --- a/compendium/setting/deities/nalinivati-logm.md +++ b/compendium/setting/deities/nalinivati-logm.md @@ -10,12 +10,12 @@ tags: - domain/wyrmkin/deity aliases: ["Nalinivati", "The Serpent's Kiss"] --- -# Nalinivati (The Serpent's Kiss) *([N](rules/traits/neutral-b1.md))* +# Nalinivati (The Serpent's Kiss) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: kill a harmless snake or swan, spurn friends due to jealousy or romantic competition, betray your offspring, separate lovers -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/narakaas-logm.md b/compendium/setting/deities/narakaas-logm.md index 4d96e8c5c..50e4978a1 100644 --- a/compendium/setting/deities/narakaas-logm.md +++ b/compendium/setting/deities/narakaas-logm.md @@ -10,12 +10,12 @@ tags: - domain/sorrow/deity aliases: ["Narakaas", "The Cleansing Sentence"] --- -# Narakaas (The Cleansing Sentence) *([N](rules/traits/neutral-b1.md))* +# Narakaas (The Cleansing Sentence) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: torture an unwilling creature, take joy in suffering -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/narriseminek-logm.md b/compendium/setting/deities/narriseminek-logm.md index 0ffc3fc9f..75588646b 100644 --- a/compendium/setting/deities/narriseminek-logm.md +++ b/compendium/setting/deities/narriseminek-logm.md @@ -10,12 +10,12 @@ tags: - domain/perfection/deity aliases: ["Narriseminek", "The Crownless, the Maker of Kings"] --- -# Narriseminek (The Crownless, the Maker of Kings) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Narriseminek (The Crownless, the Maker of Kings) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: refuse to speak to a keketar, eschew a challenge by turning down a promotion or an advancement -- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/nethys.md b/compendium/setting/deities/nethys.md index 47fb90c32..555434e44 100644 --- a/compendium/setting/deities/nethys.md +++ b/compendium/setting/deities/nethys.md @@ -12,13 +12,13 @@ tags: - trait/versatile-cold-electricity-or-fire aliases: ["Nethys", "The All-Seeing Eye"] --- -# Nethys (The All-Seeing Eye) *([N](rules/traits/neutral-b1.md))* +# Nethys (The All-Seeing Eye) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: pursue mundane paths over magical ones - **Areas of Concern**: magic -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -34,7 +34,7 @@ aliases: ["Nethys", "The All-Seeing Eye"] title: [Avatar](compendium/spells/avatar.md) of Nethys - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") raw magic ([versatile ](rules/traits/versatile.md)), **Damage** `6d6` force +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") raw magic ([versatile ](rules/traits/versatile-cold-electricity-or-fire.md "Versatile Weapon Trait")), **Damage** `6d6` force ``` ## Divine intercession @@ -44,7 +44,7 @@ Nethys is often impartial to his followers and their wishes, so it is rare to ga - **Minor Boon** Nethys casts a powerful spell to help you in a pinch. Once, Nethys casts a spell 1 level higher than the highest-level spell you can cast. If you can't cast spells, Nethys casts a 1st-level spell to help you. - **Moderate Boon**: Nethys grants you insight into the secrets of magic. Add one spell from a different tradition of magic to your spell list. You still must learn it or add it to your repertoire normally -- **Major Boon**: You are granted supreme magical knowledge and mastery. If you are a prepared spellcaster, you can switch one of your prepared spells for another spell you could have prepared in that slot; if you are a spontaneous spellcaster, you can switch one of the spells in your spell repertoire for another spell you could have chosen for your repertoire instead. In either case, you make this switch by using a single action, which has the [concentrate](rules/traits/concentrate.md). (If you are neither a prepared nor a spontaneous spellcaster, Nethys won't grant you his major boon.) +- **Major Boon**: You are granted supreme magical knowledge and mastery. If you are a prepared spellcaster, you can switch one of your prepared spells for another spell you could have prepared in that slot; if you are a spontaneous spellcaster, you can switch one of the spells in your spell repertoire for another spell you could have chosen for your repertoire instead. In either case, you make this switch by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"). (If you are neither a prepared nor a spontaneous spellcaster, Nethys won't grant you his major boon.) - **Minor Curse**: The secrets of magic become mentally taxing. You are permanently [stupefied](rules/conditions.md#Stupefied). - **Moderate Curse** Your magic wars against itself like Nethys's dueling halves. Whenever you cast a spell, attempt a DC 11 flat check. On a failure, if your spell was harmful, you instead cast a beneficial spell of the same level on your intended targets, and if it was beneficial, you instead cast a harmful spell of the same level on your intended targets. If the spell benefited some targets and harmed others, you cast a spell of the same level that switches who benefited (for instance, changing a [heal](compendium/spells/heal.md) spell that harmed undead and healed the living to a [harm](compendium/spells/harm.md) spell that healed undead and harmed the living). You still lose the spell slot for the spell you were trying to cast. diff --git a/compendium/setting/deities/ng-logm.md b/compendium/setting/deities/ng-logm.md index a9852bc8a..f503ba957 100644 --- a/compendium/setting/deities/ng-logm.md +++ b/compendium/setting/deities/ng-logm.md @@ -10,12 +10,12 @@ tags: - domain/travel/deity aliases: ["Ng", "The Hooded"] --- -# Ng (The Hooded) *([N](rules/traits/neutral-b1.md))* +# Ng (The Hooded) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Eldest - **Anathema**: sleep in the same place twice in a row, wear seasonal decorations out of season -- **Follower Alignments**: [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/nhimbaloth-logm.md b/compendium/setting/deities/nhimbaloth-logm.md index 2ede34343..23122220f 100644 --- a/compendium/setting/deities/nhimbaloth-logm.md +++ b/compendium/setting/deities/nhimbaloth-logm.md @@ -10,12 +10,12 @@ tags: - domain/void/deity aliases: ["Nhimbaloth", "The Empty Death"] --- -# Nhimbaloth (The Empty Death) *([CE](rules/traits/chaotic-evil-b1.md))* +# Nhimbaloth (The Empty Death) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Outer Gods - **Anathema**: none -- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/nivi-rhombodazzle-logm.md b/compendium/setting/deities/nivi-rhombodazzle-logm.md index 389c433ed..cc5599000 100644 --- a/compendium/setting/deities/nivi-rhombodazzle-logm.md +++ b/compendium/setting/deities/nivi-rhombodazzle-logm.md @@ -14,13 +14,13 @@ tags: - trait/thrown-40-feet aliases: ["Nivi Rhombodazzle", "The Grey Polychrome"] --- -# Nivi Rhombodazzle (The Grey Polychrome) *([N](rules/traits/neutral-b1.md))* +# Nivi Rhombodazzle (The Grey Polychrome) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 67* - **Category**: Gods of the Inner Sea - **Anathema**: break the established rules or terms of a wager, use violence to avoid the consequences of a wager - **Areas of Concern**: gambling, , gems, , gnomes, , stealth -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -38,7 +38,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ni title: [Avatar](compendium/spells/avatar.md) of Nivi Rhombodazzle - **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") returning light hammer ([agile](rules/traits/agile.md), [thrown <40 feet>](rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") returning light hammer ([agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning ``` ## Divine intercession @@ -47,7 +47,7 @@ title: [Avatar](compendium/spells/avatar.md) of Nivi Rhombodazzle The Grey Polychrome is a carefree and self-indulgent deity who detests using violence where wits will serve. She rewards cunning in her followers and punishes crudeness. - **Minor Boon** Those who have earned Nivi's trust are blessed with wild turns of luck in the worst of circumstances. Once, instead of attempting the check you would normally roll, you attempt a DC 11 flat check with the same results. Nivi always grants this boon when the odds are stacked against you (though this same effect is an alternate to her minor curse if she uses it for a check when you would have been very likely to succeed). -- **Moderate Boon**: Nivi bestows a fraction of her skill at pushing consequences down the road. Once per day, after attempting a check, you can roll a second time. You must use the result of the second roll, even if it is worse. This is a [fortune](rules/traits/fortune.md) effect. At any point after you use this boon, the GM can replace one of your check results with the first result of the check you attempted when using this boon; this delayed result can't be further delayed, prevented, or affected in any way, even by other divine intercessions. +- **Moderate Boon**: Nivi bestows a fraction of her skill at pushing consequences down the road. Once per day, after attempting a check, you can roll a second time. You must use the result of the second roll, even if it is worse. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. At any point after you use this boon, the GM can replace one of your check results with the first result of the check you attempted when using this boon; this delayed result can't be further delayed, prevented, or affected in any way, even by other divine intercessions. - **Major Boon**: Those who have done much to please Nivi find themselves slipping from sight when needed. Any time you attempt a [Stealth](compendium/skills.md#Stealth) check to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), you also gain the effects of 2nd-level [invisibility](compendium/spells/invisibility.md) and [fleet step](compendium/spells/fleet-step.md) spells to help you elude your enemies. These effects last until the end of your next turn or until you stop [Hiding](rules/actions/hide.md) or [Sneaking](rules/actions/sneak.md), whichever comes first (you can continue to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), turn after turn, to extend these effects). - **Minor Curse**: Those who betray Nivi's trust find defeat where there was sure to be victory. Once, when you roll a natural 20 on a die, the result becomes a natural 1 instead. Nivi typically uses this curse for maximum poetic justice. diff --git a/compendium/setting/deities/nocticula-logm.md b/compendium/setting/deities/nocticula-logm.md index 2da7fcb8f..720d11974 100644 --- a/compendium/setting/deities/nocticula-logm.md +++ b/compendium/setting/deities/nocticula-logm.md @@ -16,13 +16,13 @@ tags: - trait/visual aliases: ["Nocticula", "The Redeemer Queen"] --- -# Nocticula (The Redeemer Queen) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Nocticula (The Redeemer Queen) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 68* - **Category**: Gods of the Inner Sea - **Anathema**: deny shelter to the desperate, destroy harmless art you dislike, finish a work of art during daylight hours - **Areas of Concern**: artists, , exiles, , midnight -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -39,8 +39,8 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of No title: [Avatar](compendium/spells/avatar.md) of Nocticula - **Speed**: Speed 70 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail stinger ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") magnanimous smile ([nonlethal](rules/traits/nonlethal.md), [visual](rules/traits/visual.md)), **Damage** `6d6+3` mental +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail stinger ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") magnanimous smile ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental ``` ## Divine intercession @@ -49,7 +49,7 @@ title: [Avatar](compendium/spells/avatar.md) of Nocticula The Redeemer Queen smiles upon those who seek to better themselves through introspection, but she is quick to reward betrayal with a stinging rebuke. - **Minor Boon** The night sky inspires you in a specific way. Once, when you roll a failure on a [Crafting](compendium/skills.md#Crafting) or [Performance](compendium/skills.md#Performance) check under the night sky, you critically succeed instead. Nocticula typically grants this boon for a consequential piece of artwork or performance. -- **Moderate Boon**: You draw on the power of midnight to guide you on your journeys. You gain [darkvision](rules/abilities/darkvision.md). If you already had [darkvision](rules/abilities/darkvision.md), you can cast [darkness](compendium/spells/darkness.md) once per day as a [divine](rules/traits/divine.md) innate spell. +- **Moderate Boon**: You draw on the power of midnight to guide you on your journeys. You gain [darkvision](rules/abilities/darkvision.md). If you already had [darkvision](rules/abilities/darkvision.md), you can cast [darkness](compendium/spells/darkness.md) once per day as a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell. - **Major Boon**: You become an idealized version of yourself, as if created by a divine artist. You permanently gain a set of 4 ability boosts that follow the same rules as the ability boosts you gain at every 5th level. - **Minor Curse**: Midnight looms and obscures your fate. You are only able to see up to 60 feet away from you, regardless of the lighting or what senses you have. diff --git a/compendium/setting/deities/norgorber.md b/compendium/setting/deities/norgorber.md index aa18c689f..b961a0ff8 100644 --- a/compendium/setting/deities/norgorber.md +++ b/compendium/setting/deities/norgorber.md @@ -14,13 +14,13 @@ tags: - trait/versatile-s aliases: ["Norgorber", "Blackfingers", "Father Skinsaw", "Gray Master", "Reaper of Reputation"] --- -# Norgorber (Blackfingers, Father Skinsaw, Gray Master, Reaper of Reputation) *([NE](rules/traits/neutral-evil-b1.md))* +# Norgorber (Blackfingers, Father Skinsaw, Gray Master, Reaper of Reputation) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: allow your true identity to be connected to your dark dealings, share a secret freely, show mercy - **Areas of Concern**: greed, , murder, , poison, , and secrets -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits @@ -35,7 +35,7 @@ aliases: ["Norgorber", "Blackfingers", "Father Skinsaw", "Gray Master", "Reaper title: [Avatar](compendium/spells/avatar.md) of Norgorber - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d6+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blackfinger toss **Damage** `6d6+3` poison ``` @@ -46,7 +46,7 @@ Norgorber's favor and displeasure are subtle, yet powerful. - **Minor Boon** Norgorber protects your secrets and lies. Once, when you roll a failure at a [Deception](compendium/skills.md#Deception) check to tell a [Lie](rules/actions/lie.md), you get a critical success instead. Norgorber typically chooses to grant this boon to protect an extremely consequential lie. - **Moderate Boon**: Your poisons are everlasting. If your [Strike](rules/actions/strike.md) with a poisoned weapon critically fails, or succeeds but fails to deal slashing or piercing damage, the poison is not spent. The poison is still spent once successfully applied to a creature. -- **Major Boon**: You become a living secret. You are immune to [divination](rules/traits/divination.md) effects and attempts to magically alter your memory, unless you choose to be affected or those effects come from a deity, artifact, or similarly powerful source. You also can never be tricked or forced by mundane means into uttering a secret you wish to keep. +- **Major Boon**: You become a living secret. You are immune to [divination](rules/traits/divination.md "Divination School Trait") effects and attempts to magically alter your memory, unless you choose to be affected or those effects come from a deity, artifact, or similarly powerful source. You also can never be tricked or forced by mundane means into uttering a secret you wish to keep. - **Minor Curse**: Norgorber allows thieves to get the better of you. Whenever you [Earn Income](rules/actions/earn-income.md), you earn money as if the task were 2 levels lower due to theft, loss, or bad fortune. - **Moderate Curse** Poisons are quick to debilitate you. When you roll a failure at a Fortitude save against a poison, you get a critical failure instead. diff --git a/compendium/setting/deities/nurgal-logm.md b/compendium/setting/deities/nurgal-logm.md index 9da667fc8..24836bd98 100644 --- a/compendium/setting/deities/nurgal-logm.md +++ b/compendium/setting/deities/nurgal-logm.md @@ -10,12 +10,12 @@ tags: - domain/sun/deity aliases: ["Nurgal", "The Shining Scourge"] --- -# Nurgal (The Shining Scourge) *([CE](rules/traits/chaotic-evil-b1.md))* +# Nurgal (The Shining Scourge) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 77* - **Category**: Demon Lords - **Anathema**: heal a sunburn, change your name -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/nyarlathotep-logm.md b/compendium/setting/deities/nyarlathotep-logm.md index 123ea0762..f46d922c8 100644 --- a/compendium/setting/deities/nyarlathotep-logm.md +++ b/compendium/setting/deities/nyarlathotep-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Nyarlathotep", "The Crawling Chaos"] --- -# Nyarlathotep (The Crawling Chaos) *([CE](rules/traits/chaotic-evil-b1.md))* +# Nyarlathotep (The Crawling Chaos) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Outer Gods - **Anathema**: none -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/orcus-botd.md b/compendium/setting/deities/orcus-botd.md index 7ff3ec5b9..1cda3bfe5 100644 --- a/compendium/setting/deities/orcus-botd.md +++ b/compendium/setting/deities/orcus-botd.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Orcus"] --- -# Orcus *([CE](rules/traits/chaotic-evil-b1.md))* +# Orcus *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Book of the Dead p. 43* - **Category**: Demon Lords - **Anathema**: become a vampire or accidental undead, give succor to faiths that seek to destroy undead -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/osiris-logm.md b/compendium/setting/deities/osiris-logm.md index 658a5a326..fdcd18d55 100644 --- a/compendium/setting/deities/osiris-logm.md +++ b/compendium/setting/deities/osiris-logm.md @@ -10,12 +10,12 @@ tags: - domain/soul/deity aliases: ["Osiris", "Lord of the Living"] --- -# Osiris (Lord of the Living) *([LG](rules/traits/lawful-goo-b1.md))* +# Osiris (Lord of the Living) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: dismember a creature, desecrate a corpse, show ingratitude for a sincere gift -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/otolmens-logm.md b/compendium/setting/deities/otolmens-logm.md index 8df180777..4777f9770 100644 --- a/compendium/setting/deities/otolmens-logm.md +++ b/compendium/setting/deities/otolmens-logm.md @@ -10,12 +10,12 @@ tags: - domain/perfection/deity aliases: ["Otolmens", "The Universal"] --- -# Otolmens (The Universal) *([LN](rules/traits/lawful-neutral-b1.md))* +# Otolmens (The Universal) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: suppress a factual report, ignore facts, misrepresent quantitative data -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/pazuzu-logm.md b/compendium/setting/deities/pazuzu-logm.md index 475504f73..d98f25806 100644 --- a/compendium/setting/deities/pazuzu-logm.md +++ b/compendium/setting/deities/pazuzu-logm.md @@ -10,12 +10,12 @@ tags: - domain/tyranny/deity aliases: ["Pazuzu", "King of the Wind Demons"] --- -# Pazuzu (King of the Wind Demons) *([CE](rules/traits/chaotic-evil-b1.md))* +# Pazuzu (King of the Wind Demons) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 77* - **Category**: Demon Lords - **Anathema**: deny a flying creature the ability to fly, abuse Pazuzu's name or call on Pazuzu for help, aid worshippers of Lamashtu -- **Follower Alignments**: [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/pharasma.md b/compendium/setting/deities/pharasma.md index f497c0860..dc4869016 100644 --- a/compendium/setting/deities/pharasma.md +++ b/compendium/setting/deities/pharasma.md @@ -17,13 +17,13 @@ tags: - trait/thrown-40-feet aliases: ["Pharasma", "Lady of Graves"] --- -# Pharasma (Lady of Graves) *([N](rules/traits/neutral-b1.md))* +# Pharasma (Lady of Graves) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: create undead, desecrate a corpse, rob a tomb - **Areas of Concern**: birth, , death, , fate, , prophecy, , and time -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits @@ -39,7 +39,7 @@ aliases: ["Pharasma", "Lady of Graves"] title: [Avatar](compendium/spells/avatar.md) of Pharasma - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md)), **Damage** `6d6+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiral blast (damages only undead), **Damage** `6d8+3` positive ``` diff --git a/compendium/setting/deities/prophecies-of-kalistrade.md b/compendium/setting/deities/prophecies-of-kalistrade.md index beced443c..07c683a34 100644 --- a/compendium/setting/deities/prophecies-of-kalistrade.md +++ b/compendium/setting/deities/prophecies-of-kalistrade.md @@ -6,13 +6,13 @@ tags: - deity/philosophy aliases: ["Prophecies of Kalistrade"] --- -# Prophecies of Kalistrade *([LN](rules/traits/lawful-neutral-b1.md))* +# Prophecies of Kalistrade *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Core Rulebook p. 440* - **Category**: Philosophy - **Anathema**: spend money frivolously; offer money to those who don't deserve wealth; overindulge in physical pleasures, food, or drink; give charity to others - **Areas of Concern**: trade, , wealth, , self-denial, , stability -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/pulura-logm.md b/compendium/setting/deities/pulura-logm.md index e6430e133..bdf0b7580 100644 --- a/compendium/setting/deities/pulura-logm.md +++ b/compendium/setting/deities/pulura-logm.md @@ -10,12 +10,12 @@ tags: - domain/star/deity aliases: ["Pulura", "The Shimmering Maiden"] --- -# Pulura (The Shimmering Maiden) *([CG](rules/traits/chaotic-good-b1.md))* +# Pulura (The Shimmering Maiden) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: mock the homesick, deny warmth to others, pollute the skies with smoke or light -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/qi-zhong-logm.md b/compendium/setting/deities/qi-zhong-logm.md index 286f68c80..891035de3 100644 --- a/compendium/setting/deities/qi-zhong-logm.md +++ b/compendium/setting/deities/qi-zhong-logm.md @@ -10,12 +10,12 @@ tags: - domain/protection/deity aliases: ["Qi Zhong", "Master of Medicine"] --- -# Qi Zhong (Master of Medicine) *([NG](rules/traits/neutral-good-b1.md))* +# Qi Zhong (Master of Medicine) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: deal lethal damage to another living creature (unless as part of a necessary medical treatment) -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ra-logm.md b/compendium/setting/deities/ra-logm.md index ae59a18f5..bf504c452 100644 --- a/compendium/setting/deities/ra-logm.md +++ b/compendium/setting/deities/ra-logm.md @@ -10,12 +10,12 @@ tags: - domain/time/deity aliases: ["Ra", "King of the Heavens"] --- -# Ra (King of the Heavens) *([LN](rules/traits/lawful-neutral-b1.md))* +# Ra (King of the Heavens) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: avoid personal change, kill a plant or a creature with cold damage, seal a building to completely block sunlight -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ragadahn-logm.md b/compendium/setting/deities/ragadahn-logm.md index 37019050c..b4aca4b7a 100644 --- a/compendium/setting/deities/ragadahn-logm.md +++ b/compendium/setting/deities/ragadahn-logm.md @@ -10,12 +10,12 @@ tags: - domain/wyrmkin/deity aliases: ["Ragadahn", "The Water Lord"] --- -# Ragadahn (The Water Lord) *([CE](rules/traits/chaotic-evil-b1.md))* +# Ragadahn (The Water Lord) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Eldest - **Anathema**: suffer a linnorm's death curse, destroy a fossil -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ragathiel-logm.md b/compendium/setting/deities/ragathiel-logm.md index 046cddd8e..d88445e72 100644 --- a/compendium/setting/deities/ragathiel-logm.md +++ b/compendium/setting/deities/ragathiel-logm.md @@ -12,12 +12,12 @@ tags: - trait/two-handed-d12 aliases: ["Ragathiel", "General of Vengeance"] --- -# Ragathiel (General of Vengeance) *([LG](rules/traits/lawful-goo-b1.md))* +# Ragathiel (General of Vengeance) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: cower from combat, forgive those who have irreparably sinned, leave allies unwillingly in darkness -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait") ## Devotee benefits @@ -32,6 +32,6 @@ aliases: ["Ragathiel", "General of Vengeance"] title: [Avatar](compendium/spells/avatar.md) of Ragathiel - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([reach <15 feet>](rules/traits/reach.md), silver, two-handed ), **Damage** `5d8+6` slashing and `1d8` fire +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), silver, two-handed ), **Damage** `5d8+6` slashing and `1d8` fire - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flames of righteous vengeance **Damage** `4d6+3` fire and `1d6` fire splash The caster is immune to this splash damage ``` \ No newline at end of file diff --git a/compendium/setting/deities/ragdya-logm.md b/compendium/setting/deities/ragdya-logm.md index cf90b8e9e..311417e8e 100644 --- a/compendium/setting/deities/ragdya-logm.md +++ b/compendium/setting/deities/ragdya-logm.md @@ -13,13 +13,13 @@ tags: - trait/reach-15-feet aliases: ["Ragdya", "The Sage on the Mountain"] --- -# Ragdya (The Sage on the Mountain) *([N](rules/traits/neutral-b1.md))* +# Ragdya (The Sage on the Mountain) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: make a joke out of someone's suffering, own a slave, discriminate based on social status - **Areas of Concern**: humor, , lessons, , monkeys -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -35,6 +35,6 @@ aliases: ["Ragdya", "The Sage on the Mountain"] title: [Avatar](compendium/spells/avatar.md) of Ragdya - **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gada ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mountain gust ([air](rules/traits/air.md)), **Damage** `6d4+3` bludgeoning plus pushed 5 feet in any direction +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gada ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mountain gust ([air](rules/traits/air.md "Air Energy & Element Trait")), **Damage** `6d4+3` bludgeoning plus pushed 5 feet in any direction ``` \ No newline at end of file diff --git a/compendium/setting/deities/ranginori-logm.md b/compendium/setting/deities/ranginori-logm.md index f1562a80c..bf47f81c8 100644 --- a/compendium/setting/deities/ranginori-logm.md +++ b/compendium/setting/deities/ranginori-logm.md @@ -10,12 +10,12 @@ tags: - domain/travel/deity aliases: ["Ranginori", "Zephyrous Prince"] --- -# Ranginori (Zephyrous Prince) *([NG](rules/traits/neutral-good-b1.md))* +# Ranginori (Zephyrous Prince) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Elemental Lords - **Anathema**: wrongfully imprison a creature, restrain a creature longer or more tightly than is necessary, suffocate a creature -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/raumya-logm.md b/compendium/setting/deities/raumya-logm.md index 9655a96c0..fb08576e8 100644 --- a/compendium/setting/deities/raumya-logm.md +++ b/compendium/setting/deities/raumya-logm.md @@ -10,12 +10,12 @@ tags: - domain/wealth/deity aliases: ["Raumya", "The Evil Prince"] --- -# Raumya (The Evil Prince) *([NE](rules/traits/neutral-evil-b1.md))* +# Raumya (The Evil Prince) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Vudrani Gods - **Anathema**: abuse a loyal subject, harm or kill a non-combatant -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ravithra-aoe5.md b/compendium/setting/deities/ravithra-aoe5.md index 9958726f2..6be6008c4 100644 --- a/compendium/setting/deities/ravithra-aoe5.md +++ b/compendium/setting/deities/ravithra-aoe5.md @@ -15,13 +15,13 @@ tags: - trait/trip aliases: ["Ravithra", "The Mother of Nagas", "The Chalice-Bearer"] --- -# Ravithra (The Mother of Nagas, The Chalice-Bearer) *([LN](rules/traits/lawful-neutral-b1.md))* +# Ravithra (The Mother of Nagas, The Chalice-Bearer) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 71* - **Category**: Other Gods - **Anathema**: make decisions erratically or randomly, provide aid to Vasaghati or her followers, engage in treachery - **Areas of Concern**: judgment, , karma, , law, , vengeance -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits @@ -37,6 +37,6 @@ aliases: ["Ravithra", "The Mother of Nagas", "The Chalice-Bearer"] title: [Avatar](compendium/spells/avatar.md) of Ravithra - **Speed**: Speed 50 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` piercing -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail swipe ([disarm](rules/traits/disarm.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d8+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail swipe ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/rovagug.md b/compendium/setting/deities/rovagug.md index 5edf17aa4..dd0f0d597 100644 --- a/compendium/setting/deities/rovagug.md +++ b/compendium/setting/deities/rovagug.md @@ -15,13 +15,13 @@ tags: - trait/versatile-p aliases: ["Rovagug", "Rough Beast"] --- -# Rovagug (Rough Beast) *([CE](rules/traits/chaotic-evil-b1.md))* +# Rovagug (Rough Beast) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: create something new, let material ties restrain you, torture a victim or otherwise delay its destruction - **Areas of Concern**: destruction, , disaster, , and wrath -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -37,8 +37,8 @@ aliases: ["Rovagug", "Rough Beast"] title: [Avatar](compendium/spells/avatar.md) of Rovagug - **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d12+6` piercing -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d12+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` bludgeoning ``` ## Divine intercession @@ -46,7 +46,7 @@ title: [Avatar](compendium/spells/avatar.md) of Rovagug Rovagug's imprisonment means he can almost never intercede on Golarion, but some places lead far enough into the earth that the god's profane influence can leak through. He is as likely to curse those who draw his attention as he is to reward them, though great enough acts of violence and destruction may earn his favor. -- **Minor Boon** Your attack becomes more destructive. Once, one of your failed or successful attacks becomes a critical hit, and your weapon or unarmed attack gains the reach d12 trait for this attack, replacing any [deadly](rules/traits/deadly.md) trait it already had. Rovagug typically grants this boon when the critical hit could destroy something precious or significant. +- **Minor Boon** Your attack becomes more destructive. Once, one of your failed or successful attacks becomes a critical hit, and your weapon or unarmed attack gains the reach d12 trait for this attack, replacing any [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait it already had. Rovagug typically grants this boon when the critical hit could destroy something precious or significant. - **Moderate Boon**: You can devour all. You mouth grows into a horrible circular, insectile maw of needle-like teeth. You gain a bite unarmed attack that deals `1d8` piercing damage. Additionally, you can stomach eating anything you can fit down your throat—even rocks or small objects. You gain a +4 status bonus to saves resulting from eating something, such as diseases, poisons, or other effects of the ingested object. This doesn't allow you to digest magic items that would otherwise be difficult or impossible to destroy, such as cursed items or artifacts. - **Major Boon**: You can crack the surface of Golaron, accelerating the release of the Rough Beast. You gain the [Quaking Stomp](compendium/feats/quaking-stomp.md) barbarian feat. diff --git a/compendium/setting/deities/sairazul-logm.md b/compendium/setting/deities/sairazul-logm.md index 8ffc3b23e..bec890dae 100644 --- a/compendium/setting/deities/sairazul-logm.md +++ b/compendium/setting/deities/sairazul-logm.md @@ -10,12 +10,12 @@ tags: - domain/wealth/deity aliases: ["Sairazul", "The Crystalline Queen"] --- -# Sairazul (The Crystalline Queen) *([NG](rules/traits/neutral-good-b1.md))* +# Sairazul (The Crystalline Queen) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Elemental Lords - **Anathema**: damage subterranean natural wonders, collapse an earthen structure on a creature -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/saloc-logm.md b/compendium/setting/deities/saloc-logm.md index 873c01c8f..1602611e7 100644 --- a/compendium/setting/deities/saloc-logm.md +++ b/compendium/setting/deities/saloc-logm.md @@ -10,12 +10,12 @@ tags: - domain/knowledge/deity aliases: ["Saloc", "The Minder of Immortals"] --- -# Saloc (The Minder of Immortals) *([N](rules/traits/neutral-b1.md))* +# Saloc (The Minder of Immortals) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: manipulate or remove a creature's emotions with magic, spread nihilism or hopelessness -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/sangpotshi-logm.md b/compendium/setting/deities/sangpotshi-logm.md index 3f4a5fe08..c9f5cc23a 100644 --- a/compendium/setting/deities/sangpotshi-logm.md +++ b/compendium/setting/deities/sangpotshi-logm.md @@ -6,13 +6,13 @@ tags: - deity/philosophy aliases: ["Sangpotshi"] --- -# Sangpotshi *([N](rules/traits/neutral-b1.md))* +# Sangpotshi *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 99* - **Category**: Philosophy - **Anathema**: needlessly break significant traditions, actively interfere with the perfection efforts of another soul or allow others to do so - **Areas of Concern**: fate, , karma, , and reincarnation -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/sarenrae.md b/compendium/setting/deities/sarenrae.md index 45ed1e123..552ecca0d 100644 --- a/compendium/setting/deities/sarenrae.md +++ b/compendium/setting/deities/sarenrae.md @@ -14,13 +14,13 @@ tags: - trait/reach-15-feet aliases: ["Sarenrae", "Dawnflower"] --- -# Sarenrae (Dawnflower) *([NG](rules/traits/neutral-good-b1.md))* +# Sarenrae (Dawnflower) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Core Rulebook p. 439* - **Category**: Gods of the Inner Sea - **Anathema**: create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil - **Areas of Concern**: healing, , honesty, , redemption, , and the sun -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -36,8 +36,8 @@ aliases: ["Sarenrae", "Dawnflower"] title: [Avatar](compendium/spells/avatar.md) of Sarenrae - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar ([forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") everflame ([nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` fire +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar ([forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") everflame ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` fire ``` ## Divine intercession @@ -51,4 +51,4 @@ Sarenrae often bestows boons for making a sacrifice to do better or taking a ris - **Minor Curse**: The sun burns you for your transgression. You receive a sunburn that causes you to become permanently [clumsy](rules/conditions.md#Clumsy). - **Moderate Curse** The sun shines its light on everything you say. You become unable to tell lies, and if you attempt to do so, you instead compulsively blurt out the truth on the matter in question. You are still able to withhold information or lie by omission. -- **Major Curse**: Sarenrae restricts your ability to harm others. All attacks you make, spells you cast, and other sources of damage you deal are [nonlethal](rules/traits/nonlethal.md) except against fiends and undead, and you can't ever make them lethal. You deal minimum damage except against fiends and undead. All creatures except fiends and undead gain a +4 status bonus to their AC and saving throws against your attacks and other effects. \ No newline at end of file +- **Major Curse**: Sarenrae restricts your ability to harm others. All attacks you make, spells you cast, and other sources of damage you deal are [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") except against fiends and undead, and you can't ever make them lethal. You deal minimum damage except against fiends and undead. All creatures except fiends and undead gain a +4 status bonus to their AC and saving throws against your attacks and other effects. \ No newline at end of file diff --git a/compendium/setting/deities/seafarers-hope-lotg.md b/compendium/setting/deities/seafarers-hope-lotg.md index 59f413e08..1e64a6c44 100644 --- a/compendium/setting/deities/seafarers-hope-lotg.md +++ b/compendium/setting/deities/seafarers-hope-lotg.md @@ -10,13 +10,13 @@ tags: - domain/water/deity aliases: ["Seafarers' Hope"] --- -# Seafarers' Hope *([N](rules/traits/neutral-b1.md))* +# Seafarers' Hope *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Travel Guide p. 94* - **Category**: Pantheon - **Anathema**: put off travel until there are calm waters, refuse aid to those stranded at sea, stay too long on land - **Areas of Concern**: coastlines, , the sea, , seafarers, , storms -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/sekhmet-logm.md b/compendium/setting/deities/sekhmet-logm.md index 692d0bf42..2600545ac 100644 --- a/compendium/setting/deities/sekhmet-logm.md +++ b/compendium/setting/deities/sekhmet-logm.md @@ -10,12 +10,12 @@ tags: - domain/might/deity aliases: ["Sekhmet", "Lady of Slaughter"] --- -# Sekhmet (Lady of Slaughter) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Sekhmet (Lady of Slaughter) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: spare an evil fiend, fail to placate Sekhmet with daily rituals -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/selket-logm.md b/compendium/setting/deities/selket-logm.md index d8e9862fb..137bf476c 100644 --- a/compendium/setting/deities/selket-logm.md +++ b/compendium/setting/deities/selket-logm.md @@ -10,12 +10,12 @@ tags: - domain/protection/deity aliases: ["Selket", "Mistress of the Beautiful House"] --- -# Selket (Mistress of the Beautiful House) *([CG](rules/traits/chaotic-good-b1.md))* +# Selket (Mistress of the Beautiful House) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: poison someone you didn't intend to, harm a creature as punishment for a different creature's crime, desecrate a corpse -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/set-botd.md b/compendium/setting/deities/set-botd.md index 6554d5cf8..c02c9766c 100644 --- a/compendium/setting/deities/set-botd.md +++ b/compendium/setting/deities/set-botd.md @@ -10,12 +10,12 @@ tags: - domain/lightning/deity aliases: ["Set"] --- -# Set *([NE](rules/traits/neutral-evil-b1.md))* +# Set *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Book of the Dead p. 133* - **Category**: Ancient Osirian Gods - **Anathema**: refuse to fight your own battles, destroy a soul instead of turning it to undeath -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/shax-logm.md b/compendium/setting/deities/shax-logm.md index 00026a782..3b32e943f 100644 --- a/compendium/setting/deities/shax-logm.md +++ b/compendium/setting/deities/shax-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Shax", "The Bloody Marquis"] --- -# Shax (The Bloody Marquis) *([CE](rules/traits/chaotic-evil-b1.md))* +# Shax (The Bloody Marquis) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 77* - **Category**: Demon Lords - **Anathema**: sleep in a building with fewer than five rooms, allow a victim to escape due to gloating -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/shei-logm.md b/compendium/setting/deities/shei-logm.md index 545da1907..9386de5cc 100644 --- a/compendium/setting/deities/shei-logm.md +++ b/compendium/setting/deities/shei-logm.md @@ -10,12 +10,12 @@ tags: - domain/perfection/deity aliases: ["Shei", "The Ibis Matron"] --- -# Shei (The Ibis Matron) *([NG](rules/traits/neutral-good-b1.md))* +# Shei (The Ibis Matron) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: force others to follow your path, inflict negative damage, age others or steal life with magic -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/shelyn.md b/compendium/setting/deities/shelyn.md index f0728e852..c608eeec5 100644 --- a/compendium/setting/deities/shelyn.md +++ b/compendium/setting/deities/shelyn.md @@ -14,13 +14,13 @@ tags: - trait/reach-20-feet aliases: ["Shelyn", "The Eternal Rose"] --- -# Shelyn (The Eternal Rose) *([NG](rules/traits/neutral-good-b1.md))* +# Shelyn (The Eternal Rose) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Core Rulebook p. 440* - **Category**: Gods of the Inner Sea - **Anathema**: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender - **Areas of Concern**: art, , beauty, , love, , and music -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -36,8 +36,8 @@ aliases: ["Shelyn", "The Eternal Rose"] title: [Avatar](compendium/spells/avatar.md) of Shelyn - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive ([deadly ](rules/traits/deadly.md), [nonlethal](rules/traits/nonlethal.md), [reach <20 feet>](rules/traits/reach.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") melody of inner beauty ([nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` sonic +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive ([deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") melody of inner beauty ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` sonic ``` ## Divine intercession diff --git a/compendium/setting/deities/shizuru-logm.md b/compendium/setting/deities/shizuru-logm.md index 92026bd14..5fe471e90 100644 --- a/compendium/setting/deities/shizuru-logm.md +++ b/compendium/setting/deities/shizuru-logm.md @@ -15,13 +15,13 @@ tags: - trait/versatile-p aliases: ["Shizuru", "The Empress of Heaven"] --- -# Shizuru (The Empress of Heaven) *([LG](rules/traits/lawful-goo-b1.md))* +# Shizuru (The Empress of Heaven) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 70* - **Category**: Gods of the Inner Sea - **Anathema**: abandon a companion in need, dishonor yourself, parlay with truce breakers, separate lovers - **Areas of Concern**: ancestors, , honor, , the sun, , and swordplay -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits @@ -39,7 +39,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Sh title: [Avatar](compendium/spells/avatar.md) of Shizuru - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") katana ([deadly <3d8>](rules/traits/deadly.md), [reach <15 feet>](rules/traits/reach.md), [two-hand ](rules/traits/two-hand.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d6+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") katana ([deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbolt arrow **Damage** `6d6+3` fire ``` @@ -48,7 +48,7 @@ title: [Avatar](compendium/spells/avatar.md) of Shizuru The Empress of Heaven wastes little time acting coy about her favor. Her boons are often accompanied by beams of sunlight or calligraphic symbols, while her wrath is often signaled by the cracking of precious items and armor. -- **Minor Boon** Your attacks help eradicate darkness. When you successfully [Strike](rules/actions/strike.md) a foe, your weapon glows with bright light out to 60 feet for 1 minute. This is a [light](rules/traits/light.md) effect with a counteract level equal to half your level rounded up. +- **Minor Boon** Your attacks help eradicate darkness. When you successfully [Strike](rules/actions/strike.md) a foe, your weapon glows with bright light out to 60 feet for 1 minute. This is a [light](rules/traits/light.md "Light Effect Trait") effect with a counteract level equal to half your level rounded up. - **Moderate Boon**: Shizuru's light flows through your blade. Your weapons and unarmed attacks deal an additional `1d6` fire damage or `1d6` good damage; you choose each time you make an attack. - **Major Boon**: Shizuru bestows upon you a golden suit of armor made from sunlight, or transforms your favorite armor to gain that aspect. Once per hour while you are wearing the armor, if an attack would reduce your Hit Points to 0, the attack is instead completely negated. diff --git a/compendium/setting/deities/shyka-logm.md b/compendium/setting/deities/shyka-logm.md index d6b2d38cf..380e9c42c 100644 --- a/compendium/setting/deities/shyka-logm.md +++ b/compendium/setting/deities/shyka-logm.md @@ -10,12 +10,12 @@ tags: - domain/time/deity aliases: ["Shyka", "The Many"] --- -# Shyka (The Many) *([N](rules/traits/neutral-b1.md))* +# Shyka (The Many) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Eldest - **Anathema**: willingly tread where time does not pass -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/sifkesh-logm.md b/compendium/setting/deities/sifkesh-logm.md index e2f80a699..c59fd716d 100644 --- a/compendium/setting/deities/sifkesh-logm.md +++ b/compendium/setting/deities/sifkesh-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Sifkesh", "The Whispered Doubt"] --- -# Sifkesh (The Whispered Doubt) *([CE](rules/traits/chaotic-evil-b1.md))* +# Sifkesh (The Whispered Doubt) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Demon Lords - **Anathema**: spread hope, offer forgiveness, sincerely honor or call upon another god -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/sivanah-logm.md b/compendium/setting/deities/sivanah-logm.md index b19f2870e..c5cec5ea1 100644 --- a/compendium/setting/deities/sivanah-logm.md +++ b/compendium/setting/deities/sivanah-logm.md @@ -15,13 +15,13 @@ tags: - trait/trip aliases: ["Sivanah", "The Seventh Veil"] --- -# Sivanah (The Seventh Veil) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Sivanah (The Seventh Veil) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 69* - **Category**: Gods of the Inner Sea - **Anathema**: use illusions and shadows to harm another creature, reveal a secret you have sworn to keep - **Areas of Concern**: illusions, , mysteries, , reflections, , secrets -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -39,7 +39,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Si title: [Avatar](compendium/spells/avatar.md) of Sivanah - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bladed scarf ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d8+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bladed scarf ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") illusory assault **Damage** `6d6+3` mental ``` @@ -49,9 +49,9 @@ title: [Avatar](compendium/spells/avatar.md) of Sivanah The Seventh Veil abhors the use of illusion to cause harm and detests anyone who discourages or corrupts the process of truth-seeking. The goddess works actively against the faith of Zon-Kuthon and his clerics' use of shadow. - **Minor Boon** Sivanah prevents your enemies from pulling off your veil. Once, when a foe rolls a success on a [Perception](compendium/skills.md#Perception) check to disbelieve your illusion, it gets a critical failure instead. Sivanah typically grants this benefit to protect an elaborate or consequential illusory deception, and she never uses it to improve the effect of a harmful illusion. -- **Moderate Boon**: You wear a veil of illusion wherever you go. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) at will as an innate [divine](rules/traits/divine.md) spell. +- **Moderate Boon**: You wear a veil of illusion wherever you go. You can cast [illusory disguise](compendium/spells/illusory-disguise.md) at will as an innate [divine](rules/traits/divine.md "Divine Tradition Trait") spell. - **Major Boon**: You spread your illusions over a larger area. You can designate an area to permanently gain the effects of [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md). All creatures within this area gain the effects of [illusory disguise](compendium/spells/illusory-disguise.md), changing their forms as you wish. You can designate a new area as a 1-minute activity, but doing so dismisses any previously designated areas. - **Minor Curse**: Your hair becomes a wild variety of colors, which cannot be altered with mundane or magical means, and it somehow grows out from under any cap, scarf, or other headwear intended to disguise it. You gain a –2 status penalty to [Deception](compendium/skills.md#Deception) skill checks to [Impersonate](rules/actions/impersonate.md) anyone else. - **Moderate Curse** Those who betray the secrets of others find their own secrets laid bare. Each person from whom you are keeping a secret immediately learns one of your secrets involving that person. This curse doesn't give away other people's secrets you are keeping, only your own. -- **Major Curse**: Mirrors break whenever you cross their paths. You cannot be concealed by [illusion](rules/traits/illusion.md) magic of any kind (the spell automatically fails), and all creatures that see you know your true identity. \ No newline at end of file +- **Major Curse**: Mirrors break whenever you cross their paths. You cannot be concealed by [illusion](rules/traits/illusion.md "Illusion School Trait") magic of any kind (the spell automatically fails), and all creatures that see you know your true identity. \ No newline at end of file diff --git a/compendium/setting/deities/sobek-logm.md b/compendium/setting/deities/sobek-logm.md index ed3964ef5..51cd8cabe 100644 --- a/compendium/setting/deities/sobek-logm.md +++ b/compendium/setting/deities/sobek-logm.md @@ -10,12 +10,12 @@ tags: - domain/wyrmkin/deity aliases: ["Sobek", "The Raging Torrent"] --- -# Sobek (The Raging Torrent) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Sobek (The Raging Torrent) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: cower from fights, despoil the land, kill the innocent -- **Follower Alignments**: [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/soralyon-logm.md b/compendium/setting/deities/soralyon-logm.md index 521a15101..140cca5e6 100644 --- a/compendium/setting/deities/soralyon-logm.md +++ b/compendium/setting/deities/soralyon-logm.md @@ -10,12 +10,12 @@ tags: - domain/protection/deity aliases: ["Soralyon", "The Mystic Angel"] --- -# Soralyon (The Mystic Angel) *([NG](rules/traits/neutral-good-b1.md))* +# Soralyon (The Mystic Angel) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: defile sacred buildings, knowingly unearth evil monuments, destroy historical artifacts -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/sorrows-sword-lokl.md b/compendium/setting/deities/sorrows-sword-lokl.md index a94f0fca8..87911605b 100644 --- a/compendium/setting/deities/sorrows-sword-lokl.md +++ b/compendium/setting/deities/sorrows-sword-lokl.md @@ -12,13 +12,13 @@ tags: - domain/zeal/deity aliases: ["Sorrow's Sword"] --- -# Sorrow's Sword *([LG](rules/traits/lawful-goo-b1.md))* +# Sorrow's Sword *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Knights of Lastwall p. 69* - **Category**: Pantheon - **Anathema**: cower from combat, forgive those who have committed grave offenses, abandon or deceive allies - **Areas of Concern**: vengeance, , reclaiming lost homelands, , drawing strength from sorrow -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md b/compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md index 9d17e5b5c..350cc7a6b 100644 --- a/compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md +++ b/compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md @@ -10,12 +10,12 @@ tags: - domain/pain/deity aliases: ["Stag Mother of the Forest of Stones", "She Who Listens"] --- -# Stag Mother of the Forest of Stones (She Who Listens) *([N](rules/traits/neutral-b1.md))* +# Stag Mother of the Forest of Stones (She Who Listens) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Sarkorian Gods - **Anathema**: harm a pregnant mother or innocent child, including animals -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/sturovenen-logm.md b/compendium/setting/deities/sturovenen-logm.md index c9e84ace6..17645ae45 100644 --- a/compendium/setting/deities/sturovenen-logm.md +++ b/compendium/setting/deities/sturovenen-logm.md @@ -10,12 +10,12 @@ tags: - domain/sun/deity aliases: ["Sturovenen", "The Dragoneagle"] --- -# Sturovenen (The Dragoneagle) *([LG](rules/traits/lawful-goo-b1.md))* +# Sturovenen (The Dragoneagle) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Sarkorian Gods - **Anathema**: command a subordinate to perform a task you're not willing to perform yourself -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/sun-wukong-logm.md b/compendium/setting/deities/sun-wukong-logm.md index dbfd81033..8f9deac1f 100644 --- a/compendium/setting/deities/sun-wukong-logm.md +++ b/compendium/setting/deities/sun-wukong-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Sun Wukong", "The Monkey King"] --- -# Sun Wukong (The Monkey King) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Sun Wukong (The Monkey King) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: refuse a reasonable bet or duel, let social pressure change your behavior -- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/suyuddha-lokl.md b/compendium/setting/deities/suyuddha-lokl.md index efe3c4abd..7f8961451 100644 --- a/compendium/setting/deities/suyuddha-lokl.md +++ b/compendium/setting/deities/suyuddha-lokl.md @@ -20,13 +20,13 @@ tags: - trait/versatile-slashing aliases: ["Suyuddha", "The Warrior Queen"] --- -# Suyuddha (The Warrior Queen) *([LN](rules/traits/lawful-neutral-b1.md))* +# Suyuddha (The Warrior Queen) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Knights of Lastwall p. 64* - **Category**: Other Gods - **Anathema**: let your emotions dictate your tactics, hunt felines for sport, permit others of your rank or lower to calculate tactics on your behalf - **Areas of Concern**: battle, , strategy, , geometry -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -42,6 +42,6 @@ aliases: ["Suyuddha", "The Warrior Queen"] title: [Avatar](compendium/spells/avatar.md) of Suyuddha - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tekko-kagi ([agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [parry](rules/traits/parry.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d4+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") calculated countermeasures ([versatile ](rules/traits/versatile.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d4+3` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tekko-kagi ([agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d4+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") calculated countermeasures ([versatile ](rules/traits/versatile-bludgeoning.md "Versatile Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `6d4+3` piercing ``` \ No newline at end of file diff --git a/compendium/setting/deities/szuriel-logm.md b/compendium/setting/deities/szuriel-logm.md index 3b1e749cd..541936b2e 100644 --- a/compendium/setting/deities/szuriel-logm.md +++ b/compendium/setting/deities/szuriel-logm.md @@ -10,12 +10,12 @@ tags: - domain/might/deity aliases: ["Szuriel", "Angel of Desolation"] --- -# Szuriel (Angel of Desolation) *([NE](rules/traits/neutral-evil-b1.md))* +# Szuriel (Angel of Desolation) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Horsemen - **Anathema**: show mercy to creatures who do not worship Szuriel, choose to marry or have children -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/tanagaar-logm.md b/compendium/setting/deities/tanagaar-logm.md index 83492d926..3eb47b660 100644 --- a/compendium/setting/deities/tanagaar-logm.md +++ b/compendium/setting/deities/tanagaar-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Tanagaar", "The Aurulent Eye"] --- -# Tanagaar (The Aurulent Eye) *([LG](rules/traits/lawful-goo-b1.md))* +# Tanagaar (The Aurulent Eye) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: abandon your post, tolerate poaching, torment animals -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/thamir-logm.md b/compendium/setting/deities/thamir-logm.md index 0262d5776..844a6b82b 100644 --- a/compendium/setting/deities/thamir-logm.md +++ b/compendium/setting/deities/thamir-logm.md @@ -10,12 +10,12 @@ tags: - domain/wealth/deity aliases: ["Thamir", "The Silent Blade"] --- -# Thamir (The Silent Blade) *([CE](rules/traits/chaotic-evil-b1.md))* +# Thamir (The Silent Blade) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: steal from the poor, beg for help or mercy from a fellow worshipper of Thamir -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-deliberate-journey-lotg.md b/compendium/setting/deities/the-deliberate-journey-lotg.md index 3d99eba5c..29f953abe 100644 --- a/compendium/setting/deities/the-deliberate-journey-lotg.md +++ b/compendium/setting/deities/the-deliberate-journey-lotg.md @@ -12,13 +12,13 @@ tags: - domain/wealth/deity aliases: ["The Deliberate Journey"] --- -# The Deliberate Journey *([N](rules/traits/neutral-b1.md))* +# The Deliberate Journey *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Travel Guide p. 92* - **Category**: Pantheon - **Anathema**: fail to prepare for a journey, let chance decide which way to go, put travelers under you care in danger - **Areas of Concern**: caravans, , crossroads, , knowing the way, , travel by road -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-endless-road-lokl.md b/compendium/setting/deities/the-endless-road-lokl.md index f4333ae5e..7611558d8 100644 --- a/compendium/setting/deities/the-endless-road-lokl.md +++ b/compendium/setting/deities/the-endless-road-lokl.md @@ -10,13 +10,13 @@ tags: - domain/truth/deity aliases: ["The Endless Road"] --- -# The Endless Road *([NG](rules/traits/neutral-good-b1.md))* +# The Endless Road *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Knights of Lastwall p. 68* - **Category**: Pantheon - **Anathema**: close your ears and heart to others, do not seek to better yourself, resist the call to explore new places - **Areas of Concern**: travel, , preaching, , self-improvement, , recruiting -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-enlightened-scholars-path-lotg.md b/compendium/setting/deities/the-enlightened-scholars-path-lotg.md index 6061a0594..29bc191c3 100644 --- a/compendium/setting/deities/the-enlightened-scholars-path-lotg.md +++ b/compendium/setting/deities/the-enlightened-scholars-path-lotg.md @@ -12,13 +12,13 @@ tags: - domain/protection/deity aliases: ["The Enlightened Scholar's Path"] --- -# The Enlightened Scholar's Path *([NG](rules/traits/neutral-good-b1.md))* +# The Enlightened Scholar's Path *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Travel Guide p. 92* - **Category**: Pantheon - **Anathema**: destroy books or monuments, keep silent when faced with false information, refuse to share knowledge - **Areas of Concern**: academies, , professors, , scholars, , transmission and accuracy of learned knowledge -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-godclaw-logm.md b/compendium/setting/deities/the-godclaw-logm.md index 80cc79ed5..522522c10 100644 --- a/compendium/setting/deities/the-godclaw-logm.md +++ b/compendium/setting/deities/the-godclaw-logm.md @@ -11,13 +11,13 @@ tags: - domain/zeal/deity aliases: ["The Godclaw"] --- -# The Godclaw *([LN](rules/traits/lawful-neutral-b1.md))* +# The Godclaw *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 93* - **Category**: Pantheon - **Anathema**: rest when there is lawlessness to fight, believe you know or understand more than the pantheon - **Areas of Concern**: discipline, , laws, , order, , strategy -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-green-mother-logm.md b/compendium/setting/deities/the-green-mother-logm.md index ef2aba6e9..02adececb 100644 --- a/compendium/setting/deities/the-green-mother-logm.md +++ b/compendium/setting/deities/the-green-mother-logm.md @@ -10,12 +10,12 @@ tags: - domain/passion/deity aliases: ["The Green Mother", "The Feasting Flower"] --- -# The Green Mother (The Feasting Flower) *([NE](rules/traits/neutral-evil-b1.md))* +# The Green Mother (The Feasting Flower) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 78* - **Category**: Eldest - **Anathema**: hold a secret for too long, discriminate against sex workers or use their trade to harm them -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-laborers-bastion-lotg.md b/compendium/setting/deities/the-laborers-bastion-lotg.md index 3d03bde5d..083c5c320 100644 --- a/compendium/setting/deities/the-laborers-bastion-lotg.md +++ b/compendium/setting/deities/the-laborers-bastion-lotg.md @@ -12,13 +12,13 @@ tags: - domain/zeal/deity aliases: ["The Laborer's Bastion"] --- -# The Laborer's Bastion *([NG](rules/traits/neutral-good-b1.md))* +# The Laborer's Bastion *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Travel Guide p. 94* - **Category**: Pantheon - **Anathema**: cheat, give into or spread despair, keep silent when faced with oppression, work without respite or enjoyment - **Areas of Concern**: laborers, , the oppressed, , daily work, , achievement -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-lantern-king-logm.md b/compendium/setting/deities/the-lantern-king-logm.md index 8b09ee820..30fce0f7f 100644 --- a/compendium/setting/deities/the-lantern-king-logm.md +++ b/compendium/setting/deities/the-lantern-king-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["The Lantern King", "The Laughing Lie"] --- -# The Lantern King (The Laughing Lie) *([CN](rules/traits/chaotic-neutral-b1.md))* +# The Lantern King (The Laughing Lie) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 78* - **Category**: Eldest - **Anathema**: be completely honest, ruin or explain a good joke -- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-lost-prince-logm.md b/compendium/setting/deities/the-lost-prince-logm.md index bdd6fff2a..8ea473f3a 100644 --- a/compendium/setting/deities/the-lost-prince-logm.md +++ b/compendium/setting/deities/the-lost-prince-logm.md @@ -10,12 +10,12 @@ tags: - domain/vigil/deity aliases: ["The Lost Prince", "The Melancholy Lord"] --- -# The Lost Prince (The Melancholy Lord) *([N](rules/traits/neutral-b1.md))* +# The Lost Prince (The Melancholy Lord) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 78* - **Category**: Eldest - **Anathema**: abandon someone who has no family, take public credit for your good deeds -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-offering-plate-lotg.md b/compendium/setting/deities/the-offering-plate-lotg.md index da938bb2d..eadd87153 100644 --- a/compendium/setting/deities/the-offering-plate-lotg.md +++ b/compendium/setting/deities/the-offering-plate-lotg.md @@ -12,13 +12,13 @@ tags: - domain/wealth/deity aliases: ["The Offering Plate"] --- -# The Offering Plate *([NG](rules/traits/neutral-good-b1.md))* +# The Offering Plate *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Travel Guide p. 94* - **Category**: Pantheon - **Anathema**: take resources from those who need them, act selfishly, keep knowledge of wealth to yourself - **Areas of Concern**: charity, , hospitality, , community -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/thoth-logm.md b/compendium/setting/deities/thoth-logm.md index 790792a18..c20a8d131 100644 --- a/compendium/setting/deities/thoth-logm.md +++ b/compendium/setting/deities/thoth-logm.md @@ -10,12 +10,12 @@ tags: - domain/moon/deity aliases: ["Thoth", "Lord of Divine Words"] --- -# Thoth (Lord of Divine Words) *([LN](rules/traits/lawful-neutral-b1.md))* +# Thoth (Lord of Divine Words) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: upset stable mechanisms or ecosystems, fail to correct false information -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/tlehar-lome.md b/compendium/setting/deities/tlehar-lome.md index c675c8495..445e5b03f 100644 --- a/compendium/setting/deities/tlehar-lome.md +++ b/compendium/setting/deities/tlehar-lome.md @@ -16,13 +16,13 @@ tags: - trait/versatile-p aliases: ["Tlehar", "The Rising Sun"] --- -# Tlehar (The Rising Sun) *([NG](rules/traits/neutral-good-b1.md))* +# Tlehar (The Rising Sun) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 141* - **Category**: Mwangi Gods - **Anathema**: lose your motivation to your regrets, spread despair, treat a loved one poorly - **Areas of Concern**: iron, , love, , rebirth -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -40,6 +40,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Tl title: [Avatar](compendium/spells/avatar.md) of Tlehar - **Speed**: Speed 50 feet, fly 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d6+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morning light **Damage** `3d6+3` fire and `3d6+3` positive ``` \ No newline at end of file diff --git a/compendium/setting/deities/torag.md b/compendium/setting/deities/torag.md index 3cec9d425..1d797c3ce 100644 --- a/compendium/setting/deities/torag.md +++ b/compendium/setting/deities/torag.md @@ -13,13 +13,13 @@ tags: - trait/shove aliases: ["Torag", "Father of Creation"] --- -# Torag (Father of Creation) *([LG](rules/traits/lawful-goo-b1.md))* +# Torag (Father of Creation) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Core Rulebook p. 440* - **Category**: Gods of the Inner Sea - **Anathema**: tell lies or cheat someone, intentionally create inferior works, show mercy to the enemies of your people - **Areas of Concern**: the forge, , protection, , and strategy -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -36,7 +36,7 @@ title: [Avatar](compendium/spells/avatar.md) of Torag - **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") warhammer ([reach <15 feet>](rules/traits/reach.md), [shove](rules/traits/shove.md)), **Damage** `6d8+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") warhammer ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait")), **Damage** `6d8+6` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/treerazer-b1.md b/compendium/setting/deities/treerazer-b1.md index 3f2d7f5c1..79ff4908d 100644 --- a/compendium/setting/deities/treerazer-b1.md +++ b/compendium/setting/deities/treerazer-b1.md @@ -10,12 +10,12 @@ tags: - domain/tyranny/deity aliases: ["Treerazer", "Lord of the Blasted Tarn"] --- -# Treerazer (Lord of the Blasted Tarn) *([CE](rules/traits/chaotic-evil-b1.md))* +# Treerazer (Lord of the Blasted Tarn) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Bestiary p. 312* - **Category**: Demon Lords - **Anathema**: grant mercy to elves, plant trees, encourage natural plant growth -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/trelmarixian-logm.md b/compendium/setting/deities/trelmarixian-logm.md index fd2d877dc..2bc04d73e 100644 --- a/compendium/setting/deities/trelmarixian-logm.md +++ b/compendium/setting/deities/trelmarixian-logm.md @@ -10,12 +10,12 @@ tags: - domain/nightmares/deity aliases: ["Trelmarixian", "The Lysogenic Prince"] --- -# Trelmarixian (The Lysogenic Prince) *([NE](rules/traits/neutral-evil-b1.md))* +# Trelmarixian (The Lysogenic Prince) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Horsemen - **Anathema**: kill or remove a parasite or tumor, grow food -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/trudd-logm.md b/compendium/setting/deities/trudd-logm.md index b5c9c81ab..340f1f899 100644 --- a/compendium/setting/deities/trudd-logm.md +++ b/compendium/setting/deities/trudd-logm.md @@ -10,12 +10,12 @@ tags: - domain/protection/deity aliases: ["Trudd", "The Mighty"] --- -# Trudd (The Mighty) *([NG](rules/traits/neutral-good-b1.md))* +# Trudd (The Mighty) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 126* - **Category**: Dwarven Gods - **Anathema**: engage in petty showcases of strength, use your strength to take advantage of others -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/tsukiyo-logm.md b/compendium/setting/deities/tsukiyo-logm.md index b68bd860e..356021197 100644 --- a/compendium/setting/deities/tsukiyo-logm.md +++ b/compendium/setting/deities/tsukiyo-logm.md @@ -13,13 +13,13 @@ tags: - trait/reach-20-feet aliases: ["Tsukiyo", "Prince of the Moon"] --- -# Tsukiyo (Prince of the Moon) *([LG](rules/traits/lawful-goo-b1.md))* +# Tsukiyo (Prince of the Moon) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 71* - **Category**: Gods of the Inner Sea - **Anathema**: harm another out of envy, force aid on those who do not want it, inflict harmful mental effects on others as punishment - **Areas of Concern**: jade, , the moon, , spirits -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -37,8 +37,8 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ts title: [Avatar](compendium/spells/avatar.md) of Tsukiyo - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](rules/traits/reach.md)), **Damage** `6d10+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam ([nonlethal](rules/traits/nonlethal.md), silver), **Damage** `6d6+3` mental +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), silver), **Damage** `6d6+3` mental ``` ## Divine intercession @@ -46,8 +46,8 @@ title: [Avatar](compendium/spells/avatar.md) of Tsukiyo Ever mercurial, the Prince of the Moon gives his blessings rarely and somewhat spontaneously. An understanding soul, he is as slow to curse as he is to bless. -- **Minor Boon** Tsukiyo's simplest show of gratitude is a gift of clarity. Once, when you roll a failure on a saving throw against a [mental](rules/traits/mental.md) effect, you get a critical success instead. Tsukiyo typically grants this boon against a particularly consequential [mental](rules/traits/mental.md) effect. -- **Moderate Boon**: Tsukiyo watches over you and guards your sleep. You are guaranteed a peaceful night's rest no matter what conditions you are sleeping in. Even [nightmare](compendium/spells/nightmare.md) and similar abilities can't disrupt your sleep unless they come from a deity, [artifact](rules/traits/artifact-gmg.md), or similarly powerful source. +- **Minor Boon** Tsukiyo's simplest show of gratitude is a gift of clarity. Once, when you roll a failure on a saving throw against a [mental](rules/traits/mental.md "Mental Effect Trait") effect, you get a critical success instead. Tsukiyo typically grants this boon against a particularly consequential [mental](rules/traits/mental.md "Mental Effect Trait") effect. +- **Moderate Boon**: Tsukiyo watches over you and guards your sleep. You are guaranteed a peaceful night's rest no matter what conditions you are sleeping in. Even [nightmare](compendium/spells/nightmare.md) and similar abilities can't disrupt your sleep unless they come from a deity, [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait"), or similarly powerful source. - **Major Boon**: Tsukiyo shares some of his own nature and can lead a favored soul back along the same path he has walked. The next time you would die, you are instead instantly restored to full health and lose any negative conditions you have. - **Minor Curse**: Those who offend Tsukiyo find that light actively shuns them. You lose any [low-light vision](rules/abilities/low-light-vision.md) or [darkvision](rules/abilities/darkvision.md) you have, and you treat all light levels as one step lower. diff --git a/compendium/setting/deities/urban-prosperity-lotg.md b/compendium/setting/deities/urban-prosperity-lotg.md index f2ca36567..81be99bfd 100644 --- a/compendium/setting/deities/urban-prosperity-lotg.md +++ b/compendium/setting/deities/urban-prosperity-lotg.md @@ -12,13 +12,13 @@ tags: - domain/wealth/deity aliases: ["Urban Prosperity"] --- -# Urban Prosperity *([N](rules/traits/neutral-b1.md))* +# Urban Prosperity *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Travel Guide p. 95* - **Category**: Pantheon - **Anathema**: betray the safety of your city, disparage urban life, foment animosity or contention, refuse hospitality or aid, move to the country - **Areas of Concern**: peace, , prosperity of cities, , protection -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/urgathoa.md b/compendium/setting/deities/urgathoa.md index c4f5cbed0..cc6a38c68 100644 --- a/compendium/setting/deities/urgathoa.md +++ b/compendium/setting/deities/urgathoa.md @@ -16,13 +16,13 @@ tags: - trait/trip aliases: ["Urgathoa", "Pallid Princess"] --- -# Urgathoa (Pallid Princess) *([NE](rules/traits/neutral-evil-b1.md))* +# Urgathoa (Pallid Princess) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Core Rulebook p. 440* - **Category**: Gods of the Inner Sea - **Anathema**: deny your appetites, destroy undead, sacrifice your life - **Areas of Concern**: disease, , gluttony, , and undeath -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -38,7 +38,7 @@ aliases: ["Urgathoa", "Pallid Princess"] title: [Avatar](compendium/spells/avatar.md) of Urgathoa - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe ([deadly ](rules/traits/deadly.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d10+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe ([deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d10+6` slashing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pallid plague **Damage** `6d6+3` negative ``` diff --git a/compendium/setting/deities/uvuko-lome.md b/compendium/setting/deities/uvuko-lome.md index a84b69f60..e870f6062 100644 --- a/compendium/setting/deities/uvuko-lome.md +++ b/compendium/setting/deities/uvuko-lome.md @@ -14,13 +14,13 @@ tags: - trait/shove aliases: ["Uvuko", "The Diamond Ring"] --- -# Uvuko (The Diamond Ring) *([CG](rules/traits/chaotic-good-b1.md))* +# Uvuko (The Diamond Ring) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))* *Source: Lost Omens: The Mwangi Expanse p. 141* - **Category**: Mwangi Gods - **Anathema**: allow yourself and your surroundings to stagnate, crush an egg, use vile or cruel language - **Areas of Concern**: metamorphosis, , cycles, , growth, , fertility -- **Follower Alignments**: [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -38,6 +38,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Uv title: [Avatar](compendium/spells/avatar.md) of Uvuko - **Speed**: Speed 30 feet, fly 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") maul ([reach <15 feet>](rules/traits/reach.md), [shove](rules/traits/shove.md)), **Damage** `6d12+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") maul ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait")), **Damage** `6d12+6` bludgeoning - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") breath of lightning **Damage** `6d6+3` electricity ``` \ No newline at end of file diff --git a/compendium/setting/deities/valmallos-logm.md b/compendium/setting/deities/valmallos-logm.md index 8cdc1f425..c99905a3c 100644 --- a/compendium/setting/deities/valmallos-logm.md +++ b/compendium/setting/deities/valmallos-logm.md @@ -10,12 +10,12 @@ tags: - domain/magic/deity aliases: ["Valmallos", "The Answering Rite"] --- -# Valmallos (The Answering Rite) *([LN](rules/traits/lawful-neutral-b1.md))* +# Valmallos (The Answering Rite) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: grant magic to those who cannot use it responsibly, cause a magical disaster, ignore magical misconduct -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/vildeis-logm.md b/compendium/setting/deities/vildeis-logm.md index 8bd51c14f..75b036e23 100644 --- a/compendium/setting/deities/vildeis-logm.md +++ b/compendium/setting/deities/vildeis-logm.md @@ -15,12 +15,12 @@ tags: - trait/versatile-slashing aliases: ["Vildeis", "The Cardinal Martyr"] --- -# Vildeis (The Cardinal Martyr) *([LG](rules/traits/lawful-goo-b1.md))* +# Vildeis (The Cardinal Martyr) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: joke or laugh about injustice, sacrifice others in your place, indulge in luxury -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait") ## Devotee benefits @@ -35,6 +35,6 @@ aliases: ["Vildeis", "The Cardinal Martyr"] title: [Avatar](compendium/spells/avatar.md) of Vildeis - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md), [versatile ](rules/traits/versatile.md)), **Damage** `5d4+6` piercing and `1d6` persistent bleed damage +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `5d4+6` piercing and `1d6` persistent bleed damage - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cry of the martyred **Damage** `5d6+3` sonic and `1d6` persistent mental ``` \ No newline at end of file diff --git a/compendium/setting/deities/vineshvakhi-loil.md b/compendium/setting/deities/vineshvakhi-loil.md index 4ae7be3f3..3558b9d3d 100644 --- a/compendium/setting/deities/vineshvakhi-loil.md +++ b/compendium/setting/deities/vineshvakhi-loil.md @@ -15,13 +15,13 @@ tags: - trait/versatile-p aliases: ["Vineshvakhi", "The Pain of Purity"] --- -# Vineshvakhi (The Pain of Purity) *([LN](rules/traits/lawful-neutral-b1.md))* +# Vineshvakhi (The Pain of Purity) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))* *Source: Lost Omens: Impossible Lands p. 319* - **Category**: Other Gods - **Anathema**: abandon your post, fail to protect your charge, willingly suffer corruption over death or grievous harm - **Areas of Concern**: guardians, , locks, , sacrifice, , vaults -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -38,5 +38,5 @@ title: [Avatar](compendium/spells/avatar.md) of Vineshvakhi - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing ``` \ No newline at end of file diff --git a/compendium/setting/deities/wadjet-logm.md b/compendium/setting/deities/wadjet-logm.md index 8e1b9b336..9dc20fce8 100644 --- a/compendium/setting/deities/wadjet-logm.md +++ b/compendium/setting/deities/wadjet-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Wadjet", "The Green Empress"] --- -# Wadjet (The Green Empress) *([LG](rules/traits/lawful-goo-b1.md))* +# Wadjet (The Green Empress) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 124* - **Category**: Ancient Osirian Gods - **Anathema**: refuse to help a drowning creature, harm a rightful ruler -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/walkena-logm.md b/compendium/setting/deities/walkena-logm.md index ffd7380e5..18559c4c3 100644 --- a/compendium/setting/deities/walkena-logm.md +++ b/compendium/setting/deities/walkena-logm.md @@ -14,12 +14,12 @@ tags: - trait/versatile-fire aliases: ["Walkena", "The Child-God"] --- -# Walkena (The Child-God) *([LE](rules/traits/lawful-evil-b1.md))* +# Walkena (The Child-God) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Mwangi Gods - **Anathema**: consort or trade with non-Mwangi peoples, defy Walkena's orders -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -37,6 +37,6 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Wa title: [Avatar](compendium/spells/avatar.md) of Walkena - **Speed**: Speed 60 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy spear ([reach <20 feet>](rules/traits/reach.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d12+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy spear ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-fire.md "Versatile Weapon Trait")), **Damage** `6d12+6` piercing - **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunfire **Damage** `6d6+6` fire ``` \ No newline at end of file diff --git a/compendium/setting/deities/whispering-way.md b/compendium/setting/deities/whispering-way.md index 1372bb7bb..9071a8e4d 100644 --- a/compendium/setting/deities/whispering-way.md +++ b/compendium/setting/deities/whispering-way.md @@ -11,7 +11,7 @@ aliases: ["Whispering Way"] - **Category**: Philosophy - **Anathema**: destroy necromantic texts (unless they reveal secrets of the Whispering Way), teach others of the Whispering Way other than by whispering, use positive energy to harm undead -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/winlas-logm.md b/compendium/setting/deities/winlas-logm.md index df5e08bbd..ee5a11221 100644 --- a/compendium/setting/deities/winlas-logm.md +++ b/compendium/setting/deities/winlas-logm.md @@ -10,12 +10,12 @@ tags: - domain/vigil/deity aliases: ["Winlas", "The Elder of Divinity"] --- -# Winlas (The Elder of Divinity) *([LG](rules/traits/lawful-goo-b1.md))* +# Winlas (The Elder of Divinity) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: deride sacred ceremonies, carelessly or lazily perform rituals, destroy ceremonial objects -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/xhamen-dor-logm.md b/compendium/setting/deities/xhamen-dor-logm.md index dabe87a64..21846bdb2 100644 --- a/compendium/setting/deities/xhamen-dor-logm.md +++ b/compendium/setting/deities/xhamen-dor-logm.md @@ -10,12 +10,12 @@ tags: - domain/nature/deity aliases: ["Xhamen-Dor", "The Star Seed"] --- -# Xhamen-Dor (The Star Seed) *([NE](rules/traits/neutral-evil-b1.md))* +# Xhamen-Dor (The Star Seed) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Great Old Ones - **Anathema**: none -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/yaezhing-logm.md b/compendium/setting/deities/yaezhing-logm.md index 429c60ef6..10de54703 100644 --- a/compendium/setting/deities/yaezhing-logm.md +++ b/compendium/setting/deities/yaezhing-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Yaezhing", "Minister of Blood"] --- -# Yaezhing (Minister of Blood) *([LE](rules/traits/lawful-evil-b1.md))* +# Yaezhing (Minister of Blood) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: show mercy to a target, take credit for your assassinations, refuse to punish a lawfully convicted criminal -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/yamatsumi-logm.md b/compendium/setting/deities/yamatsumi-logm.md index 5736b0c3d..fbc638b1e 100644 --- a/compendium/setting/deities/yamatsumi-logm.md +++ b/compendium/setting/deities/yamatsumi-logm.md @@ -10,12 +10,12 @@ tags: - domain/might/deity aliases: ["Yamatsumi", "The Mountain Lord"] --- -# Yamatsumi (The Mountain Lord) *([N](rules/traits/neutral-b1.md))* +# Yamatsumi (The Mountain Lord) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 132* - **Category**: Tian Gods - **Anathema**: become reliant on civilization, destroy something without creating or growing something in its place -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CN](rules/traits/chaotic-neutral-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ydajisk-logm.md b/compendium/setting/deities/ydajisk-logm.md index 1cc1df76a..5adb55646 100644 --- a/compendium/setting/deities/ydajisk-logm.md +++ b/compendium/setting/deities/ydajisk-logm.md @@ -10,12 +10,12 @@ tags: - domain/trickery/deity aliases: ["Ydajisk", "Mother of Tongues"] --- -# Ydajisk (Mother of Tongues) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Ydajisk (Mother of Tongues) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Monitor Demigods - **Anathema**: ban or discourage a language, explain a secret language or slang to outsiders, destroy literary works -- **Follower Alignments**: [CG](rules/traits/chaotic-good-b1.md), [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ydersius-b2.md b/compendium/setting/deities/ydersius-b2.md index e1c0810ea..7d91c7fc7 100644 --- a/compendium/setting/deities/ydersius-b2.md +++ b/compendium/setting/deities/ydersius-b2.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Ydersius"] --- -# Ydersius *([CE](rules/traits/chaotic-evil-b1.md))* +# Ydersius *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Bestiary 2 p. 237* - **Category**: Other Gods - **Anathema**: put the needs of others above those of serpentfolk, aid the spawn of Azlant -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ylimancha-logm.md b/compendium/setting/deities/ylimancha-logm.md index be56e9594..b81969da9 100644 --- a/compendium/setting/deities/ylimancha-logm.md +++ b/compendium/setting/deities/ylimancha-logm.md @@ -10,12 +10,12 @@ tags: - domain/water/deity aliases: ["Ylimancha", "Harborwing"] --- -# Ylimancha (Harborwing) *([NG](rules/traits/neutral-good-b1.md))* +# Ylimancha (Harborwing) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: imprison birds or clip their wings, poison coastal waters, overfish, aid [Pazuzu](compendium/setting/deities/pazuzu-logm.md) or his minions -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/ymeri-logm.md b/compendium/setting/deities/ymeri-logm.md index b384664c1..a89bd39dd 100644 --- a/compendium/setting/deities/ymeri-logm.md +++ b/compendium/setting/deities/ymeri-logm.md @@ -10,12 +10,12 @@ tags: - domain/zeal/deity aliases: ["Ymeri", "Queen of the Inferno"] --- -# Ymeri (Queen of the Inferno) *([NE](rules/traits/neutral-evil-b1.md))* +# Ymeri (Queen of the Inferno) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Elemental Lords - **Anathema**: extinguish destructive blazes, allow yourself to stagnate or lose motivation -- **Follower Alignments**: [LE](rules/traits/lawful-evil-b1.md), [N](rules/traits/neutral-b1.md), [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/yog-sothoth-logm.md b/compendium/setting/deities/yog-sothoth-logm.md index 0b42ca61d..77f2c29c6 100644 --- a/compendium/setting/deities/yog-sothoth-logm.md +++ b/compendium/setting/deities/yog-sothoth-logm.md @@ -10,12 +10,12 @@ tags: - domain/void/deity aliases: ["Yog-Sothoth", "Lurker at the Threshold"] --- -# Yog-Sothoth (Lurker at the Threshold) *([CN](rules/traits/chaotic-neutral-b1.md))* +# Yog-Sothoth (Lurker at the Threshold) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Outer Gods - **Anathema**: none -- **Follower Alignments**: [CN](rules/traits/chaotic-neutral-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/yuelral-logm.md b/compendium/setting/deities/yuelral-logm.md index 53be9353e..473aba1c8 100644 --- a/compendium/setting/deities/yuelral-logm.md +++ b/compendium/setting/deities/yuelral-logm.md @@ -10,12 +10,12 @@ tags: - domain/magic/deity aliases: ["Yuelral", "The Wise"] --- -# Yuelral (The Wise) *([NG](rules/traits/neutral-good-b1.md))* +# Yuelral (The Wise) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Elven Gods - **Anathema**: cut a gem for aesthetic purposes, defile nature, allow the irresponsible use of magic -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [NG](rules/traits/neutral-good-b1.md), [N](rules/traits/neutral-b1.md), [CG](rules/traits/chaotic-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/zevgavizeb-logm.md b/compendium/setting/deities/zevgavizeb-logm.md index 1e1c11a38..2fe088465 100644 --- a/compendium/setting/deities/zevgavizeb-logm.md +++ b/compendium/setting/deities/zevgavizeb-logm.md @@ -10,12 +10,12 @@ tags: - domain/wyrmkin/deity aliases: ["Zevgavizeb", "The Beast of Gluttondark"] --- -# Zevgavizeb (The Beast of Gluttondark) *([CE](rules/traits/chaotic-evil-b1.md))* +# Zevgavizeb (The Beast of Gluttondark) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 77* - **Category**: Demon Lords - **Anathema**: surrender in combat, express weakness in the face of adversity, show mercy to the weak -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/zohls-logm.md b/compendium/setting/deities/zohls-logm.md index 092f73ec6..688a89a0f 100644 --- a/compendium/setting/deities/zohls-logm.md +++ b/compendium/setting/deities/zohls-logm.md @@ -10,12 +10,12 @@ tags: - domain/truth/deity aliases: ["Zohls", "Verity"] --- -# Zohls (Verity) *([LG](rules/traits/lawful-goo-b1.md))* +# Zohls (Verity) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 128* - **Category**: Empyreal Lords - **Anathema**: make judgments without evidence, contaminate evidence, obstruct truths -- **Follower Alignments**: [LG](rules/traits/lawful-goo-b1.md), [LN](rules/traits/lawful-neutral-b1.md), [NG](rules/traits/neutral-good-b1.md) +- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/zon-kuthon.md b/compendium/setting/deities/zon-kuthon.md index da435b7f5..e1da5448e 100644 --- a/compendium/setting/deities/zon-kuthon.md +++ b/compendium/setting/deities/zon-kuthon.md @@ -16,13 +16,13 @@ tags: - trait/trip aliases: ["Zon-Kuthon", "Midnight Lord"] --- -# Zon-Kuthon (Midnight Lord) *([LE](rules/traits/lawful-evil-b1.md))* +# Zon-Kuthon (Midnight Lord) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))* *Source: Core Rulebook p. 440* - **Category**: Gods of the Inner Sea - **Anathema**: create permanent or long-lasting sources of light, provide comfort to those who suffer - **Areas of Concern**: darkness, , envy, , loss, , and pain -- **Follower Alignments**: [LN](rules/traits/lawful-neutral-b1.md), [LE](rules/traits/lawful-evil-b1.md), [NE](rules/traits/neutral-evil-b1.md) +- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -38,8 +38,8 @@ aliases: ["Zon-Kuthon", "Midnight Lord"] title: [Avatar](compendium/spells/avatar.md) of Zon-Kuthon - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](rules/traits/disarm.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") midnight pain ([mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` mental +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") midnight pain ([mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` mental ``` ## Divine intercession @@ -51,6 +51,6 @@ Zon-Kuthon rarely intervenes directly in mortal affairs, but when he does take a - **Moderate Boon**: Each morning, during your daily preparations, scars gather into words on your flesh. The scars function as a scroll of a divine spell of Zon-Kuthon's choosing. After you use the scroll or receive magical healing, the boon fades for the day, though some or all of the scars might remain as a reminder. - **Major Boon**: Shadows are deeper around you. [Darkvision](rules/abilities/darkvision.md) and [greater darkvision](rules/abilities/darkvision.md) cannot penetrate darkness within 60 feet of you, but you can see through it normally. -- **Minor Curse**: You are surrounded by spectral chains that cause you to always be [encumbered](rules/conditions.md#Encumbered) and that have the same effects as armor with the [noisy](rules/traits/noisy.md) trait. +- **Minor Curse**: You are surrounded by spectral chains that cause you to always be [encumbered](rules/conditions.md#Encumbered) and that have the same effects as armor with the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. - **Moderate Curse** You share the pain of others, and even minor wounds bring you incredible pain. Whenever you see (or otherwise sense) a creature take damage, you take `1d6` mental damage. Whenever you take damage any other way than from the first part of this curse, you take `1d6` mental damage from increased pain and are [sickened](rules/conditions.md#Sickened). Mental damage from this curse ignores any resistance you have to mental damage. - **Major Curse**: Zon-Kuthon steals away your joy, leaving you with only pain. You lose that which you cherish the most forever, and lose the ability to feel joy. You can't gain benefits from emotion effects based on positive emotions. If Zon-Kuthon feels you are ready to renounce, destroy, mutilate, or torture that which you once cherished most, he might return it to you to allow you to do so. \ No newline at end of file diff --git a/compendium/setting/deities/zura-logm.md b/compendium/setting/deities/zura-logm.md index 7385acc69..46736136d 100644 --- a/compendium/setting/deities/zura-logm.md +++ b/compendium/setting/deities/zura-logm.md @@ -10,12 +10,12 @@ tags: - domain/undeath/deity aliases: ["Zura", "The Vampire Queen"] --- -# Zura (The Vampire Queen) *([CE](rules/traits/chaotic-evil-b1.md))* +# Zura (The Vampire Queen) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 77* - **Category**: Demon Lords - **Anathema**: expose vampires, heal a bloody wound without drinking blood from it first -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/zyphus-logm.md b/compendium/setting/deities/zyphus-logm.md index 803533dc5..ea197f045 100644 --- a/compendium/setting/deities/zyphus-logm.md +++ b/compendium/setting/deities/zyphus-logm.md @@ -10,12 +10,12 @@ tags: - domain/undeath/deity aliases: ["Zyphus", "The Grim Harvestman"] --- -# Zyphus (The Grim Harvestman) *([NE](rules/traits/neutral-evil-b1.md))* +# Zyphus (The Grim Harvestman) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))* *Source: Lost Omens: Gods & Magic p. 130* - **Category**: Other Gods - **Anathema**: spread hope, provide aid to Pharasmins -- **Follower Alignments**: [NE](rules/traits/neutral-evil-b1.md), [CE](rules/traits/chaotic-evil-b1.md) +- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/domains.md b/compendium/setting/domains.md index 6052af24d..68f7d8d20 100644 --- a/compendium/setting/domains.md +++ b/compendium/setting/domains.md @@ -3,11 +3,11 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-note tags: - compendium/src/pf2e/aoa4 -- compendium/src/pf2e/crb +- compendium/src/pf2e/aoe5 - compendium/src/pf2e/av3 - compendium/src/pf2e/bl6 +- compendium/src/pf2e/crb - compendium/src/pf2e/logm -- compendium/src/pf2e/aoe5 aliases: ["Domains"] --- # Domains diff --git a/compendium/skills.md b/compendium/skills.md index ac267a034..e2159458b 100644 --- a/compendium/skills.md +++ b/compendium/skills.md @@ -27,7 +27,7 @@ You must be trained in Arcana to use it for the following general skill actions. - **[Decipher Writing](rules/actions/decipher-writing.md)** about arcane theory. - **[Identify Magic](rules/actions/identify-magic.md)**, particularly arcane magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [arcane](rules/traits/arcane.md) tradition. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") tradition. ## Athletics _Source: Core Rulebook p. 241_ @@ -103,7 +103,7 @@ You know a great deal about the natural world, and you command and train animals You must be trained in Nature to use the following general skill actions. - **[Identify Magic](rules/actions/identify-magic.md)**, particularly primal magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [primal](rules/traits/primal.md) tradition. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [primal](rules/traits/primal.md "Primal Tradition Trait") tradition. ## Occultism _Source: Core Rulebook p. 249_ @@ -119,7 +119,7 @@ You must be trained in Occultism to use it for the following general skill actio - **[Decipher Writing](rules/actions/decipher-writing.md)** on occult topics, including complex metaphysical systems, syncretic principles, weird philosophies, and incoherent ramblings. - **[Identify Magic](rules/actions/identify-magic.md)**, particularly occult magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [occult](rules/traits/occult.md) tradition. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [occult](rules/traits/occult.md "Occult Tradition Trait") tradition. ## Perception _Source: Core Rulebook p. 448_ @@ -156,10 +156,10 @@ When you use an action that utilizes the Performance skill, it gains one or more | Performance | Additional Traits | |-------------|-------------------| -| Act or perform comedy | [Auditory](rules/traits/auditory.md), [linguistic](rules/traits/linguistic.md), and [visual](rules/traits/visual.md) | -| Dance | [Move](rules/traits/move.md) and [visual](rules/traits/visual.md) | -| Play an instrument | [Auditory](rules/traits/auditory.md) and [manipulate](rules/traits/manipulate.md) | -| Orate or sing | [Auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) | +| Act or perform comedy | [Auditory](rules/traits/auditory.md "Auditory Effect Trait"), [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") | +| Dance | [Move](rules/traits/move.md "Move Combat Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") | +| Play an instrument | [Auditory](rules/traits/auditory.md "Auditory Effect Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") | +| Orate or sing | [Auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") | ### Performance Trained Action CRB p. 250 @@ -182,7 +182,7 @@ You must be trained in Religion to use it for the following general skill action - **[Decipher Writing](rules/actions/decipher-writing.md)** of a religious nature, including allegories, homilies, and proverbs. - **[Identify Magic](rules/actions/identify-magic.md)**, particularly divine magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [divine](rules/traits/divine.md) tradition. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [divine](rules/traits/divine.md "Divine Tradition Trait") tradition. ## Society _Source: Core Rulebook p. 250_ diff --git a/compendium/spells/aberrant-form-som.md b/compendium/spells/aberrant-form-som.md index 8355b567f..10a18d669 100644 --- a/compendium/spells/aberrant-form-som.md +++ b/compendium/spells/aberrant-form-som.md @@ -9,13 +9,13 @@ tags: aliases: ["Aberrant Form"] --- # Aberrant Form *Spell 5* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the [aberration](rules/traits/aberration.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. +Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the [aberration](rules/traits/aberration.md "Aberration Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of which battle form you choose: diff --git a/compendium/spells/aberrant-whispers.md b/compendium/spells/aberrant-whispers.md index 6cf6947cf..817c54b63 100644 --- a/compendium/spells/aberrant-whispers.md +++ b/compendium/spells/aberrant-whispers.md @@ -13,7 +13,7 @@ tags: aliases: ["Aberrant Whispers"] --- # Aberrant Whispers *Focus 3* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/abundant-step.md b/compendium/spells/abundant-step.md index e63dc202f..4eeb6a531 100644 --- a/compendium/spells/abundant-step.md +++ b/compendium/spells/abundant-step.md @@ -11,7 +11,7 @@ tags: aliases: ["Abundant Step"] --- # Abundant Step *Focus 4* -[conjuration](rules/traits/conjuration.md) [monk](rules/traits/monk.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**15 foot diff --git a/compendium/spells/abyssal-plague.md b/compendium/spells/abyssal-plague.md index 9be51c51b..ef7463193 100644 --- a/compendium/spells/abyssal-plague.md +++ b/compendium/spells/abyssal-plague.md @@ -11,9 +11,9 @@ tags: aliases: ["Abyssal Plague"] --- # Abyssal Plague *Spell 5* -[chaotic](rules/traits/chaotic.md) [disease](rules/traits/disease.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) +[chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -32,7 +32,7 @@ The effect is based on the target's Fortitude save. ```ad-inline-affliction title: Abyssal Plague _Level 9_ -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") The target can't recover from the [drained](rules/conditions.md#Drained) condition from Abyssal plague until the disease is cured. @@ -43,7 +43,7 @@ The target can't recover from the [drained](rules/conditions.md#Drained) conditi **Stage 2** [drained](rules/conditions.md#Drained) increases by 2 (1 day) -%% #trait/disease #affliction/level/level-9 %% +%% #affliction/level/level-9 #trait/disease %% ``` ## Summary diff --git a/compendium/spells/abyssal-wrath.md b/compendium/spells/abyssal-wrath.md index 7ef954db8..1f13baf5b 100644 --- a/compendium/spells/abyssal-wrath.md +++ b/compendium/spells/abyssal-wrath.md @@ -11,7 +11,7 @@ tags: aliases: ["Abyssal Wrath"] --- # Abyssal Wrath *Focus 5* -[evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/access-lore-apg.md b/compendium/spells/access-lore-apg.md index 4c230c012..8a031c59c 100644 --- a/compendium/spells/access-lore-apg.md +++ b/compendium/spells/access-lore-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Access Lore"] --- # Access Lore *Focus 3* -[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/achaekeks-clutch-lol.md b/compendium/spells/achaekeks-clutch-lol.md index e9efb611c..207b3e9f9 100644 --- a/compendium/spells/achaekeks-clutch-lol.md +++ b/compendium/spells/achaekeks-clutch-lol.md @@ -11,7 +11,7 @@ tags: aliases: ["Achaekek's Clutch"] --- # Achaekek's Clutch *Focus 4* -[curse](rules/traits/curse.md) [death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/acid-arrow.md b/compendium/spells/acid-arrow.md index 315643b2e..de35f787c 100644 --- a/compendium/spells/acid-arrow.md +++ b/compendium/spells/acid-arrow.md @@ -10,9 +10,9 @@ tags: aliases: ["Acid Arrow"] --- # Acid Arrow *Spell 2* -[acid](rules/traits/acid.md) [attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/acid-splash.md b/compendium/spells/acid-splash.md index 52e22913e..dc943b34c 100644 --- a/compendium/spells/acid-splash.md +++ b/compendium/spells/acid-splash.md @@ -11,9 +11,9 @@ tags: aliases: ["Acid Splash"] --- # Acid Splash *Cantrip 1* -[acid](rules/traits/acid.md) [attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/acid-storm-logm.md b/compendium/spells/acid-storm-logm.md index dd3d94966..1799e6262 100644 --- a/compendium/spells/acid-storm-logm.md +++ b/compendium/spells/acid-storm-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Acid Storm"] --- # Acid Storm *Spell 5* -[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot-radius burst diff --git a/compendium/spells/acidic-burst-logm.md b/compendium/spells/acidic-burst-logm.md index 19c1cf9f7..068841e3c 100644 --- a/compendium/spells/acidic-burst-logm.md +++ b/compendium/spells/acidic-burst-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Acidic Burst"] --- # Acidic Burst *Spell 1* -[acid](rules/traits/acid.md) [evocation](rules/traits/evocation.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**5-foot emanation - **Saving Throw** basic Reflex diff --git a/compendium/spells/adapt-self-logm.md b/compendium/spells/adapt-self-logm.md index f06b5df87..6e7dcfb35 100644 --- a/compendium/spells/adapt-self-logm.md +++ b/compendium/spells/adapt-self-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Adapt Self"] --- # Adapt Self *Focus 1* -[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Domains**: [change](compendium/setting/domains.md#Change) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/adaptive-ablation-logm.md b/compendium/spells/adaptive-ablation-logm.md index b895b3f47..7b42c6820 100644 --- a/compendium/spells/adaptive-ablation-logm.md +++ b/compendium/spells/adaptive-ablation-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Adaptive Ablation"] --- # Adaptive Ablation *Focus 4* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") - **Domains**: [change](compendium/setting/domains.md#Change) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/admonishing-ray-aoe2.md b/compendium/spells/admonishing-ray-aoe2.md index 1a1997a3b..13968ad70 100644 --- a/compendium/spells/admonishing-ray-aoe2.md +++ b/compendium/spells/admonishing-ray-aoe2.md @@ -10,9 +10,9 @@ tags: aliases: ["Admonishing Ray"] --- # Admonishing Ray *Spell 1* -[attack](rules/traits/attack.md) [necromancy](rules/traits/necromancy.md) [nonlethal](rules/traits/nonlethal.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/aerial-form.md b/compendium/spells/aerial-form.md index a5326b20c..126c19294 100644 --- a/compendium/spells/aerial-form.md +++ b/compendium/spells/aerial-form.md @@ -9,13 +9,13 @@ tags: aliases: ["Aerial Form"] --- # Aerial Form *Spell 4* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. +You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of which battle form you choose: @@ -27,8 +27,8 @@ You gain the following statistics and abilities regardless of which battle form You also gain specific abilities based on the form you choose: -- **Bat** Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing ([agile](rules/traits/agile.md)), **Damage** `2d6` bludgeoning. -- **Bird** Speed 10 feet, fly Speed 50 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md)), **Damage** `1d10` slashing. +- **Bat** Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `2d6` bludgeoning. +- **Bird** Speed 10 feet, fly Speed 50 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `1d10` slashing. - **Pterosaur** Speed 10 feet, fly Speed 40 feet; imprecise [scent](rules/abilities/scent.md) 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `3d6` piercing. - **Wasp** Speed 20 feet, fly Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger, **Damage** `1d8` piercing plus `1d6` [persistent poison](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/agile-feet.md b/compendium/spells/agile-feet.md index bb37c5fee..65de8fc8b 100644 --- a/compendium/spells/agile-feet.md +++ b/compendium/spells/agile-feet.md @@ -10,7 +10,7 @@ tags: aliases: ["Agile Feet"] --- # Agile Feet *Focus 1* -[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [travel](compendium/setting/domains.md#Travel) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/agitate-logm.md b/compendium/spells/agitate-logm.md index df8672ec9..48cb740d8 100644 --- a/compendium/spells/agitate-logm.md +++ b/compendium/spells/agitate-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Agitate"] --- # Agitate *Spell 1* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/agonizing-despair-apg.md b/compendium/spells/agonizing-despair-apg.md index d1cdc3225..4227f55dc 100644 --- a/compendium/spells/agonizing-despair-apg.md +++ b/compendium/spells/agonizing-despair-apg.md @@ -11,9 +11,9 @@ tags: aliases: ["Agonizing Despair"] --- # Agonizing Despair *Spell 3* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/air-bubble.md b/compendium/spells/air-bubble.md index 923923a4e..65e59e66a 100644 --- a/compendium/spells/air-bubble.md +++ b/compendium/spells/air-bubble.md @@ -9,9 +9,9 @@ tags: aliases: ["Air Bubble"] --- # Air Bubble *Spell 1* -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature within range enters an environment where it can't breathe. - **Range**60 foot diff --git a/compendium/spells/air-walk.md b/compendium/spells/air-walk.md index bf67879b2..af22ae574 100644 --- a/compendium/spells/air-walk.md +++ b/compendium/spells/air-walk.md @@ -9,9 +9,9 @@ tags: aliases: ["Air Walk"] --- # Air Walk *Spell 4* -[air](rules/traits/air.md) [transmutation](rules/traits/transmutation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/airburst-sot1.md b/compendium/spells/airburst-sot1.md index 198efb125..154b81351 100644 --- a/compendium/spells/airburst-sot1.md +++ b/compendium/spells/airburst-sot1.md @@ -11,9 +11,9 @@ tags: aliases: ["Airburst"] --- # Airburst *Spell 1* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**5-foot emanation - **Targets**all creatures and unattended objects in the area diff --git a/compendium/spells/alarm.md b/compendium/spells/alarm.md index 0cb8cfcfe..5581d70a6 100644 --- a/compendium/spells/alarm.md +++ b/compendium/spells/alarm.md @@ -9,16 +9,16 @@ tags: aliases: ["Alarm"] --- # Alarm *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Requirements**3 gp silver bell focus - **Range**touch - **Area**20-foot burst - **Duration**8 hours -You ward an area to alert you when creatures enter without your permission. When you cast [alarm](compendium/spells/alarm.md), select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the [mental](rules/traits/mental.md) trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the [auditory](rules/traits/auditory.md) trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 [Perception](compendium/skills.md#Perception) check to wake up. A creature aware of the alarm must succeed at a [Stealth](compendium/skills.md#Stealth) check against the spell's DC or trigger the spell when moving into the area. +You ward an area to alert you when creatures enter without your permission. When you cast [alarm](compendium/spells/alarm.md), select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the [mental](rules/traits/mental.md "Mental Effect Trait") trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 [Perception](compendium/skills.md#Perception) check to wake up. A creature aware of the alarm must succeed at a [Stealth](compendium/skills.md#Stealth) check against the spell's DC or trigger the spell when moving into the area. **Heightened (3rd)** You can specify criteria for which creatures sound the [alarm](compendium/spells/alarm.md) spell—for instance, orcs or masked people. diff --git a/compendium/spells/all-is-one-one-is-all-lol.md b/compendium/spells/all-is-one-one-is-all-lol.md index f695380fd..b2c432e51 100644 --- a/compendium/spells/all-is-one-one-is-all-lol.md +++ b/compendium/spells/all-is-one-one-is-all-lol.md @@ -9,9 +9,9 @@ tags: aliases: ["All Is One, One Is All"] --- # All Is One, One Is All *Spell 8* -[necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Targets**you and up to 10 willing living allies diff --git a/compendium/spells/allegro.md b/compendium/spells/allegro.md index 80cbe91aa..3445f5ec4 100644 --- a/compendium/spells/allegro.md +++ b/compendium/spells/allegro.md @@ -14,7 +14,7 @@ tags: aliases: ["Allegro"] --- # Allegro *Cantrip 7* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/alter-reality.md b/compendium/spells/alter-reality.md index 5193c2ead..ab620d5e4 100644 --- a/compendium/spells/alter-reality.md +++ b/compendium/spells/alter-reality.md @@ -8,15 +8,15 @@ tags: aliases: ["Alter Reality"] --- # Alter Reality *Spell 10* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: - Duplicate any spell from the occult list of 9th level or lower to which you have access. -- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md) or you must have access. +- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md "Common Rarity Trait") or you must have access. - Produce any effect whose power is equivalent to any occult spell 9th level or lower, or non-occult spell 7th level or lower. - Reverse certain effects that refer to the [wish](compendium/spells/wish.md) spell. diff --git a/compendium/spells/anathematic-reprisal.md b/compendium/spells/anathematic-reprisal.md index 5acc7c0bb..2a096682b 100644 --- a/compendium/spells/anathematic-reprisal.md +++ b/compendium/spells/anathematic-reprisal.md @@ -9,9 +9,9 @@ tags: aliases: ["Anathematic Reprisal"] --- # Anathematic Reprisal *Spell 4* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature performs an act anathema to your deity. - **Range**30 foot diff --git a/compendium/spells/ancestral-defense-apg.md b/compendium/spells/ancestral-defense-apg.md index 2290e3708..cc9133567 100644 --- a/compendium/spells/ancestral-defense-apg.md +++ b/compendium/spells/ancestral-defense-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Ancestral Defense"] --- # Ancestral Defense *Focus 3* -[abjuration](rules/traits/abjuration.md) [cursebound](rules/traits/cursebound-apg.md) [fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/ancestral-form-apg.md b/compendium/spells/ancestral-form-apg.md index 6e64d2c9d..e0456a67b 100644 --- a/compendium/spells/ancestral-form-apg.md +++ b/compendium/spells/ancestral-form-apg.md @@ -11,13 +11,13 @@ tags: aliases: ["Ancestral Form"] --- # Ancestral Form *Focus 6* -[cursebound](rules/traits/cursebound-apg.md) [oracle](rules/traits/oracle-apg.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**sustained up to 1 minute -You take the form of your ancestral spirits, becoming [invisible](rules/conditions.md#Invisible) and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't [Cast Spells](rules/actions/cast-a-spell.md) (but you can Sustain a Spell), activate items, or use actions that have the [attack](rules/traits/attack.md) or [manipulate](rules/traits/manipulate.md) trait. +You take the form of your ancestral spirits, becoming [invisible](rules/conditions.md#Invisible) and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't [Cast Spells](rules/actions/cast-a-spell.md) (but you can Sustain a Spell), activate items, or use actions that have the [attack](rules/traits/attack.md "Attack Combat Trait") or [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. **Heightened (+ 2)** The resistance increases by 5. diff --git a/compendium/spells/ancestral-memories.md b/compendium/spells/ancestral-memories.md index 035fe967a..0bceb9ba0 100644 --- a/compendium/spells/ancestral-memories.md +++ b/compendium/spells/ancestral-memories.md @@ -10,7 +10,7 @@ tags: aliases: ["Ancestral Memories"] --- # Ancestral Memories *Focus 1* -[divination](rules/traits/divination.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/ancestral-touch-apg.md b/compendium/spells/ancestral-touch-apg.md index cb2df415e..b90ff6186 100644 --- a/compendium/spells/ancestral-touch-apg.md +++ b/compendium/spells/ancestral-touch-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Ancestral Touch"] --- # Ancestral Touch *Focus 1* -[cursebound](rules/traits/cursebound-apg.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/angel-form-som.md b/compendium/spells/angel-form-som.md index d98ef3e23..b8aafcb83 100644 --- a/compendium/spells/angel-form-som.md +++ b/compendium/spells/angel-form-som.md @@ -10,15 +10,15 @@ tags: aliases: ["Angel Form"] --- # Angel Form *Spell 7* -[good](rules/traits/good.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[good](rules/traits/good.md "Good Alignment Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. -The battle form is Small if you choose choral. While in this form, you gain the [angel](rules/traits/angel.md) and [celestial](rules/traits/celestial.md) traits. You have hands in this battle form and can use manipulate actions. +The battle form is Small if you choose choral. While in this form, you gain the [angel](rules/traits/angel.md "Angel Creature Trait") and [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") traits. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. @@ -33,9 +33,9 @@ You gain the following statistics and abilities regardless of the form that you You also gain specific abilities based on the type of angel you choose: - **Balisse** Speed 30 feet, fly 40 feet; [Perception](compendium/skills.md#Perception) modifier of +26 to detect lies and illusions unless your own modifier is higher; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar (forceful, sweep), **Damage** `2d6+12` slashing plus `1d6` fire and `1d6` good. -- **Choral** Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md)), **Damage** `2d6+12` bludgeoning plus `1d6` good; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") piercing hymn (range <90 feet>), **Damage** `1d6+12` sonic plus `1d6` good, and [deafened](rules/conditions.md#Deafened) for 1 round on a critical hit. -- **Monadic Deva** Speed 30 feet, fly 40 feet; +2 status bonus on saves against [death](rules/traits/death.md) effects and effects that manipulate souls; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy mace ([shove](rules/traits/shove.md)), **Damage** `2d6+12` bludgeoning plus `1d6` force and `1d6` good. -- **Movanic Deva** Speed 30 feet, fly 40 feet; resistance 10 to negative; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([two-hand ](rules/traits/two-hand.md)), **Damage** `1d8+12` slashing plus `1d6` fire and `1d6` good. +- **Choral** Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `2d6+12` bludgeoning plus `1d6` good; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") piercing hymn (range <90 feet>), **Damage** `1d6+12` sonic plus `1d6` good, and [deafened](rules/conditions.md#Deafened) for 1 round on a critical hit. +- **Monadic Deva** Speed 30 feet, fly 40 feet; +2 status bonus on saves against [death](rules/traits/death.md "Death Effect Trait") effects and effects that manipulate souls; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy mace ([shove](rules/traits/shove.md "Shove Weapon Trait")), **Damage** `2d6+12` bludgeoning plus `1d6` force and `1d6` good. +- **Movanic Deva** Speed 30 feet, fly 40 feet; resistance 10 to negative; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([two-hand ](rules/traits/two-hand-d12.md "Two-Hand Weapon Trait")), **Damage** `1d8+12` slashing plus `1d6` fire and `1d6` good. **Heightened (9th)** Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and [Athletics](compendium/skills.md#Athletics) +33. diff --git a/compendium/spells/angelic-halo.md b/compendium/spells/angelic-halo.md index 0d804351a..449bd6d0f 100644 --- a/compendium/spells/angelic-halo.md +++ b/compendium/spells/angelic-halo.md @@ -13,7 +13,7 @@ tags: aliases: ["Angelic Halo"] --- # Angelic Halo *Focus 1* -[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) [good](rules/traits/good.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [good](rules/traits/good.md "Good Alignment Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/angelic-wings.md b/compendium/spells/angelic-wings.md index e4f602b6a..270006d4a 100644 --- a/compendium/spells/angelic-wings.md +++ b/compendium/spells/angelic-wings.md @@ -11,7 +11,7 @@ tags: aliases: ["Angelic Wings"] --- # Angelic Wings *Focus 3* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/animal-allies-som.md b/compendium/spells/animal-allies-som.md index 12287ed0d..8da1fe6f5 100644 --- a/compendium/spells/animal-allies-som.md +++ b/compendium/spells/animal-allies-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Animal Allies"] --- # Animal Allies *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**5-foot emanation - **Saving Throw** basic Reflex diff --git a/compendium/spells/animal-feature-apg.md b/compendium/spells/animal-feature-apg.md index 4972d9060..c1bc71043 100644 --- a/compendium/spells/animal-feature-apg.md +++ b/compendium/spells/animal-feature-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Animal Feature"] --- # Animal Feature *Focus 2* -[morph](rules/traits/morph.md) [ranger](rules/traits/ranger.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute @@ -19,8 +19,8 @@ aliases: ["Animal Feature"] Without fully transforming your body, you gain one animalistic feature, which you select from the list below each time you [Cast the Spell](rules/actions/cast-a-spell.md). - **Cat Eyes** You gain [low-light vision](rules/abilities/low-light-vision.md). -- **Claws** You gain a claw attack that deals `1d6` slashing damage and has the agile, [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits. -- **Jaws** You gain a jaws attack that deals `1d8` piercing damage and has the [unarmed](rules/traits/unarmed.md) trait. +- **Claws** You gain a claw attack that deals `1d6` slashing damage and has the agile, [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. +- **Jaws** You gain a jaws attack that deals `1d8` piercing damage and has the [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") trait. **Heightened (4th)** Add the following options to the list you can choose from. diff --git a/compendium/spells/animal-form.md b/compendium/spells/animal-form.md index ab908ab00..9194e28d7 100644 --- a/compendium/spells/animal-form.md +++ b/compendium/spells/animal-form.md @@ -9,13 +9,13 @@ tags: aliases: ["Animal Form"] --- # Animal Form *Spell 2* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. +You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of which battle form you choose: @@ -25,10 +25,10 @@ You gain the following statistics and abilities regardless of which battle form - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack bonus is higher, you can use it instead. - [Athletics](compendium/skills.md#Athletics) modifier of +9, unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose: - **Ape** Speed 25 feet, climb Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist, **Damage** `2d6` bludgeoning. -- **Bear** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `1d8` slashing. +- **Bear** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `1d8` slashing. - **Bull** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `2d8` piercing. - **Canine** Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing. -- **Cat** Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d6` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `1d10` slashing. +- **Cat** Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d6` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `1d10` slashing. - **Deer** Speed 50 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") antler, **Damage** `2d6` piercing. - **Frog** Speed 25 feet, swim Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d6` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tongue (reach <15 feet>), **Damage** `2d4` bludgeoning. - **Shark** swim Speed 35 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing; breathe underwater but not in air. diff --git a/compendium/spells/animal-messenger.md b/compendium/spells/animal-messenger.md index 4fb0f0946..2f61de75c 100644 --- a/compendium/spells/animal-messenger.md +++ b/compendium/spells/animal-messenger.md @@ -9,9 +9,9 @@ tags: aliases: ["Animal Messenger"] --- # Animal Messenger *Spell 2* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**120 foot - **Duration**see text diff --git a/compendium/spells/animal-vision.md b/compendium/spells/animal-vision.md index a93eb0450..05d5d7952 100644 --- a/compendium/spells/animal-vision.md +++ b/compendium/spells/animal-vision.md @@ -9,14 +9,14 @@ tags: aliases: ["Animal Vision"] --- # Animal Vision *Spell 3* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**120 foot - **Targets**1 animal - **Duration**1 hour -You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. *Source: Core Rulebook p. 318* \ No newline at end of file diff --git a/compendium/spells/animate-dead-apg.md b/compendium/spells/animate-dead-apg.md index 090efd6ce..292e04adc 100644 --- a/compendium/spells/animate-dead-apg.md +++ b/compendium/spells/animate-dead-apg.md @@ -8,14 +8,14 @@ tags: aliases: ["Animate Dead"] --- # Animate Dead *Spell 1* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the [undead](rules/traits/undead.md) trait and whose level is –1; this creature gains the [summoned](rules/traits/summoned.md) trait. Heightening the spell increases the maximum level of creature you can summon. +Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the [undead](rules/traits/undead.md "Undead Creature Type Trait") trait and whose level is –1; this creature gains the [summoned](rules/traits/summoned.md "Summoned Creature Trait") trait. Heightening the spell increases the maximum level of creature you can summon. **Heightened (2nd)** Level 1. diff --git a/compendium/spells/animate-rope-apg.md b/compendium/spells/animate-rope-apg.md index 09fc885bd..340263969 100644 --- a/compendium/spells/animate-rope-apg.md +++ b/compendium/spells/animate-rope-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Animate Rope"] --- # Animate Rope *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot - **Targets**up to 50 feet of rope or a nonliving rope-like object @@ -18,7 +18,7 @@ aliases: ["Animate Rope"] You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you [Cast the Spell](rules/actions/cast-a-spell.md), and one command each time you [Sustain the Spell](rules/actions/sustain-a-spell.md). -- **Bind** ([attack](rules/traits/attack.md)) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a –10-foot circumstance penalty to its Speed (–20-foot on a critical success). This ends if the target [Escapes](rules/actions/escape.md) against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a [Broken](rules/conditions.md#Broken) Threshold of 4.) +- **Bind** ([attack](rules/traits/attack.md "Attack Combat Trait")) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a –10-foot circumstance penalty to its Speed (–20-foot on a critical success). This ends if the target [Escapes](rules/actions/escape.md) against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a [Broken](rules/conditions.md#Broken) Threshold of 4.) - **Coil** The rope forms a tidy, coiled stack. - **Crawl** The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. - **Knot** The rope ties a sturdy knot in itself. diff --git a/compendium/spells/animated-assault-apg.md b/compendium/spells/animated-assault-apg.md index ce7799475..9e75e29f0 100644 --- a/compendium/spells/animated-assault-apg.md +++ b/compendium/spells/animated-assault-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Animated Assault"] --- # Animated Assault *Spell 2* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot burst diff --git a/compendium/spells/animus-mine-logm.md b/compendium/spells/animus-mine-logm.md index 182133c46..205ec9263 100644 --- a/compendium/spells/animus-mine-logm.md +++ b/compendium/spells/animus-mine-logm.md @@ -9,24 +9,24 @@ tags: aliases: ["Animus Mine"] --- # Animus Mine *Spell 2* -[abjuration](rules/traits/abjuration.md) [mental](rules/traits/mental.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Saving Throw** Will - **Duration**1 hour -You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts[^1]. You can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to suppress the effects of the mine for 1 round to allow someone to safely use a [mental](rules/traits/mental.md) effect on you. You can [Dismiss](rules/actions/dismiss.md) the spell. +You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts[^1]. You can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to suppress the effects of the mine for 1 round to allow someone to safely use a [mental](rules/traits/mental.md "Mental Effect Trait") effect on you. You can [Dismiss](rules/actions/dismiss.md) the spell. -The first creature that uses a [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) effect against you triggers the animus mine, causing the spell to end. The animus mine deals `4d8` mental damage to the triggering creature, which must attempt a Will save. +The first creature that uses a [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") effect against you triggers the animus mine, causing the spell to end. The animus mine deals `4d8` mental damage to the triggering creature, which must attempt a Will save. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes half damage. > - **Failure** The creature takes full damage and is [stunned](rules/conditions.md#Stunned). -> - **Critical Failure** The creature takes double damage and is [stunned](rules/conditions.md#Stunned). You are unaffected by the triggering [mental](rules/traits/mental.md) effect. +> - **Critical Failure** The creature takes double damage and is [stunned](rules/conditions.md#Stunned). You are unaffected by the triggering [mental](rules/traits/mental.md "Mental Effect Trait") effect. -[^1]: The animus mine spell should only the deal the mental damage on [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) effects that send their magic into your mind, not if a creature tries to do something mundane like talk to you. (Lost Omens Gods & Magic Errata (https://paizo.com/pathfinder/faq)) +[^1]: The animus mine spell should only the deal the mental damage on [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") effects that send their magic into your mind, not if a creature tries to do something mundane like talk to you. (Lost Omens Gods & Magic Errata (https://paizo.com/pathfinder/faq)) **Heightened (+ 1)** The damage increases by `2d8`. diff --git a/compendium/spells/ant-haul.md b/compendium/spells/ant-haul.md index ebb251554..0262ebcbe 100644 --- a/compendium/spells/ant-haul.md +++ b/compendium/spells/ant-haul.md @@ -8,9 +8,9 @@ tags: aliases: ["Ant Haul"] --- # Ant Haul *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/anticipate-peril-logm.md b/compendium/spells/anticipate-peril-logm.md index 0662b3f7f..2e0fcd113 100644 --- a/compendium/spells/anticipate-peril-logm.md +++ b/compendium/spells/anticipate-peril-logm.md @@ -8,9 +8,9 @@ tags: aliases: ["Anticipate Peril"] --- # Anticipate Peril *Spell 1* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/antimagic-field.md b/compendium/spells/antimagic-field.md index ead5260a0..2fd67af5d 100644 --- a/compendium/spells/antimagic-field.md +++ b/compendium/spells/antimagic-field.md @@ -10,9 +10,9 @@ tags: aliases: ["Antimagic Field"] --- # Antimagic Field *Spell 8* -[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Area**10-foot emanation which affects you - **Duration**sustained up to 1 minute diff --git a/compendium/spells/apex-companion-aoa6.md b/compendium/spells/apex-companion-aoa6.md index d28a45419..84e2d1f90 100644 --- a/compendium/spells/apex-companion-aoa6.md +++ b/compendium/spells/apex-companion-aoa6.md @@ -11,7 +11,7 @@ tags: aliases: ["Apex Companion"] --- # Apex Companion *Focus 10* -[druid](rules/traits/druid.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot @@ -23,7 +23,7 @@ You focus on the energies of all members of your animal companion's species, tra - Your animal companion becomes Huge and its attacks have 15-foot reach. It must have enough space to expand into or the spell is lost. - 30 temporary Hit Points. - Darkvision. -- Your animal companion's attack's damage dice increase by one step, and its attack gains the [deadly ](rules/traits/deadly.md) trait. +- Your animal companion's attack's damage dice increase by one step, and its attack gains the [deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait") trait. - +10-foot status bonus to its Speeds. - Ignores difficult terrain and greater difficult terrain. diff --git a/compendium/spells/appearance-of-wealth.md b/compendium/spells/appearance-of-wealth.md index 5062218ac..3aa607a12 100644 --- a/compendium/spells/appearance-of-wealth.md +++ b/compendium/spells/appearance-of-wealth.md @@ -11,7 +11,7 @@ tags: aliases: ["Appearance Of Wealth"] --- # Appearance Of Wealth *Focus 1* -[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [wealth](compendium/setting/domains.md#Wealth) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/approximate-som.md b/compendium/spells/approximate-som.md index 4d7e8050d..79ce071d9 100644 --- a/compendium/spells/approximate-som.md +++ b/compendium/spells/approximate-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Approximate"] --- # Approximate *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**10 foot - **Area**1 cubic foot diff --git a/compendium/spells/aqueous-orb-apg.md b/compendium/spells/aqueous-orb-apg.md index 041ebe386..8e3529efb 100644 --- a/compendium/spells/aqueous-orb-apg.md +++ b/compendium/spells/aqueous-orb-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Aqueous Orb"] --- # Aqueous Orb *Spell 3* -[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Duration**sustained up to 1 minute diff --git a/compendium/spells/arcane-countermeasure.md b/compendium/spells/arcane-countermeasure.md index 5625e5d4e..b1d77ef66 100644 --- a/compendium/spells/arcane-countermeasure.md +++ b/compendium/spells/arcane-countermeasure.md @@ -10,7 +10,7 @@ tags: aliases: ["Arcane Countermeasure"] --- # Arcane Countermeasure *Focus 5* -[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/armor-of-bones-apg.md b/compendium/spells/armor-of-bones-apg.md index 075f44d0f..6f748f887 100644 --- a/compendium/spells/armor-of-bones-apg.md +++ b/compendium/spells/armor-of-bones-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Armor Of Bones"] --- # Armor Of Bones *Focus 3* -[cursebound](rules/traits/cursebound-apg.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/aromatic-lure-lol.md b/compendium/spells/aromatic-lure-lol.md index 5b870ea04..eca19d0b2 100644 --- a/compendium/spells/aromatic-lure-lol.md +++ b/compendium/spells/aromatic-lure-lol.md @@ -12,9 +12,9 @@ tags: aliases: ["Aromatic Lure"] --- # Aromatic Lure *Spell 4* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/artistic-flourish.md b/compendium/spells/artistic-flourish.md index f4854c5a6..0def1c149 100644 --- a/compendium/spells/artistic-flourish.md +++ b/compendium/spells/artistic-flourish.md @@ -10,7 +10,7 @@ tags: aliases: ["Artistic Flourish"] --- # Artistic Flourish *Focus 4* -[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [creation](compendium/setting/domains.md#Creation) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/ash-cloud-som.md b/compendium/spells/ash-cloud-som.md index c1af0fd50..6ced04bbc 100644 --- a/compendium/spells/ash-cloud-som.md +++ b/compendium/spells/ash-cloud-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Ash Cloud"] --- # Ash Cloud *Spell 2* -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [fire](rules/traits/fire.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/asterism-logm.md b/compendium/spells/asterism-logm.md index cdecc6fe1..2d68d73cf 100644 --- a/compendium/spells/asterism-logm.md +++ b/compendium/spells/asterism-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Asterism"] --- # Asterism *Focus 4* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") - **Domains**: [star](compendium/setting/domains.md#Star) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/astral-labyrinth-ec6.md b/compendium/spells/astral-labyrinth-ec6.md index 4078a4bc2..43bdfe199 100644 --- a/compendium/spells/astral-labyrinth-ec6.md +++ b/compendium/spells/astral-labyrinth-ec6.md @@ -11,9 +11,9 @@ tags: aliases: ["Astral Labyrinth"] --- # Astral Labyrinth *Spell 9* -[abjuration](rules/traits/abjuration.md) [incapacitation](rules/traits/incapacitation.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**80-foot burst @@ -21,7 +21,7 @@ aliases: ["Astral Labyrinth"] You connect the entire area with an [invisible](rules/conditions.md#Invisible) maze of astral energy that interferes with dimensional and mental magic. -Choose a point in the area that you can see when you cast this spell. Objects other than [force](rules/traits/force.md) effects and rare metals can't block this spell's area. Astral labyrinth attempts to counteract magical [mental](rules/traits/mental.md) effects targeting or including anyone other than the caster in the area, though it has no effect on [mental](rules/traits/mental.md) effects that began outside the area or before the spell was cast. +Choose a point in the area that you can see when you cast this spell. Objects other than [force](rules/traits/force.md "Force Energy & Element Trait") effects and rare metals can't block this spell's area. Astral labyrinth attempts to counteract magical [mental](rules/traits/mental.md "Mental Effect Trait") effects targeting or including anyone other than the caster in the area, though it has no effect on [mental](rules/traits/mental.md "Mental Effect Trait") effects that began outside the area or before the spell was cast. In addition, any creature that tries to depart or arrive in a location in the area by teleportation or extradimensional travel (including extradimensional spaces) must attempt a Will saving throw. Summoned creatures must attempt the save when they are summoned, but not when the summoning ends. diff --git a/compendium/spells/astral-rain-da.md b/compendium/spells/astral-rain-da.md index 8e08e8b1b..e78eab67d 100644 --- a/compendium/spells/astral-rain-da.md +++ b/compendium/spells/astral-rain-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Astral Rain"] --- # Astral Rain *Cantrip 3* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/athletic-rush.md b/compendium/spells/athletic-rush.md index e0f2c5812..a38ea94aa 100644 --- a/compendium/spells/athletic-rush.md +++ b/compendium/spells/athletic-rush.md @@ -10,7 +10,7 @@ tags: aliases: ["Athletic Rush"] --- # Athletic Rush *Focus 1* -[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [might](compendium/setting/domains.md#Might) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/augment-summoning.md b/compendium/spells/augment-summoning.md index 122937e35..52cb82e84 100644 --- a/compendium/spells/augment-summoning.md +++ b/compendium/spells/augment-summoning.md @@ -10,7 +10,7 @@ tags: aliases: ["Augment Summoning"] --- # Augment Summoning *Focus 1* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/augury.md b/compendium/spells/augury.md index 5c45fdfe5..d3543af4f 100644 --- a/compendium/spells/augury.md +++ b/compendium/spells/augury.md @@ -9,9 +9,9 @@ tags: aliases: ["Augury"] --- # Augury *Spell 2* -[divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) +[divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. diff --git a/compendium/spells/aura-of-the-unremarkable-frp1.md b/compendium/spells/aura-of-the-unremarkable-frp1.md index cde4c1841..a8df79ff0 100644 --- a/compendium/spells/aura-of-the-unremarkable-frp1.md +++ b/compendium/spells/aura-of-the-unremarkable-frp1.md @@ -11,9 +11,9 @@ tags: aliases: ["Aura Of The Unremarkable"] --- # Aura Of The Unremarkable *Spell 6* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation - **Duration**sustained up to 1 minute diff --git a/compendium/spells/avatar.md b/compendium/spells/avatar.md index 8a4ce51e7..8a2d1eed8 100644 --- a/compendium/spells/avatar.md +++ b/compendium/spells/avatar.md @@ -9,13 +9,13 @@ tags: aliases: ["Avatar"] --- # Avatar *Spell 10* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You transform into an avatar of your deity, assuming a [Huge](rules/traits/huge-b1.md) battle form. You must have space to expand or the spell is lost. +You transform into an avatar of your deity, assuming a [Huge](rules/traits/huge-b1.md "Huge Size Trait") battle form. You must have space to expand or the spell is lost. You have hands in this battle form and can take manipulate actions. You can [Dismiss](rules/actions/dismiss.md) this spell. @@ -24,7 +24,7 @@ You gain the following statistics and abilities regardless of which deity's batt - AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. - 30 temporary Hit Points. - [Darkvision](rules/abilities/darkvision.md). -- One or more attacks specific to your deity's battle form, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example) unless they have the [finesse](rules/traits/finesse.md) trait, and all ranged attacks are Dexterity based. Attacks that deal positive or negative damage don't heal creatures. +- One or more attacks specific to your deity's battle form, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example) unless they have the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait, and all ranged attacks are Dexterity based. Attacks that deal positive or negative damage don't heal creatures. - [Athletics](compendium/skills.md#Athletics) modifier of +35, unless your own is higher. You also gain the specific abilities listed for your deity below: diff --git a/compendium/spells/awaken-entropy-da.md b/compendium/spells/awaken-entropy-da.md index 91a641a79..6b9a4925f 100644 --- a/compendium/spells/awaken-entropy-da.md +++ b/compendium/spells/awaken-entropy-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Awaken Entropy"] --- # Awaken Entropy *Spell 6* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**10-foot burst diff --git a/compendium/spells/baleful-polymorph.md b/compendium/spells/baleful-polymorph.md index 27d96a961..e32b843a7 100644 --- a/compendium/spells/baleful-polymorph.md +++ b/compendium/spells/baleful-polymorph.md @@ -10,9 +10,9 @@ tags: aliases: ["Baleful Polymorph"] --- # Baleful Polymorph *Spell 6* -[incapacitation](rules/traits/incapacitation.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/bandits-doom-som.md b/compendium/spells/bandits-doom-som.md index a61d4efd5..605091d9a 100644 --- a/compendium/spells/bandits-doom-som.md +++ b/compendium/spells/bandits-doom-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Bandit's Doom"] --- # Bandit's Doom *Spell 5* -[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 30 minutes - **Targets**1 item of 2 Bulk or less - **Duration**1 month diff --git a/compendium/spells/bane.md b/compendium/spells/bane.md index 5b4fd4681..e5b909dba 100644 --- a/compendium/spells/bane.md +++ b/compendium/spells/bane.md @@ -10,15 +10,15 @@ tags: aliases: ["Bane"] --- # Bane *Spell 1* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**5-foot emanation - **Targets**enemies in the area - **Saving Throw** Will - **Duration**1 minute -You fill the minds of your enemies with doubt. Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast [bane](compendium/spells/bane.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless. +You fill the minds of your enemies with doubt. Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast [bane](compendium/spells/bane.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless. *Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/compendium/spells/banishment.md b/compendium/spells/banishment.md index a514560df..c60a33465 100644 --- a/compendium/spells/banishment.md +++ b/compendium/spells/banishment.md @@ -9,9 +9,9 @@ tags: aliases: ["Banishment"] --- # Banishment *Spell 5* -[abjuration](rules/traits/abjuration.md) [incapacitation](rules/traits/incapacitation.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature that isn't on its home plane diff --git a/compendium/spells/barkskin.md b/compendium/spells/barkskin.md index 330057bd8..0c8896f40 100644 --- a/compendium/spells/barkskin.md +++ b/compendium/spells/barkskin.md @@ -9,9 +9,9 @@ tags: aliases: ["Barkskin"] --- # Barkskin *Spell 2* -[abjuration](rules/traits/abjuration.md) [plant](rules/traits/plant.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/battlefield-persistence-apg.md b/compendium/spells/battlefield-persistence-apg.md index 6d80acb31..8c3a9d437 100644 --- a/compendium/spells/battlefield-persistence-apg.md +++ b/compendium/spells/battlefield-persistence-apg.md @@ -12,12 +12,12 @@ tags: aliases: ["Battlefield Persistence"] --- # Battlefield Persistence *Focus 3* -[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You are about to attempt a saving throw, but you haven't rolled yet. -You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an [incapacitation](rules/traits/incapacitation.md) effect, it treats you as if you were 2 levels higher. +You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect, it treats you as if you were 2 levels higher. *Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/compendium/spells/beastmaster-trance-apg.md b/compendium/spells/beastmaster-trance-apg.md index d756f727a..500a48720 100644 --- a/compendium/spells/beastmaster-trance-apg.md +++ b/compendium/spells/beastmaster-trance-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Beastmaster Trance"] --- # Beastmaster Trance *Focus 3* -[archetype](rules/traits/archetype.md) [concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**mile @@ -21,9 +21,9 @@ aliases: ["Beastmaster Trance"] You enter a magical trance that allows you to perceive through the senses of the target companion. You attempt [Perception](compendium/skills.md#Perception) checks using your own [Perception](compendium/skills.md#Perception), but you have any special senses the target has, such as [low-light vision](rules/abilities/low-light-vision.md) or [darkvision](rules/abilities/darkvision.md). This spell grants no special method of communication with the chosen animal, so it follows any instructions you gave it before you entered the trance and, failing that, it does as it wishes. -For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you [flat-footed](rules/conditions.md#Flat-footed). You can't take actions with the [attack](rules/traits/attack.md) or [move](rules/traits/move.md) traits. +For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you [flat-footed](rules/conditions.md#Flat-footed). You can't take actions with the [attack](rules/traits/attack.md "Attack Combat Trait") or [move](rules/traits/move.md "Move Combat Trait") traits. -**Heightened (6th)** Increase the range to 100 miles and the duration to sustained up to 10 minutes. The target can hear you through the spell, allowing you to Command the Animal or use other actions that have the [auditory](rules/traits/auditory.md) trait. +**Heightened (6th)** Increase the range to 100 miles and the duration to sustained up to 10 minutes. The target can hear you through the spell, allowing you to Command the Animal or use other actions that have the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. **Heightened (8th)** Increase the range to planetary and the duration to sustained up to 1 hour. You can communicate telepathically with the target for the duration of the trance. diff --git a/compendium/spells/befitting-attire-som.md b/compendium/spells/befitting-attire-som.md index 344929719..0d411b12a 100644 --- a/compendium/spells/befitting-attire-som.md +++ b/compendium/spells/befitting-attire-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Befitting Attire"] --- # Befitting Attire *Spell 2* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**5 willing creatures diff --git a/compendium/spells/befuddle-logm.md b/compendium/spells/befuddle-logm.md index 532ba9c1d..235df87f7 100644 --- a/compendium/spells/befuddle-logm.md +++ b/compendium/spells/befuddle-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Befuddle"] --- # Befuddle *Spell 1* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/behold-the-weave-da.md b/compendium/spells/behold-the-weave-da.md index bac312cbe..f9c4fbfe8 100644 --- a/compendium/spells/behold-the-weave-da.md +++ b/compendium/spells/behold-the-weave-da.md @@ -10,9 +10,9 @@ tags: aliases: ["Behold the Weave"] --- # Behold the Weave *Spell 3* -[divination](rules/traits/divination.md) [incapacitation](rules/traits/incapacitation.md) [prediction](rules/traits/prediction.md) +[divination](rules/traits/divination.md "Divination School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/bestial-curse-apg.md b/compendium/spells/bestial-curse-apg.md index 985701a32..9375a0ec6 100644 --- a/compendium/spells/bestial-curse-apg.md +++ b/compendium/spells/bestial-curse-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Bestial Curse"] --- # Bestial Curse *Spell 4* -[curse](rules/traits/curse.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living humanoid diff --git a/compendium/spells/bilocation-da.md b/compendium/spells/bilocation-da.md index 8d7d749c2..384832b45 100644 --- a/compendium/spells/bilocation-da.md +++ b/compendium/spells/bilocation-da.md @@ -8,9 +8,9 @@ tags: aliases: ["Bilocation"] --- # Bilocation *Spell 9* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/bind-soul.md b/compendium/spells/bind-soul.md index 319b27498..70d827f7c 100644 --- a/compendium/spells/bind-soul.md +++ b/compendium/spells/bind-soul.md @@ -10,9 +10,9 @@ tags: aliases: ["Bind Soul"] --- # Bind Soul *Spell 9* -[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**black sapphire with a gp value of at least the target's level × 100 - **Range**30 foot diff --git a/compendium/spells/bind-undead.md b/compendium/spells/bind-undead.md index 249e566bf..7c4478503 100644 --- a/compendium/spells/bind-undead.md +++ b/compendium/spells/bind-undead.md @@ -8,9 +8,9 @@ tags: aliases: ["Bind Undead"] --- # Bind Undead *Spell 3* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 mindless undead creature with a level no greater than bind undead's spell level diff --git a/compendium/spells/bit-of-luck.md b/compendium/spells/bit-of-luck.md index 2be960c8b..a09717651 100644 --- a/compendium/spells/bit-of-luck.md +++ b/compendium/spells/bit-of-luck.md @@ -11,7 +11,7 @@ tags: aliases: ["Bit Of Luck"] --- # Bit Of Luck *Focus 1* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [luck](compendium/setting/domains.md#Luck) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/biting-words-som.md b/compendium/spells/biting-words-som.md index d95612092..e44cda01a 100644 --- a/compendium/spells/biting-words-som.md +++ b/compendium/spells/biting-words-som.md @@ -12,13 +12,13 @@ tags: aliases: ["Biting Words"] --- # Biting Words *Spell 1* -[attack](rules/traits/attack.md) [auditory](rules/traits/auditory.md) [evocation](rules/traits/evocation.md) [linguistic](rules/traits/linguistic.md) [sonic](rules/traits/sonic.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish [Casting the Spell](rules/actions/cast-a-spell.md), and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, [concentrate](rules/traits/concentrate.md), and [linguistic](rules/traits/linguistic.md) traits. After your third attack total, the spell ends. +You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish [Casting the Spell](rules/actions/cast-a-spell.md), and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing `2d6` sonic damage if you hit (or double damage on a critical hit). diff --git a/compendium/spells/black-tentacles.md b/compendium/spells/black-tentacles.md index 7f1b16cdc..61bde6dfb 100644 --- a/compendium/spells/black-tentacles.md +++ b/compendium/spells/black-tentacles.md @@ -9,9 +9,9 @@ tags: aliases: ["Black Tentacles"] --- # Black Tentacles *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst adjacent to a flat surface diff --git a/compendium/spells/blackfingerss-blades-sot3.md b/compendium/spells/blackfingerss-blades-sot3.md index 3dafd8ca9..f4a990be0 100644 --- a/compendium/spells/blackfingerss-blades-sot3.md +++ b/compendium/spells/blackfingerss-blades-sot3.md @@ -10,9 +10,9 @@ tags: aliases: ["Blackfingers's Blades"] --- # Blackfingers's Blades *Spell 5* -[poison](rules/traits/poison.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[poison](rules/traits/poison.md "Poison Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**up to 4 weapons, each wielded by a separate willing creature within range diff --git a/compendium/spells/blade-barrier.md b/compendium/spells/blade-barrier.md index 273eaac4e..9b11070a7 100644 --- a/compendium/spells/blade-barrier.md +++ b/compendium/spells/blade-barrier.md @@ -9,9 +9,9 @@ tags: aliases: ["Blade Barrier"] --- # Blade Barrier *Spell 6* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/blanket-of-stars-apg.md b/compendium/spells/blanket-of-stars-apg.md index 85b9eb3e2..d7bd66ef3 100644 --- a/compendium/spells/blanket-of-stars-apg.md +++ b/compendium/spells/blanket-of-stars-apg.md @@ -8,16 +8,16 @@ tags: aliases: ["Blanket Of Stars"] --- # Blanket Of Stars *Spell 6* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Saving Throw** Will - **Duration**10 minutes A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). While outside under a starry night sky, you're also [invisible](rules/conditions.md#Invisible) as long as you remain still. When moving under a starry night sky, you are [concealed](rules/conditions.md#Concealed) instead. -Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, [visual](rules/traits/visual.md) effect. +Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, [visual](rules/traits/visual.md "Visual Effect Trait") effect. > [!success-degree] > - **Success** The creature is unaffected. diff --git a/compendium/spells/blazing-dive-som.md b/compendium/spells/blazing-dive-som.md index 1971fd8ce..12adebf20 100644 --- a/compendium/spells/blazing-dive-som.md +++ b/compendium/spells/blazing-dive-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Blazing Dive"] --- # Blazing Dive *Spell 3* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Saving Throw** basic Reflex diff --git a/compendium/spells/blazing-fissure-som.md b/compendium/spells/blazing-fissure-som.md index f973af587..f83178f9b 100644 --- a/compendium/spells/blazing-fissure-som.md +++ b/compendium/spells/blazing-fissure-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Blazing Fissure"] --- # Blazing Fissure *Spell 5* -[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**120-foot line - **Saving Throw** Reflex diff --git a/compendium/spells/bless.md b/compendium/spells/bless.md index 57fb82ba1..d7b1e6dda 100644 --- a/compendium/spells/bless.md +++ b/compendium/spells/bless.md @@ -10,9 +10,9 @@ tags: aliases: ["Bless"] --- # Bless *Spell 1* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**5-foot emanation - **Targets**you and allies in the area @@ -20,6 +20,6 @@ aliases: ["Bless"] Blessings from beyond help your companions strike true. -You and your allies in the area gain a +1 status bonus to attack rolls. Once per turn, starting the turn after you cast [bless](compendium/spells/bless.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. Bless can counteract bane. +You and your allies in the area gain a +1 status bonus to attack rolls. Once per turn, starting the turn after you cast [bless](compendium/spells/bless.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet. Bless can counteract bane. *Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/compendium/spells/blessing-of-defiance-som.md b/compendium/spells/blessing-of-defiance-som.md index 999682f18..60f5baedb 100644 --- a/compendium/spells/blessing-of-defiance-som.md +++ b/compendium/spells/blessing-of-defiance-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Blessing Of Defiance"] --- # Blessing Of Defiance *Spell 5* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**varies diff --git a/compendium/spells/blightburn-blast-ec5.md b/compendium/spells/blightburn-blast-ec5.md index 9ea4be877..dc235976a 100644 --- a/compendium/spells/blightburn-blast-ec5.md +++ b/compendium/spells/blightburn-blast-ec5.md @@ -11,9 +11,9 @@ tags: aliases: ["Blightburn Blast"] --- # Blightburn Blast *Spell 7* -[disease](rules/traits/disease.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** basic Fortitude diff --git a/compendium/spells/blind-ambition.md b/compendium/spells/blind-ambition.md index 917321b86..63b632a1f 100644 --- a/compendium/spells/blind-ambition.md +++ b/compendium/spells/blind-ambition.md @@ -12,7 +12,7 @@ tags: aliases: ["Blind Ambition"] --- # Blind Ambition *Focus 1* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [ambition](compendium/setting/domains.md#Ambition) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -27,7 +27,7 @@ The target must attempt a Will save. > [!success-degree] > - **Critical Success** The target is unaffected. -> - **Success** The target takes a –1 status penalty to its saving throws and other defenses against attempts to [Coerce](rules/actions/coerce.md) it, [Request](rules/actions/request.md) something of it, or use [mental](rules/traits/mental.md) effects to convince it to do something (such as a [suggestion](compendium/spells/suggestion.md) spell). This penalty applies only if the target is being encouraged to advance its own ambitions. +> - **Success** The target takes a –1 status penalty to its saving throws and other defenses against attempts to [Coerce](rules/actions/coerce.md) it, [Request](rules/actions/request.md) something of it, or use [mental](rules/traits/mental.md "Mental Effect Trait") effects to convince it to do something (such as a [suggestion](compendium/spells/suggestion.md) spell). This penalty applies only if the target is being encouraged to advance its own ambitions. > - **Failure** As success, but the penalty is –2. > - **Critical Failure** The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it. diff --git a/compendium/spells/blinding-beauty-apg.md b/compendium/spells/blinding-beauty-apg.md index 9a0aa1395..44917929b 100644 --- a/compendium/spells/blinding-beauty-apg.md +++ b/compendium/spells/blinding-beauty-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Blinding Beauty"] --- # Blinding Beauty *Focus 3* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/blinding-fury-apg.md b/compendium/spells/blinding-fury-apg.md index 3015f1030..2def411e1 100644 --- a/compendium/spells/blinding-fury-apg.md +++ b/compendium/spells/blinding-fury-apg.md @@ -12,9 +12,9 @@ tags: aliases: ["Blinding Fury"] --- # Blinding Fury *Spell 6* -[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature damages you. - **Range**60 foot diff --git a/compendium/spells/blindness.md b/compendium/spells/blindness.md index a7037747f..913a8bf90 100644 --- a/compendium/spells/blindness.md +++ b/compendium/spells/blindness.md @@ -9,9 +9,9 @@ tags: aliases: ["Blindness"] --- # Blindness *Spell 3* -[incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/blink-charge-som.md b/compendium/spells/blink-charge-som.md index 2704704c4..b1e8d8fa0 100644 --- a/compendium/spells/blink-charge-som.md +++ b/compendium/spells/blink-charge-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Blink Charge"] --- # Blink Charge *Spell 5* -[conjuration](rules/traits/conjuration.md) [force](rules/traits/force.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/blink.md b/compendium/spells/blink.md index 453dbc50c..11ca4ba31 100644 --- a/compendium/spells/blink.md +++ b/compendium/spells/blink.md @@ -9,9 +9,9 @@ tags: aliases: ["Blink"] --- # Blink *Spell 4* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/blinking-flame-aura-loil.md b/compendium/spells/blinking-flame-aura-loil.md index dcb845ee1..b956266af 100644 --- a/compendium/spells/blinking-flame-aura-loil.md +++ b/compendium/spells/blinking-flame-aura-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Blinking Flame Aura"] --- # Blinking Flame Aura *Focus 5* -[divination](rules/traits/divination.md) [fire](rules/traits/fire.md) [healing](rules/traits/healing.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute diff --git a/compendium/spells/blister-apg.md b/compendium/spells/blister-apg.md index cfe91995c..ded719db4 100644 --- a/compendium/spells/blister-apg.md +++ b/compendium/spells/blister-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Blister"] --- # Blister *Spell 5* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature @@ -21,7 +21,7 @@ You point at a target in range, and its skin grows searing blisters filled with > [!success-degree] > - **Critical Success** The target is unaffected. -> - **Success** The target grows one blister. You can spend a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes `7d6` acid damage (basic Fortitude save). You choose the direction of the cone, which can't include the target. When no blisters are left, the spell ends. +> - **Success** The target grows one blister. You can spend a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes `7d6` acid damage (basic Fortitude save). You choose the direction of the cone, which can't include the target. When no blisters are left, the spell ends. > - **Failure** As success, but the target grows two blisters. > - **Critical Failure** As success, but the target grows four blisters. diff --git a/compendium/spells/blistering-invective-apg.md b/compendium/spells/blistering-invective-apg.md index c7aae7762..fe174ac72 100644 --- a/compendium/spells/blistering-invective-apg.md +++ b/compendium/spells/blistering-invective-apg.md @@ -12,9 +12,9 @@ tags: aliases: ["Blistering Invective"] --- # Blistering Invective *Spell 2* -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/blood-feast-ec4.md b/compendium/spells/blood-feast-ec4.md index 6e28db5c7..61b06aff8 100644 --- a/compendium/spells/blood-feast-ec4.md +++ b/compendium/spells/blood-feast-ec4.md @@ -9,9 +9,9 @@ tags: aliases: ["Blood Feast"] --- # Blood Feast *Spell 5* -[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/blood-vendetta-apg.md b/compendium/spells/blood-vendetta-apg.md index 495c150d1..09089b93c 100644 --- a/compendium/spells/blood-vendetta-apg.md +++ b/compendium/spells/blood-vendetta-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Blood Vendetta"] --- # Blood Vendetta *Spell 2* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature deals piercing, slashing, or [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to you - **Requirements**You can bleed. diff --git a/compendium/spells/blood-ward-apg.md b/compendium/spells/blood-ward-apg.md index f839325f8..bbc2fb2e3 100644 --- a/compendium/spells/blood-ward-apg.md +++ b/compendium/spells/blood-ward-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Blood Ward"] --- # Blood Ward *Focus 1* -[abjuration](rules/traits/abjuration.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/bloodspray-curse-som.md b/compendium/spells/bloodspray-curse-som.md index 053cab59a..454d4224c 100644 --- a/compendium/spells/bloodspray-curse-som.md +++ b/compendium/spells/bloodspray-curse-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Bloodspray Curse"] --- # Bloodspray Curse *Spell 4* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/blur.md b/compendium/spells/blur.md index 2e3cf8b32..c0d4a49e0 100644 --- a/compendium/spells/blur.md +++ b/compendium/spells/blur.md @@ -9,9 +9,9 @@ tags: aliases: ["Blur"] --- # Blur *Spell 2* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/boil-blood-som.md b/compendium/spells/boil-blood-som.md index 74a9f92ec..a93f72f70 100644 --- a/compendium/spells/boil-blood-som.md +++ b/compendium/spells/boil-blood-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Boil Blood"] --- # Boil Blood *Spell 8* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/boost-eidolon-som.md b/compendium/spells/boost-eidolon-som.md index 0c2204aa2..3e2e4d1c2 100644 --- a/compendium/spells/boost-eidolon-som.md +++ b/compendium/spells/boost-eidolon-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Boost Eidolon"] --- # Boost Eidolon *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**100 foot diff --git a/compendium/spells/bottle-the-storm-logm.md b/compendium/spells/bottle-the-storm-logm.md index 4f288a775..b05e76933 100644 --- a/compendium/spells/bottle-the-storm-logm.md +++ b/compendium/spells/bottle-the-storm-logm.md @@ -9,14 +9,14 @@ tags: aliases: ["Bottle The Storm"] --- # Bottle The Storm *Focus 4* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Domains**: [lightning](compendium/setting/domains.md#Lightning) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You would take electricity damage. - **Duration**1 minute -When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 against the triggering effect. If you successfully prevent damage in this way, at any time during the spell's duration, you can spend a single action, which has the [attack](rules/traits/attack.md) trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the damage prevented by bottle the storm. If you cast [bottle the storm](compendium/spells/bottle-the-storm-logm.md) a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly. +When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 against the triggering effect. If you successfully prevent damage in this way, at any time during the spell's duration, you can spend a single action, which has the [attack](rules/traits/attack.md "Attack Combat Trait") trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the damage prevented by bottle the storm. If you cast [bottle the storm](compendium/spells/bottle-the-storm-logm.md) a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly. **Heightened (7th)** The resistance increases to 15, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. diff --git a/compendium/spells/bottomless-stomach-som.md b/compendium/spells/bottomless-stomach-som.md index 15a779a0e..d3cca2f51 100644 --- a/compendium/spells/bottomless-stomach-som.md +++ b/compendium/spells/bottomless-stomach-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Bottomless Stomach"] --- # Bottomless Stomach *Spell 3* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/bracing-tendrils-da.md b/compendium/spells/bracing-tendrils-da.md index fe8cf6961..c78280f61 100644 --- a/compendium/spells/bracing-tendrils-da.md +++ b/compendium/spells/bracing-tendrils-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Bracing Tendrils"] --- # Bracing Tendrils *Spell 3* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/brain-drain-apg.md b/compendium/spells/brain-drain-apg.md index 07ce75a16..93f9e560d 100644 --- a/compendium/spells/brain-drain-apg.md +++ b/compendium/spells/brain-drain-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Brain Drain"] --- # Brain Drain *Focus 1* -[cursebound](rules/traits/cursebound-apg.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/brand-the-impenitent-logm.md b/compendium/spells/brand-the-impenitent-logm.md index 81b3ebc70..a46a6ea8d 100644 --- a/compendium/spells/brand-the-impenitent-logm.md +++ b/compendium/spells/brand-the-impenitent-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Brand The Impenitent"] --- # Brand The Impenitent *Spell 2* -[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/breadcrumbs-som.md b/compendium/spells/breadcrumbs-som.md index bf8a8e283..b52fbb56d 100644 --- a/compendium/spells/breadcrumbs-som.md +++ b/compendium/spells/breadcrumbs-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Breadcrumbs"] --- # Breadcrumbs *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/breath-of-drought-ec1.md b/compendium/spells/breath-of-drought-ec1.md index a74046c99..f29956f22 100644 --- a/compendium/spells/breath-of-drought-ec1.md +++ b/compendium/spells/breath-of-drought-ec1.md @@ -11,9 +11,9 @@ tags: aliases: ["Breath Of Drought"] --- # Breath Of Drought *Spell 2* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**10-foot burst diff --git a/compendium/spells/breath-of-life.md b/compendium/spells/breath-of-life.md index eda5f4d13..583808455 100644 --- a/compendium/spells/breath-of-life.md +++ b/compendium/spells/breath-of-life.md @@ -10,9 +10,9 @@ tags: aliases: ["Breath Of Life"] --- # Breath Of Life *Spell 5* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A living creature within range would die. - **Range**60 foot @@ -20,6 +20,6 @@ aliases: ["Breath Of Life"] Your blessing revives a creature at the moment of its death. -You prevent the target from [dying](rules/conditions.md#Dying) and restore Hit Points to the target equal to `4d8` plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was [disintegrate](compendium/spells/disintegrate.md) or a [death](rules/traits/death.md) effect. +You prevent the target from [dying](rules/conditions.md#Dying) and restore Hit Points to the target equal to `4d8` plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was [disintegrate](compendium/spells/disintegrate.md) or a [death](rules/traits/death.md "Death Effect Trait") effect. *Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/compendium/spells/buffeting-winds-lokl.md b/compendium/spells/buffeting-winds-lokl.md index eab30a116..13239b050 100644 --- a/compendium/spells/buffeting-winds-lokl.md +++ b/compendium/spells/buffeting-winds-lokl.md @@ -11,14 +11,14 @@ tags: aliases: ["Buffeting Winds"] --- # Buffeting Winds *Spell 1* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [nonlethal](rules/traits/nonlethal.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** Reflex -You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals `2d4` bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the [nonlethal](rules/traits/nonlethal.md) trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure). +You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals `2d4` bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure). **Heightened (+ 1)** The damage increases by `2d4`. diff --git a/compendium/spells/bullhorn-som.md b/compendium/spells/bullhorn-som.md index 6b1ad0599..0ef6ceaa3 100644 --- a/compendium/spells/bullhorn-som.md +++ b/compendium/spells/bullhorn-som.md @@ -10,13 +10,13 @@ tags: aliases: ["Bullhorn"] --- # Bullhorn *Cantrip 1* -[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [illusion](rules/traits/illusion.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes -You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other [auditory](rules/traits/auditory.md) or [linguistic](rules/traits/linguistic.md) effects, and physical barriers such as walls and doors still block or muffle your voice as normal. +You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") effects, and physical barriers such as walls and doors still block or muffle your voice as normal. Your loud voice makes it easier to [Coerce](rules/actions/coerce.md) others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to [Coerce](rules/actions/coerce.md) and auditory [Performance](compendium/skills.md#Performance) checks to [Perform](rules/actions/perform.md) at a large venue. diff --git a/compendium/spells/burning-blossoms-som.md b/compendium/spells/burning-blossoms-som.md index cfac567e2..e5fd2c7fc 100644 --- a/compendium/spells/burning-blossoms-som.md +++ b/compendium/spells/burning-blossoms-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Burning Blossoms"] --- # Burning Blossoms *Spell 8* -[enchantment](rules/traits/enchantment.md) [fire](rules/traits/fire.md) [plant](rules/traits/plant.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**30-foot radius, 100-foot tall cylinder @@ -24,7 +24,7 @@ An intangible hollow tree sprouts from the ground and grows to towering height, The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes `6d6` fire damage from the burning petals. -Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, [mental](rules/traits/mental.md), and [visual](rules/traits/visual.md) effect. Creatures [fascinated](rules/conditions.md#Fascinated) with the tree must use at least one of their actions on each of their turns to move toward the tree. +Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, [mental](rules/traits/mental.md "Mental Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") effect. Creatures [fascinated](rules/conditions.md#Fascinated) with the tree must use at least one of their actions on each of their turns to move toward the tree. > [!success-degree] > - **Critical Success** The creature is unaffected and is temporarily immune for 24 hours. diff --git a/compendium/spells/burning-hands.md b/compendium/spells/burning-hands.md index 915162280..f9129ab4a 100644 --- a/compendium/spells/burning-hands.md +++ b/compendium/spells/burning-hands.md @@ -10,9 +10,9 @@ tags: aliases: ["Burning Hands"] --- # Burning Hands *Spell 1* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** basic Reflex diff --git a/compendium/spells/buzzing-bites-lomm.md b/compendium/spells/buzzing-bites-lomm.md index fcea38613..4ce9daec0 100644 --- a/compendium/spells/buzzing-bites-lomm.md +++ b/compendium/spells/buzzing-bites-lomm.md @@ -12,7 +12,7 @@ tags: aliases: ["Buzzing Bites"] --- # Buzzing Bites *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/cackle-apg.md b/compendium/spells/cackle-apg.md index 7d88b9150..c952f15bb 100644 --- a/compendium/spells/cackle-apg.md +++ b/compendium/spells/cackle-apg.md @@ -11,10 +11,10 @@ tags: aliases: ["Cackle"] --- # Cackle *Focus 1* -[enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -With a quick burst of laughter, you prolong a [magical](rules/traits/magical.md) effect you created. You [Sustain a Spell](rules/actions/sustain-a-spell.md). +With a quick burst of laughter, you prolong a [magical](rules/traits/magical.md "Magical Item Trait") effect you created. You [Sustain a Spell](rules/actions/sustain-a-spell.md). *Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/compendium/spells/call-of-the-grave.md b/compendium/spells/call-of-the-grave.md index f5110220e..c868e1f97 100644 --- a/compendium/spells/call-of-the-grave.md +++ b/compendium/spells/call-of-the-grave.md @@ -12,7 +12,7 @@ tags: aliases: ["Call Of The Grave"] --- # Call Of The Grave *Focus 1* -[arcane](rules/traits/arcane.md) [attack](rules/traits/attack.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/call-the-blood-av3.md b/compendium/spells/call-the-blood-av3.md index a02070259..838d81caa 100644 --- a/compendium/spells/call-the-blood-av3.md +++ b/compendium/spells/call-the-blood-av3.md @@ -11,9 +11,9 @@ tags: aliases: ["Call The Blood"] --- # Call The Blood *Spell 4* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 living creature diff --git a/compendium/spells/call-to-arms-apg.md b/compendium/spells/call-to-arms-apg.md index c76133e58..ab35db29e 100644 --- a/compendium/spells/call-to-arms-apg.md +++ b/compendium/spells/call-to-arms-apg.md @@ -15,7 +15,7 @@ tags: aliases: ["Call To Arms"] --- # Call To Arms *Focus 1* -[auditory](rules/traits/auditory.md) [cursebound](rules/traits/cursebound-apg.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/calm-emotions.md b/compendium/spells/calm-emotions.md index aa1835058..5fd42a2c6 100644 --- a/compendium/spells/calm-emotions.md +++ b/compendium/spells/calm-emotions.md @@ -12,9 +12,9 @@ tags: aliases: ["Calm Emotions"] --- # Calm Emotions *Spell 2* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot burst @@ -26,7 +26,7 @@ You forcibly calm creatures in the area, soothing them into a nonviolent state; > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** Calming urges impose a –1 status penalty to the creature's attack rolls. -> - **Failure** Any [emotion](rules/traits/emotion.md) effects that would affect the creature are suppressed and the creature can't use [hostile](rules/conditions.md#Hostile) actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions. +> - **Failure** Any [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects that would affect the creature are suppressed and the creature can't use [hostile](rules/conditions.md#Hostile) actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions. > - **Critical Failure** As failure, but hostility doesn't end the effect. *Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/compendium/spells/canticle-of-everlasting-grief-som.md b/compendium/spells/canticle-of-everlasting-grief-som.md index 8a7f660b0..9077d187a 100644 --- a/compendium/spells/canticle-of-everlasting-grief-som.md +++ b/compendium/spells/canticle-of-everlasting-grief-som.md @@ -13,9 +13,9 @@ tags: aliases: ["Canticle Of Everlasting Grief"] --- # Canticle Of Everlasting Grief *Spell 8* -[auditory](rules/traits/auditory.md) [curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/captivating-adoration.md b/compendium/spells/captivating-adoration.md index d65d059c5..94eb64c3d 100644 --- a/compendium/spells/captivating-adoration.md +++ b/compendium/spells/captivating-adoration.md @@ -14,7 +14,7 @@ tags: aliases: ["Captivating Adoration"] --- # Captivating Adoration *Focus 4* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Domains**: [passion](compendium/setting/domains.md#Passion) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/cascade-countermeasure-som.md b/compendium/spells/cascade-countermeasure-som.md index 70930e02e..30fcd57ee 100644 --- a/compendium/spells/cascade-countermeasure-som.md +++ b/compendium/spells/cascade-countermeasure-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Cascade Countermeasure"] --- # Cascade Countermeasure *Focus 3* -[abjuration](rules/traits/abjuration.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Requirements**You're benefiting from [Arcane Cascade](rules/actions/arcane-cascade-som.md). diff --git a/compendium/spells/cast-into-time-som.md b/compendium/spells/cast-into-time-som.md index 9012717b2..a2657f645 100644 --- a/compendium/spells/cast-into-time-som.md +++ b/compendium/spells/cast-into-time-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Cast Into Time"] --- # Cast Into Time *Spell 6* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** Fortitude diff --git a/compendium/spells/cataclysm.md b/compendium/spells/cataclysm.md index 259147d45..61ffe45a5 100644 --- a/compendium/spells/cataclysm.md +++ b/compendium/spells/cataclysm.md @@ -16,9 +16,9 @@ tags: aliases: ["Cataclysm"] --- # Cataclysm *Spell 10* -[acid](rules/traits/acid.md) [air](rules/traits/air.md) [cold](rules/traits/cold.md) [earth](rules/traits/earth.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [water](rules/traits/water.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [air](rules/traits/air.md "Air Energy & Element Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**1000 foot - **Area**60-foot burst @@ -33,7 +33,7 @@ The following effects come down upon all creatures in the area. Treat the resist - A blast of freezing wind deals `3d10` cold damage. - Incredible lightning lashes the area, dealing `3d10` electricity damage. - Beating winds churn across the sky, dealing `3d10` bludgeoning damage to creatures flying in the area. -- An instant tsunami sweeps over creatures in the area, dealing `3d10` bludgeoning damage with the [water](rules/traits/water.md) trait (doubled for creatures swimming in the area). +- An instant tsunami sweeps over creatures in the area, dealing `3d10` bludgeoning damage with the [water](rules/traits/water.md "Water Energy & Element Trait") trait (doubled for creatures swimming in the area). - A massive wildfire burns in a sudden inferno, dealing `3d10` fire damage. **Spell Lists**: Elemental diff --git a/compendium/spells/catch-your-name-som.md b/compendium/spells/catch-your-name-som.md index 2bc9a8874..b122b8d9b 100644 --- a/compendium/spells/catch-your-name-som.md +++ b/compendium/spells/catch-your-name-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Catch Your Name"] --- # Catch Your Name *Spell 6* -[divination](rules/traits/divination.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature on your plane speaks your private or true name - **Requirements**You know your own true name. diff --git a/compendium/spells/celestial-brand.md b/compendium/spells/celestial-brand.md index 9c6cbadb9..9534c5762 100644 --- a/compendium/spells/celestial-brand.md +++ b/compendium/spells/celestial-brand.md @@ -11,7 +11,7 @@ tags: aliases: ["Celestial Brand"] --- # Celestial Brand *Focus 5* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/chain-lightning.md b/compendium/spells/chain-lightning.md index ac9525aa5..dc3267b6e 100644 --- a/compendium/spells/chain-lightning.md +++ b/compendium/spells/chain-lightning.md @@ -9,9 +9,9 @@ tags: aliases: ["Chain Lightning"] --- # Chain Lightning *Spell 6* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Targets**1 creature, plus any number of additional creatures diff --git a/compendium/spells/chameleon-coat-apg.md b/compendium/spells/chameleon-coat-apg.md index 0361283f6..435711ce8 100644 --- a/compendium/spells/chameleon-coat-apg.md +++ b/compendium/spells/chameleon-coat-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Chameleon Coat"] --- # Chameleon Coat *Spell 5* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**15 foot - **Targets**up to 8 creatures diff --git a/compendium/spells/champions-sacrifice.md b/compendium/spells/champions-sacrifice.md index 88e9bf98b..39581337d 100644 --- a/compendium/spells/champions-sacrifice.md +++ b/compendium/spells/champions-sacrifice.md @@ -10,7 +10,7 @@ tags: aliases: ["Champion's Sacrifice"] --- # Champion's Sacrifice *Focus 6* -[abjuration](rules/traits/abjuration.md) [champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**An ally is hit by a [Strike](rules/actions/strike.md), or an ally fails a saving throw against an effect that doesn't affect you. diff --git a/compendium/spells/charged-javelin-logm.md b/compendium/spells/charged-javelin-logm.md index 073f989df..051ed87ea 100644 --- a/compendium/spells/charged-javelin-logm.md +++ b/compendium/spells/charged-javelin-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Charged Javelin"] --- # Charged Javelin *Focus 1* -[attack](rules/traits/attack.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Domains**: [lightning](compendium/setting/domains.md#Lightning) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -21,7 +21,7 @@ You fire a javelin of electricity that leaves a charged field around its target. > [!success-degree] > - **Critical Success** The javelin deals double damage, both initial and persistent. -> - **Success** The javelin deals full damage. As long as the target is taking [persistent damage](rules/conditions.md#Persistent%20Damage) from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or [electricity](rules/traits/electricity.md) effects against the target, and the target takes a –1 status penalty to saves against [electricity](rules/traits/electricity.md) effects. +> - **Success** The javelin deals full damage. As long as the target is taking [persistent damage](rules/conditions.md#Persistent%20Damage) from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effects against the target, and the target takes a –1 status penalty to saves against [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effects. **Heightened (+ 1)** The initial damage increases by `1d6`, and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases by 1. diff --git a/compendium/spells/charitable-urge-apg.md b/compendium/spells/charitable-urge-apg.md index a44ce1d80..fd15e8650 100644 --- a/compendium/spells/charitable-urge-apg.md +++ b/compendium/spells/charitable-urge-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Charitable Urge"] --- # Charitable Urge *Spell 2* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/charm.md b/compendium/spells/charm.md index b2889d2ed..37da74cda 100644 --- a/compendium/spells/charm.md +++ b/compendium/spells/charm.md @@ -11,9 +11,9 @@ tags: aliases: ["Charm"] --- # Charm *Spell 1* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/charming-touch.md b/compendium/spells/charming-touch.md index ea1056686..769a48a45 100644 --- a/compendium/spells/charming-touch.md +++ b/compendium/spells/charming-touch.md @@ -13,7 +13,7 @@ tags: aliases: ["Charming Touch"] --- # Charming Touch *Focus 1* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [passion](compendium/setting/domains.md#Passion) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/charming-words.md b/compendium/spells/charming-words.md index dc4567f0c..3fb505a9f 100644 --- a/compendium/spells/charming-words.md +++ b/compendium/spells/charming-words.md @@ -14,7 +14,7 @@ tags: aliases: ["Charming Words"] --- # Charming Words *Focus 1* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/chill-touch.md b/compendium/spells/chill-touch.md index 161e585a7..59cc18a48 100644 --- a/compendium/spells/chill-touch.md +++ b/compendium/spells/chill-touch.md @@ -10,9 +10,9 @@ tags: aliases: ["Chill Touch"] --- # Chill Touch *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living or undead creature diff --git a/compendium/spells/chilling-darkness.md b/compendium/spells/chilling-darkness.md index d2e65f87a..18f38644f 100644 --- a/compendium/spells/chilling-darkness.md +++ b/compendium/spells/chilling-darkness.md @@ -12,9 +12,9 @@ tags: aliases: ["Chilling Darkness"] --- # Chilling Darkness *Spell 3* -[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [darkness](rules/traits/darkness.md) [evil](rules/traits/evil.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/chilling-spray-logm.md b/compendium/spells/chilling-spray-logm.md index ac67076a7..a2f9af2f6 100644 --- a/compendium/spells/chilling-spray-logm.md +++ b/compendium/spells/chilling-spray-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Chilling Spray"] --- # Chilling Spray *Spell 1* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** Reflex diff --git a/compendium/spells/chroma-leach-apg.md b/compendium/spells/chroma-leach-apg.md index 0a3a2f336..2b47f42b3 100644 --- a/compendium/spells/chroma-leach-apg.md +++ b/compendium/spells/chroma-leach-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Chroma Leach"] --- # Chroma Leach *Spell 4* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living creature @@ -18,12 +18,12 @@ aliases: ["Chroma Leach"] Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. -The target must attempt a Fortitude save; creatures with the [gnome](rules/traits/gnome.md) trait take a –2 circumstance penalty to this save. +The target must attempt a Fortitude save; creatures with the [gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") trait take a –2 circumstance penalty to this save. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [enfeebled](rules/conditions.md#Enfeebled) for 1 round. -> - **Failure** The target is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute and [drained](rules/conditions.md#Drained). The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the [mental](rules/traits/mental.md) and [emotion](rules/traits/emotion.md) traits. +> - **Failure** The target is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute and [drained](rules/conditions.md#Drained). The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the [mental](rules/traits/mental.md "Mental Effect Trait") and [emotion](rules/traits/emotion.md "Emotion Effect Trait") traits. > - **Critical Failure** As failure, but the creature is permanently [enfeebled](rules/conditions.md#Enfeebled) and [drained](rules/conditions.md#Drained) (although magic such as restoration can reduce or remove these conditions). *Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/compendium/spells/chromatic-armor-som.md b/compendium/spells/chromatic-armor-som.md index 3bb1e88b6..36716c969 100644 --- a/compendium/spells/chromatic-armor-som.md +++ b/compendium/spells/chromatic-armor-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Chromatic Armor"] --- # Chromatic Armor *Spell 4* -[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Targets**1 willing creature @@ -19,7 +19,7 @@ aliases: ["Chromatic Armor"] You wrap the target in armor made of sheets of colored light. -The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes [dazzled](rules/conditions.md#Dazzled) until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the [light](rules/traits/light.md) and [visual](rules/traits/visual.md) traits. +The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes [dazzled](rules/conditions.md#Dazzled) until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the [light](rules/traits/light.md "Light Effect Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") traits. When you cast the spell, roll `1d8` twice on the table below to see the armor's colors (rerolling any duplicates) diff --git a/compendium/spells/chromatic-image-som.md b/compendium/spells/chromatic-image-som.md index 9aa9e3300..0418ab9b7 100644 --- a/compendium/spells/chromatic-image-som.md +++ b/compendium/spells/chromatic-image-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Chromatic Image"] --- # Chromatic Image *Spell 6* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/chromatic-ray-som.md b/compendium/spells/chromatic-ray-som.md index a208fd1d7..6b80dc893 100644 --- a/compendium/spells/chromatic-ray-som.md +++ b/compendium/spells/chromatic-ray-som.md @@ -10,27 +10,27 @@ tags: aliases: ["Chromatic Ray"] --- # Chromatic Ray *Spell 4* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature -You send out a ray of colored light streaming toward your enemy, with a [magical](rules/traits/magical.md) effect depending on the ray's color. +You send out a ray of colored light streaming toward your enemy, with a [magical](rules/traits/magical.md "Magical Item Trait") effect depending on the ray's color. Make a spell attack roll. If you hit, roll `1d4` to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. -- **1. Red** ([fire](rules/traits/fire.md)) The ray deals 30 fire damage to the target. -- **2. Orange** ([acid](rules/traits/acid.md)) The ray deals 40 acid damage to the target. -- **3. Yellow** ([electricity](rules/traits/electricity.md)) The ray deals 50 electricity damage to the target. -- **4. Green** ([poison](rules/traits/poison.md)) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be [enfeebled](rules/conditions.md#Enfeebled) for 1 minute ([enfeebled](rules/conditions.md#Enfeebled) on a critical failure). +- **1. Red** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) The ray deals 30 fire damage to the target. +- **2. Orange** ([acid](rules/traits/acid.md "Acid Energy & Element Trait")) The ray deals 40 acid damage to the target. +- **3. Yellow** ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait")) The ray deals 50 electricity damage to the target. +- **4. Green** ([poison](rules/traits/poison.md "Poison Effect Trait")) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be [enfeebled](rules/conditions.md#Enfeebled) for 1 minute ([enfeebled](rules/conditions.md#Enfeebled) on a critical failure). **Heightened (6th)** The damage for red, orange, yellow, and green each increase by 10. Roll `1d8` to determine the ray's color, using the results for 1–4 above and the results for 5–8 below. - **5. Blue** The ray has the effect of the [flesh to stone](compendium/spells/flesh-to-stone.md) spell. On a critical hit, the target is [clumsy](rules/conditions.md#Clumsy) as long as it's [slowed](rules/conditions.md#Slowed) by the flesh to stone effect. -- **6. Indigo** ([emotion](rules/traits/emotion.md), [incapacitation](rules/traits/incapacitation.md), [mental](rules/traits/mental.md)) The ray has the effect of the [confusion](compendium/spells/confusion.md) spell. On a critical hit, it has the effect of [warp mind](compendium/spells/warp-mind.md) instead. -- **7. Violet** The target is [slowed](rules/conditions.md#Slowed) for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a [teleportation](rules/traits/teleportation.md) effect. +- **6. Indigo** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) The ray has the effect of the [confusion](compendium/spells/confusion.md) spell. On a critical hit, it has the effect of [warp mind](compendium/spells/warp-mind.md) instead. +- **7. Violet** The target is [slowed](rules/conditions.md#Slowed) for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. - **8. Intense Color** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn, or [blinded](rules/conditions.md#Blinded) if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8). *Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/compendium/spells/chromatic-wall.md b/compendium/spells/chromatic-wall.md index fb5d21376..fa0bad3fb 100644 --- a/compendium/spells/chromatic-wall.md +++ b/compendium/spells/chromatic-wall.md @@ -8,9 +8,9 @@ tags: aliases: ["Chromatic Wall"] --- # Chromatic Wall *Spell 5* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**10 minutes @@ -23,13 +23,13 @@ Roll `1d4` to determine the color of the wall. Each color has a particular effec - **Red** The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. [Cone of cold](compendium/spells/cone-of-cold.md) can counteract a red chromatic wall. - **Orange** The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. [Gust of wind](compendium/spells/gust-of-wind.md) can counteract an orange chromatic wall. -- **Yellow** The wall stops [acid](rules/traits/acid.md), [cold](rules/traits/cold.md), [electricity](rules/traits/electricity.md), [fire](rules/traits/fire.md), [force](rules/traits/force.md), [negative](rules/traits/negative.md), [positive](rules/traits/positive.md), and [sonic](rules/traits/sonic.md) effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. [Disintegrate](compendium/spells/disintegrate.md) can counteract a yellow chromatic wall. +- **Yellow** The wall stops [acid](rules/traits/acid.md "Acid Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [force](rules/traits/force.md "Force Energy & Element Trait"), [negative](rules/traits/negative.md "Negative Energy & Element Trait"), [positive](rules/traits/positive.md "Positive Energy & Element Trait"), and [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. [Disintegrate](compendium/spells/disintegrate.md) can counteract a yellow chromatic wall. - **Green** The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. A basic Fortitude save reduces the damage and negates the [enfeebled](rules/conditions.md#Enfeebled) condition on a success. [Passwall](compendium/spells/passwall.md) can counteract a green chromatic wall. **Heightened (7th)** The spell's duration increases to 1 hour. Roll `1d8` to determine the wall's color; the results for 5–8 are below. A red, orange, yellow, or green wall deals an extra 10 damage. -- 5. **Blue** The wall stops [auditory](rules/traits/auditory.md), petrification, [sonic](rules/traits/sonic.md), and [visual](rules/traits/visual.md) effects from passing through, and creatures passing through are subject to the effects of [flesh to stone](compendium/spells/flesh-to-stone.md). [Magic missile](compendium/spells/magic-missile.md) can counteract a blue chromatic wall. -- 6. **Indigo** The wall stops [divination](rules/traits/divination.md) and [mental](rules/traits/mental.md) effects from passing through, and those passing through are subject to the effects of [warp mind](compendium/spells/warp-mind.md). [Searing light](compendium/spells/searing-light.md) can counteract an indigo chromatic wall. +- 5. **Blue** The wall stops [auditory](rules/traits/auditory.md "Auditory Effect Trait"), petrification, [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") effects from passing through, and creatures passing through are subject to the effects of [flesh to stone](compendium/spells/flesh-to-stone.md). [Magic missile](compendium/spells/magic-missile.md) can counteract a blue chromatic wall. +- 6. **Indigo** The wall stops [divination](rules/traits/divination.md "Divination School Trait") and [mental](rules/traits/mental.md "Mental Effect Trait") effects from passing through, and those passing through are subject to the effects of [warp mind](compendium/spells/warp-mind.md). [Searing light](compendium/spells/searing-light.md) can counteract an indigo chromatic wall. - 7. **Violet** The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are [slowed](rules/conditions.md#Slowed) for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of [plane shift](compendium/spells/plane-shift.md). [Dispel magic](compendium/spells/dispel-magic.md) can counteract a violet chromatic wall. - 8. Reroll, and creatures that pass through the wall take a –2 circumstance penalty to their saves. diff --git a/compendium/spells/cinder-gaze-da.md b/compendium/spells/cinder-gaze-da.md index 5286a4b50..0c7665dde 100644 --- a/compendium/spells/cinder-gaze-da.md +++ b/compendium/spells/cinder-gaze-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Cinder Gaze"] --- # Cinder Gaze *Focus 1* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [fire (apocryphal)](compendium/setting/domains.md#Fire) - **Cast** 1 minute @@ -22,8 +22,8 @@ Upon completion, roll `1d4` for your prediction. The benefit lasts for 10 minute - **Terrible Danger** You gain a +2 status bonus to your next initiative roll. - **New Life** The next time you take damage, just before taking the damage, you gain temporary Hit Points equal to 1 plus your spellcasting ability modifier. -- **Vivid Insight** ([fortune](rules/traits/fortune.md)) The next time you attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md), roll twice and take the higher result. -- **Good Fortune** ([fortune](rules/traits/fortune.md)) The next time you attempt a saving throw, roll twice and take the better result. +- **Vivid Insight** ([fortune](rules/traits/fortune.md "Fortune Effect Trait")) The next time you attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md), roll twice and take the higher result. +- **Good Fortune** ([fortune](rules/traits/fortune.md "Fortune Effect Trait")) The next time you attempt a saving throw, roll twice and take the better result. **Heightened (+ 1)** The number of temporary Hit Points from new life increases by 2. diff --git a/compendium/spells/circle-of-protection.md b/compendium/spells/circle-of-protection.md index e66e42388..f57e0bf2f 100644 --- a/compendium/spells/circle-of-protection.md +++ b/compendium/spells/circle-of-protection.md @@ -10,9 +10,9 @@ tags: aliases: ["Circle Of Protection"] --- # Circle Of Protection *Spell 3* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Area**10-foot emanation centered on the touched creature diff --git a/compendium/spells/claim-curse-som.md b/compendium/spells/claim-curse-som.md index 74fb7f00e..b9b2ba427 100644 --- a/compendium/spells/claim-curse-som.md +++ b/compendium/spells/claim-curse-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Claim Curse"] --- # Claim Curse *Spell 3* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature affected by a curse diff --git a/compendium/spells/claim-undead-apg.md b/compendium/spells/claim-undead-apg.md index 2d1336aca..17684229f 100644 --- a/compendium/spells/claim-undead-apg.md +++ b/compendium/spells/claim-undead-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Claim Undead"] --- # Claim Undead *Focus 6* -[cursebound](rules/traits/cursebound-apg.md) [incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/clairaudience.md b/compendium/spells/clairaudience.md index 866be70cb..e0d8c8630 100644 --- a/compendium/spells/clairaudience.md +++ b/compendium/spells/clairaudience.md @@ -9,9 +9,9 @@ tags: aliases: ["Clairaudience"] --- # Clairaudience *Spell 3* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**500 foot - **Duration**10 minutes diff --git a/compendium/spells/clairvoyance.md b/compendium/spells/clairvoyance.md index 53b5fc1de..28cda20c6 100644 --- a/compendium/spells/clairvoyance.md +++ b/compendium/spells/clairvoyance.md @@ -9,9 +9,9 @@ tags: aliases: ["Clairvoyance"] --- # Clairvoyance *Spell 4* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**500 foot - **Duration**10 minutes diff --git a/compendium/spells/clawsong-sot3.md b/compendium/spells/clawsong-sot3.md index f60c18911..e16322ef3 100644 --- a/compendium/spells/clawsong-sot3.md +++ b/compendium/spells/clawsong-sot3.md @@ -9,9 +9,9 @@ tags: aliases: ["Clawsong"] --- # Clawsong *Spell 2* -[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 willing creature with an unarmed claw [Strike](rules/actions/strike.md) diff --git a/compendium/spells/cleansing-flames-frp3.md b/compendium/spells/cleansing-flames-frp3.md index 2b739cd68..c37787f8c 100644 --- a/compendium/spells/cleansing-flames-frp3.md +++ b/compendium/spells/cleansing-flames-frp3.md @@ -12,7 +12,7 @@ tags: aliases: ["Cleansing Flames"] --- # Cleansing Flames *Focus 5* -[fire](rules/traits/fire.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/clinging-ice-apg.md b/compendium/spells/clinging-ice-apg.md index be5e19589..7f08993d8 100644 --- a/compendium/spells/clinging-ice-apg.md +++ b/compendium/spells/clinging-ice-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Clinging Ice"] --- # Clinging Ice *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [conjuration](rules/traits/conjuration.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/clinging-shadows-stance-apg.md b/compendium/spells/clinging-shadows-stance-apg.md index 74c738703..083e130d3 100644 --- a/compendium/spells/clinging-shadows-stance-apg.md +++ b/compendium/spells/clinging-shadows-stance-apg.md @@ -12,12 +12,12 @@ tags: aliases: ["Clinging Shadows Stance"] --- # Clinging Shadows Stance *Focus 4* -[evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [shadow](rules/traits/shadow.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**until you leave the stance -You adopt the stance of clinging shadows. You can make shadow grasp [Strikes](rules/actions/strike.md). These deal `1d4` negative damage; are in the brawling group; and have the agile, grapple, [reach](rules/traits/reach.md), and [unarmed](rules/traits/unarmed.md) traits. +You adopt the stance of clinging shadows. You can make shadow grasp [Strikes](rules/actions/strike.md). These deal `1d4` negative damage; are in the brawling group; and have the agile, grapple, [reach](rules/traits/reach.md "Reach Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. While in clinging shadows stance, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Grapple](rules/actions/grapple.md), and to the DC for creatures to [Escape](rules/actions/escape.md) from you. diff --git a/compendium/spells/cloak-of-colors.md b/compendium/spells/cloak-of-colors.md index 67664ef00..35ea6ba4a 100644 --- a/compendium/spells/cloak-of-colors.md +++ b/compendium/spells/cloak-of-colors.md @@ -9,9 +9,9 @@ tags: aliases: ["Cloak Of Colors"] --- # Cloak Of Colors *Spell 5* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature @@ -22,6 +22,6 @@ A cloak of swirling colors shrouds the target. Creatures are [dazzled](rules/con > [!success-degree] > - **Success** The attacker is unaffected. > - **Failure** The attacker is [blinded](rules/conditions.md#Blinded) for 1 round. -> - **Critical Failure** The attacker is [stunned](rules/conditions.md#Stunned) for 1 round. The creature is temporarily immune until the end of its turn; this effect has the [incapacitation](rules/traits/incapacitation.md) trait. +> - **Critical Failure** The attacker is [stunned](rules/conditions.md#Stunned) for 1 round. The creature is temporarily immune until the end of its turn; this effect has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. *Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/compendium/spells/cloak-of-light-sot4.md b/compendium/spells/cloak-of-light-sot4.md index d4b927905..67f795f96 100644 --- a/compendium/spells/cloak-of-light-sot4.md +++ b/compendium/spells/cloak-of-light-sot4.md @@ -12,9 +12,9 @@ tags: aliases: ["Cloak of Light"] --- # Cloak of Light *Spell 4* -[healing](rules/traits/healing.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**sustained up to 5 rounds diff --git a/compendium/spells/cloak-of-shadow.md b/compendium/spells/cloak-of-shadow.md index c6aea713e..f378300d6 100644 --- a/compendium/spells/cloak-of-shadow.md +++ b/compendium/spells/cloak-of-shadow.md @@ -12,7 +12,7 @@ tags: aliases: ["Cloak Of Shadow"] --- # Cloak Of Shadow *Focus 1* -[cleric](rules/traits/cleric.md) [darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [darkness](compendium/setting/domains.md#Darkness) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/clone-companion-som.md b/compendium/spells/clone-companion-som.md index 6ee709fbc..16d567f58 100644 --- a/compendium/spells/clone-companion-som.md +++ b/compendium/spells/clone-companion-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Clone Companion"] --- # Clone Companion *Spell 8* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**your companion diff --git a/compendium/spells/cloudkill.md b/compendium/spells/cloudkill.md index 3170a7967..1dc71dc86 100644 --- a/compendium/spells/cloudkill.md +++ b/compendium/spells/cloudkill.md @@ -11,9 +11,9 @@ tags: aliases: ["Cloudkill"] --- # Cloudkill *Spell 5* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/clownish-curse-ec2.md b/compendium/spells/clownish-curse-ec2.md index 8c2b57159..ac876be70 100644 --- a/compendium/spells/clownish-curse-ec2.md +++ b/compendium/spells/clownish-curse-ec2.md @@ -13,9 +13,9 @@ tags: aliases: ["Clownish Curse"] --- # Clownish Curse *Spell 4* -[attack](rules/traits/attack.md) [curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/collective-transposition.md b/compendium/spells/collective-transposition.md index 86fb9639e..7e040634a 100644 --- a/compendium/spells/collective-transposition.md +++ b/compendium/spells/collective-transposition.md @@ -10,9 +10,9 @@ tags: aliases: ["Collective Transposition"] --- # Collective Transposition *Spell 6* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation - **Targets**up to 2 creatures diff --git a/compendium/spells/color-spray.md b/compendium/spells/color-spray.md index 694b73a3a..4f0446f34 100644 --- a/compendium/spells/color-spray.md +++ b/compendium/spells/color-spray.md @@ -11,9 +11,9 @@ tags: aliases: ["Color Spray"] --- # Color Spray *Spell 1* -[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** Will diff --git a/compendium/spells/combustion-som.md b/compendium/spells/combustion-som.md index 287edd33a..0129a3d07 100644 --- a/compendium/spells/combustion-som.md +++ b/compendium/spells/combustion-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Combustion"] --- # Combustion *Focus 3* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot diff --git a/compendium/spells/command.md b/compendium/spells/command.md index 6ab3bc043..3201d7aa0 100644 --- a/compendium/spells/command.md +++ b/compendium/spells/command.md @@ -11,9 +11,9 @@ tags: aliases: ["Command"] --- # Command *Spell 1* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/commanding-lash.md b/compendium/spells/commanding-lash.md index 85e8e0d32..64ce64135 100644 --- a/compendium/spells/commanding-lash.md +++ b/compendium/spells/commanding-lash.md @@ -12,7 +12,7 @@ tags: aliases: ["Commanding Lash"] --- # Commanding Lash *Focus 4* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [tyranny](compendium/setting/domains.md#Tyranny) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/compel-true-name-som.md b/compendium/spells/compel-true-name-som.md index 23f4ba01d..a4a0acc36 100644 --- a/compendium/spells/compel-true-name-som.md +++ b/compendium/spells/compel-true-name-som.md @@ -14,16 +14,16 @@ tags: aliases: ["Compel True Name"] --- # Compel True Name *Spell 4* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) [true name](rules/traits/true-name-som.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [true name](rules/traits/true-name-som.md "True Name General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature whose true name you know - **Saving Throw** Will - **Duration**varies -You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the [linguistic](rules/traits/linguistic.md) trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. +You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. The target must attempt a Will saving throw. diff --git a/compendium/spells/competitive-edge.md b/compendium/spells/competitive-edge.md index 891bea17d..e20dc1a6c 100644 --- a/compendium/spells/competitive-edge.md +++ b/compendium/spells/competitive-edge.md @@ -12,7 +12,7 @@ tags: aliases: ["Competitive Edge"] --- # Competitive Edge *Focus 4* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [ambition](compendium/setting/domains.md#Ambition) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/comprehend-language.md b/compendium/spells/comprehend-language.md index 7de58b0c1..70dbc034d 100644 --- a/compendium/spells/comprehend-language.md +++ b/compendium/spells/comprehend-language.md @@ -8,9 +8,9 @@ tags: aliases: ["Comprehend Language"] --- # Comprehend Language *Spell 2* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/concordant-choir-som.md b/compendium/spells/concordant-choir-som.md index 3afb7411a..a0c1007a2 100644 --- a/compendium/spells/concordant-choir-som.md +++ b/compendium/spells/concordant-choir-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Concordant Choir"] --- # Concordant Choir *Spell 1* -[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**varies diff --git a/compendium/spells/cone-of-cold.md b/compendium/spells/cone-of-cold.md index 3f86739fd..71f4aaf74 100644 --- a/compendium/spells/cone-of-cold.md +++ b/compendium/spells/cone-of-cold.md @@ -10,9 +10,9 @@ tags: aliases: ["Cone Of Cold"] --- # Cone Of Cold *Spell 5* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot cone - **Saving Throw** basic Reflex diff --git a/compendium/spells/confusion.md b/compendium/spells/confusion.md index a804b597f..4e027acf1 100644 --- a/compendium/spells/confusion.md +++ b/compendium/spells/confusion.md @@ -10,9 +10,9 @@ tags: aliases: ["Confusion"] --- # Confusion *Spell 4* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/consecrate-flesh-lokl.md b/compendium/spells/consecrate-flesh-lokl.md index 01460abaa..7cceeb2fe 100644 --- a/compendium/spells/consecrate-flesh-lokl.md +++ b/compendium/spells/consecrate-flesh-lokl.md @@ -10,9 +10,9 @@ tags: aliases: ["Consecrate Flesh"] --- # Consecrate Flesh *Spell 3* -[good](rules/traits/good.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[good](rules/traits/good.md "Good Alignment Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/consuming-darkness-apg.md b/compendium/spells/consuming-darkness-apg.md index d943381ad..44e126af4 100644 --- a/compendium/spells/consuming-darkness-apg.md +++ b/compendium/spells/consuming-darkness-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Consuming Darkness"] --- # Consuming Darkness *Focus 5* -[evocation](rules/traits/evocation.md) [shadow](rules/traits/shadow.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/contagious-idea-da.md b/compendium/spells/contagious-idea-da.md index 4bfdb5613..65d6d9662 100644 --- a/compendium/spells/contagious-idea-da.md +++ b/compendium/spells/contagious-idea-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Contagious Idea"] --- # Contagious Idea *Cantrip 5* -[cantrip](rules/traits/cantrip.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/contingency.md b/compendium/spells/contingency.md index 9d8e24b0f..869079f68 100644 --- a/compendium/spells/contingency.md +++ b/compendium/spells/contingency.md @@ -8,9 +8,9 @@ tags: aliases: ["Contingency"] --- # Contingency *Spell 7* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** 10 minutes - **Duration**until the next time you make your daily preparations diff --git a/compendium/spells/continual-flame.md b/compendium/spells/continual-flame.md index cf67fcb97..65d8c1b05 100644 --- a/compendium/spells/continual-flame.md +++ b/compendium/spells/continual-flame.md @@ -9,9 +9,9 @@ tags: aliases: ["Continual Flame"] --- # Continual Flame *Spell 2* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Cost**6 gp of ruby dust - **Range**touch diff --git a/compendium/spells/control-sand-ec5.md b/compendium/spells/control-sand-ec5.md index 1d693e43c..f4056851e 100644 --- a/compendium/spells/control-sand-ec5.md +++ b/compendium/spells/control-sand-ec5.md @@ -11,9 +11,9 @@ tags: aliases: ["Control Sand"] --- # Control Sand *Spell 7* -[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**5-foot emanation - **Duration**sustained up to 1 minute diff --git a/compendium/spells/control-water.md b/compendium/spells/control-water.md index 198bdb10a..b5e2c8058 100644 --- a/compendium/spells/control-water.md +++ b/compendium/spells/control-water.md @@ -10,9 +10,9 @@ tags: aliases: ["Control Water"] --- # Control Water *Spell 5* -[evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**50 feet long by 50 feet wide diff --git a/compendium/spells/coral-eruption-som.md b/compendium/spells/coral-eruption-som.md index b99761167..fd1c07ddd 100644 --- a/compendium/spells/coral-eruption-som.md +++ b/compendium/spells/coral-eruption-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Coral Eruption"] --- # Coral Eruption *Spell 4* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**two 10-foot bursts that don't overlap diff --git a/compendium/spells/corrosive-body-som.md b/compendium/spells/corrosive-body-som.md index 8e11d3550..d07eec390 100644 --- a/compendium/spells/corrosive-body-som.md +++ b/compendium/spells/corrosive-body-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Corrosive Body"] --- # Corrosive Body *Spell 7* -[acid](rules/traits/acid.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[acid](rules/traits/acid.md "Acid Energy & Element Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/cosmic-form-som.md b/compendium/spells/cosmic-form-som.md index 9aec53c83..2fd98ce7d 100644 --- a/compendium/spells/cosmic-form-som.md +++ b/compendium/spells/cosmic-form-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Cosmic Form"] --- # Cosmic Form *Spell 7* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/counter-performance.md b/compendium/spells/counter-performance.md index c683bf781..a2bf70fdd 100644 --- a/compendium/spells/counter-performance.md +++ b/compendium/spells/counter-performance.md @@ -14,10 +14,10 @@ tags: aliases: ["Counter Performance"] --- # Counter Performance *Focus 1* -[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) effect. +- **Trigger**You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") effect. - **Area**60-foot emanation Your performance protects you and your allies. Roll a [Performance](compendium/skills.md#Performance) check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your [Performance](compendium/skills.md#Performance) check and the saving throw. diff --git a/compendium/spells/countless-eyes-apg.md b/compendium/spells/countless-eyes-apg.md index dda59ef6b..ceac89dcb 100644 --- a/compendium/spells/countless-eyes-apg.md +++ b/compendium/spells/countless-eyes-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Countless Eyes"] --- # Countless Eyes *Spell 4* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/cozy-cabin-apg.md b/compendium/spells/cozy-cabin-apg.md index 1fda948cb..860424979 100644 --- a/compendium/spells/cozy-cabin-apg.md +++ b/compendium/spells/cozy-cabin-apg.md @@ -8,15 +8,15 @@ tags: aliases: ["Cozy Cabin"] --- # Cozy Cabin *Spell 3* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**30 foot - **Duration**12 hours -You shape a cabin 20 feet on each side and 10 feet high. This cabin has the [structure](rules/traits/structure.md) trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. +You shape a cabin 20 feet on each side and 10 feet high. This cabin has the [structure](rules/traits/structure.md "Structure General Trait") trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. -The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most [hostile](rules/conditions.md#Hostile) weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can [Dismiss](rules/actions/dismiss.md) the spell. +The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most [hostile](rules/conditions.md#Hostile) weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can [Dismiss](rules/actions/dismiss.md) the spell. *Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/compendium/spells/crashing-wave-apg.md b/compendium/spells/crashing-wave-apg.md index a6a11c943..fe19ff916 100644 --- a/compendium/spells/crashing-wave-apg.md +++ b/compendium/spells/crashing-wave-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Crashing Wave"] --- # Crashing Wave *Spell 3* -[evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone - **Saving Throw** basic Reflex diff --git a/compendium/spells/create-food.md b/compendium/spells/create-food.md index 7a0b6c5f0..6e8389254 100644 --- a/compendium/spells/create-food.md +++ b/compendium/spells/create-food.md @@ -8,9 +8,9 @@ tags: aliases: ["Create Food"] --- # Create Food *Spell 2* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 hour - **Range**30 foot diff --git a/compendium/spells/create-water.md b/compendium/spells/create-water.md index 111545694..35fd77db2 100644 --- a/compendium/spells/create-water.md +++ b/compendium/spells/create-water.md @@ -9,9 +9,9 @@ tags: aliases: ["Create Water"] --- # Create Water *Spell 1* -[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**0 feet diff --git a/compendium/spells/creation.md b/compendium/spells/creation.md index e92660838..b5b8e54ce 100644 --- a/compendium/spells/creation.md +++ b/compendium/spells/creation.md @@ -8,9 +8,9 @@ tags: aliases: ["Creation"] --- # Creation *Spell 4* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**0 feet - **Duration**1 hour diff --git a/compendium/spells/crisis-of-faith.md b/compendium/spells/crisis-of-faith.md index ed7e0dd50..58d37cc22 100644 --- a/compendium/spells/crisis-of-faith.md +++ b/compendium/spells/crisis-of-faith.md @@ -9,9 +9,9 @@ tags: aliases: ["Crisis Of Faith"] --- # Crisis Of Faith *Spell 3* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/crusade.md b/compendium/spells/crusade.md index 1968a0096..ddf15b7b4 100644 --- a/compendium/spells/crusade.md +++ b/compendium/spells/crusade.md @@ -11,9 +11,9 @@ tags: aliases: ["Crusade"] --- # Crusade *Spell 9* -[enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**up to 4 creatures diff --git a/compendium/spells/crushing-despair.md b/compendium/spells/crushing-despair.md index 8d74774a8..9d23b443c 100644 --- a/compendium/spells/crushing-despair.md +++ b/compendium/spells/crushing-despair.md @@ -11,9 +11,9 @@ tags: aliases: ["Crushing Despair"] --- # Crushing Despair *Spell 5* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone - **Saving Throw** Will diff --git a/compendium/spells/crushing-ground-som.md b/compendium/spells/crushing-ground-som.md index c392b688b..1e011027a 100644 --- a/compendium/spells/crushing-ground-som.md +++ b/compendium/spells/crushing-ground-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Crushing Ground"] --- # Crushing Ground *Focus 1* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/cry-of-destruction.md b/compendium/spells/cry-of-destruction.md index e0354d5cb..8a082025a 100644 --- a/compendium/spells/cry-of-destruction.md +++ b/compendium/spells/cry-of-destruction.md @@ -12,7 +12,7 @@ tags: aliases: ["Cry Of Destruction"] --- # Cry Of Destruction *Focus 1* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [destruction](compendium/setting/domains.md#Destruction) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/cup-of-dust-logm.md b/compendium/spells/cup-of-dust-logm.md index 86438f9fc..0af71dc31 100644 --- a/compendium/spells/cup-of-dust-logm.md +++ b/compendium/spells/cup-of-dust-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Cup Of Dust"] --- # Cup Of Dust *Spell 3* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**1 living creature diff --git a/compendium/spells/curse-of-death-apg.md b/compendium/spells/curse-of-death-apg.md index 6611363bd..6a1adddb5 100644 --- a/compendium/spells/curse-of-death-apg.md +++ b/compendium/spells/curse-of-death-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Curse Of Death"] --- # Curse Of Death *Focus 5* -[curse](rules/traits/curse.md) [death](rules/traits/death.md) [hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot @@ -32,7 +32,7 @@ You focus your malevolent gaze on a target, causing their heart to seize in drea ```ad-inline-affliction title: Curse of Death -[curse](rules/traits/curse.md) +[curse](rules/traits/curse.md "Curse Effect Trait") This curse ends immediately when the spell ends diff --git a/compendium/spells/curse-of-lost-time-apg.md b/compendium/spells/curse-of-lost-time-apg.md index ab41914f3..71b32eee3 100644 --- a/compendium/spells/curse-of-lost-time-apg.md +++ b/compendium/spells/curse-of-lost-time-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Curse Of Lost Time"] --- # Curse Of Lost Time *Spell 3* -[curse](rules/traits/curse.md) [negative](rules/traits/negative.md) [transmutation](rules/traits/transmutation.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 Large or smaller object, construct, or living creature diff --git a/compendium/spells/daemon-form-som.md b/compendium/spells/daemon-form-som.md index 89c4bd889..633697d83 100644 --- a/compendium/spells/daemon-form-som.md +++ b/compendium/spells/daemon-form-som.md @@ -10,19 +10,19 @@ tags: aliases: ["Daemon Form"] --- # Daemon Form *Spell 6* -[evil](rules/traits/evil.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the [daemon](rules/traits/daemon-b1.md) and [fiend](rules/traits/fiend.md) traits. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. +You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the [daemon](rules/traits/daemon-b1.md "Daemon Creature Trait") and [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") traits. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of the form that you choose: - AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. - 15 temporary Hit Points and weakness 5 to good. -- A +2 status bonus to all saving throws against [death](rules/traits/death.md) effects. +- A +2 status bonus to all saving throws against [death](rules/traits/death.md "Death Effect Trait") effects. - Resistance 10 to poison. - [Darkvision](rules/abilities/darkvision.md). - One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. @@ -33,6 +33,6 @@ You also gain specific abilities based on the type of Daemon you choose: - **Ceustodaemon** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; any successful jaws or claw [Strike](rules/actions/strike.md) deals an additional `1d6` damage, and you take the same amount of damage. - **Leukodaemon** Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") composite longbow (deadly , range increment <100 feet>, volley), **Damage** `2d8` piercing plus `1d6` evil. - **Meladaemon** Speed 25 feet, fly 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `1d8` slashing plus `1d6` evil and `1d6` negative, and you can spend an action after a hit to Grab the target. -- **Piscodaemon** Speed 25 feet, swim 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw, **Damage** `2d10+10` piercing plus `1d6` evil and `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage), and you can spend an action after a hit to Grab the target; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tentacle ([agile](rules/traits/agile.md)), **Damage** `2d6` bludgeoning plus `1d6` evil and `1d6` poison. +- **Piscodaemon** Speed 25 feet, swim 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw, **Damage** `2d10+10` piercing plus `1d6` evil and `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage), and you can spend an action after a hit to Grab the target; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tentacle ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `2d6` bludgeoning plus `1d6` evil and `1d6` poison. *Source: Secrets of Magic p. 98* \ No newline at end of file diff --git a/compendium/spells/dance-of-darkness-apg.md b/compendium/spells/dance-of-darkness-apg.md index 12a510fc1..6fcbe5f0b 100644 --- a/compendium/spells/dance-of-darkness-apg.md +++ b/compendium/spells/dance-of-darkness-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Dance Of Darkness"] --- # Dance Of Darkness *Focus 5* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**varies diff --git a/compendium/spells/dancing-blade-da.md b/compendium/spells/dancing-blade-da.md index 3043ef9ed..8af0cfca1 100644 --- a/compendium/spells/dancing-blade-da.md +++ b/compendium/spells/dancing-blade-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Dancing Blade"] --- # Dancing Blade *Cantrip 5* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot @@ -23,7 +23,7 @@ You telekinetically animate a weapon that's unattended or on your person. It bra Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the weapon either Changes Partners or [Strikes](rules/actions/strike.md). The weapon's attacks use and contribute to your multiple attack penalty. - **Change Partners** Change the weapon's target to a different creature within 30 feet. The weapon flies to its new target. -- **Strike** ([attack](rules/traits/attack.md)) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to `2d6` plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the [versatile](rules/traits/versatile.md) trait or can otherwise deal multiple types of damage, you choose each time you attack). +- **Strike** ([attack](rules/traits/attack.md "Attack Combat Trait")) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to `2d6` plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the [versatile](rules/traits/versatile.md "Versatile Weapon Trait") trait or can otherwise deal multiple types of damage, you choose each time you attack). **Heightened (+ 2)** The damage increases by `1d6`. @@ -32,7 +32,7 @@ Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the weapon The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's [Strike](rules/actions/strike.md) change from d6s to d10s. When you [Cast](rules/actions/cast-a-spell.md) or [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose from the following options in addition to the standard ones. - **Guard** Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first. -- **Push** ([attack](rules/traits/attack.md)) The weapon attempts to [Shove](rules/actions/shove.md) its target, using your spell attack roll instead of an [Athletics](compendium/skills.md#Athletics) check to determine the results of the [Shove](rules/actions/shove.md). +- **Push** ([attack](rules/traits/attack.md "Attack Combat Trait")) The weapon attempts to [Shove](rules/actions/shove.md) its target, using your spell attack roll instead of an [Athletics](compendium/skills.md#Athletics) check to determine the results of the [Shove](rules/actions/shove.md). ## Summary diff --git a/compendium/spells/dancing-lights.md b/compendium/spells/dancing-lights.md index 941b7deec..811e648ec 100644 --- a/compendium/spells/dancing-lights.md +++ b/compendium/spells/dancing-lights.md @@ -10,9 +10,9 @@ tags: aliases: ["Dancing Lights"] --- # Dancing Lights *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Duration**sustained diff --git a/compendium/spells/dancing-shield-lokl.md b/compendium/spells/dancing-shield-lokl.md index 20746126f..802240bc3 100644 --- a/compendium/spells/dancing-shield-lokl.md +++ b/compendium/spells/dancing-shield-lokl.md @@ -9,9 +9,9 @@ tags: aliases: ["Dancing Shield"] --- # Dancing Shield *Spell 2* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 touched shield and 1 willing creature diff --git a/compendium/spells/darkened-eyes.md b/compendium/spells/darkened-eyes.md index 32a8b8323..f70f5aa57 100644 --- a/compendium/spells/darkened-eyes.md +++ b/compendium/spells/darkened-eyes.md @@ -11,7 +11,7 @@ tags: aliases: ["Darkened Eyes"] --- # Darkened Eyes *Focus 4* -[cleric](rules/traits/cleric.md) [darkness](rules/traits/darkness.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [darkness](compendium/setting/domains.md#Darkness) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/darklight-som.md b/compendium/spells/darklight-som.md index 367dff0e9..a1a6787ed 100644 --- a/compendium/spells/darklight-som.md +++ b/compendium/spells/darklight-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Darklight"] --- # Darklight *Focus 7* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot diff --git a/compendium/spells/darkness.md b/compendium/spells/darkness.md index cff12d683..2770e9472 100644 --- a/compendium/spells/darkness.md +++ b/compendium/spells/darkness.md @@ -10,9 +10,9 @@ tags: aliases: ["Darkness"] --- # Darkness *Spell 2* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/darkvision.md b/compendium/spells/darkvision.md index c4c92d1ad..4619af7da 100644 --- a/compendium/spells/darkvision.md +++ b/compendium/spells/darkvision.md @@ -8,9 +8,9 @@ tags: aliases: ["Darkvision"] --- # Darkvision *Spell 2* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/daydreamers-curse-av2.md b/compendium/spells/daydreamers-curse-av2.md index b54f398a7..5eaa25b82 100644 --- a/compendium/spells/daydreamers-curse-av2.md +++ b/compendium/spells/daydreamers-curse-av2.md @@ -13,9 +13,9 @@ tags: aliases: ["Daydreamer's Curse"] --- # Daydreamer's Curse *Spell 4* -[attack](rules/traits/attack.md) [curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -26,8 +26,8 @@ You impose a curse upon the target that renders it easily distracted and unable > [!success-degree] > - **Critical Success** The target is unaffected. -> - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Perception](compendium/skills.md#Perception), or [Survival](compendium/skills.md#Survival) check. If the target critically succeeds at a [Perception](compendium/skills.md#Perception) check or skill check to perform an action with the [concentrate](rules/traits/concentrate.md) trait, the target gets a success instead. +> - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Perception](compendium/skills.md#Perception), or [Survival](compendium/skills.md#Survival) check. If the target critically succeeds at a [Perception](compendium/skills.md#Perception) check or skill check to perform an action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, the target gets a success instead. > - **Failure** As success, but the effect is permanent. -> - **Critical Failure** As failure, except the target treats the outcomes of all checks with the [concentrate](rules/traits/concentrate.md) trait as one degree of success worse than the result it rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). +> - **Critical Failure** As failure, except the target treats the outcomes of all checks with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait as one degree of success worse than the result it rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). *Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/compendium/spells/days-weight-som.md b/compendium/spells/days-weight-som.md index 11b22c968..226ffa37a 100644 --- a/compendium/spells/days-weight-som.md +++ b/compendium/spells/days-weight-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Day's Weight"] --- # Day's Weight *Spell 3* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 living creature diff --git a/compendium/spells/daze.md b/compendium/spells/daze.md index 2db1e9ed1..5abeb8dba 100644 --- a/compendium/spells/daze.md +++ b/compendium/spells/daze.md @@ -11,9 +11,9 @@ tags: aliases: ["Daze"] --- # Daze *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/dazzling-flash.md b/compendium/spells/dazzling-flash.md index eee9035c4..72f22b3de 100644 --- a/compendium/spells/dazzling-flash.md +++ b/compendium/spells/dazzling-flash.md @@ -13,7 +13,7 @@ tags: aliases: ["Dazzling Flash"] --- # Dazzling Flash *Focus 1* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Domains**: [sun](compendium/setting/domains.md#Sun) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/deafness.md b/compendium/spells/deafness.md index 0de0ea561..c4baaf6e8 100644 --- a/compendium/spells/deafness.md +++ b/compendium/spells/deafness.md @@ -8,9 +8,9 @@ tags: aliases: ["Deafness"] --- # Deafness *Spell 2* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/death-knell.md b/compendium/spells/death-knell.md index b9424fdd2..6cf0438ea 100644 --- a/compendium/spells/death-knell.md +++ b/compendium/spells/death-knell.md @@ -9,9 +9,9 @@ tags: aliases: ["Death Knell"] --- # Death Knell *Spell 2* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living creature that has 0 HP diff --git a/compendium/spells/death-ward.md b/compendium/spells/death-ward.md index b981bdac8..d819b1a02 100644 --- a/compendium/spells/death-ward.md +++ b/compendium/spells/death-ward.md @@ -8,9 +8,9 @@ tags: aliases: ["Death Ward"] --- # Death Ward *Spell 5* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living creature touched @@ -18,6 +18,6 @@ aliases: ["Death Ward"] You shield a creature from the ravages of negative energy. -It receives a +4 status bonus to saves against [death](rules/traits/death.md) and [negative](rules/traits/negative.md) effects, gains negative resistance 10, and suppresses the effects of the [doomed](rules/conditions.md#Doomed) condition. +It receives a +4 status bonus to saves against [death](rules/traits/death.md "Death Effect Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, gains negative resistance 10, and suppresses the effects of the [doomed](rules/conditions.md#Doomed) condition. *Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/compendium/spells/deaths-call.md b/compendium/spells/deaths-call.md index c4860c1b9..020163f76 100644 --- a/compendium/spells/deaths-call.md +++ b/compendium/spells/deaths-call.md @@ -10,7 +10,7 @@ tags: aliases: ["Death's Call"] --- # Death's Call *Focus 1* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [death](compendium/setting/domains.md#Death) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/debilitating-dichotomy-apg.md b/compendium/spells/debilitating-dichotomy-apg.md index 6d51bc5cb..0a7d9e9c2 100644 --- a/compendium/spells/debilitating-dichotomy-apg.md +++ b/compendium/spells/debilitating-dichotomy-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Debilitating Dichotomy"] --- # Debilitating Dichotomy *Focus 4* -[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/deceivers-cloak-apg.md b/compendium/spells/deceivers-cloak-apg.md index cd29b3864..296b8756e 100644 --- a/compendium/spells/deceivers-cloak-apg.md +++ b/compendium/spells/deceivers-cloak-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Deceiver's Cloak"] --- # Deceiver's Cloak *Focus 3* -[hex](rules/traits/hex-apg.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[hex](rules/traits/hex-apg.md "Hex Combat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**sustained diff --git a/compendium/spells/deitys-strike-som.md b/compendium/spells/deitys-strike-som.md index 50e02bcc8..ba8f5c40c 100644 --- a/compendium/spells/deitys-strike-som.md +++ b/compendium/spells/deitys-strike-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Deity's Strike"] --- # Deity's Strike *Spell 7* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**You have a deity. - **Range**500 foot diff --git a/compendium/spells/deja-vu-apg.md b/compendium/spells/deja-vu-apg.md index b987fbdb5..cb9f94bfe 100644 --- a/compendium/spells/deja-vu-apg.md +++ b/compendium/spells/deja-vu-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Déjà Vu", "Deja Vu"] --- # Déjà Vu *Spell 1* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot - **Targets**1 creature diff --git a/compendium/spells/delay-affliction-apg.md b/compendium/spells/delay-affliction-apg.md index 3ffc089d2..fa3b98788 100644 --- a/compendium/spells/delay-affliction-apg.md +++ b/compendium/spells/delay-affliction-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Delay Affliction"] --- # Delay Affliction *Focus 3* -[cursebound](rules/traits/cursebound-apg.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/delay-consequence-logm.md b/compendium/spells/delay-consequence-logm.md index d3bf8c518..49a7614b0 100644 --- a/compendium/spells/delay-consequence-logm.md +++ b/compendium/spells/delay-consequence-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Delay Consequence"] --- # Delay Consequence *Focus 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") - **Domains**: [time](compendium/setting/domains.md#Time) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/deluge-ec6.md b/compendium/spells/deluge-ec6.md index 0cee6f2ab..674627d6c 100644 --- a/compendium/spells/deluge-ec6.md +++ b/compendium/spells/deluge-ec6.md @@ -11,9 +11,9 @@ tags: aliases: ["Deluge"] --- # Deluge *Spell 8* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**40-foot burst diff --git a/compendium/spells/delusional-pride.md b/compendium/spells/delusional-pride.md index 9562ed46e..87ff5d743 100644 --- a/compendium/spells/delusional-pride.md +++ b/compendium/spells/delusional-pride.md @@ -12,7 +12,7 @@ tags: aliases: ["Delusional Pride"] --- # Delusional Pride *Focus 4* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [confidence](compendium/setting/domains.md#Confidence) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/demon-form-som.md b/compendium/spells/demon-form-som.md index 49d39019d..b1c5420a4 100644 --- a/compendium/spells/demon-form-som.md +++ b/compendium/spells/demon-form-som.md @@ -11,13 +11,13 @@ tags: aliases: ["Demon Form"] --- # Demon Form *Spell 6* -[chaotic](rules/traits/chaotic.md) [evil](rules/traits/evil.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the [demon](rules/traits/demon.md) and [fiend](rules/traits/fiend.md) traits. You have hands in this battle form and can use manipulate actions. +You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the [demon](rules/traits/demon.md "Demon Creature Trait") and [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") traits. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. @@ -31,9 +31,9 @@ You gain the following statistics and abilities regardless of the form that you You also gain specific abilities based on the type of demon you choose: -- **Babau** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear (reach <10 feet>), **Damage** `2d8+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `2d4` slashing plus `1d6` evil; all [Strikes](rules/actions/strike.md) deal `2d6` additional precision damage to flatfooted creatures. +- **Babau** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear (reach <10 feet>), **Damage** `2d8+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `2d4` slashing plus `1d6` evil; all [Strikes](rules/actions/strike.md) deal `2d6` additional precision damage to flatfooted creatures. - **Hezrou** Speed 30 feet, swim 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d12+10` piercing plus `1d6` evil, and you can spend an action after a hit to Grab the target; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d8` slashing plus `1d6` evil. -- **Nabasu** Speed 25 feet, fly 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil. -- **Vrock** Speed 25 feet, fly 35 feet; resistance 10 to electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `2d8+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil. +- **Nabasu** Speed 25 feet, fly 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `2d6` slashing plus `1d6` evil. +- **Vrock** Speed 25 feet, fly 35 feet; resistance 10 to electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `2d8+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `2d6` slashing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `2d6` slashing plus `1d6` evil. *Source: Secrets of Magic p. 99* \ No newline at end of file diff --git a/compendium/spells/desperate-repair-lokl.md b/compendium/spells/desperate-repair-lokl.md index 7299ac9b9..73ed66676 100644 --- a/compendium/spells/desperate-repair-lokl.md +++ b/compendium/spells/desperate-repair-lokl.md @@ -9,9 +9,9 @@ tags: aliases: ["Desperate Repair"] --- # Desperate Repair *Spell 5* -[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A shield within range would be reduced to 0 Hit Points by a damaging effect - **Requirements**The triggering shield had more than 1 Hit Point before taking damage. diff --git a/compendium/spells/destructive-aura.md b/compendium/spells/destructive-aura.md index a40ea0d36..f7fc6d792 100644 --- a/compendium/spells/destructive-aura.md +++ b/compendium/spells/destructive-aura.md @@ -12,7 +12,7 @@ tags: aliases: ["Destructive Aura"] --- # Destructive Aura *Focus 4* -[aura](rules/traits/aura.md) [cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [destruction](compendium/setting/domains.md#Destruction) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/detect-alignment.md b/compendium/spells/detect-alignment.md index f797811bb..8203c99b1 100644 --- a/compendium/spells/detect-alignment.md +++ b/compendium/spells/detect-alignment.md @@ -11,9 +11,9 @@ tags: aliases: ["Detect Alignment"] --- # Detect Alignment *Spell 1* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation diff --git a/compendium/spells/detect-creator-lokl.md b/compendium/spells/detect-creator-lokl.md index 12f9cc4af..4b8d4177c 100644 --- a/compendium/spells/detect-creator-lokl.md +++ b/compendium/spells/detect-creator-lokl.md @@ -10,9 +10,9 @@ tags: aliases: ["Detect Creator"] --- # Detect Creator *Spell 4* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [rare](rules/traits/rare.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**mile - **Targets**1 destroyed undead diff --git a/compendium/spells/detect-magic.md b/compendium/spells/detect-magic.md index 153205777..4297cb55b 100644 --- a/compendium/spells/detect-magic.md +++ b/compendium/spells/detect-magic.md @@ -11,9 +11,9 @@ tags: aliases: ["Detect Magic"] --- # Detect Magic *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation diff --git a/compendium/spells/detect-poison.md b/compendium/spells/detect-poison.md index 559d8bb78..98047d3bb 100644 --- a/compendium/spells/detect-poison.md +++ b/compendium/spells/detect-poison.md @@ -10,9 +10,9 @@ tags: aliases: ["Detect Poison"] --- # Detect Poison *Spell 1* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 object or creature diff --git a/compendium/spells/detect-scrying.md b/compendium/spells/detect-scrying.md index 76101d398..add2d0303 100644 --- a/compendium/spells/detect-scrying.md +++ b/compendium/spells/detect-scrying.md @@ -11,14 +11,14 @@ tags: aliases: ["Detect Scrying"] --- # Detect Scrying *Spell 4* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation - **Duration**1 hour -By tapping into trace divinatory auras, you detect the presence of [scrying](rules/traits/scrying.md) effects in the area. If detect scrying is higher level than a [scrying](rules/traits/scrying.md) effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction. +By tapping into trace divinatory auras, you detect the presence of [scrying](rules/traits/scrying.md "Scrying Effect Trait") effects in the area. If detect scrying is higher level than a [scrying](rules/traits/scrying.md "Scrying Effect Trait") effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction. **Heightened (6th)** The duration is until the next time you make your daily preparations. diff --git a/compendium/spells/devil-form-som.md b/compendium/spells/devil-form-som.md index 8548a9d0a..960d04617 100644 --- a/compendium/spells/devil-form-som.md +++ b/compendium/spells/devil-form-som.md @@ -11,13 +11,13 @@ tags: aliases: ["Devil Form"] --- # Devil Form *Spell 6* -[evil](rules/traits/evil.md) [lawful](rules/traits/lawful.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the [devil](rules/traits/devil.md) and [fiend](rules/traits/fiend.md) traits. +You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the [devil](rules/traits/devil.md "Devil Creature Trait") and [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") traits. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. @@ -32,9 +32,9 @@ You gain the following statistics and abilities regardless of the form that you You also gain specific abilities based on the type of devil you choose: -- **Barbazu** Speed 35 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive (deadly , forceful, reach <10 feet>), **Damage** `2d8+10` slashing plus `1d6` evil and `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beard, **Damage** `3d8` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d6` slashing plus `1d6` evil. -- **Erinys** Speed 25 feet, fly 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([versatile

](rules/traits/versatile.md)), **Damage** `1d8+10` slashing plus `1d6` evil and `1d6` fire; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") composite longbow (deadly , range increment <100 feet>, volley), **Damage** `1d8` piercing plus `1d6` evil and `1d6` fire. +- **Barbazu** Speed 35 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive (deadly , forceful, reach <10 feet>), **Damage** `2d8+10` slashing plus `1d6` evil and `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beard, **Damage** `3d8` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d6` slashing plus `1d6` evil. +- **Erinys** Speed 25 feet, fly 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `1d8+10` slashing plus `1d6` evil and `1d6` fire; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") composite longbow (deadly , range increment <100 feet>, volley), **Damage** `1d8` piercing plus `1d6` evil and `1d6` fire. - **Osyluth** Speed 35 feet, fly 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger (reach <15 feet>), **Damage** `1d10` piercing plus `1d6` evil and `1d6` poison; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bone shard (range increment <30 feet>), **Damage** `2d6` piercing plus `1d6` evil. -- **Sarglagon** Speed 25 feet, fly 25 feet, swim 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tentacle arm ([agile](rules/traits/agile.md)), **Damage** `1d8` bludgeoning plus `1d6` evil and `1d6` poison. +- **Sarglagon** Speed 25 feet, fly 25 feet, swim 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tentacle arm ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `1d8` bludgeoning plus `1d6` evil and `1d6` poison. *Source: Secrets of Magic p. 99* \ No newline at end of file diff --git a/compendium/spells/devour-life-ec6.md b/compendium/spells/devour-life-ec6.md index 659306db9..95aa9064b 100644 --- a/compendium/spells/devour-life-ec6.md +++ b/compendium/spells/devour-life-ec6.md @@ -12,9 +12,9 @@ tags: aliases: ["Devour Life"] --- # Devour Life *Spell 8* -[death](rules/traits/death.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[death](rules/traits/death.md "Death Effect Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 living creature diff --git a/compendium/spells/diabolic-edict.md b/compendium/spells/diabolic-edict.md index 726a46a63..80617264d 100644 --- a/compendium/spells/diabolic-edict.md +++ b/compendium/spells/diabolic-edict.md @@ -10,7 +10,7 @@ tags: aliases: ["Diabolic Edict"] --- # Diabolic Edict *Focus 1* -[enchantment](rules/traits/enchantment.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/diamond-dust-logm.md b/compendium/spells/diamond-dust-logm.md index 6f6778738..0c80a21da 100644 --- a/compendium/spells/diamond-dust-logm.md +++ b/compendium/spells/diamond-dust-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Diamond Dust"] --- # Diamond Dust *Focus 4* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Domains**: [cold](compendium/setting/domains.md#Cold) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -18,9 +18,9 @@ aliases: ["Diamond Dust"] - **Saving Throw** basic Fortitude - **Duration**1 minute -You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its turn within the area takes `2d6` cold damage. A creature can take this damage only once per turn. The crystals scatter and refract light; if a [light](rules/traits/light.md) effect enters diamond dust's area, any creatures that effect goes on to affect gain a +2 status bonus to AC and saves against it. +You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its turn within the area takes `2d6` cold damage. A creature can take this damage only once per turn. The crystals scatter and refract light; if a [light](rules/traits/light.md "Light Effect Trait") effect enters diamond dust's area, any creatures that effect goes on to affect gain a +2 status bonus to AC and saves against it. -While the spell persists, you can activate or deactivate this aura by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +While the spell persists, you can activate or deactivate this aura by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/dim-the-light-apg.md b/compendium/spells/dim-the-light-apg.md index 1ad1bf04d..a0928bddf 100644 --- a/compendium/spells/dim-the-light-apg.md +++ b/compendium/spells/dim-the-light-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Dim The Light"] --- # Dim The Light *Focus 1* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/dimension-door.md b/compendium/spells/dimension-door.md index c3966ce41..171fa10e2 100644 --- a/compendium/spells/dimension-door.md +++ b/compendium/spells/dimension-door.md @@ -9,9 +9,9 @@ tags: aliases: ["Dimension Door"] --- # Dimension Door *Spell 4* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot diff --git a/compendium/spells/dimensional-anchor.md b/compendium/spells/dimensional-anchor.md index df4e8e87c..c7c409deb 100644 --- a/compendium/spells/dimensional-anchor.md +++ b/compendium/spells/dimensional-anchor.md @@ -8,16 +8,16 @@ tags: aliases: ["Dimensional Anchor"] --- # Dimensional Anchor *Spell 4* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature - **Saving Throw** Will - **Duration**varies -You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any [teleportation](rules/traits/teleportation.md) effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. +You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. > [!success-degree] > - **Critical Success** The target is unaffected. diff --git a/compendium/spells/dimensional-assault-som.md b/compendium/spells/dimensional-assault-som.md index 9415a80a6..c0814813e 100644 --- a/compendium/spells/dimensional-assault-som.md +++ b/compendium/spells/dimensional-assault-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Dimensional Assault"] --- # Dimensional Assault *Focus 1* -[conjuration](rules/traits/conjuration.md) [magus](rules/traits/magus-som.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**half your Speed diff --git a/compendium/spells/dimensional-lock.md b/compendium/spells/dimensional-lock.md index a63ce2ae0..2c63ad506 100644 --- a/compendium/spells/dimensional-lock.md +++ b/compendium/spells/dimensional-lock.md @@ -10,15 +10,15 @@ tags: aliases: ["Dimensional Lock"] --- # Dimensional Lock *Spell 7* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**60-foot burst - **Duration**until the next time you make your daily preparations -You create a shimmering barrier that attempts to counteract [teleportation](rules/traits/teleportation.md) effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends. +You create a shimmering barrier that attempts to counteract [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends. **Spell Lists**: Elemental diff --git a/compendium/spells/dimensional-steps.md b/compendium/spells/dimensional-steps.md index 5d315206f..a3dcd6a5e 100644 --- a/compendium/spells/dimensional-steps.md +++ b/compendium/spells/dimensional-steps.md @@ -11,7 +11,7 @@ tags: aliases: ["Dimensional Steps"] --- # Dimensional Steps *Focus 4* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**20 foot diff --git a/compendium/spells/dinosaur-form.md b/compendium/spells/dinosaur-form.md index 5c5b0154d..1c134e526 100644 --- a/compendium/spells/dinosaur-form.md +++ b/compendium/spells/dinosaur-form.md @@ -9,15 +9,15 @@ tags: aliases: ["Dinosaur Form"] --- # Dinosaur Form *Spell 4* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. -When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) and [dinosaur](rules/traits/dinosaur.md) traits. You can [Dismiss](rules/actions/dismiss.md) the spell. +When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") and [dinosaur](rules/traits/dinosaur.md "Dinosaur Creature Trait") traits. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of which battle form you choose: @@ -26,12 +26,12 @@ You gain the following statistics and abilities regardless of which battle form - [Low-light vision](rules/abilities/low-light-vision.md) and imprecise [scent](rules/abilities/scent.md) 30 feet. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. - [Athletics](compendium/skills.md#Athletics) modifier of +18, unless your own modifier is higher. You also gain specific abilities based on the form you choose: -- **Ankylosaurus** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([backswing](rules/traits/backswing.md), [reach <10 feet>](rules/traits/reach.md)), **Damage** `2d6` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d6` bludgeoning. -- **Brontosaurus** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <15 feet>](rules/traits/reach.md)), **Damage** `2d6` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d8` bludgeoning. -- **Deinonychus** Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md)), **Damage** `2d4` piercing plus 1 [persistent bleed](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `1d10` piercing. -- **Stegosaurus** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <10 feet>](rules/traits/reach.md)), **Damage** `2d8` piercing. +- **Ankylosaurus** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `2d6` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d6` bludgeoning. +- **Brontosaurus** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `2d6` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d8` bludgeoning. +- **Deinonychus** Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `2d4` piercing plus 1 [persistent bleed](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `1d10` piercing. +- **Stegosaurus** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `2d8` piercing. - **Triceratops** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `2d8` piercing, plus `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage) on a critical hit; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d6` bludgeoning. -- **Tyrannosaurus** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([deadly ](rules/traits/deadly.md), [reach <10 feet>](rules/traits/reach.md)), **Damage** `1d12` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `1d10` bludgeoning. +- **Tyrannosaurus** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait"), [reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `1d12` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `1d10` bludgeoning. **Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and [Athletics](compendium/skills.md#Athletics) +21. diff --git a/compendium/spells/dirge-of-doom.md b/compendium/spells/dirge-of-doom.md index 10855bb14..d657a4e7d 100644 --- a/compendium/spells/dirge-of-doom.md +++ b/compendium/spells/dirge-of-doom.md @@ -16,7 +16,7 @@ tags: aliases: ["Dirge Of Doom"] --- # Dirge Of Doom *Cantrip 3* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**30-foot emanation diff --git a/compendium/spells/disappearance.md b/compendium/spells/disappearance.md index 2fbab4537..41508c8e9 100644 --- a/compendium/spells/disappearance.md +++ b/compendium/spells/disappearance.md @@ -8,9 +8,9 @@ tags: aliases: ["Disappearance"] --- # Disappearance *Spell 8* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/discern-lies.md b/compendium/spells/discern-lies.md index 8855fb98f..27556aedc 100644 --- a/compendium/spells/discern-lies.md +++ b/compendium/spells/discern-lies.md @@ -11,9 +11,9 @@ tags: aliases: ["Discern Lies"] --- # Discern Lies *Spell 4* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/discern-location.md b/compendium/spells/discern-location.md index 2e0c8dd38..49fe46f0d 100644 --- a/compendium/spells/discern-location.md +++ b/compendium/spells/discern-location.md @@ -10,9 +10,9 @@ tags: aliases: ["Discern Location"] --- # Discern Location *Spell 8* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**unlimited - **Targets**1 creature or object diff --git a/compendium/spells/discern-secrets-apg.md b/compendium/spells/discern-secrets-apg.md index 8d6117030..ab1b2bcac 100644 --- a/compendium/spells/discern-secrets-apg.md +++ b/compendium/spells/discern-secrets-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Discern Secrets"] --- # Discern Secrets *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/disintegrate.md b/compendium/spells/disintegrate.md index 254c86e4d..8e7b6189f 100644 --- a/compendium/spells/disintegrate.md +++ b/compendium/spells/disintegrate.md @@ -9,9 +9,9 @@ tags: aliases: ["Disintegrate"] --- # Disintegrate *Spell 6* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature or unattended object diff --git a/compendium/spells/disjunction.md b/compendium/spells/disjunction.md index ead0c9caf..134493053 100644 --- a/compendium/spells/disjunction.md +++ b/compendium/spells/disjunction.md @@ -9,9 +9,9 @@ tags: aliases: ["Disjunction"] --- # Disjunction *Spell 9* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 magic item diff --git a/compendium/spells/dismantle-apg.md b/compendium/spells/dismantle-apg.md index 07e0ba0c7..125257f5b 100644 --- a/compendium/spells/dismantle-apg.md +++ b/compendium/spells/dismantle-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Dismantle"] --- # Dismantle *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 non-magical object in your possession of 1 Bulk or less diff --git a/compendium/spells/dispel-magic.md b/compendium/spells/dispel-magic.md index 4b73cad7e..fc24326e4 100644 --- a/compendium/spells/dispel-magic.md +++ b/compendium/spells/dispel-magic.md @@ -8,9 +8,9 @@ tags: aliases: ["Dispel Magic"] --- # Dispel Magic *Spell 2* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 spell effect or unattended magic item diff --git a/compendium/spells/disperse-into-air.md b/compendium/spells/disperse-into-air.md index 227d48973..50e0c5e55 100644 --- a/compendium/spells/disperse-into-air.md +++ b/compendium/spells/disperse-into-air.md @@ -12,7 +12,7 @@ tags: aliases: ["Disperse Into Air"] --- # Disperse Into Air *Focus 4* -[air](rules/traits/air.md) [cleric](rules/traits/cleric.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [air](compendium/setting/domains.md#Air) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/disrupt-undead.md b/compendium/spells/disrupt-undead.md index 5ebf38cb1..a020c95ec 100644 --- a/compendium/spells/disrupt-undead.md +++ b/compendium/spells/disrupt-undead.md @@ -10,9 +10,9 @@ tags: aliases: ["Disrupt Undead"] --- # Disrupt Undead *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 undead creature diff --git a/compendium/spells/disrupting-weapons.md b/compendium/spells/disrupting-weapons.md index c2d9ac8bb..2dc034d4a 100644 --- a/compendium/spells/disrupting-weapons.md +++ b/compendium/spells/disrupting-weapons.md @@ -9,9 +9,9 @@ tags: aliases: ["Disrupting Weapons"] --- # Disrupting Weapons *Spell 1* -[necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**up to two weapons, each of which must be wielded by you or a willing ally, or else unattended diff --git a/compendium/spells/distortion-lens-da.md b/compendium/spells/distortion-lens-da.md index 456cf328d..876e1d458 100644 --- a/compendium/spells/distortion-lens-da.md +++ b/compendium/spells/distortion-lens-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Distortion Lens"] --- # Distortion Lens *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/distracting-chatter-som.md b/compendium/spells/distracting-chatter-som.md index f7ca64012..17381976d 100644 --- a/compendium/spells/distracting-chatter-som.md +++ b/compendium/spells/distracting-chatter-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Distracting Chatter"] --- # Distracting Chatter *Spell 3* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature @@ -20,7 +20,7 @@ aliases: ["Distracting Chatter"] You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. -The target is [flat-footed](rules/conditions.md#Flat-footed), takes a –2 status penalty to purely auditory [Perception](compendium/skills.md#Perception) checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an [auditory](rules/traits/auditory.md) effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save. +The target is [flat-footed](rules/conditions.md#Flat-footed), takes a –2 status penalty to purely auditory [Perception](compendium/skills.md#Perception) checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an [auditory](rules/traits/auditory.md "Auditory Effect Trait") effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/spells/dividing-trench-lokl.md b/compendium/spells/dividing-trench-lokl.md index a7fd0114c..4ff4dfc50 100644 --- a/compendium/spells/dividing-trench-lokl.md +++ b/compendium/spells/dividing-trench-lokl.md @@ -10,9 +10,9 @@ tags: aliases: ["Dividing Trench"] --- # Dividing Trench *Spell 3* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/divine-armageddon-som.md b/compendium/spells/divine-armageddon-som.md index 52df8586a..e586266d7 100644 --- a/compendium/spells/divine-armageddon-som.md +++ b/compendium/spells/divine-armageddon-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Divine Armageddon"] --- # Divine Armageddon *Spell 8* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [positive](rules/traits/positive.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**60-foot burst diff --git a/compendium/spells/divine-aura.md b/compendium/spells/divine-aura.md index e75a86e42..52090d41d 100644 --- a/compendium/spells/divine-aura.md +++ b/compendium/spells/divine-aura.md @@ -10,9 +10,9 @@ tags: aliases: ["Divine Aura"] --- # Divine Aura *Spell 8* -[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**10-foot emanation - **Targets**allies in the area diff --git a/compendium/spells/divine-decree.md b/compendium/spells/divine-decree.md index 85319264a..4218c2694 100644 --- a/compendium/spells/divine-decree.md +++ b/compendium/spells/divine-decree.md @@ -9,9 +9,9 @@ tags: aliases: ["Divine Decree"] --- # Divine Decree *Spell 7* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**40 foot - **Area**40-foot emanation diff --git a/compendium/spells/divine-inspiration.md b/compendium/spells/divine-inspiration.md index 6ad11a20d..f487193ee 100644 --- a/compendium/spells/divine-inspiration.md +++ b/compendium/spells/divine-inspiration.md @@ -9,9 +9,9 @@ tags: aliases: ["Divine Inspiration"] --- # Divine Inspiration *Spell 8* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/divine-lance.md b/compendium/spells/divine-lance.md index 27afaecfb..d30bb6bdf 100644 --- a/compendium/spells/divine-lance.md +++ b/compendium/spells/divine-lance.md @@ -10,9 +10,9 @@ tags: aliases: ["Divine Lance"] --- # Divine Lance *Cantrip 1* -[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/divine-plagues-logm.md b/compendium/spells/divine-plagues-logm.md index 6711d3cc9..7e6fae354 100644 --- a/compendium/spells/divine-plagues-logm.md +++ b/compendium/spells/divine-plagues-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Divine Plagues"] --- # Divine Plagues *Focus 1* -[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Domains**: [plague](compendium/setting/domains.md#Plague) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -26,7 +26,7 @@ Your deity sends wracking plagues. The target must attempt a Fortitude save. Whe ```ad-inline-affliction title: Divine Plague _Level 1_ -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") ## Stages @@ -37,10 +37,10 @@ title: Divine Plague _Level 1_ **Stage 3** [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) and the target can't recover from the condition until they are cured} (1 day) -%% #trait/disease #affliction/level/level-1 %% +%% #affliction/level/level-1 #trait/disease %% ``` -**Heightened (5th)** The divine plague disease gains the [virulent](rules/traits/virulent.md) trait. The condition value for the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) condition is 2 instead of 1. +**Heightened (5th)** The divine plague disease gains the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait. The condition value for the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) condition is 2 instead of 1. ## Summary diff --git a/compendium/spells/divine-vessel.md b/compendium/spells/divine-vessel.md index de167f87b..45abbafd4 100644 --- a/compendium/spells/divine-vessel.md +++ b/compendium/spells/divine-vessel.md @@ -9,9 +9,9 @@ tags: aliases: ["Divine Vessel"] --- # Divine Vessel *Spell 7* -[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute @@ -25,7 +25,7 @@ If you were Medium or smaller, you become Large, as the effects of enlarge. You - A +1 status bonus to saves against spells. - [Darkvision](rules/abilities/darkvision.md). - Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. -- One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal `2d8` damage. If you chose chaotic, you gain a bite unarmed attack that deals `2d10` piercing damage. If you chose evil, you gain a claws unarmed attack that deals `2d8` slashing damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits. +- One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal `2d8` damage. If you chose chaotic, you gain a bite unarmed attack that deals `2d10` piercing damage. If you chose evil, you gain a claws unarmed attack that deals `2d8` slashing damage and has the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits. **Heightened (9th)** The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes. diff --git a/compendium/spells/divine-wrath.md b/compendium/spells/divine-wrath.md index daa301a98..c3263b5ca 100644 --- a/compendium/spells/divine-wrath.md +++ b/compendium/spells/divine-wrath.md @@ -9,9 +9,9 @@ tags: aliases: ["Divine Wrath"] --- # Divine Wrath *Spell 4* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/diviners-sight.md b/compendium/spells/diviners-sight.md index 746457963..e35afbafd 100644 --- a/compendium/spells/diviners-sight.md +++ b/compendium/spells/diviners-sight.md @@ -12,7 +12,7 @@ tags: aliases: ["Diviner's Sight"] --- # Diviner's Sight *Focus 1* -[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/divinity-leech-aoe6.md b/compendium/spells/divinity-leech-aoe6.md index 41976e210..a53ac82a3 100644 --- a/compendium/spells/divinity-leech-aoe6.md +++ b/compendium/spells/divinity-leech-aoe6.md @@ -9,9 +9,9 @@ tags: aliases: ["Divinity Leech"] --- # Divinity Leech *Spell 9* -[enchantment](rules/traits/enchantment.md) [rare](rules/traits/rare.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/dominate.md b/compendium/spells/dominate.md index 8996821db..9184b8d43 100644 --- a/compendium/spells/dominate.md +++ b/compendium/spells/dominate.md @@ -11,9 +11,9 @@ tags: aliases: ["Dominate"] --- # Dominate *Spell 6* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/door-to-beyond-logm.md b/compendium/spells/door-to-beyond-logm.md index 94009f029..68c1017a5 100644 --- a/compendium/spells/door-to-beyond-logm.md +++ b/compendium/spells/door-to-beyond-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Door To Beyond"] --- # Door To Beyond *Focus 4* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") - **Domains**: [void](compendium/setting/domains.md#Void) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/downpour.md b/compendium/spells/downpour.md index 7a94eb1ca..bf63b3cd2 100644 --- a/compendium/spells/downpour.md +++ b/compendium/spells/downpour.md @@ -12,7 +12,7 @@ tags: aliases: ["Downpour"] --- # Downpour *Focus 4* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Domains**: [water](compendium/setting/domains.md#Water) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/draconic-barrage-logm.md b/compendium/spells/draconic-barrage-logm.md index 9c022556a..0a34bd243 100644 --- a/compendium/spells/draconic-barrage-logm.md +++ b/compendium/spells/draconic-barrage-logm.md @@ -8,13 +8,13 @@ tags: aliases: ["Draconic Barrage"] --- # Draconic Barrage *Focus 1* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") - **Domains**: [wyrmkin](compendium/setting/domains.md#Wyrmkin) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll `1d6` on the table below for each dragon evoked to determine which type of dragon you create. While the spell persists, you can command one of your dragons to spit a missile of energy at a creature within 60 feet by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. This is a ranged [Strike](rules/actions/strike.md) that uses your spell attack bonus and deals `1d6` damage plus your spellcasting ability modifier, with the damage type depending on the dragon. A dragon's breath [Strike](rules/actions/strike.md) uses and contributes to your multiple attack penalty. Once a dragon has used its breath [Strike](rules/actions/strike.md), it winks out of existence; when you have no dragons remaining, the spell ends. +You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll `1d6` on the table below for each dragon evoked to determine which type of dragon you create. While the spell persists, you can command one of your dragons to spit a missile of energy at a creature within 60 feet by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This is a ranged [Strike](rules/actions/strike.md) that uses your spell attack bonus and deals `1d6` damage plus your spellcasting ability modifier, with the damage type depending on the dragon. A dragon's breath [Strike](rules/actions/strike.md) uses and contributes to your multiple attack penalty. Once a dragon has used its breath [Strike](rules/actions/strike.md), it winks out of existence; when you have no dragons remaining, the spell ends. | `D6` | Dragon | Breath Strike Type | |------|--------|--------------------| diff --git a/compendium/spells/dragon-breath.md b/compendium/spells/dragon-breath.md index 3273ed138..eee7c3efe 100644 --- a/compendium/spells/dragon-breath.md +++ b/compendium/spells/dragon-breath.md @@ -13,7 +13,7 @@ tags: aliases: ["Dragon Breath"] --- # Dragon Breath *Focus 3* -[evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/dragon-claws.md b/compendium/spells/dragon-claws.md index 2b6d9cfc6..e34e01056 100644 --- a/compendium/spells/dragon-claws.md +++ b/compendium/spells/dragon-claws.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragon Claws"] --- # Dragon Claws *Focus 1* -[morph](rules/traits/morph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/dragon-form.md b/compendium/spells/dragon-form.md index 37fdbc794..5bd8ae27a 100644 --- a/compendium/spells/dragon-form.md +++ b/compendium/spells/dragon-form.md @@ -9,13 +9,13 @@ tags: aliases: ["Dragon Form"] --- # Dragon Form *Spell 6* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the [dragon](rules/traits/dragon.md) trait. +Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the [dragon](rules/traits/dragon.md "Dragon Creature Type Trait") trait. You have hands in this battle form and can take manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. @@ -28,20 +28,20 @@ You gain the following statistics and abilities regardless of which battle form - [Darkvision](rules/abilities/darkvision.md) and imprecise [scent](rules/abilities/scent.md) 60 feet. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks. - [Athletics](compendium/skills.md#Athletics) modifier of +23, unless your own modifier is higher. -- **Breath Weapon** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md)) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for `1d4` rounds. Your breath weapon has the trait corresponding to the type of damage it deals. +- **Breath Weapon** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for `1d4` rounds. Your breath weapon has the trait corresponding to the type of damage it deals. You also gain specific abilities based on the type of dragon you choose: -- **Black** swim Speed 60 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` acid; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 60-foot line, `11d6` acid. -- **Blue** burrow Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 80-foot line, `6d12` electricity. -- **Green** swim Speed 40 feet, ignores difficult terrain from non-magical foliage; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` poison; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 30-foot cone, `10d6` poison (Fortitude save instead of Reflex). -- **Red** ignore [concealed](rules/conditions.md#Concealed) from smoke; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `4d6` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` bludgeoning; breath weapon 30-foot cone, `10d6` fire. -- **White** climb Speed 25 feet on ice only; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `3d6` piercing plus `2d6` cold; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; breath weapon 30-foot cone, `10d6` cold. -- **Brass** burrow Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `3d8` piercing plus `2d4` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spikes (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 60-foot line, `15d4` fire. -- **Bronze** swim Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` slashing; breath weapon 80-foot line, `6d12` electricity. -- **Copper** climb Speed 25 feet on stone only; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` acid; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` bludgeoning; breath weapon 60-foot line, `10d6` acid. -- **Gold** swim Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `4d6` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 30-foot cone, `6d10` fire. -- **Silver** walk on clouds; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` cold; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach 10), **Damage** `3d10` bludgeoning; breath weapon 30-foot cone, `8d8` cold. +- **Black** swim Speed 60 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` acid; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 60-foot line, `11d6` acid. +- **Blue** burrow Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 80-foot line, `6d12` electricity. +- **Green** swim Speed 40 feet, ignores difficult terrain from non-magical foliage; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` poison; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 30-foot cone, `10d6` poison (Fortitude save instead of Reflex). +- **Red** ignore [concealed](rules/conditions.md#Concealed) from smoke; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `4d6` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` bludgeoning; breath weapon 30-foot cone, `10d6` fire. +- **White** climb Speed 25 feet on ice only; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `3d6` piercing plus `2d6` cold; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; breath weapon 30-foot cone, `10d6` cold. +- **Brass** burrow Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `3d8` piercing plus `2d4` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spikes (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 60-foot line, `15d4` fire. +- **Bronze** swim Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` slashing; breath weapon 80-foot line, `6d12` electricity. +- **Copper** climb Speed 25 feet on stone only; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` acid; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` bludgeoning; breath weapon 60-foot line, `10d6` acid. +- **Gold** swim Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `4d6` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 30-foot cone, `6d10` fire. +- **Silver** walk on clouds; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` cold; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach 10), **Damage** `3d10` bludgeoning; breath weapon 30-foot cone, `8d8` cold. **Heightened (8th)** Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, [Athletics](compendium/skills.md#Athletics) +28, and a +14 status bonus to breath weapon damage. diff --git a/compendium/spells/dragon-wings.md b/compendium/spells/dragon-wings.md index 61d20ca59..762d7b0d2 100644 --- a/compendium/spells/dragon-wings.md +++ b/compendium/spells/dragon-wings.md @@ -11,7 +11,7 @@ tags: aliases: ["Dragon Wings"] --- # Dragon Wings *Focus 5* -[morph](rules/traits/morph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/drain-life.md b/compendium/spells/drain-life.md index e86f9ab84..6dac4e5c2 100644 --- a/compendium/spells/drain-life.md +++ b/compendium/spells/drain-life.md @@ -11,7 +11,7 @@ tags: aliases: ["Drain Life"] --- # Drain Life *Focus 3* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/draw-ire-som.md b/compendium/spells/draw-ire-som.md index 8610d277e..ec435b3aa 100644 --- a/compendium/spells/draw-ire-som.md +++ b/compendium/spells/draw-ire-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Draw Ire"] --- # Draw Ire *Spell 1* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/draw-the-lightning-som.md b/compendium/spells/draw-the-lightning-som.md index 06cb8232b..de3da65ee 100644 --- a/compendium/spells/draw-the-lightning-som.md +++ b/compendium/spells/draw-the-lightning-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Draw The Lightning"] --- # Draw The Lightning *Spell 4* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature that is either taller than you or higher in the air than you diff --git a/compendium/spells/dread-aura.md b/compendium/spells/dread-aura.md index 120ef3b4b..ae4a755cc 100644 --- a/compendium/spells/dread-aura.md +++ b/compendium/spells/dread-aura.md @@ -15,7 +15,7 @@ tags: aliases: ["Dread Aura"] --- # Dread Aura *Focus 4* -[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot-radius emanation centered on you diff --git a/compendium/spells/dread-secret-apg.md b/compendium/spells/dread-secret-apg.md index dcad1f822..dd9e1ee25 100644 --- a/compendium/spells/dread-secret-apg.md +++ b/compendium/spells/dread-secret-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Dread Secret"] --- # Dread Secret *Focus 6* -[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/dream-council.md b/compendium/spells/dream-council.md index e94aa5c85..dab4ff90d 100644 --- a/compendium/spells/dream-council.md +++ b/compendium/spells/dream-council.md @@ -10,9 +10,9 @@ tags: aliases: ["Dream Council"] --- # Dream Council *Spell 8* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**planetary - **Targets**up to 12 creatures you know by name and have met in person diff --git a/compendium/spells/dream-message.md b/compendium/spells/dream-message.md index 7d952788e..fe219ed10 100644 --- a/compendium/spells/dream-message.md +++ b/compendium/spells/dream-message.md @@ -9,9 +9,9 @@ tags: aliases: ["Dream Message"] --- # Dream Message *Spell 3* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**planetary - **Targets**1 creature you know by name and have met in person diff --git a/compendium/spells/dreamers-call.md b/compendium/spells/dreamers-call.md index 1519675eb..3b3e532f0 100644 --- a/compendium/spells/dreamers-call.md +++ b/compendium/spells/dreamers-call.md @@ -12,7 +12,7 @@ tags: aliases: ["Dreamer's Call"] --- # Dreamer's Call *Focus 4* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [dreams](compendium/setting/domains.md#Dreams) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/dreaming-potential.md b/compendium/spells/dreaming-potential.md index 81a932dc9..92ec85064 100644 --- a/compendium/spells/dreaming-potential.md +++ b/compendium/spells/dreaming-potential.md @@ -9,9 +9,9 @@ tags: aliases: ["Dreaming Potential"] --- # Dreaming Potential *Spell 5* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 willing sleeping creature diff --git a/compendium/spells/drop-dead.md b/compendium/spells/drop-dead.md index 29dee69c7..e4297fad0 100644 --- a/compendium/spells/drop-dead.md +++ b/compendium/spells/drop-dead.md @@ -10,9 +10,9 @@ tags: aliases: ["Drop Dead"] --- # Drop Dead *Spell 5* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature within range is hit by an attack from an enemy. - **Range**120 foot diff --git a/compendium/spells/dull-ambition-apg.md b/compendium/spells/dull-ambition-apg.md index 8c929c8f9..b531acbe5 100644 --- a/compendium/spells/dull-ambition-apg.md +++ b/compendium/spells/dull-ambition-apg.md @@ -11,9 +11,9 @@ tags: aliases: ["Dull Ambition"] --- # Dull Ambition *Spell 4* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/duplicate-foe.md b/compendium/spells/duplicate-foe.md index d0ab09a76..6981507ce 100644 --- a/compendium/spells/duplicate-foe.md +++ b/compendium/spells/duplicate-foe.md @@ -8,9 +8,9 @@ tags: aliases: ["Duplicate Foe"] --- # Duplicate Foe *Spell 7* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**1 enemy of level 15 or lower diff --git a/compendium/spells/dust-storm-logm.md b/compendium/spells/dust-storm-logm.md index 4e9d7e154..45d408abd 100644 --- a/compendium/spells/dust-storm-logm.md +++ b/compendium/spells/dust-storm-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Dust Storm"] --- # Dust Storm *Focus 4* -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [nonlethal](rules/traits/nonlethal.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") - **Domains**: [dust](compendium/setting/domains.md#Dust) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -19,7 +19,7 @@ aliases: ["Dust Storm"] - **Area**20-foot-radius burst - **Duration**1 minute -You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath (Core Rulebook 478), though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take `1d6` slashing damage. Creatures that have the [water](rules/traits/water.md) trait or that are made primarily of liquid take double damage. +You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath (Core Rulebook 478), though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take `1d6` slashing damage. Creatures that have the [water](rules/traits/water.md "Water Energy & Element Trait") trait or that are made primarily of liquid take double damage. **Heightened (+ 2)** The damage increases by `1d6`. diff --git a/compendium/spells/dutiful-challenge-logm.md b/compendium/spells/dutiful-challenge-logm.md index be6b7b09c..749f0c662 100644 --- a/compendium/spells/dutiful-challenge-logm.md +++ b/compendium/spells/dutiful-challenge-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Dutiful Challenge"] --- # Dutiful Challenge *Focus 4* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") - **Domains**: [duty](compendium/setting/domains.md#Duty) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/earthbind.md b/compendium/spells/earthbind.md index b318b2a51..b21094f24 100644 --- a/compendium/spells/earthbind.md +++ b/compendium/spells/earthbind.md @@ -8,9 +8,9 @@ tags: aliases: ["Earthbind"] --- # Earthbind *Spell 3* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 flying creature diff --git a/compendium/spells/earthquake.md b/compendium/spells/earthquake.md index f7db26539..1b8add62a 100644 --- a/compendium/spells/earthquake.md +++ b/compendium/spells/earthquake.md @@ -10,9 +10,9 @@ tags: aliases: ["Earthquake"] --- # Earthquake *Spell 8* -[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**60-foot burst diff --git a/compendium/spells/echoing-weapon-som.md b/compendium/spells/echoing-weapon-som.md index 2555b8521..eaf0f4f0c 100644 --- a/compendium/spells/echoing-weapon-som.md +++ b/compendium/spells/echoing-weapon-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Echoing Weapon"] --- # Echoing Weapon *Spell 1* -[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 weapon diff --git a/compendium/spells/eclipse-burst.md b/compendium/spells/eclipse-burst.md index 5ea31df48..0f5f11e3f 100644 --- a/compendium/spells/eclipse-burst.md +++ b/compendium/spells/eclipse-burst.md @@ -12,9 +12,9 @@ tags: aliases: ["Eclipse Burst"] --- # Eclipse Burst *Spell 7* -[cold](rules/traits/cold.md) [darkness](rules/traits/darkness.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**60-foot burst @@ -22,7 +22,7 @@ aliases: ["Eclipse Burst"] A globe of freezing darkness explodes in the area, dealing `8d10` cold damage to creatures in the area, plus `8d4` additional negative damage to living creatures. Creatures in the area must attempt a Reflex save. -If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the [light](rules/traits/light.md) effect. +If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the [light](rules/traits/light.md "Light Effect Trait") effect. > [!success-degree] > - **Critical Success** The creature or object is unaffected. diff --git a/compendium/spells/ectoplasmic-expulsion-av3.md b/compendium/spells/ectoplasmic-expulsion-av3.md index 06b952934..93e5bb516 100644 --- a/compendium/spells/ectoplasmic-expulsion-av3.md +++ b/compendium/spells/ectoplasmic-expulsion-av3.md @@ -10,15 +10,15 @@ tags: aliases: ["Ectoplasmic Expulsion"] --- # Ectoplasmic Expulsion *Spell 5* -[mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**1 creature You call upon tendrils of ephemeral ectoplasm to pass through the target and carry away a harmful psychic affliction. -You immediately attempt to counteract a single effect on the target with the [emotion](rules/traits/emotion.md) or [possession](rules/traits/possession.md) trait, or an effect giving the target the [controlled](rules/conditions.md#Controlled) or [fascinated](rules/conditions.md#Fascinated) condition. If you fail to counteract the effect, you nevertheless set up a resonance that allows the target to more ably escape the effect on its own; for the next hour, the target gains a +2 status bonus to Will saves to shrug off the effect you failed to counteract (such as Will saves to shake off control by the [possession](compendium/spells/possession.md) spell). +You immediately attempt to counteract a single effect on the target with the [emotion](rules/traits/emotion.md "Emotion Effect Trait") or [possession](rules/traits/possession.md "Possession Effect Trait") trait, or an effect giving the target the [controlled](rules/conditions.md#Controlled) or [fascinated](rules/conditions.md#Fascinated) condition. If you fail to counteract the effect, you nevertheless set up a resonance that allows the target to more ably escape the effect on its own; for the next hour, the target gains a +2 status bonus to Will saves to shrug off the effect you failed to counteract (such as Will saves to shake off control by the [possession](compendium/spells/possession.md) spell). *Source: Abomination Vaults #3: Eyes of Empty Death p. 75* \ No newline at end of file diff --git a/compendium/spells/ectoplasmic-interstice-logm.md b/compendium/spells/ectoplasmic-interstice-logm.md index 41f7fc7c1..7a2bdffc6 100644 --- a/compendium/spells/ectoplasmic-interstice-logm.md +++ b/compendium/spells/ectoplasmic-interstice-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Ectoplasmic Interstice"] --- # Ectoplasmic Interstice *Focus 4* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Domains**: [soul](compendium/setting/domains.md#Soul) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/efficient-apport-som.md b/compendium/spells/efficient-apport-som.md index 9facf8a1f..3d3e9991f 100644 --- a/compendium/spells/efficient-apport-som.md +++ b/compendium/spells/efficient-apport-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Efficient Apport"] --- # Efficient Apport *Focus 1* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**60 foot diff --git a/compendium/spells/eidolons-wrath-som.md b/compendium/spells/eidolons-wrath-som.md index e78301807..3fb16a637 100644 --- a/compendium/spells/eidolons-wrath-som.md +++ b/compendium/spells/eidolons-wrath-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Eidolon's Wrath"] --- # Eidolon's Wrath *Focus 3* -[eidolon](rules/traits/eidolon-som.md) [evocation](rules/traits/evocation.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) +[eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**20-foot radius emanation around your eidolon diff --git a/compendium/spells/eject-soul-logm.md b/compendium/spells/eject-soul-logm.md index df6e6c91a..2cc8e7b20 100644 --- a/compendium/spells/eject-soul-logm.md +++ b/compendium/spells/eject-soul-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Eject Soul"] --- # Eject Soul *Focus 1* -[incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Domains**: [soul](compendium/setting/domains.md#Soul) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -21,7 +21,7 @@ Your touch disrupts the connection between body and soul, possibly forcing the s > [!success-degree] > - **Success** The target is unaffected. > - **Failure** The target is [stunned](rules/conditions.md#Stunned) as its soul briefly loses its connection to its body. -> - **Critical Failure** The target's soul exits its body for 1 round. The target's body becomes [stunned](rules/conditions.md#Stunned). While its body is [stunned](rules/conditions.md#Stunned) in this way, the target remains fully aware in soul form; it simply can't consciously move its body (though the body makes basic instinctual defensive movements). The target's soul has the [incorporeal](rules/traits/incorporeal-b1.md) trait, is [invisible](rules/conditions.md#Invisible), and has a fly Speed of 60 feet. It can't attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target's body ceases being [stunned](rules/conditions.md#Stunned), the target's soul instantly returns to its body as the target wakes. +> - **Critical Failure** The target's soul exits its body for 1 round. The target's body becomes [stunned](rules/conditions.md#Stunned). While its body is [stunned](rules/conditions.md#Stunned) in this way, the target remains fully aware in soul form; it simply can't consciously move its body (though the body makes basic instinctual defensive movements). The target's soul has the [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") trait, is [invisible](rules/conditions.md#Invisible), and has a fly Speed of 60 feet. It can't attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target's body ceases being [stunned](rules/conditions.md#Stunned), the target's soul instantly returns to its body as the target wakes. **Heightened (+ 3)** If a willing ally chooses to critically fail, it can stay in soul form for 1 additional round. diff --git a/compendium/spells/electric-arc.md b/compendium/spells/electric-arc.md index 22fd2256c..644f6e9b0 100644 --- a/compendium/spells/electric-arc.md +++ b/compendium/spells/electric-arc.md @@ -10,9 +10,9 @@ tags: aliases: ["Electric Arc"] --- # Electric Arc *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 or 2 creatures diff --git a/compendium/spells/electrified-crystal-ward-aoa4.md b/compendium/spells/electrified-crystal-ward-aoa4.md index ec8d6f4b6..733b336b7 100644 --- a/compendium/spells/electrified-crystal-ward-aoa4.md +++ b/compendium/spells/electrified-crystal-ward-aoa4.md @@ -10,7 +10,7 @@ tags: aliases: ["Electrified Crystal Ward"] --- # Electrified Crystal Ward *Focus 3* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch diff --git a/compendium/spells/element-embodied-som.md b/compendium/spells/element-embodied-som.md index e698280d1..e08a5f404 100644 --- a/compendium/spells/element-embodied-som.md +++ b/compendium/spells/element-embodied-som.md @@ -9,13 +9,13 @@ tags: aliases: ["Element Embodied"] --- # Element Embodied *Spell 10* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is [Gargantuan](rules/traits/gargantuan-b1.md), and you must have enough space to expand into or the spell is lost. While in this form, you gain the [elemental](rules/traits/elemental.md) trait and the trait for the element you choose. +Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait"), and you must have enough space to expand into or the spell is lost. While in this form, you gain the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait and the trait for the element you choose. You can [Dismiss](rules/actions/dismiss.md) the spell. @@ -29,10 +29,10 @@ You gain the following statistics and abilities regardless of which battle form You also gain specific abilities based on the type of elemental you choose: -- **Air Elemental** fly Speed 80 feet; **High Winds** (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the [air](rules/traits/air.md) trait; **Swiftness** Your movement doesn't trigger reactions; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gust (reach <25 feet>), **Damage** `3d12+11` bludgeoning plus Push 10 feet; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lightning lash (range increment <80 feet>), **Damage** `3d12+4` electricity. -- **Earth Elemental** 30 feet, burrow 20 feet; resistance 5 to physical; **Spike Stones** (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the [earth](rules/traits/earth.md) trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; **Rocky Toughness** You gain 40 temporary Hit Points when you choose this form instead of 30; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (reach <25 feet>), **Damage** `3d12+15` bludgeoning; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rock (range increment <40 feet>), **Damage** `4d8+6` bludgeoning. +- **Air Elemental** fly Speed 80 feet; **High Winds** (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the [air](rules/traits/air.md "Air Energy & Element Trait") trait; **Swiftness** Your movement doesn't trigger reactions; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gust (reach <25 feet>), **Damage** `3d12+11` bludgeoning plus Push 10 feet; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lightning lash (range increment <80 feet>), **Damage** `3d12+4` electricity. +- **Earth Elemental** 30 feet, burrow 20 feet; resistance 5 to physical; **Spike Stones** (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; **Rocky Toughness** You gain 40 temporary Hit Points when you choose this form instead of 30; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (reach <25 feet>), **Damage** `3d12+15` bludgeoning; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rock (range increment <40 feet>), **Damage** `4d8+6` bludgeoning. - **Fire Elemental** 50 feet; immunity to fire; weakness to cold 10; **Intense Heat** (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes `5d6` fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril (reach <25 feet>), **Damage** `3d10+12` fire plus `2d6` [persistent fire](rules/conditions.md#Persistent%20Damage); **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fire mote (range increment <60 feet>), **Damage** `4d8+6` bludgeoning. -- **Water Elemental** 40 feet, swim 80 feet; resistance 10 to fire; **Vortex** (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the [water](rules/traits/water.md) trait; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wave (reach <25 feet>), **Damage** `3d12+18` bludgeoning plus Push or Pull 10 feet; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") water spout (range increment <60 feet>), **Damage** `4d8+6` bludgeoning. +- **Water Elemental** 40 feet, swim 80 feet; resistance 10 to fire; **Vortex** (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the [water](rules/traits/water.md "Water Energy & Element Trait") trait; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wave (reach <25 feet>), **Damage** `3d12+18` bludgeoning plus Push or Pull 10 feet; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") water spout (range increment <60 feet>), **Damage** `4d8+6` bludgeoning. **Spell Lists**: Elemental diff --git a/compendium/spells/elemental-absorption-som.md b/compendium/spells/elemental-absorption-som.md index 22859d2e8..3fd7c05a3 100644 --- a/compendium/spells/elemental-absorption-som.md +++ b/compendium/spells/elemental-absorption-som.md @@ -8,15 +8,15 @@ tags: aliases: ["Elemental Absorption"] --- # Elemental Absorption *Spell 3* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen [elemental](rules/traits/elemental.md) trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. +You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. -As a 2-action activity, which has the [concentrate](rules/traits/concentrate.md) trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost. +As a 2-action activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost. **Heightened (+ 3)** The resistance increases by 5 and the maximum damage increases by 30. diff --git a/compendium/spells/elemental-annihilation-wave-som.md b/compendium/spells/elemental-annihilation-wave-som.md index b13844580..f8d2bc1dc 100644 --- a/compendium/spells/elemental-annihilation-wave-som.md +++ b/compendium/spells/elemental-annihilation-wave-som.md @@ -13,9 +13,9 @@ tags: aliases: ["Elemental Annihilation Wave"] --- # Elemental Annihilation Wave *Spell 3* -[air](rules/traits/air.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [water](rules/traits/water.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds - **Area**30-foot cone - **Saving Throw** basic Reflex diff --git a/compendium/spells/elemental-betrayal-apg.md b/compendium/spells/elemental-betrayal-apg.md index 210b55fff..acf3ae30c 100644 --- a/compendium/spells/elemental-betrayal-apg.md +++ b/compendium/spells/elemental-betrayal-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Elemental Betrayal"] --- # Elemental Betrayal *Focus 1* -[evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/elemental-blast.md b/compendium/spells/elemental-blast.md index 4c31a003d..c6189b1c1 100644 --- a/compendium/spells/elemental-blast.md +++ b/compendium/spells/elemental-blast.md @@ -13,7 +13,7 @@ tags: aliases: ["Elemental Blast"] --- # Elemental Blast *Focus 5* -[evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/elemental-confluence-som.md b/compendium/spells/elemental-confluence-som.md index c86c41b54..c2ac2b5bf 100644 --- a/compendium/spells/elemental-confluence-som.md +++ b/compendium/spells/elemental-confluence-som.md @@ -13,9 +13,9 @@ tags: aliases: ["Elemental Confluence"] --- # Elemental Confluence *Spell 6* -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [fire](rules/traits/fire.md) [water](rules/traits/water.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Area**10-foot burst @@ -23,10 +23,10 @@ aliases: ["Elemental Confluence"] You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are [concealed](rules/conditions.md#Concealed), and all creatures outside the confluence are [concealed](rules/conditions.md#Concealed) to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. -- **Air** ([air](rules/traits/air.md), [electricity](rules/traits/electricity.md)) The elemental looses a bolt of electricity from the confluence, dealing `4d4` electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. -- **Earth** ([earth](rules/traits/earth.md)) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. -- **Fire** ([fire](rules/traits/fire.md)) Flames roar through the confluence, dealing `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to those partially or entirely inside the confluence. -- **Water** ([attack](rules/traits/attack.md), [water](rules/traits/water.md)) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. +- **Air** ([air](rules/traits/air.md "Air Energy & Element Trait"), [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait")) The elemental looses a bolt of electricity from the confluence, dealing `4d4` electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. +- **Earth** ([earth](rules/traits/earth.md "Earth Energy & Element Trait")) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. +- **Fire** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) Flames roar through the confluence, dealing `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to those partially or entirely inside the confluence. +- **Water** ([attack](rules/traits/attack.md "Attack Combat Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. - The water deals `4d6` bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty. **Spell Lists**: Elemental diff --git a/compendium/spells/elemental-form.md b/compendium/spells/elemental-form.md index 86f1161c4..443d2211e 100644 --- a/compendium/spells/elemental-form.md +++ b/compendium/spells/elemental-form.md @@ -9,13 +9,13 @@ tags: aliases: ["Elemental Form"] --- # Elemental Form *Spell 5* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the [elemental](rules/traits/elemental.md) trait. You have hands in this battle form and can take manipulate actions. +You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait. You have hands in this battle form and can take manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. @@ -24,8 +24,8 @@ You gain the following statistics and abilities regardless of which battle form - AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. - 10 temporary Hit Points. - [Darkvision](rules/abilities/darkvision.md). -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based ([air](rules/traits/air.md) or [fire](rules/traits/fire.md)) or Strength based ([earth](rules/traits/earth.md) or [water](rules/traits/water.md)). If your corresponding unarmed attack modifier is higher, you can use it instead. -- **Acrobatics** ([air](rules/traits/air.md) or [fire](rules/traits/fire.md)) or [Athletics](compendium/skills.md#Athletics) (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based ([air](rules/traits/air.md "Air Energy & Element Trait") or [fire](rules/traits/fire.md "Fire Energy & Element Trait")) or Strength based ([earth](rules/traits/earth.md "Earth Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait")). If your corresponding unarmed attack modifier is higher, you can use it instead. +- **Acrobatics** ([air](rules/traits/air.md "Air Energy & Element Trait") or [fire](rules/traits/fire.md "Fire Energy & Element Trait")) or [Athletics](compendium/skills.md#Athletics) (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: - **Air** fly Speed 80 feet, movement doesn't trigger reactions; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gust, **Damage** `1d4` bludgeoning. - **Earth** Speed 20 feet, burrow Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist, **Damage** `2d10` bludgeoning. - **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril, **Damage** `1d8` fire plus `1d4` [persistent fire](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/elemental-gift-som.md b/compendium/spells/elemental-gift-som.md index aadd8ca05..b8cd7471d 100644 --- a/compendium/spells/elemental-gift-som.md +++ b/compendium/spells/elemental-gift-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Elemental Gift"] --- # Elemental Gift *Spell 4* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 willing creature diff --git a/compendium/spells/elemental-motion.md b/compendium/spells/elemental-motion.md index a3e2d4e81..979503842 100644 --- a/compendium/spells/elemental-motion.md +++ b/compendium/spells/elemental-motion.md @@ -10,7 +10,7 @@ tags: aliases: ["Elemental Motion"] --- # Elemental Motion *Focus 3* -[evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/elemental-tempest.md b/compendium/spells/elemental-tempest.md index 70eb239cf..c670e8506 100644 --- a/compendium/spells/elemental-tempest.md +++ b/compendium/spells/elemental-tempest.md @@ -11,7 +11,7 @@ tags: aliases: ["Elemental Tempest"] --- # Elemental Tempest *Focus 4* -[evocation](rules/traits/evocation.md) [metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/elemental-toss.md b/compendium/spells/elemental-toss.md index 97694112d..f3b39ef7b 100644 --- a/compendium/spells/elemental-toss.md +++ b/compendium/spells/elemental-toss.md @@ -11,7 +11,7 @@ tags: aliases: ["Elemental Toss"] --- # Elemental Toss *Focus 1* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/elemental-zone-som.md b/compendium/spells/elemental-zone-som.md index 60c6d5537..f00fd8e8e 100644 --- a/compendium/spells/elemental-zone-som.md +++ b/compendium/spells/elemental-zone-som.md @@ -9,15 +9,15 @@ tags: aliases: ["Elemental Zone"] --- # Elemental Zone *Spell 2* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot radius burst - **Duration**1 minute -Select an elemental trait: [air](rules/traits/air.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), or [water](rules/traits/water.md). Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for [air](rules/traits/air.md), bludgeoning for [earth](rules/traits/earth.md), fire for [fire](rules/traits/fire.md), and bludgeoning or cold for [water](rules/traits/water.md). The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). +Select an elemental trait: [air](rules/traits/air.md "Air Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait"). Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for [air](rules/traits/air.md "Air Energy & Element Trait"), bludgeoning for [earth](rules/traits/earth.md "Earth Energy & Element Trait"), fire for [fire](rules/traits/fire.md "Fire Energy & Element Trait"), and bludgeoning or cold for [water](rules/traits/water.md "Water Energy & Element Trait"). The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type. diff --git a/compendium/spells/embrace-the-pit.md b/compendium/spells/embrace-the-pit.md index e55cfad79..14b5295fc 100644 --- a/compendium/spells/embrace-the-pit.md +++ b/compendium/spells/embrace-the-pit.md @@ -12,7 +12,7 @@ tags: aliases: ["Embrace The Pit"] --- # Embrace The Pit *Focus 3* -[evil](rules/traits/evil.md) [morph](rules/traits/morph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/empathic-link-lokl.md b/compendium/spells/empathic-link-lokl.md index 6f097a305..6361983d9 100644 --- a/compendium/spells/empathic-link-lokl.md +++ b/compendium/spells/empathic-link-lokl.md @@ -11,9 +11,9 @@ tags: aliases: ["Empathic Link"] --- # Empathic Link *Spell 2* -[divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/empty-body.md b/compendium/spells/empty-body.md index 2d44c25d5..c3ed66b9e 100644 --- a/compendium/spells/empty-body.md +++ b/compendium/spells/empty-body.md @@ -11,7 +11,7 @@ tags: aliases: ["Empty Body"] --- # Empty Body *Focus 9* -[conjuration](rules/traits/conjuration.md) [monk](rules/traits/monk.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/empty-inside-logm.md b/compendium/spells/empty-inside-logm.md index c23255311..7d5c7dfbc 100644 --- a/compendium/spells/empty-inside-logm.md +++ b/compendium/spells/empty-inside-logm.md @@ -9,13 +9,13 @@ tags: aliases: ["Empty Inside"] --- # Empty Inside *Focus 1* -[abjuration](rules/traits/abjuration.md) [mental](rules/traits/mental.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Domains**: [void](compendium/setting/domains.md#Void) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You inject a sliver of the void into your mind, momentarily remaking it into a bleak and empty place. Attempt a counteract check against one [emotion](rules/traits/emotion.md) effect affecting you. +You inject a sliver of the void into your mind, momentarily remaking it into a bleak and empty place. Attempt a counteract check against one [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect affecting you. -**Heightened (5th)** You can attempt counteract checks against any number of [emotion](rules/traits/emotion.md) effects affecting you. +**Heightened (5th)** You can attempt counteract checks against any number of [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects affecting you. *Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/empty-pack-da.md b/compendium/spells/empty-pack-da.md index 227aabe57..cfd8a1de7 100644 --- a/compendium/spells/empty-pack-da.md +++ b/compendium/spells/empty-pack-da.md @@ -8,9 +8,9 @@ tags: aliases: ["Empty Pack"] --- # Empty Pack *Spell 2* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 container of 2 Bulk or less diff --git a/compendium/spells/endure-elements.md b/compendium/spells/endure-elements.md index 8dfb630f8..77ed8d36e 100644 --- a/compendium/spells/endure-elements.md +++ b/compendium/spells/endure-elements.md @@ -8,9 +8,9 @@ tags: aliases: ["Endure Elements"] --- # Endure Elements *Spell 2* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/endure-logm.md b/compendium/spells/endure-logm.md index 7c9a239bb..d230d71ec 100644 --- a/compendium/spells/endure-logm.md +++ b/compendium/spells/endure-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Endure"] --- # Endure *Spell 1* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/enduring-might.md b/compendium/spells/enduring-might.md index b2e47ea3d..281694180 100644 --- a/compendium/spells/enduring-might.md +++ b/compendium/spells/enduring-might.md @@ -10,7 +10,7 @@ tags: aliases: ["Enduring Might"] --- # Enduring Might *Focus 4* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [might](compendium/setting/domains.md#Might) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/energy-absorption.md b/compendium/spells/energy-absorption.md index b9a4f0510..4c1aec017 100644 --- a/compendium/spells/energy-absorption.md +++ b/compendium/spells/energy-absorption.md @@ -10,7 +10,7 @@ tags: aliases: ["Energy Absorption"] --- # Energy Absorption *Focus 4* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**An effect would deal acid, cold, electricity, or fire damage to you. diff --git a/compendium/spells/energy-aegis.md b/compendium/spells/energy-aegis.md index c6c2fa720..1cd2808d2 100644 --- a/compendium/spells/energy-aegis.md +++ b/compendium/spells/energy-aegis.md @@ -8,9 +8,9 @@ tags: aliases: ["Energy Aegis"] --- # Energy Aegis *Spell 7* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/enervation-apg.md b/compendium/spells/enervation-apg.md index f1dcd618a..560a51e7d 100644 --- a/compendium/spells/enervation-apg.md +++ b/compendium/spells/enervation-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Enervation"] --- # Enervation *Spell 4* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot line - **Saving Throw** Fortitude diff --git a/compendium/spells/enhance-senses-lokl.md b/compendium/spells/enhance-senses-lokl.md index 4b1cddd45..c82fedbc6 100644 --- a/compendium/spells/enhance-senses-lokl.md +++ b/compendium/spells/enhance-senses-lokl.md @@ -9,9 +9,9 @@ tags: aliases: ["Enhance Senses"] --- # Enhance Senses *Spell 4* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 willing creature diff --git a/compendium/spells/enhance-victuals.md b/compendium/spells/enhance-victuals.md index 35b74521d..62cd77647 100644 --- a/compendium/spells/enhance-victuals.md +++ b/compendium/spells/enhance-victuals.md @@ -8,9 +8,9 @@ tags: aliases: ["Enhance Victuals"] --- # Enhance Victuals *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**up to 1 gallon of non-magical water or up to 5 pounds of food diff --git a/compendium/spells/enlarge-companion-apg.md b/compendium/spells/enlarge-companion-apg.md index c9956e53f..96eac41b3 100644 --- a/compendium/spells/enlarge-companion-apg.md +++ b/compendium/spells/enlarge-companion-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Enlarge Companion"] --- # Enlarge Companion *Focus 4* -[polymorph](rules/traits/polymorph.md) [ranger](rules/traits/ranger.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/enlarge.md b/compendium/spells/enlarge.md index 2fe11c987..e7b1b3452 100644 --- a/compendium/spells/enlarge.md +++ b/compendium/spells/enlarge.md @@ -9,9 +9,9 @@ tags: aliases: ["Enlarge"] --- # Enlarge *Spell 2* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 willing creature diff --git a/compendium/spells/entangle.md b/compendium/spells/entangle.md index 0dbf1a0f7..eb0b7362f 100644 --- a/compendium/spells/entangle.md +++ b/compendium/spells/entangle.md @@ -10,9 +10,9 @@ tags: aliases: ["Entangle"] --- # Entangle *Spell 2* -[plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) +[plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**all squares in a 20-foot burst that contain plants or fungi diff --git a/compendium/spells/enthrall.md b/compendium/spells/enthrall.md index b07d3b87c..9a3cb59c7 100644 --- a/compendium/spells/enthrall.md +++ b/compendium/spells/enthrall.md @@ -10,9 +10,9 @@ tags: aliases: ["Enthrall"] --- # Enthrall *Spell 3* -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**all creatures in range @@ -21,7 +21,7 @@ aliases: ["Enthrall"] Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying. -Each creature that comes within range has to attempt a save when you [Sustain the Spell](rules/actions/sustain-a-spell.md). If you're speaking, enthrall gains the [linguistic](rules/traits/linguistic.md) trait. +Each creature that comes within range has to attempt a save when you [Sustain the Spell](rules/actions/sustain-a-spell.md). If you're speaking, enthrall gains the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait. > [!success-degree] > - **Critical Success** The target is unaffected and notices that you tried to use magic. diff --git a/compendium/spells/entrancing-eyes-ec4.md b/compendium/spells/entrancing-eyes-ec4.md index e1784f6b3..7073380fa 100644 --- a/compendium/spells/entrancing-eyes-ec4.md +++ b/compendium/spells/entrancing-eyes-ec4.md @@ -12,9 +12,9 @@ tags: aliases: ["Entrancing Eyes"] --- # Entrancing Eyes *Spell 7* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation centered on you - **Duration**sustained up to 1 minute @@ -24,6 +24,6 @@ Your eyes glow with an entrancing radiance that captivates those who meet your g > [!success-degree] > - **Critical Success** The target is unaffected and becomes immune to this particular casting of the spell. Success The target is unaffected. > - **Failure** Until the end of its next turn, the target is [stupefied](rules/conditions.md#Stupefied) and [fascinated](rules/conditions.md#Fascinated). -> - **Critical Failure** Until the end of its next turn, the target is [stupefied](rules/conditions.md#Stupefied), [fascinated](rules/conditions.md#Fascinated), and can't take reactions. In addition, all creatures and objects other than you are [concealed](rules/conditions.md#Concealed) from the target. During any round you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can use a single action, which has the [manipulate](rules/traits/manipulate.md) trait, to focus your entrancing eyes on a single creature you can see within 30 feet. This creature must immediately make a Will save against the spell as if it were ending its turn in the emanation. If the creature was already [fascinated](rules/conditions.md#Fascinated) by your entrancing eyes before its save, a failed save causes it to be [paralyzed](rules/conditions.md#Paralyzed) for 1 round. You can't use this action to focus on the same creature more than once per round. +> - **Critical Failure** Until the end of its next turn, the target is [stupefied](rules/conditions.md#Stupefied), [fascinated](rules/conditions.md#Fascinated), and can't take reactions. In addition, all creatures and objects other than you are [concealed](rules/conditions.md#Concealed) from the target. During any round you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can use a single action, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to focus your entrancing eyes on a single creature you can see within 30 feet. This creature must immediately make a Will save against the spell as if it were ending its turn in the emanation. If the creature was already [fascinated](rules/conditions.md#Fascinated) by your entrancing eyes before its save, a failed save causes it to be [paralyzed](rules/conditions.md#Paralyzed) for 1 round. You can't use this action to focus on the same creature more than once per round. *Source: Extinction Curse #4: Siege of the Dinosaurs p. 74* \ No newline at end of file diff --git a/compendium/spells/entropic-wheel-da.md b/compendium/spells/entropic-wheel-da.md index b1ff2e564..c34713408 100644 --- a/compendium/spells/entropic-wheel-da.md +++ b/compendium/spells/entropic-wheel-da.md @@ -13,13 +13,13 @@ tags: aliases: ["Entropic Wheel"] --- # Entropic Wheel *Cantrip 3* -[cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You deal cold or fire damage to an enemy. - **Duration**1 minute -You stockpile thermal energy in a magical wheel-like construct that lets you burn opponents with cold or freeze their bodies with heat. When you [Cast the Spell](rules/actions/cast-a-spell.md), the wheel has one mote of thermal energy, and when you use a [cold](rules/traits/cold.md) or [fire](rules/traits/fire.md) effect or deal cold or fire damage, the wheel spins, siphoning off a bit of energy and gaining another mote. The wheel can't gain motes more than once on a given turn, and the maximum number of motes is equal to entropic wheel's level. +You stockpile thermal energy in a magical wheel-like construct that lets you burn opponents with cold or freeze their bodies with heat. When you [Cast the Spell](rules/actions/cast-a-spell.md), the wheel has one mote of thermal energy, and when you use a [cold](rules/traits/cold.md "Cold Energy & Element Trait") or [fire](rules/traits/fire.md "Fire Energy & Element Trait") effect or deal cold or fire damage, the wheel spins, siphoning off a bit of energy and gaining another mote. The wheel can't gain motes more than once on a given turn, and the maximum number of motes is equal to entropic wheel's level. When you [Cast a Spell](rules/actions/cast-a-spell.md) that deals fire damage, the target also takes cold damage equal to the number of motes in the entropic wheel. When you [Cast a Spell](rules/actions/cast-a-spell.md) that deals cold damage, the target also takes fire damage equal to the number of motes in the entropic wheel. This applies only to the initial damage of the spell, not to any [persistent damage](rules/conditions.md#Persistent%20Damage) or ongoing effects. diff --git a/compendium/spells/envenom-companion-som.md b/compendium/spells/envenom-companion-som.md index 582f9c883..718168865 100644 --- a/compendium/spells/envenom-companion-som.md +++ b/compendium/spells/envenom-companion-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Envenom Companion"] --- # Envenom Companion *Spell 3* -[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**your companion or eidolon diff --git a/compendium/spells/ephemeral-hazards-logm.md b/compendium/spells/ephemeral-hazards-logm.md index 7cb018b0e..07c267d7e 100644 --- a/compendium/spells/ephemeral-hazards-logm.md +++ b/compendium/spells/ephemeral-hazards-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Ephemeral Hazards"] --- # Ephemeral Hazards *Focus 4* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Domains**: [delirium](compendium/setting/domains.md#Delirium) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/ephemeral-tracking-apg.md b/compendium/spells/ephemeral-tracking-apg.md index d26357156..20148dfdc 100644 --- a/compendium/spells/ephemeral-tracking-apg.md +++ b/compendium/spells/ephemeral-tracking-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Ephemeral Tracking"] --- # Ephemeral Tracking *Focus 3* -[divination](rules/traits/divination.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/eradicate-undeath.md b/compendium/spells/eradicate-undeath.md index b86081091..f7b0fe7f2 100644 --- a/compendium/spells/eradicate-undeath.md +++ b/compendium/spells/eradicate-undeath.md @@ -12,7 +12,7 @@ tags: aliases: ["Eradicate Undeath"] --- # Eradicate Undeath *Focus 4* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [death](compendium/setting/domains.md#Death) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/erase-trail-lokl.md b/compendium/spells/erase-trail-lokl.md index 657e7f9cb..8024763e2 100644 --- a/compendium/spells/erase-trail-lokl.md +++ b/compendium/spells/erase-trail-lokl.md @@ -10,9 +10,9 @@ tags: aliases: ["Erase Trail"] --- # Erase Trail *Spell 2* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot - **Area**40-foot burst diff --git a/compendium/spells/establish-ward-apg.md b/compendium/spells/establish-ward-apg.md index 558bca670..87b67e663 100644 --- a/compendium/spells/establish-ward-apg.md +++ b/compendium/spells/establish-ward-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Establish Ward"] --- # Establish Ward *Focus 5* -[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/ethereal-jaunt.md b/compendium/spells/ethereal-jaunt.md index 82ccb2d4a..32ea69e55 100644 --- a/compendium/spells/ethereal-jaunt.md +++ b/compendium/spells/ethereal-jaunt.md @@ -10,15 +10,15 @@ tags: aliases: ["Ethereal Jaunt"] --- # Ethereal Jaunt *Spell 7* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**sustained up to 1 minute You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down) -You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and [concealed](rules/conditions.md#Concealed) from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by [force](rules/traits/force.md) effects and abjurations originating there. +You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and [concealed](rules/conditions.md#Concealed) from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by [force](rules/traits/force.md "Force Energy & Element Trait") effects and abjurations originating there. When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take `1d6` damage per 5 feet you were pushed. diff --git a/compendium/spells/etheric-shards-da.md b/compendium/spells/etheric-shards-da.md index 34cc804ba..7245ba39d 100644 --- a/compendium/spells/etheric-shards-da.md +++ b/compendium/spells/etheric-shards-da.md @@ -10,9 +10,9 @@ tags: aliases: ["Etheric Shards"] --- # Etheric Shards *Spell 5* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**20-foot burst diff --git a/compendium/spells/euphoric-renewal-da.md b/compendium/spells/euphoric-renewal-da.md index c8e6510a4..49a599db0 100644 --- a/compendium/spells/euphoric-renewal-da.md +++ b/compendium/spells/euphoric-renewal-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Euphoric Renewal"] --- # Euphoric Renewal *Focus 4* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [death (apocryphal)](compendium/setting/domains.md#Death) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/evil-eye-apg.md b/compendium/spells/evil-eye-apg.md index e6afe389f..1ad612845 100644 --- a/compendium/spells/evil-eye-apg.md +++ b/compendium/spells/evil-eye-apg.md @@ -16,7 +16,7 @@ tags: aliases: ["Evil Eye"] --- # Evil Eye *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/evolution-surge-som.md b/compendium/spells/evolution-surge-som.md index 1f8808db0..46bbb9ae6 100644 --- a/compendium/spells/evolution-surge-som.md +++ b/compendium/spells/evolution-surge-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Evolution Surge"] --- # Evolution Surge *Focus 1* -[morph](rules/traits/morph.md) [summoner](rules/traits/summoner-som.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot @@ -22,7 +22,7 @@ You flood your eidolon with power, creating a temporary evolution in your eidolo - Your eidolon gains [low-light vision](rules/abilities/low-light-vision.md) and [darkvision](rules/abilities/darkvision.md). - Your eidolon gains [scent](rules/abilities/scent.md) as an imprecise sense up to 30 feet. -- Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the [amphibious](rules/traits/amphibious-b1.md) trait. +- Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the [amphibious](rules/traits/amphibious-b1.md "Amphibious Creature Trait") trait. - Your eidolon gains a +20-foot status bonus to its Speed. **Heightened (3rd)** Add the following options to the list of effects you can choose: diff --git a/compendium/spells/exchange-image-aoa3.md b/compendium/spells/exchange-image-aoa3.md index 920ea1467..fc10a358c 100644 --- a/compendium/spells/exchange-image-aoa3.md +++ b/compendium/spells/exchange-image-aoa3.md @@ -10,11 +10,11 @@ tags: aliases: ["Exchange Image"] --- # Exchange Image *Spell 1* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have the [humanoid](rules/traits/humanoid.md) trait. +- **Requirements**You have the [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") trait. - **Range**touch - **Targets**you and 1 other humanoid - **Saving Throw** Will diff --git a/compendium/spells/expeditious-excavation-logm.md b/compendium/spells/expeditious-excavation-logm.md index 49dfdeac0..c2a2ef872 100644 --- a/compendium/spells/expeditious-excavation-logm.md +++ b/compendium/spells/expeditious-excavation-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Expeditious Excavation"] --- # Expeditious Excavation *Spell 2* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Area**cube of dirt 5 feet across or smaller diff --git a/compendium/spells/extend-boost-som.md b/compendium/spells/extend-boost-som.md index b1b31e6e9..f45443164 100644 --- a/compendium/spells/extend-boost-som.md +++ b/compendium/spells/extend-boost-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Extend Boost"] --- # Extend Boost *Focus 1* -[divination](rules/traits/divination.md) [metamagic](rules/traits/metamagic.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") diff --git a/compendium/spells/extend-spell.md b/compendium/spells/extend-spell.md index 090517f85..41087c110 100644 --- a/compendium/spells/extend-spell.md +++ b/compendium/spells/extend-spell.md @@ -11,7 +11,7 @@ tags: aliases: ["Extend Spell"] --- # Extend Spell *Focus 3* -[divination](rules/traits/divination.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/extract-poison-som.md b/compendium/spells/extract-poison-som.md index 2f75b46e0..ed6942038 100644 --- a/compendium/spells/extract-poison-som.md +++ b/compendium/spells/extract-poison-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Extract Poison"] --- # Extract Poison *Spell 2* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 poison on or in an object diff --git a/compendium/spells/eyes-of-the-dead-botd.md b/compendium/spells/eyes-of-the-dead-botd.md index 6cb82e200..9abf00ba2 100644 --- a/compendium/spells/eyes-of-the-dead-botd.md +++ b/compendium/spells/eyes-of-the-dead-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Eyes of the Dead"] --- # Eyes of the Dead *Focus 3* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**mile @@ -21,7 +21,7 @@ You enter a magical trance that allows you to perceive through the senses of the The spell doesn't grant any special method of communication with the target. -For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you [flat-footed](rules/conditions.md#Flat-footed). You can't take actions with the [attack](rules/traits/attack.md) or [move](rules/traits/move.md) traits, nor can you cast spells. +For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you [flat-footed](rules/conditions.md#Flat-footed). You can't take actions with the [attack](rules/traits/attack.md "Attack Combat Trait") or [move](rules/traits/move.md "Move Combat Trait") traits, nor can you cast spells. **Heightened (6th)** The range increases to 100 miles and the duration to sustained up to 10 minutes. You can communicate telepathically with the target for the duration of the trance, though the target is under no compulsion to follow commands if it wasn't already. diff --git a/compendium/spells/fabricated-truth.md b/compendium/spells/fabricated-truth.md index 99768d73a..640cb1c7b 100644 --- a/compendium/spells/fabricated-truth.md +++ b/compendium/spells/fabricated-truth.md @@ -10,9 +10,9 @@ tags: aliases: ["Fabricated Truth"] --- # Fabricated Truth *Spell 10* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**100 foot - **Targets**up to 5 creatures diff --git a/compendium/spells/face-in-the-crowd.md b/compendium/spells/face-in-the-crowd.md index 8ed38552b..1731cf455 100644 --- a/compendium/spells/face-in-the-crowd.md +++ b/compendium/spells/face-in-the-crowd.md @@ -11,7 +11,7 @@ tags: aliases: ["Face In The Crowd"] --- # Face In The Crowd *Focus 1* -[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Domains**: [cities](compendium/setting/domains.md#Cities) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/faerie-dust.md b/compendium/spells/faerie-dust.md index 54d2847e8..8404cfb31 100644 --- a/compendium/spells/faerie-dust.md +++ b/compendium/spells/faerie-dust.md @@ -12,7 +12,7 @@ tags: aliases: ["Faerie Dust"] --- # Faerie Dust *Focus 1* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or more diff --git a/compendium/spells/faerie-fire.md b/compendium/spells/faerie-fire.md index 148731c13..3a611ded2 100644 --- a/compendium/spells/faerie-fire.md +++ b/compendium/spells/faerie-fire.md @@ -10,9 +10,9 @@ tags: aliases: ["Faerie Fire"] --- # Faerie Fire *Spell 2* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot burst diff --git a/compendium/spells/falling-sky-da.md b/compendium/spells/falling-sky-da.md index b309d27c7..b655d644d 100644 --- a/compendium/spells/falling-sky-da.md +++ b/compendium/spells/falling-sky-da.md @@ -10,9 +10,9 @@ tags: aliases: ["Falling Sky"] --- # Falling Sky *Spell 8* -[evocation](rules/traits/evocation.md) [incapacitation](rules/traits/incapacitation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**60-foot tall, 30-foot radius cylinder diff --git a/compendium/spells/fallow-field-logm.md b/compendium/spells/fallow-field-logm.md index 910aaf32b..62df1a687 100644 --- a/compendium/spells/fallow-field-logm.md +++ b/compendium/spells/fallow-field-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Fallow Field"] --- # Fallow Field *Focus 4* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Domains**: [decay](compendium/setting/domains.md#Decay) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -19,12 +19,12 @@ aliases: ["Fallow Field"] - **Saving Throw** Will - **Duration**sustained up to 1 minute -A sickly yellow light fills the area as entropic forces prevent healing. When a creature within the area would regain Hit Points, such as from a [healing](rules/traits/healing.md) effect or an ability like fast healing or regeneration, it must attempt a Will save. +A sickly yellow light fills the area as entropic forces prevent healing. When a creature within the area would regain Hit Points, such as from a [healing](rules/traits/healing.md "Healing Effect Trait") effect or an ability like fast healing or regeneration, it must attempt a Will save. > [!success-degree] -> - **Critical Success** The creature regains the full number of Hit Points that would be restored by the [healing](rules/traits/healing.md) effect, and is temporarily immune for 1 minute. +> - **Critical Success** The creature regains the full number of Hit Points that would be restored by the [healing](rules/traits/healing.md "Healing Effect Trait") effect, and is temporarily immune for 1 minute. > - **Success** The creature regains the full number of Hit Points that would be restored. > - **Failure** The creature regains only half the number of Hit Points that would be restored. -> - **Critical Failure** The creature does not regain Hit Points from the [healing](rules/traits/healing.md) effect. +> - **Critical Failure** The creature does not regain Hit Points from the [healing](rules/traits/healing.md "Healing Effect Trait") effect. *Source: Lost Omens: Gods & Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/false-life.md b/compendium/spells/false-life.md index 8d0111cd8..e08b4ab0e 100644 --- a/compendium/spells/false-life.md +++ b/compendium/spells/false-life.md @@ -8,9 +8,9 @@ tags: aliases: ["False Life"] --- # False Life *Spell 2* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**8 hours diff --git a/compendium/spells/false-nature-da.md b/compendium/spells/false-nature-da.md index aea9e9a27..d8f2051c6 100644 --- a/compendium/spells/false-nature-da.md +++ b/compendium/spells/false-nature-da.md @@ -9,9 +9,9 @@ tags: aliases: ["False Nature"] --- # False Nature *Spell 4* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Targets**one unattended item or one item you're holding diff --git a/compendium/spells/false-vision.md b/compendium/spells/false-vision.md index d29308c6a..c96ec133f 100644 --- a/compendium/spells/false-vision.md +++ b/compendium/spells/false-vision.md @@ -10,9 +10,9 @@ tags: aliases: ["False Vision"] --- # False Vision *Spell 5* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Area**100-foot burst diff --git a/compendium/spells/familiar-form-lopsg.md b/compendium/spells/familiar-form-lopsg.md index 34a802c14..d3e9affee 100644 --- a/compendium/spells/familiar-form-lopsg.md +++ b/compendium/spells/familiar-form-lopsg.md @@ -10,7 +10,7 @@ tags: aliases: ["Familiar Form"] --- # Familiar Form *Focus 4* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/familiars-face-apg.md b/compendium/spells/familiars-face-apg.md index 080775d24..efc0aa754 100644 --- a/compendium/spells/familiars-face-apg.md +++ b/compendium/spells/familiars-face-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Familiar's Face"] --- # Familiar's Face *Spell 3* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**mile - **Targets**1 willing creature that is your animal companion or familiar @@ -19,6 +19,6 @@ aliases: ["Familiar's Face"] The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. -If you can cast a spell with the [revelation](rules/traits/revelation.md) trait that affects your senses, such as [see invisibility](compendium/spells/see-invisibility.md), while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use [Command an Animal](rules/actions/command-an-animal.md) on the target as part of [Sustaining this Spell](rules/actions/sustain-a-spell.md). You don't need line of sight or line of effect to your target when you [Cast this Spell](rules/actions/cast-a-spell.md). +If you can cast a spell with the [revelation](rules/traits/revelation.md "Revelation Effect Trait") trait that affects your senses, such as [see invisibility](compendium/spells/see-invisibility.md), while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use [Command an Animal](rules/actions/command-an-animal.md) on the target as part of [Sustaining this Spell](rules/actions/sustain-a-spell.md). You don't need line of sight or line of effect to your target when you [Cast this Spell](rules/actions/cast-a-spell.md). *Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/compendium/spells/fatal-aria.md b/compendium/spells/fatal-aria.md index 080965a2d..2b7d097c2 100644 --- a/compendium/spells/fatal-aria.md +++ b/compendium/spells/fatal-aria.md @@ -14,7 +14,7 @@ tags: aliases: ["Fatal Aria"] --- # Fatal Aria *Focus 10* -[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/fated-confrontation-som.md b/compendium/spells/fated-confrontation-som.md index 03a2b1909..d9b0192eb 100644 --- a/compendium/spells/fated-confrontation-som.md +++ b/compendium/spells/fated-confrontation-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Fated Confrontation"] --- # Fated Confrontation *Spell 10* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Targets**1 willing ally and 1 enemy @@ -20,11 +20,11 @@ You weave the threads of fate to lead two foes into a climactic battle. The targ When you [Cast the Spell](rules/actions/cast-a-spell.md), the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. -This is a [teleportation](rules/traits/teleportation.md) effect. +This is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own [heal](compendium/spells/heal.md) spell, but it would be entirely immune to a spell or [Strike](rules/actions/strike.md) from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast [fated confrontation](compendium/spells/fated-confrontation-som.md) (such as a spell with a duration or [persistent damage](rules/conditions.md#Persistent%20Damage) the creature had before it was affected by fated confrontation) -For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a [fortune](rules/traits/fortune.md) effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a [misfortune](rules/traits/misfortune.md) effect) +For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect) This spell ends if either target becomes unable to act, or if they both agree to cease hostilities. diff --git a/compendium/spells/favorable-review-ec2.md b/compendium/spells/favorable-review-ec2.md index f574d26fc..355b6a2f0 100644 --- a/compendium/spells/favorable-review-ec2.md +++ b/compendium/spells/favorable-review-ec2.md @@ -11,9 +11,9 @@ tags: aliases: ["Favorable Review"] --- # Favorable Review *Spell 4* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/fear-the-sun-sot4.md b/compendium/spells/fear-the-sun-sot4.md index c1d50cd22..2f6fceada 100644 --- a/compendium/spells/fear-the-sun-sot4.md +++ b/compendium/spells/fear-the-sun-sot4.md @@ -9,9 +9,9 @@ tags: aliases: ["Fear the Sun"] --- # Fear the Sun *Spell 2* -[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/fear.md b/compendium/spells/fear.md index 957257268..98b93928d 100644 --- a/compendium/spells/fear.md +++ b/compendium/spells/fear.md @@ -11,9 +11,9 @@ tags: aliases: ["Fear"] --- # Fear *Spell 1* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/fearful-feast-av3.md b/compendium/spells/fearful-feast-av3.md index 8544f6829..d3842168f 100644 --- a/compendium/spells/fearful-feast-av3.md +++ b/compendium/spells/fearful-feast-av3.md @@ -11,7 +11,7 @@ tags: aliases: ["Fearful Feast"] --- # Fearful Feast *Focus 4* -[fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [abomination](compendium/setting/domains.md#Abomination) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/feast-of-ashes-logm.md b/compendium/spells/feast-of-ashes-logm.md index 087cd932d..995e6a8e0 100644 --- a/compendium/spells/feast-of-ashes-logm.md +++ b/compendium/spells/feast-of-ashes-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Feast Of Ashes"] --- # Feast Of Ashes *Spell 2* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**1 living creature diff --git a/compendium/spells/feather-fall.md b/compendium/spells/feather-fall.md index fcd9814bc..aac5b381f 100644 --- a/compendium/spells/feather-fall.md +++ b/compendium/spells/feather-fall.md @@ -8,9 +8,9 @@ tags: aliases: ["Feather Fall"] --- # Feather Fall *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature within range is falling. - **Range**60 foot diff --git a/compendium/spells/feeblemind.md b/compendium/spells/feeblemind.md index 58498ac64..5e7c46b44 100644 --- a/compendium/spells/feeblemind.md +++ b/compendium/spells/feeblemind.md @@ -11,9 +11,9 @@ tags: aliases: ["Feeblemind"] --- # Feeblemind *Spell 6* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/feet-to-fins.md b/compendium/spells/feet-to-fins.md index cfcb41a47..f96ec5377 100644 --- a/compendium/spells/feet-to-fins.md +++ b/compendium/spells/feet-to-fins.md @@ -9,9 +9,9 @@ tags: aliases: ["Feet To Fins"] --- # Feet To Fins *Spell 3* -[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/feral-shades-som.md b/compendium/spells/feral-shades-som.md index 0c3d32c8f..5abbd5c7a 100644 --- a/compendium/spells/feral-shades-som.md +++ b/compendium/spells/feral-shades-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Feral Shades"] --- # Feral Shades *Spell 2* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone - **Saving Throw** basic Fortitude diff --git a/compendium/spells/fey-disappearance.md b/compendium/spells/fey-disappearance.md index 3fac30559..8ce8c8950 100644 --- a/compendium/spells/fey-disappearance.md +++ b/compendium/spells/fey-disappearance.md @@ -10,7 +10,7 @@ tags: aliases: ["Fey Disappearance"] --- # Fey Disappearance *Focus 3* -[enchantment](rules/traits/enchantment.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/fey-form-som.md b/compendium/spells/fey-form-som.md index 44202793c..0e3e279a4 100644 --- a/compendium/spells/fey-form-som.md +++ b/compendium/spells/fey-form-som.md @@ -9,15 +9,15 @@ tags: aliases: ["Fey Form"] --- # Fey Form *Spell 4* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. -When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the [fey](rules/traits/fey.md) trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. +When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the [fey](rules/traits/fey.md "Fey Creature Type Trait") trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of the form that you choose: @@ -30,9 +30,9 @@ You gain the following statistics and abilities regardless of the form that you You also gain specific abilities based on the type of fey: - **Dryad The temporary** HP gained increases to 30; Speed 25 feet; weakness 5 to fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") branch, **Damage** `1d12+8` bludgeoning. -- **Elananx** Speed 30 feet; resistance 5 to fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `1d6+8` piercing plus `1d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `1d6` slashing. -- **Naiad** Speed 25 feet, swim 25 feet; resistance 5 to fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") aqueous fist ([water](rules/traits/water.md)), **Damage** `1d8+8` bludgeoning. +- **Elananx** Speed 30 feet; resistance 5 to fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `1d6+8` piercing plus `1d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `1d6` slashing. +- **Naiad** Speed 25 feet, swim 25 feet; resistance 5 to fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") aqueous fist ([water](rules/traits/water.md "Water Energy & Element Trait")), **Damage** `1d8+8` bludgeoning. - **Redcap** Speed 40 feet; Size Small; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe (deadly , trip), **Damage** `1d10+8` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") boot (agile, versatile B), **Damage** `1d6` piercing. -- Unicorn gain the [beast](rules/traits/beast.md) trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `1d10+8` piercing plus 1 good; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hoof ([agile](rules/traits/agile.md)), **Damage** `1d8` bludgeoning; all [Strikes](rules/actions/strike.md) have the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. +- Unicorn gain the [beast](rules/traits/beast.md "Beast Creature Type Trait") trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `1d10+8` piercing plus 1 good; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hoof ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `1d8` bludgeoning; all [Strikes](rules/actions/strike.md) have the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. *Source: Secrets of Magic p. 105* \ No newline at end of file diff --git a/compendium/spells/fey-glamour.md b/compendium/spells/fey-glamour.md index 5103284d0..3531d70b9 100644 --- a/compendium/spells/fey-glamour.md +++ b/compendium/spells/fey-glamour.md @@ -11,7 +11,7 @@ tags: aliases: ["Fey Glamour"] --- # Fey Glamour *Focus 5* -[illusion](rules/traits/illusion.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/field-of-life.md b/compendium/spells/field-of-life.md index b79cf1db5..4fa9f45e7 100644 --- a/compendium/spells/field-of-life.md +++ b/compendium/spells/field-of-life.md @@ -11,9 +11,9 @@ tags: aliases: ["Field Of Life"] --- # Field Of Life *Spell 6* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**20-foot burst diff --git a/compendium/spells/fiery-body.md b/compendium/spells/fiery-body.md index 11c946ace..f2739007a 100644 --- a/compendium/spells/fiery-body.md +++ b/compendium/spells/fiery-body.md @@ -10,9 +10,9 @@ tags: aliases: ["Fiery Body"] --- # Fiery Body *Spell 7* -[fire](rules/traits/fire.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/final-sacrifice-apg.md b/compendium/spells/final-sacrifice-apg.md index b5910df5e..5db482d39 100644 --- a/compendium/spells/final-sacrifice-apg.md +++ b/compendium/spells/final-sacrifice-apg.md @@ -9,16 +9,16 @@ tags: aliases: ["Final Sacrifice"] --- # Final Sacrifice *Spell 2* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature with the minion trait that you summoned or permanently control You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take `6d6` fire damage (basic Reflex save) -If the target has the [cold](rules/traits/cold.md) or [water](rules/traits/water.md) trait, the spell instead deals cold damage and gains the [cold](rules/traits/cold.md) trait in place of the [fire](rules/traits/fire.md) trait. If used on a creature that isn't mindless, this spell has the [evil](rules/traits/evil.md) trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect. +If the target has the [cold](rules/traits/cold.md "Cold Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, the spell instead deals cold damage and gains the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait in place of the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait. If used on a creature that isn't mindless, this spell has the [evil](rules/traits/evil.md "Evil Alignment Trait") trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect. **Heightened (+ 1)** The damage increases by `2d6`. diff --git a/compendium/spells/finger-of-death.md b/compendium/spells/finger-of-death.md index d49690b7a..01150c592 100644 --- a/compendium/spells/finger-of-death.md +++ b/compendium/spells/finger-of-death.md @@ -9,9 +9,9 @@ tags: aliases: ["Finger Of Death"] --- # Finger Of Death *Spell 7* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 living creature diff --git a/compendium/spells/fire-ray.md b/compendium/spells/fire-ray.md index 137cc120c..5459254c9 100644 --- a/compendium/spells/fire-ray.md +++ b/compendium/spells/fire-ray.md @@ -12,7 +12,7 @@ tags: aliases: ["Fire Ray"] --- # Fire Ray *Focus 1* -[attack](rules/traits/attack.md) [cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [fire](compendium/setting/domains.md#Fire) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/fire-seeds.md b/compendium/spells/fire-seeds.md index 129734fea..48521e15e 100644 --- a/compendium/spells/fire-seeds.md +++ b/compendium/spells/fire-seeds.md @@ -10,9 +10,9 @@ tags: aliases: ["Fire Seeds"] --- # Fire Seeds *Spell 6* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [plant](rules/traits/plant.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Saving Throw** basic Reflex - **Duration**1 minute diff --git a/compendium/spells/fire-shield.md b/compendium/spells/fire-shield.md index 8d14e3062..e1a4ab5ca 100644 --- a/compendium/spells/fire-shield.md +++ b/compendium/spells/fire-shield.md @@ -9,9 +9,9 @@ tags: aliases: ["Fire Shield"] --- # Fire Shield *Spell 4* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/fireball.md b/compendium/spells/fireball.md index 1c187d229..5f5d3fcaa 100644 --- a/compendium/spells/fireball.md +++ b/compendium/spells/fireball.md @@ -10,9 +10,9 @@ tags: aliases: ["Fireball"] --- # Fireball *Spell 3* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**20-foot burst diff --git a/compendium/spells/flame-barrier.md b/compendium/spells/flame-barrier.md index 360c86091..527f5a4c3 100644 --- a/compendium/spells/flame-barrier.md +++ b/compendium/spells/flame-barrier.md @@ -10,7 +10,7 @@ tags: aliases: ["Flame Barrier"] --- # Flame Barrier *Focus 4* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [fire](compendium/setting/domains.md#Fire) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/flame-strike.md b/compendium/spells/flame-strike.md index 01feda693..26f6b920c 100644 --- a/compendium/spells/flame-strike.md +++ b/compendium/spells/flame-strike.md @@ -10,9 +10,9 @@ tags: aliases: ["Flame Strike"] --- # Flame Strike *Spell 5* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot radius, 40-foot-tall cylinder diff --git a/compendium/spells/flame-vortex-som.md b/compendium/spells/flame-vortex-som.md index 21df068eb..6baa2d797 100644 --- a/compendium/spells/flame-vortex-som.md +++ b/compendium/spells/flame-vortex-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Flame Vortex"] --- # Flame Vortex *Spell 6* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**5-foot radius, 40-foot tall cylinder diff --git a/compendium/spells/flame-wisp-som.md b/compendium/spells/flame-wisp-som.md index e8b7172d3..00fb1b7cf 100644 --- a/compendium/spells/flame-wisp-som.md +++ b/compendium/spells/flame-wisp-som.md @@ -9,15 +9,15 @@ tags: aliases: ["Flame Wisp"] --- # Flame Wisp *Spell 2* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute Three faintly glowing wisps of fire float around your head. -Each time you hit a creature with a [Strike](rules/actions/strike.md), one of the wisps goes hurtling towards that creature, dealing `1d4` fire damage. If you [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md) trait while you have fewer than three wisps, a new wisp appears. +Each time you hit a creature with a [Strike](rules/actions/strike.md), one of the wisps goes hurtling towards that creature, dealing `1d4` fire damage. If you [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait while you have fewer than three wisps, a new wisp appears. **Heightened (+ 2)** The damage increases by `1d4`. diff --git a/compendium/spells/flaming-fusillade-apg.md b/compendium/spells/flaming-fusillade-apg.md index 378ba6475..53ce8d5fb 100644 --- a/compendium/spells/flaming-fusillade-apg.md +++ b/compendium/spells/flaming-fusillade-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Flaming Fusillade"] --- # Flaming Fusillade *Focus 6* -[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/flaming-sphere.md b/compendium/spells/flaming-sphere.md index 5d7ee8122..b65959d2c 100644 --- a/compendium/spells/flaming-sphere.md +++ b/compendium/spells/flaming-sphere.md @@ -10,9 +10,9 @@ tags: aliases: ["Flaming Sphere"] --- # Flaming Sphere *Spell 2* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**1 5-foot square diff --git a/compendium/spells/flammable-fumes-som.md b/compendium/spells/flammable-fumes-som.md index 0c38bbdaf..cf2ac650e 100644 --- a/compendium/spells/flammable-fumes-som.md +++ b/compendium/spells/flammable-fumes-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Flammable Fumes"] --- # Flammable Fumes *Spell 5* -[conjuration](rules/traits/conjuration.md) [poison](rules/traits/poison.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst @@ -22,7 +22,7 @@ Sending magic deep underground, you conjure a cloud of toxic gases that swiftly The gases are [invisible](rules/conditions.md#Invisible), requiring a successful [Perception](compendium/skills.md#Perception) check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes `2d6` poison damage. A creature can take the poison damage from flammable fumes only once per round. -One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a [fire](rules/traits/fire.md) effect, the cloud detonates in a massive blaze that deals `10d6` fire damage to all creatures within it, and the spell ends. +One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a [fire](rules/traits/fire.md "Fire Energy & Element Trait") effect, the cloud detonates in a massive blaze that deals `10d6` fire damage to all creatures within it, and the spell ends. **Heightened (+ 2)** The poison damage increases by `1d6` and the fire damage on an explosion increases by `2d6`. diff --git a/compendium/spells/fleet-step.md b/compendium/spells/fleet-step.md index 10886749d..fd9d0f007 100644 --- a/compendium/spells/fleet-step.md +++ b/compendium/spells/fleet-step.md @@ -8,9 +8,9 @@ tags: aliases: ["Fleet Step"] --- # Fleet Step *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/flesh-to-stone.md b/compendium/spells/flesh-to-stone.md index 439579e6a..62e0de96f 100644 --- a/compendium/spells/flesh-to-stone.md +++ b/compendium/spells/flesh-to-stone.md @@ -8,9 +8,9 @@ tags: aliases: ["Flesh To Stone"] --- # Flesh To Stone *Spell 6* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature made of flesh @@ -22,7 +22,7 @@ You try to turn the target's flesh into stone. The target must attempt a Fortitu > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [slowed](rules/conditions.md#Slowed) for 1 round. -> - **Failure** The target is [slowed](rules/conditions.md#Slowed) and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md) trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (or 2 on a critical failure). A successful save reduces the [slowed](rules/conditions.md#Slowed) condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically [petrified](rules/conditions.md#Petrified). The spell ends if the creature is [petrified](rules/conditions.md#Petrified) or the [slowed](rules/conditions.md#Slowed) condition is removed. +> - **Failure** The target is [slowed](rules/conditions.md#Slowed) and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (or 2 on a critical failure). A successful save reduces the [slowed](rules/conditions.md#Slowed) condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically [petrified](rules/conditions.md#Petrified). The spell ends if the creature is [petrified](rules/conditions.md#Petrified) or the [slowed](rules/conditions.md#Slowed) condition is removed. > - **Critical Failure** As failure, but the target is initially [slowed](rules/conditions.md#Slowed). **Spell Lists**: Elemental diff --git a/compendium/spells/floating-disk.md b/compendium/spells/floating-disk.md index d5a92d1ad..ce1604606 100644 --- a/compendium/spells/floating-disk.md +++ b/compendium/spells/floating-disk.md @@ -9,9 +9,9 @@ tags: aliases: ["Floating Disk"] --- # Floating Disk *Spell 1* -[conjuration](rules/traits/conjuration.md) [force](rules/traits/force.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**8 hours diff --git a/compendium/spells/flowing-strike-som.md b/compendium/spells/flowing-strike-som.md index c70c355ed..559669152 100644 --- a/compendium/spells/flowing-strike-som.md +++ b/compendium/spells/flowing-strike-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Flowing Strike"] --- # Flowing Strike *Spell 5* -[evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. diff --git a/compendium/spells/fly.md b/compendium/spells/fly.md index 6d85199d4..2acad7754 100644 --- a/compendium/spells/fly.md +++ b/compendium/spells/fly.md @@ -8,9 +8,9 @@ tags: aliases: ["Fly"] --- # Fly *Spell 4* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/focusing-hum-da.md b/compendium/spells/focusing-hum-da.md index 17c9ffa52..4de7a1abf 100644 --- a/compendium/spells/focusing-hum-da.md +++ b/compendium/spells/focusing-hum-da.md @@ -10,9 +10,9 @@ tags: aliases: ["Focusing Hum"] --- # Focusing Hum *Spell 3* -[divination](rules/traits/divination.md) [enchantment](rules/traits/enchantment.md) +[divination](rules/traits/divination.md "Divination School Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**15-foot emanation centered on you - **Duration**sustained up to 1 minute diff --git a/compendium/spells/font-of-serenity-logm.md b/compendium/spells/font-of-serenity-logm.md index be845b9fc..fe6839d4b 100644 --- a/compendium/spells/font-of-serenity-logm.md +++ b/compendium/spells/font-of-serenity-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Font Of Serenity"] --- # Font Of Serenity *Focus 4* -[abjuration](rules/traits/abjuration.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Domains**: [repose](compendium/setting/domains.md#Repose) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -21,9 +21,9 @@ aliases: ["Font Of Serenity"] A divine beacon radiates serenity, soothing nearby allies. -Allies within the area gain a +1 status bonus to saving throws against [emotion](rules/traits/emotion.md) effects. An ally can touch the font as an [Interact](rules/actions/interact.md) action; if they do so, the spell attempts to counteract one [emotion](rules/traits/emotion.md) effect affecting the ally of the ally's choice, after which that [emotion](rules/traits/emotion.md) effect is temporarily immune for 1 day. +Allies within the area gain a +1 status bonus to saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. An ally can touch the font as an [Interact](rules/actions/interact.md) action; if they do so, the spell attempts to counteract one [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect affecting the ally of the ally's choice, after which that [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect is temporarily immune for 1 day. -If the spell succeeds at the counteract check, it removes the [emotion](rules/traits/emotion.md) effect from your ally, though not from any other creatures the effect might be affecting. +If the spell succeeds at the counteract check, it removes the [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect from your ally, though not from any other creatures the effect might be affecting. **Heightened (+ 4)** The bonus increases by 1. diff --git a/compendium/spells/for-love-for-lightning-lokl.md b/compendium/spells/for-love-for-lightning-lokl.md index c6509f98b..44a73dd99 100644 --- a/compendium/spells/for-love-for-lightning-lokl.md +++ b/compendium/spells/for-love-for-lightning-lokl.md @@ -10,7 +10,7 @@ tags: aliases: ["For Love, for Lightning"] --- # For Love, for Lightning *Focus 6* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**You are wielding a sword or spear made partly or wholly of metal. diff --git a/compendium/spells/forbidden-thought-da.md b/compendium/spells/forbidden-thought-da.md index 16896f36c..35f25c792 100644 --- a/compendium/spells/forbidden-thought-da.md +++ b/compendium/spells/forbidden-thought-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Forbidden Thought"] --- # Forbidden Thought *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/forbidding-ward.md b/compendium/spells/forbidding-ward.md index f3f376ade..6526858c6 100644 --- a/compendium/spells/forbidding-ward.md +++ b/compendium/spells/forbidding-ward.md @@ -9,9 +9,9 @@ tags: aliases: ["Forbidding Ward"] --- # Forbidding Ward *Cantrip 1* -[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 ally and 1 enemy diff --git a/compendium/spells/force-bolt.md b/compendium/spells/force-bolt.md index f914983fc..48375b5ce 100644 --- a/compendium/spells/force-bolt.md +++ b/compendium/spells/force-bolt.md @@ -11,7 +11,7 @@ tags: aliases: ["Force Bolt"] --- # Force Bolt *Focus 1* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/force-cage-apg.md b/compendium/spells/force-cage-apg.md index 36cb742d2..47d158840 100644 --- a/compendium/spells/force-cage-apg.md +++ b/compendium/spells/force-cage-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Force Cage"] --- # Force Cage *Spell 7* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Area**1 cube 20 feet on each side diff --git a/compendium/spells/force-fang-som.md b/compendium/spells/force-fang-som.md index 3668d0f07..c3ff3ecb7 100644 --- a/compendium/spells/force-fang-som.md +++ b/compendium/spells/force-fang-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Force Fang"] --- # Force Fang *Focus 1* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**varies diff --git a/compendium/spells/forced-mercy-lokl.md b/compendium/spells/forced-mercy-lokl.md index c1bb5cc29..aaf720040 100644 --- a/compendium/spells/forced-mercy-lokl.md +++ b/compendium/spells/forced-mercy-lokl.md @@ -11,9 +11,9 @@ tags: aliases: ["Forced Mercy"] --- # Forced Mercy *Spell 1* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/forced-quiet.md b/compendium/spells/forced-quiet.md index caddddfbf..8d0df3b40 100644 --- a/compendium/spells/forced-quiet.md +++ b/compendium/spells/forced-quiet.md @@ -10,7 +10,7 @@ tags: aliases: ["Forced Quiet"] --- # Forced Quiet *Focus 1* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [secrecy](compendium/setting/domains.md#Secrecy) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -19,7 +19,7 @@ aliases: ["Forced Quiet"] - **Saving Throw** Fortitude - **Duration**varies -You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a [Perception](compendium/skills.md#Perception) check against your spell DC, which might interfere with [auditory](rules/traits/auditory.md) or [linguistic](rules/traits/linguistic.md) effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours. +You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a [Perception](compendium/skills.md#Perception) check against your spell DC, which might interfere with [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours. > [!success-degree] > - **Critical Success** The target is unaffected. diff --git a/compendium/spells/forceful-hand-som.md b/compendium/spells/forceful-hand-som.md index 71f3e6d5e..31a7ef1a3 100644 --- a/compendium/spells/forceful-hand-som.md +++ b/compendium/spells/forceful-hand-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Forceful Hand"] --- # Forceful Hand *Spell 5* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Duration**sustained up to 1 minute @@ -22,9 +22,9 @@ Successful attacks against the hand damage it, and damaging effects that can tar The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), and [Sustain the Spell](rules/actions/sustain-a-spell.md), you use the entry for move actions, so the hand provides standard cover. -- **[Manipulate](rules/traits/manipulate.md) or [Attack](rules/traits/attack.md)** The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. -- **[Move](rules/traits/move.md)** The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and [Stealth](compendium/skills.md#Stealth) checks) against all attacks that pass through the hand's square. -- **[Concentrate](rules/traits/concentrate.md)** The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and [Stealth](compendium/skills.md#Stealth) checks) against all attacks that pass through the hand's square. +- **[Manipulate](rules/traits/manipulate.md "Manipulate General Trait") or [Attack](rules/traits/attack.md "Attack Combat Trait")** The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. +- **[Move](rules/traits/move.md "Move Combat Trait")** The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and [Stealth](compendium/skills.md#Stealth) checks) against all attacks that pass through the hand's square. +- **[Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")** The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and [Stealth](compendium/skills.md#Stealth) checks) against all attacks that pass through the hand's square. **Heightened (6th)** The hand has AC 27 and 60 Hit Points. When you [Cast this Spell](rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Swat. diff --git a/compendium/spells/foresee-the-path-da.md b/compendium/spells/foresee-the-path-da.md index cb85572a8..03d2af26b 100644 --- a/compendium/spells/foresee-the-path-da.md +++ b/compendium/spells/foresee-the-path-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Foresee the Path"] --- # Foresee the Path *Cantrip 5* -[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**60 foot diff --git a/compendium/spells/foresight.md b/compendium/spells/foresight.md index 23f1760ff..e4e446c77 100644 --- a/compendium/spells/foresight.md +++ b/compendium/spells/foresight.md @@ -10,22 +10,22 @@ tags: aliases: ["Foresight"] --- # Foresight *Spell 9* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [prediction](rules/traits/prediction.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature - **Duration**1 hour -You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a [mental](rules/traits/mental.md) effect. Due to the amount of information this spell requires you to process, you can't have more than one [foresight](compendium/spells/foresight.md) spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't [flat-footed](rules/conditions.md#Flat-footed) against [undetected](rules/conditions.md#Undetected) creatures or when flanked. In addition, you gain the following reaction. +You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. Due to the amount of information this spell requires you to process, you can't have more than one [foresight](compendium/spells/foresight.md) spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't [flat-footed](rules/conditions.md#Flat-footed) against [undetected](rules/conditions.md#Undetected) creatures or when flanked. In addition, you gain the following reaction. ```ad-embed-ability title: Foresight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The target of foresight defends against a [hostile](rules/conditions.md#Hostile) creature or other danger. -**Effect** If the [hostile](rules/conditions.md#Hostile) creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the [fortune](rules/traits/fortune.md) trait. But if the [hostile](rules/conditions.md#Hostile) creature or danger is rolling against the target (an attack roll or skill check, for example), that [hostile](rules/conditions.md#Hostile) creature or danger rolls twice and uses the lower result, and this spell gains the [misfortune](rules/traits/misfortune.md) trait. +**Effect** If the [hostile](rules/conditions.md#Hostile) creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the [fortune](rules/traits/fortune.md "Fortune Effect Trait") trait. But if the [hostile](rules/conditions.md#Hostile) creature or danger is rolling against the target (an attack roll or skill check, for example), that [hostile](rules/conditions.md#Hostile) creature or danger rolls twice and uses the lower result, and this spell gains the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") trait. ``` *Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/compendium/spells/forgotten-lines-aoa3.md b/compendium/spells/forgotten-lines-aoa3.md index eb3672a11..41a78c9c0 100644 --- a/compendium/spells/forgotten-lines-aoa3.md +++ b/compendium/spells/forgotten-lines-aoa3.md @@ -9,9 +9,9 @@ tags: aliases: ["Forgotten Lines"] --- # Forgotten Lines *Spell 4* -[divination](rules/traits/divination.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 text or remnants thereof diff --git a/compendium/spells/foul-miasma-logm.md b/compendium/spells/foul-miasma-logm.md index 59ce0d04a..bf0217705 100644 --- a/compendium/spells/foul-miasma-logm.md +++ b/compendium/spells/foul-miasma-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Foul Miasma"] --- # Foul Miasma *Focus 4* -[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Domains**: [plague](compendium/setting/domains.md#Plague) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/freedom-of-movement.md b/compendium/spells/freedom-of-movement.md index 92a684258..a89997d90 100644 --- a/compendium/spells/freedom-of-movement.md +++ b/compendium/spells/freedom-of-movement.md @@ -8,9 +8,9 @@ tags: aliases: ["Freedom Of Movement"] --- # Freedom Of Movement *Spell 4* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature touched diff --git a/compendium/spells/frenzied-revelry-da.md b/compendium/spells/frenzied-revelry-da.md index 3023be3e8..b498fdbec 100644 --- a/compendium/spells/frenzied-revelry-da.md +++ b/compendium/spells/frenzied-revelry-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Frenzied Revelry"] --- # Frenzied Revelry *Focus 1* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [indulgence (apocryphal)](compendium/setting/domains.md#Indulgence) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -21,7 +21,7 @@ aliases: ["Frenzied Revelry"] - **Targets**you and allies in the area - **Duration**1 minute -You recall memories of hedonistic rites to send yourself into an infectious frenzy, dancing and howling wildly to encourage your companions to join in. You and your allies gain a +1 status bonus to saving throws against [mental](rules/traits/mental.md) effects while in the area. Whenever someone benefiting from this bonus critically succeeds at a saving throw against an enemy's [mental](rules/traits/mental.md) effect, its revelry increases, granting it a +1 status bonus to attack rolls and damage rolls for 1 round. +You recall memories of hedonistic rites to send yourself into an infectious frenzy, dancing and howling wildly to encourage your companions to join in. You and your allies gain a +1 status bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects while in the area. Whenever someone benefiting from this bonus critically succeeds at a saving throw against an enemy's [mental](rules/traits/mental.md "Mental Effect Trait") effect, its revelry increases, granting it a +1 status bonus to attack rolls and damage rolls for 1 round. **Heightened (4th)** The emanation's radius is 10 feet, and the status bonus to saves is +2. diff --git a/compendium/spells/friendfetch-sot1.md b/compendium/spells/friendfetch-sot1.md index 4db8aee78..07780710c 100644 --- a/compendium/spells/friendfetch-sot1.md +++ b/compendium/spells/friendfetch-sot1.md @@ -10,9 +10,9 @@ tags: aliases: ["Friendfetch"] --- # Friendfetch *Spell 1* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 or 2 willing creatures diff --git a/compendium/spells/frigid-flurry-som.md b/compendium/spells/frigid-flurry-som.md index e595a6611..809137762 100644 --- a/compendium/spells/frigid-flurry-som.md +++ b/compendium/spells/frigid-flurry-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Frigid Flurry"] --- # Frigid Flurry *Spell 7* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**line up to 120 feet - **Saving Throw** basic Reflex diff --git a/compendium/spells/frosts-touch-tv.md b/compendium/spells/frosts-touch-tv.md index c2faf5945..f4834824f 100644 --- a/compendium/spells/frosts-touch-tv.md +++ b/compendium/spells/frosts-touch-tv.md @@ -12,7 +12,7 @@ tags: aliases: ["Frost's Touch"] --- # Frost's Touch *Cantrip 1* -[arcane](rules/traits/arcane.md) [cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/fungal-hyphae-logm.md b/compendium/spells/fungal-hyphae-logm.md index 36e9d8c25..ffb7c21ba 100644 --- a/compendium/spells/fungal-hyphae-logm.md +++ b/compendium/spells/fungal-hyphae-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Fungal Hyphae"] --- # Fungal Hyphae *Spell 2* -[fungus](rules/traits/fungus-b1.md) [necromancy](rules/traits/necromancy.md) +[fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/fungal-infestation-apg.md b/compendium/spells/fungal-infestation-apg.md index 2c6a36cc7..dd39326f5 100644 --- a/compendium/spells/fungal-infestation-apg.md +++ b/compendium/spells/fungal-infestation-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Fungal Infestation"] --- # Fungal Infestation *Spell 2* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Area**15-foot cone diff --git a/compendium/spells/gale-blast-som.md b/compendium/spells/gale-blast-som.md index b9495c66a..7dd86338c 100644 --- a/compendium/spells/gale-blast-som.md +++ b/compendium/spells/gale-blast-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Gale Blast"] --- # Gale Blast *Cantrip 1* -[air](rules/traits/air.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Saving Throw** Fortitude diff --git a/compendium/spells/gaseous-form.md b/compendium/spells/gaseous-form.md index 0f3161a79..ace4a41a1 100644 --- a/compendium/spells/gaseous-form.md +++ b/compendium/spells/gaseous-form.md @@ -9,9 +9,9 @@ tags: aliases: ["Gaseous Form"] --- # Gaseous Form *Spell 4* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature @@ -19,7 +19,7 @@ aliases: ["Gaseous Form"] The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. -It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the [attack](rules/traits/attack.md) or [manipulate](rules/traits/manipulate.md) trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can [Dismiss](rules/actions/dismiss.md) the spell. +It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the [attack](rules/traits/attack.md "Attack Combat Trait") or [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can [Dismiss](rules/actions/dismiss.md) the spell. **Spell Lists**: Elemental diff --git a/compendium/spells/gasping-marsh-sot3.md b/compendium/spells/gasping-marsh-sot3.md index 95be1da55..fd5451391 100644 --- a/compendium/spells/gasping-marsh-sot3.md +++ b/compendium/spells/gasping-marsh-sot3.md @@ -11,9 +11,9 @@ tags: aliases: ["Gasping Marsh"] --- # Gasping Marsh *Spell 3* -[evocation](rules/traits/evocation.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**10-foot burst diff --git a/compendium/spells/gate.md b/compendium/spells/gate.md index 78408d985..fcecbdf1d 100644 --- a/compendium/spells/gate.md +++ b/compendium/spells/gate.md @@ -10,9 +10,9 @@ tags: aliases: ["Gate"] --- # Gate *Spell 10* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Duration**sustained up to 1 minute diff --git a/compendium/spells/genies-veil-apg.md b/compendium/spells/genies-veil-apg.md index db6aa8612..b84e6e314 100644 --- a/compendium/spells/genies-veil-apg.md +++ b/compendium/spells/genies-veil-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Genie's Veil"] --- # Genie's Veil *Focus 1* -[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/gentle-repose.md b/compendium/spells/gentle-repose.md index 977805b64..0c69cd664 100644 --- a/compendium/spells/gentle-repose.md +++ b/compendium/spells/gentle-repose.md @@ -8,9 +8,9 @@ tags: aliases: ["Gentle Repose"] --- # Gentle Repose *Spell 2* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 corpse diff --git a/compendium/spells/geyser-som.md b/compendium/spells/geyser-som.md index 4d04792ee..f975f9d76 100644 --- a/compendium/spells/geyser-som.md +++ b/compendium/spells/geyser-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Geyser"] --- # Geyser *Spell 5* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**10-foot radius, 50-foot-tall cylinder diff --git a/compendium/spells/ghost-sound.md b/compendium/spells/ghost-sound.md index 84752adfa..b2cfcf66e 100644 --- a/compendium/spells/ghost-sound.md +++ b/compendium/spells/ghost-sound.md @@ -10,9 +10,9 @@ tags: aliases: ["Ghost Sound"] --- # Ghost Sound *Cantrip 1* -[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [illusion](rules/traits/illusion.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Duration**sustained diff --git a/compendium/spells/ghostly-shift-da.md b/compendium/spells/ghostly-shift-da.md index 2d77ac2f4..90fed8695 100644 --- a/compendium/spells/ghostly-shift-da.md +++ b/compendium/spells/ghostly-shift-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Ghostly Shift"] --- # Ghostly Shift *Cantrip 3* -[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/ghostly-tragedy-apg.md b/compendium/spells/ghostly-tragedy-apg.md index 132eb50c5..65341273f 100644 --- a/compendium/spells/ghostly-tragedy-apg.md +++ b/compendium/spells/ghostly-tragedy-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Ghostly Tragedy"] --- # Ghostly Tragedy *Spell 4* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** (1 minute) - **Area**60-foot emanation - **Duration**10 minutes diff --git a/compendium/spells/ghostly-transcription-logm.md b/compendium/spells/ghostly-transcription-logm.md index 049d005a1..4f5f386d5 100644 --- a/compendium/spells/ghostly-transcription-logm.md +++ b/compendium/spells/ghostly-transcription-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Ghostly Transcription"] --- # Ghostly Transcription *Focus 4* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Domains**: [glyph](compendium/setting/domains.md#Glyph) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -17,6 +17,6 @@ aliases: ["Ghostly Transcription"] - **Targets**1 creature - **Duration**1 minute -Glowing letters assemble in the air, providing a transcription of the target's speech in all languages you speak. For the spell's duration, any words spoken aloud by the target are spelled out in letters in front of them. When you [Cast the Spell](rules/actions/cast-a-spell.md), you can choose whether these letters are visible to all creatures or only certain creatures you specify. Any words the target mouths silently are similarly spelled out, allowing the target to communicate silently or in areas where sound doesn't carry. This even allows the target to provide verbal casting components in such areas, but only if you choose to make the letters visible to all creatures. Furthermore, any of the target's [auditory](rules/traits/auditory.md) abilities can affect creatures even in areas where sound does not carry as long as you have made the glyphs visible to them and they have line of sight to the target; in this case, they gain the [visual](rules/traits/visual.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. +Glowing letters assemble in the air, providing a transcription of the target's speech in all languages you speak. For the spell's duration, any words spoken aloud by the target are spelled out in letters in front of them. When you [Cast the Spell](rules/actions/cast-a-spell.md), you can choose whether these letters are visible to all creatures or only certain creatures you specify. Any words the target mouths silently are similarly spelled out, allowing the target to communicate silently or in areas where sound doesn't carry. This even allows the target to provide verbal casting components in such areas, but only if you choose to make the letters visible to all creatures. Furthermore, any of the target's [auditory](rules/traits/auditory.md "Auditory Effect Trait") abilities can affect creatures even in areas where sound does not carry as long as you have made the glyphs visible to them and they have line of sight to the target; in this case, they gain the [visual](rules/traits/visual.md "Visual Effect Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. *Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/ghostly-weapon.md b/compendium/spells/ghostly-weapon.md index ae1fe8bbe..809acb43e 100644 --- a/compendium/spells/ghostly-weapon.md +++ b/compendium/spells/ghostly-weapon.md @@ -8,9 +8,9 @@ tags: aliases: ["Ghostly Weapon"] --- # Ghostly Weapon *Spell 3* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 weapon that is either unattended or wielded by you or a willing ally diff --git a/compendium/spells/ghoulish-cravings.md b/compendium/spells/ghoulish-cravings.md index 8b8eb9446..43c13f7d4 100644 --- a/compendium/spells/ghoulish-cravings.md +++ b/compendium/spells/ghoulish-cravings.md @@ -10,9 +10,9 @@ tags: aliases: ["Ghoulish Cravings"] --- # Ghoulish Cravings *Spell 2* -[disease](rules/traits/disease.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -29,7 +29,7 @@ You touch the target to afflict it with ghoul fever, infesting it with hunger an ```ad-inline-affliction title: Ghoul Fever _Level 3_ -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") ## Stages @@ -46,7 +46,7 @@ title: Ghoul Fever _Level 3_ **Stage 6** the creature dies and rises as a ghoul at the next midnight -%% #trait/disease #affliction/level/level-3 %% +%% #affliction/level/level-3 #trait/disease %% ``` ## Summary diff --git a/compendium/spells/girzanjes-march-sot3.md b/compendium/spells/girzanjes-march-sot3.md index e326cdf78..4e9f1d228 100644 --- a/compendium/spells/girzanjes-march-sot3.md +++ b/compendium/spells/girzanjes-march-sot3.md @@ -13,14 +13,14 @@ tags: aliases: ["Girzanje's March"] --- # Girzanje's March *Spell 4* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot burst - **Duration**sustained up to 1 minute -You sing a prayer for war, inspiring valor in allies who hear your song. Allied creatures who can hear and understand you gain a +1 status bonus to attack rolls, Fortitude saves, and Will saves against [mental](rules/traits/mental.md) effects. +You sing a prayer for war, inspiring valor in allies who hear your song. Allied creatures who can hear and understand you gain a +1 status bonus to attack rolls, Fortitude saves, and Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. **Heightened (7th)** The status bonus increases to +2. diff --git a/compendium/spells/glacial-heart-lol.md b/compendium/spells/glacial-heart-lol.md index 7aa86c316..b9e52ea0e 100644 --- a/compendium/spells/glacial-heart-lol.md +++ b/compendium/spells/glacial-heart-lol.md @@ -11,7 +11,7 @@ tags: aliases: ["Glacial Heart"] --- # Glacial Heart *Focus 5* -[evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot @@ -24,7 +24,7 @@ Ice and bone-deep cold assail the target, freezing it from the inside out. The f > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target takes half damage and is [slowed](rules/conditions.md#Slowed) for 1 round. The spell ends. -> - **Failure** The target takes full damage, is [slowed](rules/conditions.md#Slowed), and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md) trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (or 2 on a critical failure), to a maximum of [slowed](rules/conditions.md#Slowed). On a success, the [slowed](rules/conditions.md#Slowed) condition decreases by 1. If at any point the [slowed](rules/conditions.md#Slowed) condition is reduced to 0, the spell ends. Once a creature's actions are reduced to 0 by this [slowed](rules/conditions.md#Slowed) condition, the creature is completely encased in ice. It continues making saves against glacial heart, possibly allowing it to reduce its [slowed](rules/conditions.md#Slowed) condition enough that it can act. This ice has Hardness 4 and 8 Hit Points, and its DC to [Force Open](rules/actions/force-open.md) is your spell DC. Breaking the ice frees the creature and ends the spell. If someone other than the target breaks the ice from outside, the target is [stunned](rules/conditions.md#Stunned) and takes any damage dealt by the breaking effect in excess of the ice's Hit Points. +> - **Failure** The target takes full damage, is [slowed](rules/conditions.md#Slowed), and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (or 2 on a critical failure), to a maximum of [slowed](rules/conditions.md#Slowed). On a success, the [slowed](rules/conditions.md#Slowed) condition decreases by 1. If at any point the [slowed](rules/conditions.md#Slowed) condition is reduced to 0, the spell ends. Once a creature's actions are reduced to 0 by this [slowed](rules/conditions.md#Slowed) condition, the creature is completely encased in ice. It continues making saves against glacial heart, possibly allowing it to reduce its [slowed](rules/conditions.md#Slowed) condition enough that it can act. This ice has Hardness 4 and 8 Hit Points, and its DC to [Force Open](rules/actions/force-open.md) is your spell DC. Breaking the ice frees the creature and ends the spell. If someone other than the target breaks the ice from outside, the target is [stunned](rules/conditions.md#Stunned) and takes any damage dealt by the breaking effect in excess of the ice's Hit Points. > - **Critical Failure** As failure, but the target takes double damage and is initially [slowed](rules/conditions.md#Slowed). **Heightened (+ 1)** Increase the cold damage by `2d6`. diff --git a/compendium/spells/glibness.md b/compendium/spells/glibness.md index 39fdb1f39..473abc6ff 100644 --- a/compendium/spells/glibness.md +++ b/compendium/spells/glibness.md @@ -10,9 +10,9 @@ tags: aliases: ["Glibness"] --- # Glibness *Spell 4* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/glimmer-of-charm-som.md b/compendium/spells/glimmer-of-charm-som.md index 4de05ecf0..736e2cfeb 100644 --- a/compendium/spells/glimmer-of-charm-som.md +++ b/compendium/spells/glimmer-of-charm-som.md @@ -13,9 +13,9 @@ tags: aliases: ["Glimmer Of Charm"] --- # Glimmer Of Charm *Spell 5* -[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**20-foot emanation centered on you - **Saving Throw** Will diff --git a/compendium/spells/glimpse-the-truth.md b/compendium/spells/glimpse-the-truth.md index d0ac828a2..84013fbb1 100644 --- a/compendium/spells/glimpse-the-truth.md +++ b/compendium/spells/glimpse-the-truth.md @@ -12,7 +12,7 @@ tags: aliases: ["Glimpse The Truth"] --- # Glimpse The Truth *Focus 4* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [truth](compendium/setting/domains.md#Truth) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/glimpse-weakness-da.md b/compendium/spells/glimpse-weakness-da.md index ed5336afc..0162b04c6 100644 --- a/compendium/spells/glimpse-weakness-da.md +++ b/compendium/spells/glimpse-weakness-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Glimpse Weakness"] --- # Glimpse Weakness *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**60 foot diff --git a/compendium/spells/glitterdust.md b/compendium/spells/glitterdust.md index fb4c894a4..6e86f2812 100644 --- a/compendium/spells/glitterdust.md +++ b/compendium/spells/glitterdust.md @@ -9,9 +9,9 @@ tags: aliases: ["Glitterdust"] --- # Glitterdust *Spell 2* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot burst diff --git a/compendium/spells/globe-of-invulnerability.md b/compendium/spells/globe-of-invulnerability.md index 296bf1647..824fd1518 100644 --- a/compendium/spells/globe-of-invulnerability.md +++ b/compendium/spells/globe-of-invulnerability.md @@ -10,9 +10,9 @@ tags: aliases: ["Globe Of Invulnerability"] --- # Globe Of Invulnerability *Spell 4* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**10-foot burst centered on one corner of your space - **Duration**10 minutes diff --git a/compendium/spells/gluttons-jaws.md b/compendium/spells/gluttons-jaws.md index fd6a60538..1717f012e 100644 --- a/compendium/spells/gluttons-jaws.md +++ b/compendium/spells/gluttons-jaws.md @@ -11,13 +11,13 @@ tags: aliases: ["Glutton's Jaws"] --- # Glutton's Jaws *Focus 1* -[morph](rules/traits/morph.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute -Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the [forceful](rules/traits/forceful.md) trait dealing `1d8` piercing damage. If you hit with your jaws and deal damage, you gain `1d6` temporary Hit Points. +Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the [forceful](rules/traits/forceful.md "Forceful Weapon Trait") trait dealing `1d8` piercing damage. If you hit with your jaws and deal damage, you gain `1d6` temporary Hit Points. **Heightened (+ 2)** The temporary Hit Points increase by 1d6. diff --git a/compendium/spells/glyph-of-warding.md b/compendium/spells/glyph-of-warding.md index f11de71ce..fea8338e5 100644 --- a/compendium/spells/glyph-of-warding.md +++ b/compendium/spells/glyph-of-warding.md @@ -8,9 +8,9 @@ tags: aliases: ["Glyph Of Warding"] --- # Glyph Of Warding *Spell 3* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 container or a 10-foot-by-10-foot area diff --git a/compendium/spells/goblin-pox.md b/compendium/spells/goblin-pox.md index 2a273642e..36c455a48 100644 --- a/compendium/spells/goblin-pox.md +++ b/compendium/spells/goblin-pox.md @@ -9,9 +9,9 @@ tags: aliases: ["Goblin Pox"] --- # Goblin Pox *Spell 1* -[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) +[disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -28,7 +28,7 @@ Your touch afflicts the target with goblin pox, an irritating allergenic rash. T ```ad-inline-affliction title: Goblin Pox _Level 1_ -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") Goblins and goblin dogs are immune. @@ -41,7 +41,7 @@ Goblins and goblin dogs are immune. **Stage 3** [sickened](rules/conditions.md#Sickened) and the creature can't reduce its [sickened](rules/conditions.md#Sickened) value below 1 (1 day) -%% #trait/disease #affliction/level/level-1 %% +%% #affliction/level/level-1 #trait/disease %% ``` ## Summary diff --git a/compendium/spells/goodberry.md b/compendium/spells/goodberry.md index 6a2ecd1d6..26cb06027 100644 --- a/compendium/spells/goodberry.md +++ b/compendium/spells/goodberry.md @@ -11,7 +11,7 @@ tags: aliases: ["Goodberry"] --- # Goodberry *Focus 1* -[druid](rules/traits/druid.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch diff --git a/compendium/spells/gouging-claw-som.md b/compendium/spells/gouging-claw-som.md index a224f637c..5dab1a5f7 100644 --- a/compendium/spells/gouging-claw-som.md +++ b/compendium/spells/gouging-claw-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Gouging Claw"] --- # Gouging Claw *Cantrip 1* -[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/grasping-grave.md b/compendium/spells/grasping-grave.md index 0bb91d109..aafff9acf 100644 --- a/compendium/spells/grasping-grave.md +++ b/compendium/spells/grasping-grave.md @@ -11,7 +11,7 @@ tags: aliases: ["Grasping Grave"] --- # Grasping Grave *Focus 5* -[necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/grave-impressions-sot1.md b/compendium/spells/grave-impressions-sot1.md index 8629b9632..d6b96cdd4 100644 --- a/compendium/spells/grave-impressions-sot1.md +++ b/compendium/spells/grave-impressions-sot1.md @@ -9,9 +9,9 @@ tags: aliases: ["Grave Impressions"] --- # Grave Impressions *Spell 2* -[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 corpse @@ -19,7 +19,7 @@ aliases: ["Grave Impressions"] You project a fragment of your senses into the corpse. -While within 500 feet of the corpse (even if it's outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse's senses, with a single action that has the [concentrate](rules/traits/concentrate.md) trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends. +While within 500 feet of the corpse (even if it's outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse's senses, with a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends. **Heightened (4th)** The duration increases to 1 hour. diff --git a/compendium/spells/gravitational-pull-som.md b/compendium/spells/gravitational-pull-som.md index ac630dc02..5157d0db5 100644 --- a/compendium/spells/gravitational-pull-som.md +++ b/compendium/spells/gravitational-pull-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Gravitational Pull"] --- # Gravitational Pull *Spell 1* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/gravity-weapon-apg.md b/compendium/spells/gravity-weapon-apg.md index 6d40047b7..d2913fefe 100644 --- a/compendium/spells/gravity-weapon-apg.md +++ b/compendium/spells/gravity-weapon-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Gravity Weapon"] --- # Gravity Weapon *Focus 1* -[evocation](rules/traits/evocation.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute diff --git a/compendium/spells/gravity-well-logm.md b/compendium/spells/gravity-well-logm.md index bed5f191a..d095c6e80 100644 --- a/compendium/spells/gravity-well-logm.md +++ b/compendium/spells/gravity-well-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Gravity Well"] --- # Gravity Well *Spell 3* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**30-foot-radius burst diff --git a/compendium/spells/gray-shadow-sot3.md b/compendium/spells/gray-shadow-sot3.md index e63db4cdb..4ffa6eb02 100644 --- a/compendium/spells/gray-shadow-sot3.md +++ b/compendium/spells/gray-shadow-sot3.md @@ -10,9 +10,9 @@ tags: aliases: ["Gray Shadow"] --- # Gray Shadow *Spell 6* -[necromancy](rules/traits/necromancy.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**1 [dying](rules/conditions.md#Dying) creature diff --git a/compendium/spells/grease.md b/compendium/spells/grease.md index 17aad05b1..8cd7b4461 100644 --- a/compendium/spells/grease.md +++ b/compendium/spells/grease.md @@ -9,9 +9,9 @@ tags: aliases: ["Grease"] --- # Grease *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**4 contiguous 5-foot squares or diff --git a/compendium/spells/grim-tendrils.md b/compendium/spells/grim-tendrils.md index c8ab7bc59..5b999d35f 100644 --- a/compendium/spells/grim-tendrils.md +++ b/compendium/spells/grim-tendrils.md @@ -10,9 +10,9 @@ tags: aliases: ["Grim Tendrils"] --- # Grim Tendrils *Spell 1* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot line - **Saving Throw** Fortitude diff --git a/compendium/spells/grisly-growths-apg.md b/compendium/spells/grisly-growths-apg.md index 20967d9c4..c987114b6 100644 --- a/compendium/spells/grisly-growths-apg.md +++ b/compendium/spells/grisly-growths-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Grisly Growths"] --- # Grisly Growths *Spell 5* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 corporeal creature @@ -22,7 +22,7 @@ The target takes `10d6` piercing damage (basic Fortitude save) as the new featur In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. -This additional effect is a [mental](rules/traits/mental.md) and [visual](rules/traits/visual.md) effect. +This additional effect is a [mental](rules/traits/mental.md "Mental Effect Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") effect. > [!success-degree] > - **Success** The creature is unaffected. diff --git a/compendium/spells/gritty-wheeze-tok.md b/compendium/spells/gritty-wheeze-tok.md index ed28da135..6a1127e74 100644 --- a/compendium/spells/gritty-wheeze-tok.md +++ b/compendium/spells/gritty-wheeze-tok.md @@ -12,9 +12,9 @@ tags: aliases: ["Gritty Wheeze"] --- # Gritty Wheeze *Spell 1* -[air](rules/traits/air.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** Fortitude diff --git a/compendium/spells/guidance.md b/compendium/spells/guidance.md index 032d16ab7..9ce2fcb1c 100644 --- a/compendium/spells/guidance.md +++ b/compendium/spells/guidance.md @@ -9,9 +9,9 @@ tags: aliases: ["Guidance"] --- # Guidance *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/guiding-star-som.md b/compendium/spells/guiding-star-som.md index 262a6337a..6d56b3ee9 100644 --- a/compendium/spells/guiding-star-som.md +++ b/compendium/spells/guiding-star-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Guiding Star"] --- # Guiding Star *Spell 2* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**planetary - **Targets**1 creature you've met diff --git a/compendium/spells/gust-of-wind.md b/compendium/spells/gust-of-wind.md index 4e5a86dd2..45a363dcf 100644 --- a/compendium/spells/gust-of-wind.md +++ b/compendium/spells/gust-of-wind.md @@ -10,9 +10,9 @@ tags: aliases: ["Gust Of Wind"] --- # Gust Of Wind *Spell 1* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot line - **Duration**until the start of your next turn diff --git a/compendium/spells/halcyon-infusion-lol.md b/compendium/spells/halcyon-infusion-lol.md index c4bf799c2..9e011e7fe 100644 --- a/compendium/spells/halcyon-infusion-lol.md +++ b/compendium/spells/halcyon-infusion-lol.md @@ -10,9 +10,9 @@ tags: aliases: ["Halcyon Infusion"] --- # Halcyon Infusion *Spell 6* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**one willing creature of lower level than you diff --git a/compendium/spells/hallowed-ground-botd.md b/compendium/spells/hallowed-ground-botd.md index a27fe2981..b830484e8 100644 --- a/compendium/spells/hallowed-ground-botd.md +++ b/compendium/spells/hallowed-ground-botd.md @@ -12,7 +12,7 @@ tags: aliases: ["Hallowed Ground"] --- # Hallowed Ground *Focus 1* -[good](rules/traits/good.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[good](rules/traits/good.md "Good Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/hallucination.md b/compendium/spells/hallucination.md index e7ace03b9..a29b51230 100644 --- a/compendium/spells/hallucination.md +++ b/compendium/spells/hallucination.md @@ -10,9 +10,9 @@ tags: aliases: ["Hallucination"] --- # Hallucination *Spell 5* -[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/hallucinatory-terrain.md b/compendium/spells/hallucinatory-terrain.md index 0af56b3aa..d24dc1039 100644 --- a/compendium/spells/hallucinatory-terrain.md +++ b/compendium/spells/hallucinatory-terrain.md @@ -10,9 +10,9 @@ tags: aliases: ["Hallucinatory Terrain"] --- # Hallucinatory Terrain *Spell 4* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**500 foot - **Area**50-foot burst diff --git a/compendium/spells/hand-of-the-apprentice.md b/compendium/spells/hand-of-the-apprentice.md index cdac286ec..37c291025 100644 --- a/compendium/spells/hand-of-the-apprentice.md +++ b/compendium/spells/hand-of-the-apprentice.md @@ -11,7 +11,7 @@ tags: aliases: ["Hand Of The Apprentice"] --- # Hand Of The Apprentice *Focus 1* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**500 foot diff --git a/compendium/spells/harm.md b/compendium/spells/harm.md index d66bcd6aa..8f8502cfb 100644 --- a/compendium/spells/harm.md +++ b/compendium/spells/harm.md @@ -9,9 +9,9 @@ tags: aliases: ["Harm"] --- # Harm *Spell 1* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**varies - **Targets**1 living creature or 1 willing undead creature diff --git a/compendium/spells/haste.md b/compendium/spells/haste.md index b2d71187d..9259c26db 100644 --- a/compendium/spells/haste.md +++ b/compendium/spells/haste.md @@ -8,9 +8,9 @@ tags: aliases: ["Haste"] --- # Haste *Spell 3* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/hasted-assault-som.md b/compendium/spells/hasted-assault-som.md index f662d1ca8..6b31a065a 100644 --- a/compendium/spells/hasted-assault-som.md +++ b/compendium/spells/hasted-assault-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Hasted Assault"] --- # Hasted Assault *Focus 7* -[magus](rules/traits/magus-som.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute diff --git a/compendium/spells/haunting-hymn-som.md b/compendium/spells/haunting-hymn-som.md index 81ee1d8dc..9b180ff52 100644 --- a/compendium/spells/haunting-hymn-som.md +++ b/compendium/spells/haunting-hymn-som.md @@ -12,9 +12,9 @@ tags: aliases: ["Haunting Hymn"] --- # Haunting Hymn *Cantrip 1* -[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** Fortitude diff --git a/compendium/spells/heal-animal.md b/compendium/spells/heal-animal.md index b863f982d..0a59af2c0 100644 --- a/compendium/spells/heal-animal.md +++ b/compendium/spells/heal-animal.md @@ -12,7 +12,7 @@ tags: aliases: ["Heal Animal"] --- # Heal Animal *Focus 1* -[druid](rules/traits/druid.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/heal-companion-apg.md b/compendium/spells/heal-companion-apg.md index 8f240144e..ebc4e686c 100644 --- a/compendium/spells/heal-companion-apg.md +++ b/compendium/spells/heal-companion-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Heal Companion"] --- # Heal Companion *Focus 1* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/heal.md b/compendium/spells/heal.md index 87118a473..663e40cf7 100644 --- a/compendium/spells/heal.md +++ b/compendium/spells/heal.md @@ -10,9 +10,9 @@ tags: aliases: ["Heal"] --- # Heal *Spell 1* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**varies - **Targets**1 willing living creature or 1 undead creature diff --git a/compendium/spells/healers-blessing.md b/compendium/spells/healers-blessing.md index 27fbb69f6..feffde63f 100644 --- a/compendium/spells/healers-blessing.md +++ b/compendium/spells/healers-blessing.md @@ -10,7 +10,7 @@ tags: aliases: ["Healer's Blessing"] --- # Healer's Blessing *Focus 1* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [healing](compendium/setting/domains.md#Healing) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/healing-plaster-som.md b/compendium/spells/healing-plaster-som.md index 978920ccb..3c5ebb204 100644 --- a/compendium/spells/healing-plaster-som.md +++ b/compendium/spells/healing-plaster-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Healing Plaster"] --- # Healing Plaster *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**5 foot - **Targets**a handful of dirt or mud diff --git a/compendium/spells/healing-well-som.md b/compendium/spells/healing-well-som.md index a8a20f47d..d019cfafc 100644 --- a/compendium/spells/healing-well-som.md +++ b/compendium/spells/healing-well-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Healing Well"] --- # Healing Well *Spell 5* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**1 minute diff --git a/compendium/spells/hearts-desire-apg.md b/compendium/spells/hearts-desire-apg.md index 55995a727..0f082b35d 100644 --- a/compendium/spells/hearts-desire-apg.md +++ b/compendium/spells/hearts-desire-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Heart's Desire"] --- # Heart's Desire *Focus 3* -[emotion](rules/traits/emotion.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/heat-metal-apg.md b/compendium/spells/heat-metal-apg.md index 9c3981322..92d2c6713 100644 --- a/compendium/spells/heat-metal-apg.md +++ b/compendium/spells/heat-metal-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Heat Metal"] --- # Heat Metal *Spell 2* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 metal item or metal creature diff --git a/compendium/spells/hellfire-plume.md b/compendium/spells/hellfire-plume.md index 3ec6b55cb..4ba7f2070 100644 --- a/compendium/spells/hellfire-plume.md +++ b/compendium/spells/hellfire-plume.md @@ -13,7 +13,7 @@ tags: aliases: ["Hellfire Plume"] --- # Hellfire Plume *Focus 5* -[evil](rules/traits/evil.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/heroic-feat-apg.md b/compendium/spells/heroic-feat-apg.md index b9ab33ae1..b257da152 100644 --- a/compendium/spells/heroic-feat-apg.md +++ b/compendium/spells/heroic-feat-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Heroic Feat"] --- # Heroic Feat *Focus 6* -[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/heroism.md b/compendium/spells/heroism.md index 3d497956d..6c00487b8 100644 --- a/compendium/spells/heroism.md +++ b/compendium/spells/heroism.md @@ -9,9 +9,9 @@ tags: aliases: ["Heroism"] --- # Heroism *Spell 3* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/heros-defiance.md b/compendium/spells/heros-defiance.md index 7a7ed179f..941641d01 100644 --- a/compendium/spells/heros-defiance.md +++ b/compendium/spells/heros-defiance.md @@ -12,7 +12,7 @@ tags: aliases: ["Hero's Defiance"] --- # Hero's Defiance *Focus 10* -[champion](rules/traits/champion.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**An attack would bring you to 0 Hit Points. @@ -23,6 +23,6 @@ Just before applying the attack's damage, you recover `10d4+20` Hit Points. If t Either way, cheating death is difficult, and you can't use hero's defiance again until you [Refocus](rules/actions/refocus.md) or the next time you prepare. -Hero's defiance cannot be used against effects with the [death](rules/traits/death.md) trait or that would leave no remains, such as [disintegrate](compendium/spells/disintegrate.md). +Hero's defiance cannot be used against effects with the [death](rules/traits/death.md "Death Effect Trait") trait or that would leave no remains, such as [disintegrate](compendium/spells/disintegrate.md). *Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/hideous-laughter.md b/compendium/spells/hideous-laughter.md index a018f4863..277764109 100644 --- a/compendium/spells/hideous-laughter.md +++ b/compendium/spells/hideous-laughter.md @@ -10,9 +10,9 @@ tags: aliases: ["Hideous Laughter"] --- # Hideous Laughter *Spell 2* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 living creature diff --git a/compendium/spells/hollow-heart-da.md b/compendium/spells/hollow-heart-da.md index f043533bc..5b17b36bc 100644 --- a/compendium/spells/hollow-heart-da.md +++ b/compendium/spells/hollow-heart-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Hollow Heart"] --- # Hollow Heart *Focus 1* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [ambition (apocryphal)](compendium/setting/domains.md#Ambition) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/hologram-cage-da.md b/compendium/spells/hologram-cage-da.md index 5c6402dc8..a814cd475 100644 --- a/compendium/spells/hologram-cage-da.md +++ b/compendium/spells/hologram-cage-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Hologram Cage"] --- # Hologram Cage *Cantrip 5* -[cantrip](rules/traits/cantrip.md) [illusion](rules/traits/illusion.md) [light](rules/traits/light.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [light](rules/traits/light.md "Light Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot diff --git a/compendium/spells/holy-cascade.md b/compendium/spells/holy-cascade.md index 744ef36a7..1cfd857a7 100644 --- a/compendium/spells/holy-cascade.md +++ b/compendium/spells/holy-cascade.md @@ -12,9 +12,9 @@ tags: aliases: ["Holy Cascade"] --- # Holy Cascade *Spell 4* -[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [positive](rules/traits/positive.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Cost**one vial of [holy water](compendium/equipment/items/holy-water.md) - **Range**500 foot diff --git a/compendium/spells/horizon-thunder-sphere-som.md b/compendium/spells/horizon-thunder-sphere-som.md index dfcd859e7..7d3810da7 100644 --- a/compendium/spells/horizon-thunder-sphere-som.md +++ b/compendium/spells/horizon-thunder-sphere-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Horizon Thunder Sphere"] --- # Horizon Thunder Sphere *Spell 1* -[attack](rules/traits/attack.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds - **Range**varies - **Targets**1 creature diff --git a/compendium/spells/horrid-wilting.md b/compendium/spells/horrid-wilting.md index 376c81e8f..804a9eeac 100644 --- a/compendium/spells/horrid-wilting.md +++ b/compendium/spells/horrid-wilting.md @@ -9,9 +9,9 @@ tags: aliases: ["Horrid Wilting"] --- # Horrid Wilting *Spell 8* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Targets**any number of living creatures diff --git a/compendium/spells/horrific-visage.md b/compendium/spells/horrific-visage.md index a4f37379a..725bb34c2 100644 --- a/compendium/spells/horrific-visage.md +++ b/compendium/spells/horrific-visage.md @@ -15,7 +15,7 @@ tags: aliases: ["Horrific Visage"] --- # Horrific Visage *Focus 3* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/house-of-imaginary-walls.md b/compendium/spells/house-of-imaginary-walls.md index 5cec3f1c5..64150f8ae 100644 --- a/compendium/spells/house-of-imaginary-walls.md +++ b/compendium/spells/house-of-imaginary-walls.md @@ -13,7 +13,7 @@ tags: aliases: ["House Of Imaginary Walls"] --- # House Of Imaginary Walls *Cantrip 5* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch diff --git a/compendium/spells/humanoid-form.md b/compendium/spells/humanoid-form.md index ff21ecb15..bf02759dc 100644 --- a/compendium/spells/humanoid-form.md +++ b/compendium/spells/humanoid-form.md @@ -9,13 +9,13 @@ tags: aliases: ["Humanoid Form"] --- # Humanoid Form *Spell 2* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes -You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the [humanoid](rules/traits/humanoid.md) trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the [shrink](compendium/spells/shrink.md) spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. +You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the [shrink](compendium/spells/shrink.md) spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size. diff --git a/compendium/spells/hunters-luck-apg.md b/compendium/spells/hunters-luck-apg.md index 3cde2bcd4..0c718bf41 100644 --- a/compendium/spells/hunters-luck-apg.md +++ b/compendium/spells/hunters-luck-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Hunter's Luck"] --- # Hunter's Luck *Focus 2* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**You attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature, but you haven't rolled yet. diff --git a/compendium/spells/hunters-vision-apg.md b/compendium/spells/hunters-vision-apg.md index 944bef534..82e7891dd 100644 --- a/compendium/spells/hunters-vision-apg.md +++ b/compendium/spells/hunters-vision-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Hunter's Vision"] --- # Hunter's Vision *Focus 5* -[divination](rules/traits/divination.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/hurtling-stone.md b/compendium/spells/hurtling-stone.md index 8d6524171..cf0506dca 100644 --- a/compendium/spells/hurtling-stone.md +++ b/compendium/spells/hurtling-stone.md @@ -12,7 +12,7 @@ tags: aliases: ["Hurtling Stone"] --- # Hurtling Stone *Focus 1* -[attack](rules/traits/attack.md) [cleric](rules/traits/cleric.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [earth](compendium/setting/domains.md#Earth) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/hydraulic-push.md b/compendium/spells/hydraulic-push.md index a38b60897..6e7e346ab 100644 --- a/compendium/spells/hydraulic-push.md +++ b/compendium/spells/hydraulic-push.md @@ -10,9 +10,9 @@ tags: aliases: ["Hydraulic Push"] --- # Hydraulic Push *Spell 1* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature or object diff --git a/compendium/spells/hydraulic-torrent.md b/compendium/spells/hydraulic-torrent.md index 2d6d6f284..5e6325d69 100644 --- a/compendium/spells/hydraulic-torrent.md +++ b/compendium/spells/hydraulic-torrent.md @@ -10,9 +10,9 @@ tags: aliases: ["Hydraulic Torrent"] --- # Hydraulic Torrent *Spell 4* -[evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot line - **Saving Throw** Fortitude diff --git a/compendium/spells/hymn-of-healing-apg.md b/compendium/spells/hymn-of-healing-apg.md index 700a8ca1e..b9210e313 100644 --- a/compendium/spells/hymn-of-healing-apg.md +++ b/compendium/spells/hymn-of-healing-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Hymn of Healing"] --- # Hymn of Healing *Focus 1* -[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/hypercognition.md b/compendium/spells/hypercognition.md index 44728b565..284b50608 100644 --- a/compendium/spells/hypercognition.md +++ b/compendium/spells/hypercognition.md @@ -8,9 +8,9 @@ tags: aliases: ["Hypercognition"] --- # Hypercognition *Spell 3* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 [Recall Knowledge](rules/actions/recall-knowledge.md) actions as part of [Casting this Spell](rules/actions/cast-a-spell.md). For these actions, you can't use any special abilities, reactions, or free actions that trigger when you [Recall Knowledge](rules/actions/recall-knowledge.md). diff --git a/compendium/spells/hyperfocus-logm.md b/compendium/spells/hyperfocus-logm.md index 09043cf8a..eb2f84ed6 100644 --- a/compendium/spells/hyperfocus-logm.md +++ b/compendium/spells/hyperfocus-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Hyperfocus"] --- # Hyperfocus *Focus 1* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") - **Domains**: [delirium](compendium/setting/domains.md#Delirium) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/hypnotic-pattern.md b/compendium/spells/hypnotic-pattern.md index 55ec3384b..3a8045f15 100644 --- a/compendium/spells/hypnotic-pattern.md +++ b/compendium/spells/hypnotic-pattern.md @@ -10,9 +10,9 @@ tags: aliases: ["Hypnotic Pattern"] --- # Hypnotic Pattern *Spell 3* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot burst diff --git a/compendium/spells/ice-storm-apg.md b/compendium/spells/ice-storm-apg.md index 78abfb4d9..b30a30223 100644 --- a/compendium/spells/ice-storm-apg.md +++ b/compendium/spells/ice-storm-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Ice Storm"] --- # Ice Storm *Spell 4* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/ignite-fireworks-som.md b/compendium/spells/ignite-fireworks-som.md index 471a92bad..06d5b8cde 100644 --- a/compendium/spells/ignite-fireworks-som.md +++ b/compendium/spells/ignite-fireworks-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Ignite Fireworks"] --- # Ignite Fireworks *Spell 2* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**10-foot burst diff --git a/compendium/spells/ill-omen-logm.md b/compendium/spells/ill-omen-logm.md index 17bd6f73e..7c12b27ec 100644 --- a/compendium/spells/ill-omen-logm.md +++ b/compendium/spells/ill-omen-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Ill Omen"] --- # Ill Omen *Spell 1* -[curse](rules/traits/curse.md) [divination](rules/traits/divination.md) [misfortune](rules/traits/misfortune.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/illusory-creature.md b/compendium/spells/illusory-creature.md index 97ebd1bef..4cb648cbb 100644 --- a/compendium/spells/illusory-creature.md +++ b/compendium/spells/illusory-creature.md @@ -10,9 +10,9 @@ tags: aliases: ["Illusory Creature"] --- # Illusory Creature *Spell 2* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Duration**sustained @@ -23,7 +23,7 @@ The image can't speak, but you can use your actions to speak through the creatur In combat, the illusion can use 2 actions per turn, which it uses when you [Sustain the Spell](rules/actions/sustain-a-spell.md). It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. -The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a [Strike](rules/actions/strike.md), the target takes mental damage equal to `1d4` plus your spellcasting ability modifier. This is a [mental](rules/traits/mental.md) effect. +The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a [Strike](rules/actions/strike.md), the target takes mental damage equal to `1d4` plus your spellcasting ability modifier. This is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. The illusion's [Strikes](rules/actions/strike.md) are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate [Perception](compendium/skills.md#Perception) check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. diff --git a/compendium/spells/illusory-disguise.md b/compendium/spells/illusory-disguise.md index 3709ae669..467615024 100644 --- a/compendium/spells/illusory-disguise.md +++ b/compendium/spells/illusory-disguise.md @@ -9,9 +9,9 @@ tags: aliases: ["Illusory Disguise"] --- # Illusory Disguise *Spell 1* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour @@ -19,8 +19,8 @@ You create an illusion that causes you to appear as another creature of the same Casting illusory disguise counts as setting up a disguise for the [Impersonate](rules/actions/impersonate.md) use of [Deception](compendium/skills.md#Deception); it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can [Dismiss](rules/actions/dismiss.md) this spell. -**Heightened (2nd)** The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md) and [olfactory](rules/traits/olfactory-b1.md) traits. +**Heightened (2nd)** The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") traits. -**Heightened (3rd)** You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md) trait. +**Heightened (3rd)** You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. *Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/compendium/spells/illusory-object.md b/compendium/spells/illusory-object.md index 76d071b1d..e02cdeebd 100644 --- a/compendium/spells/illusory-object.md +++ b/compendium/spells/illusory-object.md @@ -10,9 +10,9 @@ tags: aliases: ["Illusory Object"] --- # Illusory Object *Spell 1* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**20-foot burst @@ -24,7 +24,7 @@ The entire image must fit within the spell's area. The object appears to animate Any creature that touches the image or uses the [Seek](rules/actions/seek.md) action to examine it can attempt to 0. -**Heightened (2nd)** Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the [auditory](rules/traits/auditory.md) trait. The duration increases to 1 hour. +**Heightened (2nd)** Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. The duration increases to 1 hour. **Heightened (5th)** As the 2nd-level version, but the duration is unlimited. diff --git a/compendium/spells/illusory-scene.md b/compendium/spells/illusory-scene.md index 1c1b3f672..037b91a3d 100644 --- a/compendium/spells/illusory-scene.md +++ b/compendium/spells/illusory-scene.md @@ -11,9 +11,9 @@ tags: aliases: ["Illusory Scene"] --- # Illusory Scene *Spell 5* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**500 foot - **Area**30-foot burst diff --git a/compendium/spells/imaginary-weapon-da.md b/compendium/spells/imaginary-weapon-da.md index 15b800a61..b3dddea87 100644 --- a/compendium/spells/imaginary-weapon-da.md +++ b/compendium/spells/imaginary-weapon-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Imaginary Weapon"] --- # Imaginary Weapon *Cantrip 1* -[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch diff --git a/compendium/spells/imp-sting-aoe4.md b/compendium/spells/imp-sting-aoe4.md index 81252b2d3..da3ed68ac 100644 --- a/compendium/spells/imp-sting-aoe4.md +++ b/compendium/spells/imp-sting-aoe4.md @@ -11,9 +11,9 @@ tags: aliases: ["Imp Sting"] --- # Imp Sting *Spell 2* -[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -32,7 +32,7 @@ If the target takes piercing damage, they also take `1d6` evil damage and must a ```ad-inline-affliction title: Imp Venom _Level 3_ -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Maximum Duration**: 6 rounds ## Stages @@ -42,7 +42,7 @@ title: Imp Venom _Level 3_ **Stage 2** `1d6` poison, [clumsy](rules/conditions.md#Clumsy), and [slowed](rules/conditions.md#Slowed) (1 round.) -%% #trait/poison #affliction/level/level-3 %% +%% #affliction/level/level-3 #trait/poison %% ``` ## Summary diff --git a/compendium/spells/impaling-briars.md b/compendium/spells/impaling-briars.md index 4cbb0051e..8c010f81d 100644 --- a/compendium/spells/impaling-briars.md +++ b/compendium/spells/impaling-briars.md @@ -12,7 +12,7 @@ tags: aliases: ["Impaling Briars"] --- # Impaling Briars *Focus 8* -[conjuration](rules/traits/conjuration.md) [druid](rules/traits/druid.md) [plant](rules/traits/plant.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [druid](rules/traits/druid.md "Druid Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**ground within a 100-foot emanation @@ -24,6 +24,6 @@ The ground within the area transforms into a mass of dangerous briars that assau - **Impede** The briars twist and writhe, making the entire area difficult terrain. - **Wall** A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain -In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits. Make a spell attack roll. On a success, the target takes `10d6` piercing damage and takes a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is [immobilized](rules/conditions.md#Immobilized) for 1 round unless it [Escapes](rules/actions/escape.md). +In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits. Make a spell attack roll. On a success, the target takes `10d6` piercing damage and takes a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is [immobilized](rules/conditions.md#Immobilized) for 1 round unless it [Escapes](rules/actions/escape.md). *Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/compendium/spells/impaling-spike-apg.md b/compendium/spells/impaling-spike-apg.md index e743cc30e..05acb63ae 100644 --- a/compendium/spells/impaling-spike-apg.md +++ b/compendium/spells/impaling-spike-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Impaling Spike"] --- # Impaling Spike *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/impeccable-flow-sot1.md b/compendium/spells/impeccable-flow-sot1.md index fbcdc96b4..cb5626f20 100644 --- a/compendium/spells/impeccable-flow-sot1.md +++ b/compendium/spells/impeccable-flow-sot1.md @@ -10,9 +10,9 @@ tags: aliases: ["Impeccable Flow"] --- # Impeccable Flow *Spell 2* -[divination](rules/traits/divination.md) [lawful](rules/traits/lawful.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/impending-doom-som.md b/compendium/spells/impending-doom-som.md index e4115d271..7bf7c4524 100644 --- a/compendium/spells/impending-doom-som.md +++ b/compendium/spells/impending-doom-som.md @@ -13,9 +13,9 @@ tags: aliases: ["Impending Doom"] --- # Impending Doom *Spell 3* -[divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [prediction](rules/traits/prediction.md) +[divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 living creature diff --git a/compendium/spells/implement-of-destruction-da.md b/compendium/spells/implement-of-destruction-da.md index 17305757e..36c6cf864 100644 --- a/compendium/spells/implement-of-destruction-da.md +++ b/compendium/spells/implement-of-destruction-da.md @@ -11,9 +11,9 @@ tags: aliases: ["Implement of Destruction"] --- # Implement of Destruction *Spell 4* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 enemy, and 1 weapon that is either unattended or wielded by you or a willing ally diff --git a/compendium/spells/implosion.md b/compendium/spells/implosion.md index 9c8e5129f..a9f1d5433 100644 --- a/compendium/spells/implosion.md +++ b/compendium/spells/implosion.md @@ -8,9 +8,9 @@ tags: aliases: ["Implosion"] --- # Implosion *Spell 9* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 corporeal creature diff --git a/compendium/spells/imprint-message-apg.md b/compendium/spells/imprint-message-apg.md index 2b9b444bc..e2ae27caf 100644 --- a/compendium/spells/imprint-message-apg.md +++ b/compendium/spells/imprint-message-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Imprint Message"] --- # Imprint Message *Spell 1* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 object diff --git a/compendium/spells/incendiary-aura-apg.md b/compendium/spells/incendiary-aura-apg.md index bedb9b30a..acec3a891 100644 --- a/compendium/spells/incendiary-aura-apg.md +++ b/compendium/spells/incendiary-aura-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Incendiary Aura"] --- # Incendiary Aura *Focus 1* -[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/indestructibility-apg.md b/compendium/spells/indestructibility-apg.md index 506ff0809..7934fd3dd 100644 --- a/compendium/spells/indestructibility-apg.md +++ b/compendium/spells/indestructibility-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Indestructibility"] --- # Indestructibility *Spell 10* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**until the start of your next turn diff --git a/compendium/spells/inevitable-destination-da.md b/compendium/spells/inevitable-destination-da.md index 7c3198731..8b1f013ec 100644 --- a/compendium/spells/inevitable-destination-da.md +++ b/compendium/spells/inevitable-destination-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Inevitable Destination"] --- # Inevitable Destination *Focus 4* -[cleric](rules/traits/cleric.md) [conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [travel (apocryphal)](compendium/setting/domains.md#Travel) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/inevitable-disaster-som.md b/compendium/spells/inevitable-disaster-som.md index fad4e3cd9..6be58f475 100644 --- a/compendium/spells/inevitable-disaster-som.md +++ b/compendium/spells/inevitable-disaster-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Inevitable Disaster"] --- # Inevitable Disaster *Spell 5* -[curse](rules/traits/curse.md) [divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/inexhaustible-cynicism-som.md b/compendium/spells/inexhaustible-cynicism-som.md index 783ea82c3..f2ea02160 100644 --- a/compendium/spells/inexhaustible-cynicism-som.md +++ b/compendium/spells/inexhaustible-cynicism-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Inexhaustible Cynicism"] --- # Inexhaustible Cynicism *Spell 7* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 5 creatures diff --git a/compendium/spells/infectious-enthusiasm-som.md b/compendium/spells/infectious-enthusiasm-som.md index 0efe26a1c..cb55def2a 100644 --- a/compendium/spells/infectious-enthusiasm-som.md +++ b/compendium/spells/infectious-enthusiasm-som.md @@ -11,15 +11,15 @@ tags: aliases: ["Infectious Enthusiasm"] --- # Infectious Enthusiasm *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 round With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. -You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who [observed](rules/conditions.md#Observed) you Casting this Spell and was within 30 feet when you did so can take a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to gain the same bonus you chose until the start of its next turn. +You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who [observed](rules/conditions.md#Observed) you Casting this Spell and was within 30 feet when you did so can take a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to gain the same bonus you chose until the start of its next turn. Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check [observed](rules/conditions.md#Observed) you casting the spell. diff --git a/compendium/spells/infectious-melody-som.md b/compendium/spells/infectious-melody-som.md index 230b68d41..533aceb5f 100644 --- a/compendium/spells/infectious-melody-som.md +++ b/compendium/spells/infectious-melody-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Infectious Melody"] --- # Infectious Melody *Spell 4* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot emanation - **Targets**enemies in the area diff --git a/compendium/spells/inner-radiance-torrent-som.md b/compendium/spells/inner-radiance-torrent-som.md index c94dca021..27c45c076 100644 --- a/compendium/spells/inner-radiance-torrent-som.md +++ b/compendium/spells/inner-radiance-torrent-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Inner Radiance Torrent"] --- # Inner Radiance Torrent *Spell 2* -[force](rules/traits/force.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) +[force](rules/traits/force.md "Force Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds - **Area**line 60 feet or longer - **Saving Throw** basic Reflex diff --git a/compendium/spells/inscrutable-mask-som.md b/compendium/spells/inscrutable-mask-som.md index d5920fe87..cef282221 100644 --- a/compendium/spells/inscrutable-mask-som.md +++ b/compendium/spells/inscrutable-mask-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Inscrutable Mask"] --- # Inscrutable Mask *Focus 3* -[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/insect-form.md b/compendium/spells/insect-form.md index 97dcf9da9..e92b2280b 100644 --- a/compendium/spells/insect-form.md +++ b/compendium/spells/insect-form.md @@ -9,13 +9,13 @@ tags: aliases: ["Insect Form"] --- # Insect Form *Spell 3* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) trait. You can [Dismiss](rules/actions/dismiss.md) this spell. +You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) this spell. You gain the following statistics and abilities regardless of which battle form you choose: @@ -28,7 +28,7 @@ You gain the following statistics and abilities regardless of which battle form - **Beetle** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mandibles, **Damage** `2d10` bludgeoning. - **Centipede** Speed 25 feet, climb Speed 25 feet; [darkvision](rules/abilities/darkvision.md); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mandibles, **Damage** `1d8` piercing plus `1d4` [persistent poison](rules/conditions.md#Persistent%20Damage). - **Mantis** Speed 40 feet; imprecise [scent](rules/abilities/scent.md) 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foreleg, **Damage** `2d8` bludgeoning. -- **Scorpion** Speed 40 feet; [darkvision](rules/abilities/darkvision.md), imprecise [tremorsense](rules/abilities/tremorsense.md) 60 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger, **Damage** `1d8` piercing plus `1d4` [persistent poison](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pincer ([agile](rules/traits/agile.md)), **Damage** `1d6` bludgeoning. +- **Scorpion** Speed 40 feet; [darkvision](rules/abilities/darkvision.md), imprecise [tremorsense](rules/abilities/tremorsense.md) 60 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger, **Damage** `1d8` piercing plus `1d4` [persistent poison](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pincer ([agile](rules/traits/agile.md "Agile Weapon Trait")), **Damage** `1d6` bludgeoning. - **Spider** [darkvision](rules/abilities/darkvision.md); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `1d6` piercing plus `1d4` [persistent poison](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Speed 25 feet, climb Speed 25 feet; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") web (range increment <20 feet>), Damage entangles the target for 1 round. **Heightened (4th)** Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and [Athletics](compendium/skills.md#Athletics) +16. diff --git a/compendium/spells/inspire-competence.md b/compendium/spells/inspire-competence.md index bb4649f7c..5ad29daf9 100644 --- a/compendium/spells/inspire-competence.md +++ b/compendium/spells/inspire-competence.md @@ -14,7 +14,7 @@ tags: aliases: ["Inspire Competence"] --- # Inspire Competence *Cantrip 1* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**60 foot diff --git a/compendium/spells/inspire-courage.md b/compendium/spells/inspire-courage.md index 2fae588de..521a34878 100644 --- a/compendium/spells/inspire-courage.md +++ b/compendium/spells/inspire-courage.md @@ -15,7 +15,7 @@ tags: aliases: ["Inspire Courage"] --- # Inspire Courage *Cantrip 1* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**60-foot emanation @@ -23,6 +23,6 @@ aliases: ["Inspire Courage"] You inspire your allies with words or tunes of encouragement. -You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against [fear](rules/traits/fear.md) effects. +You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects. *Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/compendium/spells/inspire-defense.md b/compendium/spells/inspire-defense.md index 5b3ddcf09..64ab13363 100644 --- a/compendium/spells/inspire-defense.md +++ b/compendium/spells/inspire-defense.md @@ -15,7 +15,7 @@ tags: aliases: ["Inspire Defense"] --- # Inspire Defense *Cantrip 2* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**60-foot emanation diff --git a/compendium/spells/inspire-heroics.md b/compendium/spells/inspire-heroics.md index 557571a80..3f2bff761 100644 --- a/compendium/spells/inspire-heroics.md +++ b/compendium/spells/inspire-heroics.md @@ -11,7 +11,7 @@ tags: aliases: ["Inspire Heroics"] --- # Inspire Heroics *Focus 4* -[bard](rules/traits/bard.md) [enchantment](rules/traits/enchantment.md) [metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") diff --git a/compendium/spells/instant-armor-som.md b/compendium/spells/instant-armor-som.md index 7be5dbd2e..df8c9b23d 100644 --- a/compendium/spells/instant-armor-som.md +++ b/compendium/spells/instant-armor-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Instant Armor"] --- # Instant Armor *Spell 2* -[conjuration](rules/traits/conjuration.md) [contingency](rules/traits/contingency-som.md) [extradimensional](rules/traits/extradimensional.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Duration**24 hours @@ -20,7 +20,7 @@ Upon casting this spell, the armor you're wearing is whisked away into an extrad ```ad-embed-ability title: Armor Up! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") You snap your fingers. The armor returns to your body. %% #trait/manipulate %% diff --git a/compendium/spells/interstellar-void-apg.md b/compendium/spells/interstellar-void-apg.md index 8206fc46e..525e66663 100644 --- a/compendium/spells/interstellar-void-apg.md +++ b/compendium/spells/interstellar-void-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Interstellar Void"] --- # Interstellar Void *Focus 3* -[cold](rules/traits/cold.md) [cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/invisibility-cloak.md b/compendium/spells/invisibility-cloak.md index 327a9e670..28bc48449 100644 --- a/compendium/spells/invisibility-cloak.md +++ b/compendium/spells/invisibility-cloak.md @@ -10,7 +10,7 @@ tags: aliases: ["Invisibility Cloak"] --- # Invisibility Cloak *Focus 4* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/invisibility-curtain-som.md b/compendium/spells/invisibility-curtain-som.md index dd2588e3c..f4ac6ad73 100644 --- a/compendium/spells/invisibility-curtain-som.md +++ b/compendium/spells/invisibility-curtain-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Invisibility Curtain"] --- # Invisibility Curtain *Spell 4* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**sustained diff --git a/compendium/spells/invisibility-sphere.md b/compendium/spells/invisibility-sphere.md index ddad78140..925d3a0ca 100644 --- a/compendium/spells/invisibility-sphere.md +++ b/compendium/spells/invisibility-sphere.md @@ -9,9 +9,9 @@ tags: aliases: ["Invisibility Sphere"] --- # Invisibility Sphere *Spell 3* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**10-foot emanation - **Targets**you and any number of creatures in range diff --git a/compendium/spells/invisibility.md b/compendium/spells/invisibility.md index e82384552..8a066184c 100644 --- a/compendium/spells/invisibility.md +++ b/compendium/spells/invisibility.md @@ -8,9 +8,9 @@ tags: aliases: ["Invisibility"] --- # Invisibility *Spell 2* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/invisible-item-apg.md b/compendium/spells/invisible-item-apg.md index ae3b50d36..e629a3f21 100644 --- a/compendium/spells/invisible-item-apg.md +++ b/compendium/spells/invisible-item-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Invisible Item"] --- # Invisible Item *Spell 1* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 object diff --git a/compendium/spells/invoke-spirits-som.md b/compendium/spells/invoke-spirits-som.md index 1bdbf72ae..53d172517 100644 --- a/compendium/spells/invoke-spirits-som.md +++ b/compendium/spells/invoke-spirits-som.md @@ -12,9 +12,9 @@ tags: aliases: ["Invoke Spirits"] --- # Invoke Spirits *Spell 5* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot burst diff --git a/compendium/spells/invoke-the-crimson-oath-locg.md b/compendium/spells/invoke-the-crimson-oath-locg.md index 75056a3ac..bf4a03032 100644 --- a/compendium/spells/invoke-the-crimson-oath-locg.md +++ b/compendium/spells/invoke-the-crimson-oath-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Invoke The Crimson Oath"] --- # Invoke The Crimson Oath *Focus 2* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**20-foot cone diff --git a/compendium/spells/invoke-true-name-som.md b/compendium/spells/invoke-true-name-som.md index e5cfe60da..972bf3971 100644 --- a/compendium/spells/invoke-true-name-som.md +++ b/compendium/spells/invoke-true-name-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Invoke True Name"] --- # Invoke True Name *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [rare](rules/traits/rare.md) [true name](rules/traits/true-name-som.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [true name](rules/traits/true-name-som.md "True Name General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot - **Targets**1 creature whose true name you know diff --git a/compendium/spells/iron-gut-logm.md b/compendium/spells/iron-gut-logm.md index 7b8b30d1f..99b266fc5 100644 --- a/compendium/spells/iron-gut-logm.md +++ b/compendium/spells/iron-gut-logm.md @@ -8,9 +8,9 @@ tags: aliases: ["Iron Gut"] --- # Iron Gut *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/isolation-da.md b/compendium/spells/isolation-da.md index 1d21ced6e..143a730a7 100644 --- a/compendium/spells/isolation-da.md +++ b/compendium/spells/isolation-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Isolation"] --- # Isolation *Focus 4* -[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [darkness (apocryphal)](compendium/setting/domains.md#Darkness) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/item-facade.md b/compendium/spells/item-facade.md index 3d49b9e74..338318b4b 100644 --- a/compendium/spells/item-facade.md +++ b/compendium/spells/item-facade.md @@ -9,9 +9,9 @@ tags: aliases: ["Item Facade"] --- # Item Facade *Spell 1* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 object no more than 10 feet by 10 feet by 10 feet diff --git a/compendium/spells/jealous-hex.md b/compendium/spells/jealous-hex.md index 05ae3fef3..9770cf8bf 100644 --- a/compendium/spells/jealous-hex.md +++ b/compendium/spells/jealous-hex.md @@ -11,7 +11,7 @@ tags: aliases: ["Jealous Hex"] --- # Jealous Hex *Focus 1* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/join-pasts-aoa3.md b/compendium/spells/join-pasts-aoa3.md index 9a7162aaa..280534095 100644 --- a/compendium/spells/join-pasts-aoa3.md +++ b/compendium/spells/join-pasts-aoa3.md @@ -11,9 +11,9 @@ tags: aliases: ["Join Pasts"] --- # Join Pasts *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch - **Targets**2 willing creatures diff --git a/compendium/spells/jump.md b/compendium/spells/jump.md index a25b290a7..816b98014 100644 --- a/compendium/spells/jump.md +++ b/compendium/spells/jump.md @@ -9,9 +9,9 @@ tags: aliases: ["Jump"] --- # Jump *Spell 1* -[move](rules/traits/move.md) [transmutation](rules/traits/transmutation.md) +[move](rules/traits/move.md "Move Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. diff --git a/compendium/spells/juvenile-companion-som.md b/compendium/spells/juvenile-companion-som.md index 753455bab..3d5256ba9 100644 --- a/compendium/spells/juvenile-companion-som.md +++ b/compendium/spells/juvenile-companion-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Juvenile Companion"] --- # Juvenile Companion *Spell 1* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**your companion diff --git a/compendium/spells/ki-blast.md b/compendium/spells/ki-blast.md index 0242071cf..9749333e2 100644 --- a/compendium/spells/ki-blast.md +++ b/compendium/spells/ki-blast.md @@ -12,7 +12,7 @@ tags: aliases: ["Ki Blast"] --- # Ki Blast *Focus 3* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Area**15-foot cone or more diff --git a/compendium/spells/ki-form-apg.md b/compendium/spells/ki-form-apg.md index a997f2e35..d83c9166e 100644 --- a/compendium/spells/ki-form-apg.md +++ b/compendium/spells/ki-form-apg.md @@ -10,13 +10,13 @@ tags: aliases: ["Ki Form"] --- # Ki Form *Focus 9* -[monk](rules/traits/monk.md) [polymorph](rules/traits/polymorph.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute -Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your [Strikes](rules/actions/strike.md) deal `1d6` additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a [light](rules/traits/light.md) effect. Your corona is a 5-foot emanation that deals `2d6` damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a [darkness](rules/traits/darkness.md) effect, the corona's glow attempts to counteract the [darkness](rules/traits/darkness.md) effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can flare your corona out to become a 30-foot emanation. +Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your [Strikes](rules/actions/strike.md) deal `1d6` additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a [light](rules/traits/light.md "Light Effect Trait") effect. Your corona is a 5-foot emanation that deals `2d6` damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect, the corona's glow attempts to counteract the [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can flare your corona out to become a 30-foot emanation. -In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the [nonlethal](rules/traits/nonlethal.md) trait. You take a –2 status penalty to saves against [emotion](rules/traits/emotion.md) effects but gain a +2 status bonus to saves against all other [mental](rules/traits/mental.md) effects. +In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. You take a –2 status penalty to saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects but gain a +2 status bonus to saves against all other [mental](rules/traits/mental.md "Mental Effect Trait") effects. *Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/ki-rush.md b/compendium/spells/ki-rush.md index 1027e3d05..3c194e49f 100644 --- a/compendium/spells/ki-rush.md +++ b/compendium/spells/ki-rush.md @@ -10,7 +10,7 @@ tags: aliases: ["Ki Rush"] --- # Ki Rush *Focus 1* -[monk](rules/traits/monk.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/ki-strike.md b/compendium/spells/ki-strike.md index 67f37934c..7a067ac39 100644 --- a/compendium/spells/ki-strike.md +++ b/compendium/spells/ki-strike.md @@ -10,7 +10,7 @@ tags: aliases: ["Ki Strike"] --- # Ki Strike *Focus 1* -[monk](rules/traits/monk.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/kinetic-ram-da.md b/compendium/spells/kinetic-ram-da.md index c23809a48..69f1771a8 100644 --- a/compendium/spells/kinetic-ram-da.md +++ b/compendium/spells/kinetic-ram-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Kinetic Ram"] --- # Kinetic Ram *Spell 1* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**varies - **Targets**1 or more creatures diff --git a/compendium/spells/knock.md b/compendium/spells/knock.md index 1ed3a296c..d0acb43af 100644 --- a/compendium/spells/knock.md +++ b/compendium/spells/knock.md @@ -8,9 +8,9 @@ tags: aliases: ["Knock"] --- # Knock *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 door, lock, or container diff --git a/compendium/spells/know-direction.md b/compendium/spells/know-direction.md index c04879deb..8ef9528bb 100644 --- a/compendium/spells/know-direction.md +++ b/compendium/spells/know-direction.md @@ -10,9 +10,9 @@ tags: aliases: ["Know Direction"] --- # Know Direction *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location). diff --git a/compendium/spells/know-the-enemy.md b/compendium/spells/know-the-enemy.md index e49798c92..00de9740c 100644 --- a/compendium/spells/know-the-enemy.md +++ b/compendium/spells/know-the-enemy.md @@ -11,7 +11,7 @@ tags: aliases: ["Know The Enemy"] --- # Know The Enemy *Focus 4* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [knowledge](compendium/setting/domains.md#Knowledge) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/lament-logm.md b/compendium/spells/lament-logm.md index ef3920a35..a1d1a6882 100644 --- a/compendium/spells/lament-logm.md +++ b/compendium/spells/lament-logm.md @@ -11,7 +11,7 @@ tags: aliases: ["Lament"] --- # Lament *Focus 1* -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Domains**: [sorrow](compendium/setting/domains.md#Sorrow) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -19,7 +19,7 @@ aliases: ["Lament"] - **Targets**1 or more creatures - **Saving Throw** basic Will -You let out your negative emotions in a guttural wail that shakes your enemies' hearts and deals `1d8` mental damage (basic Will save). If you have any harmful conditions imposed by [emotion](rules/traits/emotion.md) effects, lament deals additional mental damage equal to the counteract level of the highest-level effect. +You let out your negative emotions in a guttural wail that shakes your enemies' hearts and deals `1d8` mental damage (basic Will save). If you have any harmful conditions imposed by [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects, lament deals additional mental damage equal to the counteract level of the highest-level effect. **Heightened (+ 1)** The damage increases by `1d8`. diff --git a/compendium/spells/lay-on-hands.md b/compendium/spells/lay-on-hands.md index 860c28522..9c47b37de 100644 --- a/compendium/spells/lay-on-hands.md +++ b/compendium/spells/lay-on-hands.md @@ -12,7 +12,7 @@ tags: aliases: ["Lay On Hands"] --- # Lay On Hands *Focus 1* -[champion](rules/traits/champion.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch diff --git a/compendium/spells/leng-sting-aoe4.md b/compendium/spells/leng-sting-aoe4.md index c02277bf7..d72c80361 100644 --- a/compendium/spells/leng-sting-aoe4.md +++ b/compendium/spells/leng-sting-aoe4.md @@ -10,9 +10,9 @@ tags: aliases: ["Leng Sting"] --- # Leng Sting *Spell 7* -[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/levitate.md b/compendium/spells/levitate.md index d30c6a478..2490d54d4 100644 --- a/compendium/spells/levitate.md +++ b/compendium/spells/levitate.md @@ -8,9 +8,9 @@ tags: aliases: ["Levitate"] --- # Levitate *Spell 3* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 unattended object or willing creature @@ -18,7 +18,7 @@ aliases: ["Levitate"] You defy gravity and levitate the target 5 feet off the ground. -For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an [Interact](rules/actions/interact.md) action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across. +For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an [Interact](rules/actions/interact.md) action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across. **Spell Lists**: Elemental diff --git a/compendium/spells/liberating-command-logm.md b/compendium/spells/liberating-command-logm.md index b2312d433..752c300e0 100644 --- a/compendium/spells/liberating-command-logm.md +++ b/compendium/spells/liberating-command-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Liberating Command"] --- # Liberating Command *Spell 1* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/life-boost-apg.md b/compendium/spells/life-boost-apg.md index f0e979e3b..378a89e91 100644 --- a/compendium/spells/life-boost-apg.md +++ b/compendium/spells/life-boost-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Life Boost"] --- # Life Boost *Focus 1* -[healing](rules/traits/healing.md) [hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/life-connection-som.md b/compendium/spells/life-connection-som.md index 386f0fc6e..7c1078559 100644 --- a/compendium/spells/life-connection-som.md +++ b/compendium/spells/life-connection-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Life Connection"] --- # Life Connection *Spell 3* -[contingency](rules/traits/contingency-som.md) [necromancy](rules/traits/necromancy.md) +[contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 living creature @@ -21,7 +21,7 @@ When you cast this spell, you place a failsafe deep within the life force of the ```ad-embed-ability title: Defend Life [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Trigger**: The target takes damage - **Requirements**: You're within 1 mile of the target diff --git a/compendium/spells/life-giving-form-apg.md b/compendium/spells/life-giving-form-apg.md index 5792e0cdf..9272150f7 100644 --- a/compendium/spells/life-giving-form-apg.md +++ b/compendium/spells/life-giving-form-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Life-giving Form"] --- # Life-giving Form *Focus 6* -[cursebound](rules/traits/cursebound-apg.md) [healing](rules/traits/healing.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -24,7 +24,7 @@ You transcend your physical form, becoming a beacon of healing energy. Your body You gain resistance 5 to precision damage and weakness 5 to negative damage, and your unarmed [Strikes](rules/actions/strike.md) deal an extra `1d4` positive damage. -You can touch a living creature with an [Interact](rules/actions/interact.md) action to restore `6d8` Hit Points to it, and when a creature touches you with an [Interact](rules/actions/interact.md) action you can allow it to gain the same healing; either way, the creature becomes temporarily immune to life-giving form's healing for 1 minute. This is a positive [healing](rules/traits/healing.md) effect. You can't heal yourself with life-giving form. A creature harmed by positive damage (such as an undead) that touches you or damages you with an unarmed attack or non-reach melee weapon instead takes `3d4` positive damage, and it doesn't become temporarily immune. +You can touch a living creature with an [Interact](rules/actions/interact.md) action to restore `6d8` Hit Points to it, and when a creature touches you with an [Interact](rules/actions/interact.md) action you can allow it to gain the same healing; either way, the creature becomes temporarily immune to life-giving form's healing for 1 minute. This is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. You can't heal yourself with life-giving form. A creature harmed by positive damage (such as an undead) that touches you or damages you with an unarmed attack or non-reach melee weapon instead takes `3d4` positive damage, and it doesn't become temporarily immune. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/life-link-apg.md b/compendium/spells/life-link-apg.md index e54f11e94..70ec37e6e 100644 --- a/compendium/spells/life-link-apg.md +++ b/compendium/spells/life-link-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Life Link"] --- # Life Link *Focus 1* -[cursebound](rules/traits/cursebound-apg.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [oracle](rules/traits/oracle-apg.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/life-pact-lokl.md b/compendium/spells/life-pact-lokl.md index 22d050d4e..e085cbd8c 100644 --- a/compendium/spells/life-pact-lokl.md +++ b/compendium/spells/life-pact-lokl.md @@ -10,9 +10,9 @@ tags: aliases: ["Life Pact"] --- # Life Pact *Spell 3* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**up to 6 willing creatures diff --git a/compendium/spells/life-siphon.md b/compendium/spells/life-siphon.md index 5093c2b38..28cfbeca9 100644 --- a/compendium/spells/life-siphon.md +++ b/compendium/spells/life-siphon.md @@ -11,7 +11,7 @@ tags: aliases: ["Life Siphon"] --- # Life Siphon *Focus 4* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You expend one of your wizard spell slots to cast a wizard spell of the necromancy school. diff --git a/compendium/spells/lifelink-surge-som.md b/compendium/spells/lifelink-surge-som.md index 6ef8af374..e684f8b1c 100644 --- a/compendium/spells/lifelink-surge-som.md +++ b/compendium/spells/lifelink-surge-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Lifelink Surge"] --- # Lifelink Surge *Focus 2* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**4 rounds diff --git a/compendium/spells/lift-natures-caul-av3.md b/compendium/spells/lift-natures-caul-av3.md index 7870ebdf9..2aad5df27 100644 --- a/compendium/spells/lift-natures-caul-av3.md +++ b/compendium/spells/lift-natures-caul-av3.md @@ -12,7 +12,7 @@ tags: aliases: ["Lift Nature's Caul"] --- # Lift Nature's Caul *Focus 1* -[fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Domains**: [abomination](compendium/setting/domains.md#Abomination) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/light-of-revelation-locg.md b/compendium/spells/light-of-revelation-locg.md index 3e4e89905..043e1862c 100644 --- a/compendium/spells/light-of-revelation-locg.md +++ b/compendium/spells/light-of-revelation-locg.md @@ -11,7 +11,7 @@ tags: aliases: ["Light Of Revelation"] --- # Light Of Revelation *Focus 2* -[divination](rules/traits/divination.md) [light](rules/traits/light.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [light](rules/traits/light.md "Light Effect Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30-foot emanation diff --git a/compendium/spells/light.md b/compendium/spells/light.md index 503bcc32f..bac304466 100644 --- a/compendium/spells/light.md +++ b/compendium/spells/light.md @@ -10,9 +10,9 @@ tags: aliases: ["Light"] --- # Light *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally diff --git a/compendium/spells/lightning-bolt.md b/compendium/spells/lightning-bolt.md index f1d466d72..18b705ed4 100644 --- a/compendium/spells/lightning-bolt.md +++ b/compendium/spells/lightning-bolt.md @@ -10,9 +10,9 @@ tags: aliases: ["Lightning Bolt"] --- # Lightning Bolt *Spell 3* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**120-foot line - **Saving Throw** basic Reflex diff --git a/compendium/spells/lightning-storm-apg.md b/compendium/spells/lightning-storm-apg.md index 299da7fdf..8fab4717f 100644 --- a/compendium/spells/lightning-storm-apg.md +++ b/compendium/spells/lightning-storm-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Lightning Storm"] --- # Lightning Storm *Spell 5* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/lingering-composition.md b/compendium/spells/lingering-composition.md index 4a7366435..b9c95b6d9 100644 --- a/compendium/spells/lingering-composition.md +++ b/compendium/spells/lingering-composition.md @@ -11,7 +11,7 @@ tags: aliases: ["Lingering Composition"] --- # Lingering Composition *Focus 1* -[bard](rules/traits/bard.md) [enchantment](rules/traits/enchantment.md) [metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") diff --git a/compendium/spells/linnorm-sting-aoe4.md b/compendium/spells/linnorm-sting-aoe4.md index e74702449..1691a42af 100644 --- a/compendium/spells/linnorm-sting-aoe4.md +++ b/compendium/spells/linnorm-sting-aoe4.md @@ -11,9 +11,9 @@ tags: aliases: ["Linnorm Sting"] --- # Linnorm Sting *Spell 9* -[fire](rules/traits/fire.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/litany-against-sloth.md b/compendium/spells/litany-against-sloth.md index 24c8255b1..7a379bfd8 100644 --- a/compendium/spells/litany-against-sloth.md +++ b/compendium/spells/litany-against-sloth.md @@ -12,7 +12,7 @@ tags: aliases: ["Litany Against Sloth"] --- # Litany Against Sloth *Focus 5* -[champion](rules/traits/champion.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [litany](rules/traits/litany.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/litany-against-wrath.md b/compendium/spells/litany-against-wrath.md index 1c993207d..69e5cbe2b 100644 --- a/compendium/spells/litany-against-wrath.md +++ b/compendium/spells/litany-against-wrath.md @@ -12,7 +12,7 @@ tags: aliases: ["Litany Against Wrath"] --- # Litany Against Wrath *Focus 3* -[champion](rules/traits/champion.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [litany](rules/traits/litany.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/litany-of-depravity-apg.md b/compendium/spells/litany-of-depravity-apg.md index 4d1eb7eff..87cc79273 100644 --- a/compendium/spells/litany-of-depravity-apg.md +++ b/compendium/spells/litany-of-depravity-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Litany Of Depravity"] --- # Litany Of Depravity *Focus 7* -[champion](rules/traits/champion.md) [evil](rules/traits/evil.md) [evocation](rules/traits/evocation.md) [litany](rules/traits/litany.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/litany-of-righteousness.md b/compendium/spells/litany-of-righteousness.md index c38ae4e35..869694c9d 100644 --- a/compendium/spells/litany-of-righteousness.md +++ b/compendium/spells/litany-of-righteousness.md @@ -12,7 +12,7 @@ tags: aliases: ["Litany Of Righteousness"] --- # Litany Of Righteousness *Focus 7* -[champion](rules/traits/champion.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [litany](rules/traits/litany.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/litany-of-self-interest-apg.md b/compendium/spells/litany-of-self-interest-apg.md index fd2f233a2..1bbeef646 100644 --- a/compendium/spells/litany-of-self-interest-apg.md +++ b/compendium/spells/litany-of-self-interest-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Litany Of Self-interest"] --- # Litany Of Self-interest *Focus 5* -[champion](rules/traits/champion.md) [enchantment](rules/traits/enchantment.md) [evil](rules/traits/evil.md) [litany](rules/traits/litany.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/localized-quake.md b/compendium/spells/localized-quake.md index 1f3994646..a69233c1f 100644 --- a/compendium/spells/localized-quake.md +++ b/compendium/spells/localized-quake.md @@ -13,7 +13,7 @@ tags: aliases: ["Localized Quake"] --- # Localized Quake *Focus 4* -[cleric](rules/traits/cleric.md) [earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [earth](compendium/setting/domains.md#Earth) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/locate.md b/compendium/spells/locate.md index 26ba17670..922955d73 100644 --- a/compendium/spells/locate.md +++ b/compendium/spells/locate.md @@ -10,9 +10,9 @@ tags: aliases: ["Locate"] --- # Locate *Spell 3* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**500 foot - **Targets**1 specific object or type of object diff --git a/compendium/spells/lock-item-lokl.md b/compendium/spells/lock-item-lokl.md index ca3f5e4af..c7ba0da45 100644 --- a/compendium/spells/lock-item-lokl.md +++ b/compendium/spells/lock-item-lokl.md @@ -9,9 +9,9 @@ tags: aliases: ["Lock Item"] --- # Lock Item *Spell 2* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 object held by 1 creature and the creature holding it diff --git a/compendium/spells/lock.md b/compendium/spells/lock.md index dbee1c99a..a287c9753 100644 --- a/compendium/spells/lock.md +++ b/compendium/spells/lock.md @@ -8,9 +8,9 @@ tags: aliases: ["Lock"] --- # Lock *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 lock, or a door or container with a latch diff --git a/compendium/spells/longstrider.md b/compendium/spells/longstrider.md index bcd8f55d6..c111f3567 100644 --- a/compendium/spells/longstrider.md +++ b/compendium/spells/longstrider.md @@ -8,9 +8,9 @@ tags: aliases: ["Longstrider"] --- # Longstrider *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/loose-times-arrow-da.md b/compendium/spells/loose-times-arrow-da.md index eb984ddfa..c137714c4 100644 --- a/compendium/spells/loose-times-arrow-da.md +++ b/compendium/spells/loose-times-arrow-da.md @@ -8,9 +8,9 @@ tags: aliases: ["Loose Time's Arrow"] --- # Loose Time's Arrow *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 6 creatures diff --git a/compendium/spells/loremasters-etude.md b/compendium/spells/loremasters-etude.md index cd47c20fb..708aef630 100644 --- a/compendium/spells/loremasters-etude.md +++ b/compendium/spells/loremasters-etude.md @@ -11,7 +11,7 @@ tags: aliases: ["Loremaster's Etude"] --- # Loremaster's Etude *Focus 1* -[bard](rules/traits/bard.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**You or an ally within range attempts a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) diff --git a/compendium/spells/lose-the-path-som.md b/compendium/spells/lose-the-path-som.md index d0d2be67f..8a9d59846 100644 --- a/compendium/spells/lose-the-path-som.md +++ b/compendium/spells/lose-the-path-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Lose The Path"] --- # Lose The Path *Spell 1* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature in range [Strides](rules/actions/stride.md). - **Range**60 foot diff --git a/compendium/spells/lucky-break.md b/compendium/spells/lucky-break.md index dd8951ce7..e1db9454f 100644 --- a/compendium/spells/lucky-break.md +++ b/compendium/spells/lucky-break.md @@ -11,7 +11,7 @@ tags: aliases: ["Lucky Break"] --- # Lucky Break *Focus 4* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [luck](compendium/setting/domains.md#Luck) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/lucky-number-som.md b/compendium/spells/lucky-number-som.md index 009f96721..edcdd78be 100644 --- a/compendium/spells/lucky-number-som.md +++ b/compendium/spells/lucky-number-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Lucky Number"] --- # Lucky Number *Spell 2* -[contingency](rules/traits/contingency-som.md) [divination](rules/traits/divination.md) +[contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Duration**until the next time you make your daily preparations diff --git a/compendium/spells/mad-monkeys-apg.md b/compendium/spells/mad-monkeys-apg.md index cf83de606..4f44c332f 100644 --- a/compendium/spells/mad-monkeys-apg.md +++ b/compendium/spells/mad-monkeys-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Mad Monkeys"] --- # Mad Monkeys *Spell 3* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**5-foot burst diff --git a/compendium/spells/mage-armor.md b/compendium/spells/mage-armor.md index 522a999cf..1bf1cacbb 100644 --- a/compendium/spells/mage-armor.md +++ b/compendium/spells/mage-armor.md @@ -8,9 +8,9 @@ tags: aliases: ["Mage Armor"] --- # Mage Armor *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**until the next time you make your daily preparations diff --git a/compendium/spells/mage-hand.md b/compendium/spells/mage-hand.md index 10aea8160..9230338ee 100644 --- a/compendium/spells/mage-hand.md +++ b/compendium/spells/mage-hand.md @@ -9,9 +9,9 @@ tags: aliases: ["Mage Hand"] --- # Mage Hand *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 unattended object of light Bulk or less diff --git a/compendium/spells/magic-aura.md b/compendium/spells/magic-aura.md index 6d8b732e6..898caf16f 100644 --- a/compendium/spells/magic-aura.md +++ b/compendium/spells/magic-aura.md @@ -9,9 +9,9 @@ tags: aliases: ["Magic Aura"] --- # Magic Aura *Spell 1* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 object of 3 bulk or less diff --git a/compendium/spells/magic-fang.md b/compendium/spells/magic-fang.md index 5598c60b8..f29e93b78 100644 --- a/compendium/spells/magic-fang.md +++ b/compendium/spells/magic-fang.md @@ -8,9 +8,9 @@ tags: aliases: ["Magic Fang"] --- # Magic Fang *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/magic-hide-apg.md b/compendium/spells/magic-hide-apg.md index bf1da4e2e..1f5e68e52 100644 --- a/compendium/spells/magic-hide-apg.md +++ b/compendium/spells/magic-hide-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Magic Hide"] --- # Magic Hide *Focus 1* -[abjuration](rules/traits/abjuration.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/magic-mailbox-som.md b/compendium/spells/magic-mailbox-som.md index 971591b2e..275a82d81 100644 --- a/compendium/spells/magic-mailbox-som.md +++ b/compendium/spells/magic-mailbox-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Magic Mailbox"] --- # Magic Mailbox *Spell 4* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 hour - **Range**touch - **Targets**2 containers, each no larger than 5 feet in any dimension diff --git a/compendium/spells/magic-missile.md b/compendium/spells/magic-missile.md index e6395d3fc..f4ee768cd 100644 --- a/compendium/spells/magic-missile.md +++ b/compendium/spells/magic-missile.md @@ -9,9 +9,9 @@ tags: aliases: ["Magic Missile"] --- # Magic Missile *Spell 1* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/magic-mouth.md b/compendium/spells/magic-mouth.md index 032f055bb..a4035d956 100644 --- a/compendium/spells/magic-mouth.md +++ b/compendium/spells/magic-mouth.md @@ -10,9 +10,9 @@ tags: aliases: ["Magic Mouth"] --- # Magic Mouth *Spell 2* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature or object diff --git a/compendium/spells/magic-stone-apg.md b/compendium/spells/magic-stone-apg.md index a9ba650de..0251f2cf0 100644 --- a/compendium/spells/magic-stone-apg.md +++ b/compendium/spells/magic-stone-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Magic Stone"] --- # Magic Stone *Spell 1* -[necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Targets**1 to 3 non-magical stones or sling bullets diff --git a/compendium/spells/magic-warrior-aspect-lowg.md b/compendium/spells/magic-warrior-aspect-lowg.md index 7bec65bb9..cbf9d9b4b 100644 --- a/compendium/spells/magic-warrior-aspect-lowg.md +++ b/compendium/spells/magic-warrior-aspect-lowg.md @@ -10,7 +10,7 @@ tags: aliases: ["Magic Warrior Aspect"] --- # Magic Warrior Aspect *Focus 2* -[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**5 minutes diff --git a/compendium/spells/magic-warrior-transformation-lowg.md b/compendium/spells/magic-warrior-transformation-lowg.md index 359395efc..21fe9285f 100644 --- a/compendium/spells/magic-warrior-transformation-lowg.md +++ b/compendium/spells/magic-warrior-transformation-lowg.md @@ -10,7 +10,7 @@ tags: aliases: ["Magic Warrior Transformation"] --- # Magic Warrior Transformation *Focus 2* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/magic-weapon.md b/compendium/spells/magic-weapon.md index f561914f6..81425934e 100644 --- a/compendium/spells/magic-weapon.md +++ b/compendium/spells/magic-weapon.md @@ -8,9 +8,9 @@ tags: aliases: ["Magic Weapon"] --- # Magic Weapon *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 weapon that is unattended or wielded by you or a willing ally diff --git a/compendium/spells/magical-fetters-aoe2.md b/compendium/spells/magical-fetters-aoe2.md index 7a3cbccd1..03109f91e 100644 --- a/compendium/spells/magical-fetters-aoe2.md +++ b/compendium/spells/magical-fetters-aoe2.md @@ -10,9 +10,9 @@ tags: aliases: ["Magical Fetters"] --- # Magical Fetters *Spell 3* -[conjuration](rules/traits/conjuration.md) [incapacitation](rules/traits/incapacitation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/magics-vessel.md b/compendium/spells/magics-vessel.md index 108ee22bf..d22fdfc77 100644 --- a/compendium/spells/magics-vessel.md +++ b/compendium/spells/magics-vessel.md @@ -10,7 +10,7 @@ tags: aliases: ["Magic's Vessel"] --- # Magic's Vessel *Focus 1* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [magic](compendium/setting/domains.md#Magic) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/magnetic-acceleration-som.md b/compendium/spells/magnetic-acceleration-som.md index ab90bb75d..140e673c2 100644 --- a/compendium/spells/magnetic-acceleration-som.md +++ b/compendium/spells/magnetic-acceleration-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Magnetic Acceleration"] --- # Magnetic Acceleration *Spell 3* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature or object diff --git a/compendium/spells/magnetic-attraction-som.md b/compendium/spells/magnetic-attraction-som.md index 2b95cf2b7..fca6be42f 100644 --- a/compendium/spells/magnetic-attraction-som.md +++ b/compendium/spells/magnetic-attraction-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Magnetic Attraction"] --- # Magnetic Attraction *Spell 2* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**up to 10 metal objects with a total Bulk of 1 or less diff --git a/compendium/spells/magnetic-repulsion-som.md b/compendium/spells/magnetic-repulsion-som.md index ea2d02a0f..44599e067 100644 --- a/compendium/spells/magnetic-repulsion-som.md +++ b/compendium/spells/magnetic-repulsion-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Magnetic Repulsion"] --- # Magnetic Repulsion *Spell 2* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/magnificent-mansion.md b/compendium/spells/magnificent-mansion.md index fcd66efa3..1e2cb897d 100644 --- a/compendium/spells/magnificent-mansion.md +++ b/compendium/spells/magnificent-mansion.md @@ -10,9 +10,9 @@ tags: aliases: ["Magnificent Mansion"] --- # Magnificent Mansion *Spell 7* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**30 foot - **Duration**until the next time you make your daily preparations diff --git a/compendium/spells/malicious-shadow-apg.md b/compendium/spells/malicious-shadow-apg.md index c30d3b049..938016251 100644 --- a/compendium/spells/malicious-shadow-apg.md +++ b/compendium/spells/malicious-shadow-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Malicious Shadow"] --- # Malicious Shadow *Focus 3* -[evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/malignant-sustenance.md b/compendium/spells/malignant-sustenance.md index 669c3fe72..2c919cb3d 100644 --- a/compendium/spells/malignant-sustenance.md +++ b/compendium/spells/malignant-sustenance.md @@ -11,7 +11,7 @@ tags: aliases: ["Malignant Sustenance"] --- # Malignant Sustenance *Focus 4* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [undeath](compendium/setting/domains.md#Undeath) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/manifold-lives-da.md b/compendium/spells/manifold-lives-da.md index fa78b6aa2..6eb907af1 100644 --- a/compendium/spells/manifold-lives-da.md +++ b/compendium/spells/manifold-lives-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Manifold Lives"] --- # Manifold Lives *Focus 6* -[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/mantis-form-lowg.md b/compendium/spells/mantis-form-lowg.md index edf006b80..4735d2602 100644 --- a/compendium/spells/mantis-form-lowg.md +++ b/compendium/spells/mantis-form-lowg.md @@ -10,7 +10,7 @@ tags: aliases: ["Mantis Form"] --- # Mantis Form *Focus 4* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/mantle-of-the-frozen-heart-som.md b/compendium/spells/mantle-of-the-frozen-heart-som.md index fe59095d7..6a2339c68 100644 --- a/compendium/spells/mantle-of-the-frozen-heart-som.md +++ b/compendium/spells/mantle-of-the-frozen-heart-som.md @@ -10,18 +10,18 @@ tags: aliases: ["Mantle Of The Frozen Heart"] --- # Mantle Of The Frozen Heart *Spell 5* -[cold](rules/traits/cold.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can change one of your chosen abilities to a different option from the list. +You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can change one of your chosen abilities to a different option from the list. - **Chilling Ice** The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. - **Heart of Ice** Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes `2d6` cold damage. - **Ice Glide** Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to [Balance](rules/actions/balance.md) on ice, and you ignore difficult terrain caused by ice or snow. While moving along a smooth surface, you gain a +20-foot status bonus to your land Speed. -- **Icy Claws** Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits, in the brawling weapon group. Your claw attack deals `1d6` piercing damage as its base damage, plus an additional `2d6` cold damage. +- **Icy Claws** Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits, in the brawling weapon group. Your claw attack deals `1d6` piercing damage as its base damage, plus an additional `2d6` cold damage. **Spell Lists**: Elemental diff --git a/compendium/spells/mantle-of-the-magma-heart-som.md b/compendium/spells/mantle-of-the-magma-heart-som.md index 45beb5e86..010561fb0 100644 --- a/compendium/spells/mantle-of-the-magma-heart-som.md +++ b/compendium/spells/mantle-of-the-magma-heart-som.md @@ -10,15 +10,15 @@ tags: aliases: ["Mantle Of The Magma Heart"] --- # Mantle Of The Magma Heart *Spell 5* -[fire](rules/traits/fire.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute You surround yourself in a mantle of blazing fire magic, and your skin and anything you're wearing morphs into burning hot lava. The air around you swelters with heat, and tiny sparks of flame dance behind you as you pass. -Upon casting this spell, pick two of the options below. As a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can change one of your chosen abilities to a different option from the list. +Upon casting this spell, pick two of the options below. As a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can change one of your chosen abilities to a different option from the list. - **Enlarging Eruption** You erupt in lava, which clings to you and hardens, causing your body to swell and burst until you grow to size Large. You're [clumsy](rules/conditions.md#Clumsy). Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. You can't choose this option if you're already Large or larger. - **Fiery Grasp** Your hands swell and grow with lava. You gain a lava fist unarmed attack in the brawling weapon group. Your lava fists deal `1d8` bludgeoning damage as their base damage, plus an additional `2d6` fire damage and `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/mariners-curse.md b/compendium/spells/mariners-curse.md index 394dd300a..0df3408ac 100644 --- a/compendium/spells/mariners-curse.md +++ b/compendium/spells/mariners-curse.md @@ -9,9 +9,9 @@ tags: aliases: ["Mariner's Curse"] --- # Mariner's Curse *Spell 5* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/martyrs-intervention-lokl.md b/compendium/spells/martyrs-intervention-lokl.md index 8d247d2b3..069b2299e 100644 --- a/compendium/spells/martyrs-intervention-lokl.md +++ b/compendium/spells/martyrs-intervention-lokl.md @@ -10,9 +10,9 @@ tags: aliases: ["Martyr's Intervention"] --- # Martyr's Intervention *Spell 3* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature within range would take damage that reduces it to 0 Hit Points - **Requirements**You don't have the [wounded](rules/conditions.md#Wounded) condition. diff --git a/compendium/spells/mask-of-terror.md b/compendium/spells/mask-of-terror.md index 1b78c2bb0..665827d47 100644 --- a/compendium/spells/mask-of-terror.md +++ b/compendium/spells/mask-of-terror.md @@ -12,9 +12,9 @@ tags: aliases: ["Mask Of Terror"] --- # Mask Of Terror *Spell 7* -[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/massacre.md b/compendium/spells/massacre.md index 787e1c231..8af72275d 100644 --- a/compendium/spells/massacre.md +++ b/compendium/spells/massacre.md @@ -11,9 +11,9 @@ tags: aliases: ["Massacre"] --- # Massacre *Spell 9* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot line - **Saving Throw** Fortitude diff --git a/compendium/spells/maze-of-locked-doors-aoe2.md b/compendium/spells/maze-of-locked-doors-aoe2.md index b629acaec..aaa527551 100644 --- a/compendium/spells/maze-of-locked-doors-aoe2.md +++ b/compendium/spells/maze-of-locked-doors-aoe2.md @@ -12,16 +12,16 @@ tags: aliases: ["Maze Of Locked Doors"] --- # Maze Of Locked Doors *Spell 7* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [incapacitation](rules/traits/incapacitation.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature - **Saving Throw** Will - **Duration**sustained -The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP 80, BT 40, [Athletics](compendium/skills.md#Athletics) DC 30 to [Force Open](rules/actions/force-open.md)) secured with average locks (DC 25 [Thievery](compendium/skills.md#Thievery), 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). [Teleportation](rules/traits/teleportation.md) effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level [teleportation](rules/traits/teleportation.md) effects require the caster to succeed at a counteract check against your spell DC or they fail. +The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP 80, BT 40, [Athletics](compendium/skills.md#Athletics) DC 30 to [Force Open](rules/actions/force-open.md)) secured with average locks (DC 25 [Thievery](compendium/skills.md#Thievery), 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). [Teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects require the caster to succeed at a counteract check against your spell DC or they fail. > [!success-degree] > - **Critical Success** The target is unaffected. diff --git a/compendium/spells/maze.md b/compendium/spells/maze.md index 74d6e02db..55c82ea3a 100644 --- a/compendium/spells/maze.md +++ b/compendium/spells/maze.md @@ -10,9 +10,9 @@ tags: aliases: ["Maze"] --- # Maze *Spell 8* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/medusas-wrath-apg.md b/compendium/spells/medusas-wrath-apg.md index 56d44dfbd..a504c184b 100644 --- a/compendium/spells/medusas-wrath-apg.md +++ b/compendium/spells/medusas-wrath-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Medusa's Wrath"] --- # Medusa's Wrath *Focus 8* -[monk](rules/traits/monk.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[monk](rules/traits/monk.md "Monk Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -19,7 +19,7 @@ You make an attack filled with a medusa's petrifying power. Make an unarmed [Strike](rules/actions/strike.md) with the following additional effects. > [!success-degree] -> - **Critical Success** The target is [slowed](rules/conditions.md#Slowed) and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md) trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (2 on a critical failure). A successful save reduces the [slowed](rules/conditions.md#Slowed) condition by 1. When a creature is unable to act due to the [slowed](rules/conditions.md#Slowed) condition from medusa's wrath, it is [petrified](rules/conditions.md#Petrified) permanently. The spell ends if the creature is [petrified](rules/conditions.md#Petrified) or the [slowed](rules/conditions.md#Slowed) condition is removed. +> - **Critical Success** The target is [slowed](rules/conditions.md#Slowed) and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (2 on a critical failure). A successful save reduces the [slowed](rules/conditions.md#Slowed) condition by 1. When a creature is unable to act due to the [slowed](rules/conditions.md#Slowed) condition from medusa's wrath, it is [petrified](rules/conditions.md#Petrified) permanently. The spell ends if the creature is [petrified](rules/conditions.md#Petrified) or the [slowed](rules/conditions.md#Slowed) condition is removed. > - **Success** As critical success, but the target is initially [slowed](rules/conditions.md#Slowed). *Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/compendium/spells/meld-into-stone.md b/compendium/spells/meld-into-stone.md index 3c93cb846..4bde4464b 100644 --- a/compendium/spells/meld-into-stone.md +++ b/compendium/spells/meld-into-stone.md @@ -9,9 +9,9 @@ tags: aliases: ["Meld Into Stone"] --- # Meld Into Stone *Spell 3* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/mending.md b/compendium/spells/mending.md index 752ceecd7..32d45ceec 100644 --- a/compendium/spells/mending.md +++ b/compendium/spells/mending.md @@ -8,9 +8,9 @@ tags: aliases: ["Mending"] --- # Mending *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**non-magical object of light Bulk or less diff --git a/compendium/spells/message-rune-logm.md b/compendium/spells/message-rune-logm.md index 62cd9fc00..130aa7e28 100644 --- a/compendium/spells/message-rune-logm.md +++ b/compendium/spells/message-rune-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Message Rune"] --- # Message Rune *Spell 1* -[divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 5 minutes - **Range**touch - **Targets**1 flat unattended surface diff --git a/compendium/spells/message.md b/compendium/spells/message.md index c31bd9086..c7960a66f 100644 --- a/compendium/spells/message.md +++ b/compendium/spells/message.md @@ -12,9 +12,9 @@ tags: aliases: ["Message"] --- # Message *Cantrip 1* -[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [illusion](rules/traits/illusion.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/meteor-swarm.md b/compendium/spells/meteor-swarm.md index 53903850a..bd0493959 100644 --- a/compendium/spells/meteor-swarm.md +++ b/compendium/spells/meteor-swarm.md @@ -10,9 +10,9 @@ tags: aliases: ["Meteor Swarm"] --- # Meteor Swarm *Spell 9* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**4 40-foot bursts diff --git a/compendium/spells/mimic-undead-som.md b/compendium/spells/mimic-undead-som.md index 0b5361512..6242a9b12 100644 --- a/compendium/spells/mimic-undead-som.md +++ b/compendium/spells/mimic-undead-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Mimic Undead"] --- # Mimic Undead *Spell 2* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**You're a living creature. - **Duration**10 minutes diff --git a/compendium/spells/mind-blank.md b/compendium/spells/mind-blank.md index 7fc0025e6..3db469758 100644 --- a/compendium/spells/mind-blank.md +++ b/compendium/spells/mind-blank.md @@ -9,16 +9,16 @@ tags: aliases: ["Mind Blank"] --- # Mind Blank *Spell 8* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature - **Duration**until the next time you make your daily preparations -Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against [mental](rules/traits/mental.md) effects. +Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. -Mind blank attempts to counteract any detection, [revelation](rules/traits/revelation.md), and [scrying](rules/traits/scrying.md) effects as if its spell level were 1 higher than its actual level. On a success, the [divination](rules/traits/divination.md) effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target. +Mind blank attempts to counteract any detection, [revelation](rules/traits/revelation.md "Revelation Effect Trait"), and [scrying](rules/traits/scrying.md "Scrying Effect Trait") effects as if its spell level were 1 higher than its actual level. On a success, the [divination](rules/traits/divination.md "Divination School Trait") effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target. *Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/compendium/spells/mind-games-sot1.md b/compendium/spells/mind-games-sot1.md index bc8c94f70..95da3d945 100644 --- a/compendium/spells/mind-games-sot1.md +++ b/compendium/spells/mind-games-sot1.md @@ -10,9 +10,9 @@ tags: aliases: ["Mind Games"] --- # Mind Games *Spell 2* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Cost**3 gp game piece focus - **Range**30 foot diff --git a/compendium/spells/mind-of-menace-som.md b/compendium/spells/mind-of-menace-som.md index fef14badf..407f29e26 100644 --- a/compendium/spells/mind-of-menace-som.md +++ b/compendium/spells/mind-of-menace-som.md @@ -12,19 +12,19 @@ tags: aliases: ["Mind Of Menace"] --- # Mind Of Menace *Spell 3* -[contingency](rules/traits/contingency-som.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Duration**24 hours This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. -Fight with Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a [mental](rules/traits/mental.md) effect against you; Effect The triggering creature must attempt a Will save, which has the following effects. +Fight with Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a [mental](rules/traits/mental.md "Mental Effect Trait") effect against you; Effect The triggering creature must attempt a Will save, which has the following effects. > [!success-degree] > - **Success** The creature is unaffected. -> - **Failure** The creature is [frightened](rules/conditions.md#Frightened), and you gain a +2 status bonus to your saving throw or other defense against the triggering [mental](rules/traits/mental.md) effect. -> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened), and you're unaffected by the triggering [mental](rules/traits/mental.md) effect. +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened), and you gain a +2 status bonus to your saving throw or other defense against the triggering [mental](rules/traits/mental.md "Mental Effect Trait") effect. +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened), and you're unaffected by the triggering [mental](rules/traits/mental.md "Mental Effect Trait") effect. *Source: Secrets of Magic p. 116* \ No newline at end of file diff --git a/compendium/spells/mind-probe.md b/compendium/spells/mind-probe.md index c27fb90a7..d641b779f 100644 --- a/compendium/spells/mind-probe.md +++ b/compendium/spells/mind-probe.md @@ -11,9 +11,9 @@ tags: aliases: ["Mind Probe"] --- # Mind Probe *Spell 5* -[divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/mind-reading.md b/compendium/spells/mind-reading.md index a0c338dc8..0fdc8609a 100644 --- a/compendium/spells/mind-reading.md +++ b/compendium/spells/mind-reading.md @@ -11,9 +11,9 @@ tags: aliases: ["Mind Reading"] --- # Mind Reading *Spell 3* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/mindlink.md b/compendium/spells/mindlink.md index 6a60b2f9c..4344f6af3 100644 --- a/compendium/spells/mindlink.md +++ b/compendium/spells/mindlink.md @@ -9,9 +9,9 @@ tags: aliases: ["Mindlink"] --- # Mindlink *Spell 1* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/miracle.md b/compendium/spells/miracle.md index 91b78ae88..495931dc8 100644 --- a/compendium/spells/miracle.md +++ b/compendium/spells/miracle.md @@ -8,15 +8,15 @@ tags: aliases: ["Miracle"] --- # Miracle *Spell 10* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You request aid directly from your divine source. Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for. A casting of miracle can do any of the following things. - Duplicate any spell from the divine list of 9th level or lower to which you have access. -- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md) or you must have access. +- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md "Common Rarity Trait") or you must have access. - Produce any effect whose power level is in line with the above effects. - Reverse certain effects that refer to the [wish](compendium/spells/wish.md) spell. diff --git a/compendium/spells/mirecloak-sot3.md b/compendium/spells/mirecloak-sot3.md index 689f8916a..27b2d8507 100644 --- a/compendium/spells/mirecloak-sot3.md +++ b/compendium/spells/mirecloak-sot3.md @@ -10,9 +10,9 @@ tags: aliases: ["Mirecloak"] --- # Mirecloak *Spell 5* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 4 creatures diff --git a/compendium/spells/mirror-image.md b/compendium/spells/mirror-image.md index 49d1a12b9..1101633f6 100644 --- a/compendium/spells/mirror-image.md +++ b/compendium/spells/mirror-image.md @@ -9,9 +9,9 @@ tags: aliases: ["Mirror Image"] --- # Mirror Image *Spell 2* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/mirror-malefactors-som.md b/compendium/spells/mirror-malefactors-som.md index 1c0fb2bb0..cdb5b2e93 100644 --- a/compendium/spells/mirror-malefactors-som.md +++ b/compendium/spells/mirror-malefactors-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Mirror Malefactors"] --- # Mirror Malefactors *Spell 5* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/mirrors-misfortune-som.md b/compendium/spells/mirrors-misfortune-som.md index ab70f2a35..c67a12de2 100644 --- a/compendium/spells/mirrors-misfortune-som.md +++ b/compendium/spells/mirrors-misfortune-som.md @@ -8,15 +8,15 @@ tags: aliases: ["Mirror's Misfortune"] --- # Mirror's Misfortune *Spell 4* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can [Step](rules/actions/step.md) to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to [Seek](rules/actions/seek.md) and succeeds at a [Perception](compendium/skills.md#Perception) check against the spell's DC. -If a creature takes a [hostile](rules/conditions.md#Hostile) action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a [curse](rules/traits/curse.md) and [misfortune](rules/traits/misfortune.md) effect. When the duplicate shatters, the spell ends. +If a creature takes a [hostile](rules/conditions.md#Hostile) action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a [curse](rules/traits/curse.md "Curse Effect Trait") and [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. When the duplicate shatters, the spell ends. > [!success-degree] > - **Success** The creature is unaffected. diff --git a/compendium/spells/misdirection.md b/compendium/spells/misdirection.md index 1504213fb..00278377b 100644 --- a/compendium/spells/misdirection.md +++ b/compendium/spells/misdirection.md @@ -8,9 +8,9 @@ tags: aliases: ["Misdirection"] --- # Misdirection *Spell 2* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**30 foot - **Targets**2 creatures or objects diff --git a/compendium/spells/mislead.md b/compendium/spells/mislead.md index cf060dad7..a4c0ac358 100644 --- a/compendium/spells/mislead.md +++ b/compendium/spells/mislead.md @@ -8,9 +8,9 @@ tags: aliases: ["Mislead"] --- # Mislead *Spell 6* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**sustained up to 1 minute diff --git a/compendium/spells/modify-memory.md b/compendium/spells/modify-memory.md index 2f4a498d5..22049b89b 100644 --- a/compendium/spells/modify-memory.md +++ b/compendium/spells/modify-memory.md @@ -10,9 +10,9 @@ tags: aliases: ["Modify Memory"] --- # Modify Memory *Spell 4* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/moment-of-renewal.md b/compendium/spells/moment-of-renewal.md index ec8f2dfc0..a3a7b6f63 100644 --- a/compendium/spells/moment-of-renewal.md +++ b/compendium/spells/moment-of-renewal.md @@ -9,9 +9,9 @@ tags: aliases: ["Moment Of Renewal"] --- # Moment Of Renewal *Spell 8* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**up to 6 creatures diff --git a/compendium/spells/momentary-recovery-da.md b/compendium/spells/momentary-recovery-da.md index 09d3479d9..12f181ab2 100644 --- a/compendium/spells/momentary-recovery-da.md +++ b/compendium/spells/momentary-recovery-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Momentary Recovery"] --- # Momentary Recovery *Spell 7* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/monstrosity-form.md b/compendium/spells/monstrosity-form.md index 8f515c961..5103178e9 100644 --- a/compendium/spells/monstrosity-form.md +++ b/compendium/spells/monstrosity-form.md @@ -9,13 +9,13 @@ tags: aliases: ["Monstrosity Form"] --- # Monstrosity Form *Spell 8* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the [beast](rules/traits/beast.md) trait (for phoenix) or the [animal](rules/traits/animal.md) trait (for purple worm or sea serpent). You can [Dismiss](rules/actions/dismiss.md) the spell. +You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the [beast](rules/traits/beast.md "Beast Creature Type Trait") trait (for phoenix) or the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait (for purple worm or sea serpent). You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of which battle form you choose: @@ -24,9 +24,9 @@ You gain the following statistics and abilities regardless of which battle form - [Darkvision](rules/abilities/darkvision.md). - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. - [Athletics](compendium/skills.md#Athletics) modifier of +30, unless your own modifier is higher. You also gain specific abilities based on the type of monster you choose: -- **Phoenix** Speed 30 feet, fly Speed 90 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak (reach <15 feet>), **Damage** `2d6+12` piercing plus `2d4` fire and `2d4` [persistent fire](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon (agile, reach <15 feet>), **Damage** `2d8+12` slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes `2d6` fire damage. A creature can take this damage only once per turn. You can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to activate or deactivate this aura. +- **Phoenix** Speed 30 feet, fly Speed 90 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak (reach <15 feet>), **Damage** `2d6+12` piercing plus `2d4` fire and `2d4` [persistent fire](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon (agile, reach <15 feet>), **Damage** `2d8+12` slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes `2d6` fire damage. A creature can take this damage only once per turn. You can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to activate or deactivate this aura. - **Purple Worm** Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d12+20` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger (agile, reach <10 feet>), **Damage** `2d8+15` piercing plus `2d6` [persistent poison](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") body (reach <10 feet>) **Damage** `2d8+20` bludgeoning; Inexorable You automatically recover from the [paralyzed](rules/conditions.md#Paralyzed), [slowed](rules/conditions.md#Slowed), and [stunned](rules/conditions.md#Stunned) conditions at the end of each of your turns. You're also immune to being [immobilized](rules/conditions.md#Immobilized) and ignore difficult terrain and greater difficult terrain. -- **Sea Serpent** Speed 20 feet, swim Speed 90 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <15 feet>), **Damage** `2d12+20` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <25 feet>), **Damage** `2d8+20` bludgeoning; Spine Rake [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([move](rules/traits/move.md)) You extend your spines and [Swim](rules/actions/swim.md) or [Stride](rules/actions/stride.md). Each creature you're adjacent to at any point during your movement takes `4d8+10` slashing damage (basic Reflex against your spell DC). +- **Sea Serpent** Speed 20 feet, swim Speed 90 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <15 feet>), **Damage** `2d12+20` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <25 feet>), **Damage** `2d8+20` bludgeoning; Spine Rake [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([move](rules/traits/move.md "Move Combat Trait")) You extend your spines and [Swim](rules/actions/swim.md) or [Stride](rules/actions/stride.md). Each creature you're adjacent to at any point during your movement takes `4d8+10` slashing damage (basic Reflex against your spell DC). **Heightened (9th)** You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and [Athletics](compendium/skills.md#Athletics) +33. diff --git a/compendium/spells/moon-frenzy.md b/compendium/spells/moon-frenzy.md index 70f4b7d1f..527a5822c 100644 --- a/compendium/spells/moon-frenzy.md +++ b/compendium/spells/moon-frenzy.md @@ -9,17 +9,17 @@ tags: aliases: ["Moon Frenzy"] --- # Moon Frenzy *Spell 5* -[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 5 willing creatures - **Duration**1 minute -A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal `2d8` piercing damage; the claws deal `2d6` slashing damage and have the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal `2d8` piercing damage; the claws deal `2d6` slashing damage and have the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). -The targets can't use concentrate actions unless those actions also have the [rage](rules/traits/rage.md) trait, with the exception of [Seek](rules/actions/seek.md). A creature can attempt to end the spell's effect on itself by using a single action, which has the [rage](rules/traits/rage.md) trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. +The targets can't use concentrate actions unless those actions also have the [rage](rules/traits/rage.md "Rage Combat Trait") trait, with the exception of [Seek](rules/actions/seek.md). A creature can attempt to end the spell's effect on itself by using a single action, which has the [rage](rules/traits/rage.md "Rage Combat Trait") trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet. diff --git a/compendium/spells/moonbeam.md b/compendium/spells/moonbeam.md index 248876ebd..5393c18d5 100644 --- a/compendium/spells/moonbeam.md +++ b/compendium/spells/moonbeam.md @@ -13,7 +13,7 @@ tags: aliases: ["Moonbeam"] --- # Moonbeam *Focus 1* -[attack](rules/traits/attack.md) [cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [moon](compendium/setting/domains.md#Moon) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/moonburst-sot4.md b/compendium/spells/moonburst-sot4.md index 1e5326743..8160a1af0 100644 --- a/compendium/spells/moonburst-sot4.md +++ b/compendium/spells/moonburst-sot4.md @@ -13,9 +13,9 @@ tags: aliases: ["Moonburst"] --- # Moonburst *Spell 7* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**60-foot burst @@ -29,7 +29,7 @@ A powerful globe of chilling moonlight explodes in the area, dealing `8d10` cold > - **Failure** The creature or object takes full damage. > - **Critical Failure** The creature or object takes full damage. > -> If it's a creature, it's [blinded](rules/conditions.md#Blinded) for an unlimited duration. If the globe overlaps with an area of magical darkness, moonburst attempts to counteract the [darkness](rules/traits/darkness.md) effect. +> If it's a creature, it's [blinded](rules/conditions.md#Blinded) for an unlimited duration. If the globe overlaps with an area of magical darkness, moonburst attempts to counteract the [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect. **Heightened (+ 1)** The cold damage increases by `1d10`, and the positive damage against undead increases by `1d10`. diff --git a/compendium/spells/moonlight-bridge-apg.md b/compendium/spells/moonlight-bridge-apg.md index 336796109..893363358 100644 --- a/compendium/spells/moonlight-bridge-apg.md +++ b/compendium/spells/moonlight-bridge-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Moonlight Bridge"] --- # Moonlight Bridge *Focus 6* -[conjuration](rules/traits/conjuration.md) [cursebound](rules/traits/cursebound-apg.md) [light](rules/traits/light.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [light](rules/traits/light.md "Light Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/moonlight-ray-sot4.md b/compendium/spells/moonlight-ray-sot4.md index 41d1ddd72..d815a8520 100644 --- a/compendium/spells/moonlight-ray-sot4.md +++ b/compendium/spells/moonlight-ray-sot4.md @@ -13,9 +13,9 @@ tags: aliases: ["Moonlight Ray"] --- # Moonlight Ray *Spell 3* -[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/morass-of-ages-da.md b/compendium/spells/morass-of-ages-da.md index 77cd22dd9..4a1f01699 100644 --- a/compendium/spells/morass-of-ages-da.md +++ b/compendium/spells/morass-of-ages-da.md @@ -10,9 +10,9 @@ tags: aliases: ["Morass of Ages"] --- # Morass of Ages *Spell 4* -[aura](rules/traits/aura.md) [transmutation](rules/traits/transmutation.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**5-foot emanation - **Saving Throw** Fortitude diff --git a/compendium/spells/moths-supper-da.md b/compendium/spells/moths-supper-da.md index 7245ec404..62e236e4a 100644 --- a/compendium/spells/moths-supper-da.md +++ b/compendium/spells/moths-supper-da.md @@ -8,9 +8,9 @@ tags: aliases: ["Moth's Supper"] --- # Moth's Supper *Spell 3* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/mud-pit-som.md b/compendium/spells/mud-pit-som.md index ae28e2287..23a1ca01f 100644 --- a/compendium/spells/mud-pit-som.md +++ b/compendium/spells/mud-pit-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Mud Pit"] --- # Mud Pit *Spell 1* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Area**squares on the ground in a 15-foot burst diff --git a/compendium/spells/murderous-vine-som.md b/compendium/spells/murderous-vine-som.md index edbce0368..7632c8276 100644 --- a/compendium/spells/murderous-vine-som.md +++ b/compendium/spells/murderous-vine-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Murderous Vine"] --- # Murderous Vine *Spell 4* -[attack](rules/traits/attack.md) [conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature adjacent to a flat surface diff --git a/compendium/spells/mystic-beacon.md b/compendium/spells/mystic-beacon.md index 33dfd189d..b884ca87e 100644 --- a/compendium/spells/mystic-beacon.md +++ b/compendium/spells/mystic-beacon.md @@ -10,7 +10,7 @@ tags: aliases: ["Mystic Beacon"] --- # Mystic Beacon *Focus 4* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [magic](compendium/setting/domains.md#Magic) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/nature-incarnate.md b/compendium/spells/nature-incarnate.md index cd481bbee..aef438553 100644 --- a/compendium/spells/nature-incarnate.md +++ b/compendium/spells/nature-incarnate.md @@ -9,13 +9,13 @@ tags: aliases: ["Nature Incarnate"] --- # Nature Incarnate *Spell 10* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the [plant](rules/traits/plant.md) trait (for a green man) or the [beast](rules/traits/beast.md) trait (for a kaiju). You can [Dismiss](rules/actions/dismiss.md) the spell. +The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the [plant](rules/traits/plant.md "Plant Creature Type Trait") trait (for a green man) or the [beast](rules/traits/beast.md "Beast Creature Type Trait") trait (for a kaiju). You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of which battle form you choose: @@ -24,7 +24,7 @@ You gain the following statistics and abilities regardless of which battle form - [Darkvision](rules/abilities/darkvision.md). - One or more attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. - [Athletics](compendium/skills.md#Athletics) modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: -- **Green Man** Speed 40 feet, climb Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") vines ([reach <30 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+12` bludgeoning; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns (range <100 feet>), **Damage** `6d6+6` piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). -- **Kaiju** Speed 50 feet; resistance 5 to physical damage; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <30 feet>](rules/traits/reach.md)), **Damage** `6d10+10` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claws (agile, reach <30 feet>), **Damage** `6d8+8` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot (agile, reach <15 feet>), **Damage** `6d6+10` bludgeoning; Unstoppable You are immune to being [immobilized](rules/conditions.md#Immobilized) and ignore difficult terrain and greater difficult terrain; Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. +- **Green Man** Speed 40 feet, climb Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") vines ([reach <30 feet>](rules/traits/reach-30-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+12` bludgeoning; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns (range <100 feet>), **Damage** `6d6+6` piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). +- **Kaiju** Speed 50 feet; resistance 5 to physical damage; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <30 feet>](rules/traits/reach-30-feet.md "Reach Weapon Trait")), **Damage** `6d10+10` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claws (agile, reach <30 feet>), **Damage** `6d8+8` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot (agile, reach <15 feet>), **Damage** `6d6+10` bludgeoning; Unstoppable You are immune to being [immobilized](rules/conditions.md#Immobilized) and ignore difficult terrain and greater difficult terrain; Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. *Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/compendium/spells/natures-bounty.md b/compendium/spells/natures-bounty.md index 0e114da8a..43946827b 100644 --- a/compendium/spells/natures-bounty.md +++ b/compendium/spells/natures-bounty.md @@ -12,7 +12,7 @@ tags: aliases: ["Nature's Bounty"] --- # Nature's Bounty *Focus 4* -[cleric](rules/traits/cleric.md) [conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [nature](compendium/setting/domains.md#Nature) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/natures-enmity.md b/compendium/spells/natures-enmity.md index 29804ff93..f1ef3dab6 100644 --- a/compendium/spells/natures-enmity.md +++ b/compendium/spells/natures-enmity.md @@ -9,9 +9,9 @@ tags: aliases: ["Nature's Enmity"] --- # Nature's Enmity *Spell 9* -[enchantment](rules/traits/enchantment.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**500-foot burst diff --git a/compendium/spells/natures-reprisal-som.md b/compendium/spells/natures-reprisal-som.md index 3082edb22..fcdeab5c7 100644 --- a/compendium/spells/natures-reprisal-som.md +++ b/compendium/spells/natures-reprisal-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Nature's Reprisal"] --- # Nature's Reprisal *Spell 6* -[plant](rules/traits/plant.md) [poison](rules/traits/poison.md) [transmutation](rules/traits/transmutation.md) +[plant](rules/traits/plant.md "Plant Creature Type Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**all squares on the ground that contain plants in an 80-foot burst diff --git a/compendium/spells/necromancers-generosity-som.md b/compendium/spells/necromancers-generosity-som.md index c55b0f7c9..7c4f9d374 100644 --- a/compendium/spells/necromancers-generosity-som.md +++ b/compendium/spells/necromancers-generosity-som.md @@ -9,15 +9,15 @@ tags: aliases: ["Necromancer's Generosity"] --- # Necromancer's Generosity *Spell 1* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 undead minion you control - **Duration**1 minute -You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains `1d8+4` Hit Points when you [Cast the Spell](rules/actions/cast-a-spell.md), and it gains a +2 status bonus to saves against [positive](rules/traits/positive.md) effects for the duration. +You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains `1d8+4` Hit Points when you [Cast the Spell](rules/actions/cast-a-spell.md), and it gains a +2 status bonus to saves against [positive](rules/traits/positive.md "Positive Energy & Element Trait") effects for the duration. **Heightened (+ 1)** The amount of healing increases by `1d8+4`. diff --git a/compendium/spells/necrotic-radiation-ec4.md b/compendium/spells/necrotic-radiation-ec4.md index f36908edd..7427d6bb5 100644 --- a/compendium/spells/necrotic-radiation-ec4.md +++ b/compendium/spells/necrotic-radiation-ec4.md @@ -10,9 +10,9 @@ tags: aliases: ["Necrotic Radiation"] --- # Necrotic Radiation *Spell 4* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**one object or one 10-footsquare area diff --git a/compendium/spells/necrotize-som.md b/compendium/spells/necrotize-som.md index c8063c03d..f8c094b7d 100644 --- a/compendium/spells/necrotize-som.md +++ b/compendium/spells/necrotize-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Necrotize"] --- # Necrotize *Spell 6* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 living creature diff --git a/compendium/spells/needle-of-vengeance-apg.md b/compendium/spells/needle-of-vengeance-apg.md index ceb1e9317..b7006b6f6 100644 --- a/compendium/spells/needle-of-vengeance-apg.md +++ b/compendium/spells/needle-of-vengeance-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Needle Of Vengeance"] --- # Needle Of Vengeance *Focus 1* -[enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/negate-aroma.md b/compendium/spells/negate-aroma.md index 7519af6b2..230dbe865 100644 --- a/compendium/spells/negate-aroma.md +++ b/compendium/spells/negate-aroma.md @@ -8,9 +8,9 @@ tags: aliases: ["Negate Aroma"] --- # Negate Aroma *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/nettleskin-tok.md b/compendium/spells/nettleskin-tok.md index d2b7e5f2a..4deb6e252 100644 --- a/compendium/spells/nettleskin-tok.md +++ b/compendium/spells/nettleskin-tok.md @@ -10,9 +10,9 @@ tags: aliases: ["Nettleskin"] --- # Nettleskin *Spell 1* -[plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/neutralize-poison.md b/compendium/spells/neutralize-poison.md index a2aa62f13..d4b57a606 100644 --- a/compendium/spells/neutralize-poison.md +++ b/compendium/spells/neutralize-poison.md @@ -9,9 +9,9 @@ tags: aliases: ["Neutralize Poison"] --- # Neutralize Poison *Spell 3* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/nightmare.md b/compendium/spells/nightmare.md index eb89dd41e..30a0965ed 100644 --- a/compendium/spells/nightmare.md +++ b/compendium/spells/nightmare.md @@ -9,9 +9,9 @@ tags: aliases: ["Nightmare"] --- # Nightmare *Spell 4* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**planetary - **Targets**1 creature you know by name diff --git a/compendium/spells/nondetection.md b/compendium/spells/nondetection.md index a4a58dd38..88d25bcdf 100644 --- a/compendium/spells/nondetection.md +++ b/compendium/spells/nondetection.md @@ -9,9 +9,9 @@ tags: aliases: ["Nondetection"] --- # Nondetection *Spell 3* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 creature or object diff --git a/compendium/spells/noxious-vapors-apg.md b/compendium/spells/noxious-vapors-apg.md index ebd989df4..9bed2fc25 100644 --- a/compendium/spells/noxious-vapors-apg.md +++ b/compendium/spells/noxious-vapors-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Noxious Vapors"] --- # Noxious Vapors *Spell 1* -[evocation](rules/traits/evocation.md) [poison](rules/traits/poison.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**10-foot emanation - **Saving Throw** basic Fortitude diff --git a/compendium/spells/nudge-fate-apg.md b/compendium/spells/nudge-fate-apg.md index 62c830eac..98e8f31fa 100644 --- a/compendium/spells/nudge-fate-apg.md +++ b/compendium/spells/nudge-fate-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Nudge Fate"] --- # Nudge Fate *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/nudge-the-odds-som.md b/compendium/spells/nudge-the-odds-som.md index e86c3ea0d..4b85ad7c4 100644 --- a/compendium/spells/nudge-the-odds-som.md +++ b/compendium/spells/nudge-the-odds-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Nudge The Odds"] --- # Nudge The Odds *Spell 1* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/nullify-som.md b/compendium/spells/nullify-som.md index d0e388522..501bfe453 100644 --- a/compendium/spells/nullify-som.md +++ b/compendium/spells/nullify-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Nullify"] --- # Nullify *Spell 10* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A foe within range casts a 9th-level or lower spell. - **Range**120 foot diff --git a/compendium/spells/nymphs-token-apg.md b/compendium/spells/nymphs-token-apg.md index 738c08bd7..5e77b2cf8 100644 --- a/compendium/spells/nymphs-token-apg.md +++ b/compendium/spells/nymphs-token-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Nymph's Token"] --- # Nymph's Token *Focus 1* -[enchantment](rules/traits/enchantment.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/oathkeepers-insignia-logm.md b/compendium/spells/oathkeepers-insignia-logm.md index 2f0217d69..fd6083def 100644 --- a/compendium/spells/oathkeepers-insignia-logm.md +++ b/compendium/spells/oathkeepers-insignia-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Oathkeeper's Insignia"] --- # Oathkeeper's Insignia *Focus 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") - **Domains**: [duty](compendium/setting/domains.md#Duty) - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") diff --git a/compendium/spells/object-memory-logm.md b/compendium/spells/object-memory-logm.md index 998d64b4e..c67dd2565 100644 --- a/compendium/spells/object-memory-logm.md +++ b/compendium/spells/object-memory-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Object Memory"] --- # Object Memory *Focus 1* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") - **Domains**: [vigil](compendium/setting/domains.md#Vigil) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/object-reading-apg.md b/compendium/spells/object-reading-apg.md index 667bd613b..fe57a9ee5 100644 --- a/compendium/spells/object-reading-apg.md +++ b/compendium/spells/object-reading-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Object Reading"] --- # Object Reading *Spell 1* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 object diff --git a/compendium/spells/obscuring-mist.md b/compendium/spells/obscuring-mist.md index f72e14ef7..5cb7ce6b3 100644 --- a/compendium/spells/obscuring-mist.md +++ b/compendium/spells/obscuring-mist.md @@ -10,9 +10,9 @@ tags: aliases: ["Obscuring Mist"] --- # Obscuring Mist *Spell 2* -[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/ocular-overload-som.md b/compendium/spells/ocular-overload-som.md index a7febf06a..1115d479d 100644 --- a/compendium/spells/ocular-overload-som.md +++ b/compendium/spells/ocular-overload-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Ocular Overload"] --- # Ocular Overload *Spell 4* -[contingency](rules/traits/contingency-som.md) [illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [visual](rules/traits/visual.md) +[contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Duration**24 hours @@ -21,7 +21,7 @@ Just as a creature is about to attack you, you assault them with jarring illusio ```ad-embed-ability title: Overload Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Trigger**: A creature within 60 feet would make an attack roll against you diff --git a/compendium/spells/ode-to-ouroboros-apg.md b/compendium/spells/ode-to-ouroboros-apg.md index 860e832d0..1a800ee7c 100644 --- a/compendium/spells/ode-to-ouroboros-apg.md +++ b/compendium/spells/ode-to-ouroboros-apg.md @@ -11,13 +11,13 @@ tags: aliases: ["Ode To Ouroboros"] --- # Ode To Ouroboros *Focus 5* -[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature's [dying](rules/conditions.md#Dying) condition would reach the value at which they would die. - **Range**60 foot - **Targets**the triggering creature -Your ode temporarily staves off death. The target's [dying](rules/conditions.md#Dying) condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its [dying](rules/conditions.md#Dying) condition, such as disintegrate and [death](rules/traits/death.md) effects. +Your ode temporarily staves off death. The target's [dying](rules/conditions.md#Dying) condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its [dying](rules/conditions.md#Dying) condition, such as disintegrate and [death](rules/traits/death.md "Death Effect Trait") effects. *Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/compendium/spells/omnidirectional-scan-da.md b/compendium/spells/omnidirectional-scan-da.md index 8c2665457..ec559214f 100644 --- a/compendium/spells/omnidirectional-scan-da.md +++ b/compendium/spells/omnidirectional-scan-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Omnidirectional Scan"] --- # Omnidirectional Scan *Cantrip 3* -[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) [psychic](rules/traits/psychic-da.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**30-foot emanation diff --git a/compendium/spells/one-with-the-land-som.md b/compendium/spells/one-with-the-land-som.md index c894d08b9..b5f6e8216 100644 --- a/compendium/spells/one-with-the-land-som.md +++ b/compendium/spells/one-with-the-land-som.md @@ -10,9 +10,9 @@ tags: aliases: ["One With The Land"] --- # One With The Land *Spell 9* -[earth](rules/traits/earth.md) [plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute @@ -22,8 +22,8 @@ While merged, you gain the following additional benefits. - You immediately become aware of the surrounding terrain features, and you gain [tremorsense](rules/abilities/tremorsense.md) as an imprecise sense with a range of 200 feet. - You can make terrain vengeance [Strikes](rules/actions/strike.md) by commanding plants, rocks, and other natural features to attack your foes. These are melee [Strikes](rules/actions/strike.md) that use your spell attack roll, can target any creature within 60 feet of you, and deal `5d12` bludgeoning, piercing, or slashing damage. You choose the damage type each time you make a terrain vengeance [Strike](rules/actions/strike.md). -- By spending a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can increase or decrease the environmental temperature changing it to either one step warmer than normal, one step colder than normal, or the normal temperature. -- As a 2-action activity that has the [concentrate](rules/traits/concentrate.md) trait, you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet +- By spending a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can increase or decrease the environmental temperature changing it to either one step warmer than normal, one step colder than normal, or the normal temperature. +- As a 2-action activity that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet All of your alterations to the land end when the spell ends. diff --git a/compendium/spells/oneiric-mire-som.md b/compendium/spells/oneiric-mire-som.md index 5d0c6d5fc..e8253b97a 100644 --- a/compendium/spells/oneiric-mire-som.md +++ b/compendium/spells/oneiric-mire-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Oneiric Mire"] --- # Oneiric Mire *Spell 3* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/ooze-form-som.md b/compendium/spells/ooze-form-som.md index bf6373611..3b2a2787d 100644 --- a/compendium/spells/ooze-form-som.md +++ b/compendium/spells/ooze-form-som.md @@ -9,19 +9,19 @@ tags: aliases: ["Ooze Form"] --- # Ooze Form *Spell 3* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the [ooze](rules/traits/ooze.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. +You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the [ooze](rules/traits/ooze.md "Ooze Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of which battle form you choose: - AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. - 20 temporary Hit Points. -- You are immune to critical hits, precision damage, and [visual](rules/traits/visual.md) effects. +- You are immune to critical hits, precision damage, and [visual](rules/traits/visual.md "Visual Effect Trait") effects. - Resistance 5 to acid, piercing, and slashing damage. - No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. - One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. @@ -30,14 +30,14 @@ You gain the following statistics and abilities regardless of which battle form You also gain specific abilities based on the ooze: - **Black Pudding** Speed 15 feet, climb 15 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `2d6+5` bludgeoning and `1d8` acid. -- **Gelatinous Cube** Speed 15 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cube face, **Damage** `1d6+5` acid; a creature hit by your cube face [Strike](rules/actions/strike.md) must succeed at a Fortitude save against your spell DC or be [stunned](rules/conditions.md#Stunned) (or [paralyzed](rules/conditions.md#Paralyzed) for 1 round on a critical failure); this save has the [incapacitation](rules/traits/incapacitation.md) trait. +- **Gelatinous Cube** Speed 15 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cube face, **Damage** `1d6+5` acid; a creature hit by your cube face [Strike](rules/actions/strike.md) must succeed at a Fortitude save against your spell DC or be [stunned](rules/conditions.md#Stunned) (or [paralyzed](rules/conditions.md#Paralyzed) for 1 round on a critical failure); this save has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. - **Gray Ooze** Speed 15 feet, climb 15 feet, swim 15 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `1d6+5` bludgeoning and `1d6` acid, and you can spend an action after a hit to Grab the target. - **Ochre Jelly** Speed 15 feet, climb 10 feet; resistance 5 to electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `1d8+5` bludgeoning and `1d8` acid, and you can spend an action after a hit to Grab the target. -**Heightened (4th)** Your battle form is [Large](rules/traits/large-b1.md), and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and [Athletics](compendium/skills.md#Athletics) +16. Your motion sense has a range of 40 feet. +**Heightened (4th)** Your battle form is [Large](rules/traits/large-b1.md "Large Size Trait"), and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and [Athletics](compendium/skills.md#Athletics) +16. Your motion sense has a range of 40 feet. -**Heightened (5th)** Your battle form is [Huge](rules/traits/huge-b1.md), and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and [Athletics](compendium/skills.md#Athletics) +20. Your motion sense has a range of 60 feet. +**Heightened (5th)** Your battle form is [Huge](rules/traits/huge-b1.md "Huge Size Trait"), and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and [Athletics](compendium/skills.md#Athletics) +20. Your motion sense has a range of 60 feet. -**Heightened (8th)** Your battle form is [Gargantuan](rules/traits/gargantuan-b1.md) (20-foot by 20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and [Athletics](compendium/skills.md#Athletics) +29. Your motion sense has a range of 60 feet. +**Heightened (8th)** Your battle form is [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") (20-foot by 20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and [Athletics](compendium/skills.md#Athletics) +29. Your motion sense has a range of 60 feet. *Source: Secrets of Magic p. 119* \ No newline at end of file diff --git a/compendium/spells/ordained-purpose-aoe5.md b/compendium/spells/ordained-purpose-aoe5.md index b5f696249..877e25423 100644 --- a/compendium/spells/ordained-purpose-aoe5.md +++ b/compendium/spells/ordained-purpose-aoe5.md @@ -11,7 +11,7 @@ tags: aliases: ["Ordained Purpose"] --- # Ordained Purpose *Focus 4* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [naga](compendium/setting/domains.md#Naga) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/organsight-som.md b/compendium/spells/organsight-som.md index 09e920c3c..afde6910d 100644 --- a/compendium/spells/organsight-som.md +++ b/compendium/spells/organsight-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Organsight"] --- # Organsight *Spell 3* -[divination](rules/traits/divination.md) [revelation](rules/traits/revelation.md) +[divination](rules/traits/divination.md "Divination School Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 living or undead creature that has organs diff --git a/compendium/spells/outcasts-curse.md b/compendium/spells/outcasts-curse.md index cb7de1a54..934db6982 100644 --- a/compendium/spells/outcasts-curse.md +++ b/compendium/spells/outcasts-curse.md @@ -11,9 +11,9 @@ tags: aliases: ["Outcast's Curse"] --- # Outcast's Curse *Spell 4* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/over-the-coals-da.md b/compendium/spells/over-the-coals-da.md index 2f04f877b..510689d5e 100644 --- a/compendium/spells/over-the-coals-da.md +++ b/compendium/spells/over-the-coals-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Over the Coals"] --- # Over the Coals *Focus 5* -[hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) +[hex](rules/traits/hex-apg.md "Hex Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/overflowing-sorrow-logm.md b/compendium/spells/overflowing-sorrow-logm.md index 36938f5f7..2b634df4b 100644 --- a/compendium/spells/overflowing-sorrow-logm.md +++ b/compendium/spells/overflowing-sorrow-logm.md @@ -12,7 +12,7 @@ tags: aliases: ["Overflowing Sorrow"] --- # Overflowing Sorrow *Focus 4* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Domains**: [sorrow](compendium/setting/domains.md#Sorrow) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -25,7 +25,7 @@ Sadness flows out of you into nearby creatures, blotting out any other thoughts > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes a –1 status penalty to skill checks and [Perception](compendium/skills.md#Perception) checks as long as it remains in the area. -> - **Failure** While the creature is in the area, any [emotion](rules/traits/emotion.md) effects of lower counteract level than overflowing sorrow are suppressed, and whenever the creature attempts to use an emotion action or cast an emotion spell, it must succeed at a DC 11 flat check or the action or spell is disrupted. +> - **Failure** While the creature is in the area, any [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects of lower counteract level than overflowing sorrow are suppressed, and whenever the creature attempts to use an emotion action or cast an emotion spell, it must succeed at a DC 11 flat check or the action or spell is disrupted. > - **Critical Failure** As failure, but the creature cannot use emotion actions or spells. **Heightened (+ 2)** When you [Cast the Spell](rules/actions/cast-a-spell.md), you can choose to increase the area by 5 feet. diff --git a/compendium/spells/overstuff.md b/compendium/spells/overstuff.md index 77355cb10..4cea7ded7 100644 --- a/compendium/spells/overstuff.md +++ b/compendium/spells/overstuff.md @@ -10,7 +10,7 @@ tags: aliases: ["Overstuff"] --- # Overstuff *Focus 1* -[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [indulgence](compendium/setting/domains.md#Indulgence) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/overwhelming-presence.md b/compendium/spells/overwhelming-presence.md index bece67f59..37638fe57 100644 --- a/compendium/spells/overwhelming-presence.md +++ b/compendium/spells/overwhelming-presence.md @@ -13,9 +13,9 @@ tags: aliases: ["Overwhelming Presence"] --- # Overwhelming Presence *Spell 9* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**40-foot burst - **Targets**any number of creatures diff --git a/compendium/spells/pact-broker-da.md b/compendium/spells/pact-broker-da.md index 91289b00b..caa9c018b 100644 --- a/compendium/spells/pact-broker-da.md +++ b/compendium/spells/pact-broker-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Pact Broker"] --- # Pact Broker *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/painful-vibrations-som.md b/compendium/spells/painful-vibrations-som.md index d6f0f2161..19b29ce58 100644 --- a/compendium/spells/painful-vibrations-som.md +++ b/compendium/spells/painful-vibrations-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Painful Vibrations"] --- # Painful Vibrations *Spell 4* -[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot - **Targets**1 living creature diff --git a/compendium/spells/paralyze.md b/compendium/spells/paralyze.md index 0c2fb048d..0d6c1ac70 100644 --- a/compendium/spells/paralyze.md +++ b/compendium/spells/paralyze.md @@ -10,9 +10,9 @@ tags: aliases: ["Paralyze"] --- # Paralyze *Spell 3* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/paranoia.md b/compendium/spells/paranoia.md index f56f1c5be..07744c224 100644 --- a/compendium/spells/paranoia.md +++ b/compendium/spells/paranoia.md @@ -9,9 +9,9 @@ tags: aliases: ["Paranoia"] --- # Paranoia *Spell 2* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/parch-logm.md b/compendium/spells/parch-logm.md index 4db6a211f..0df98dc07 100644 --- a/compendium/spells/parch-logm.md +++ b/compendium/spells/parch-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Parch"] --- # Parch *Focus 1* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Domains**: [dust](compendium/setting/domains.md#Dust) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -17,13 +17,13 @@ aliases: ["Parch"] - **Targets**1 creature - **Saving Throw** Fortitude -Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the [water](rules/traits/water.md) trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch. +Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the [water](rules/traits/water.md "Water Energy & Element Trait") trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target takes a –1 status penalty to its checks and DCs for 1 round. > - **Failure** The target takes a –1 status penalty to its checks and DCs for 1 minute. -> - **Critical Failure** The target takes a –2 status penalty to its checks and DCs for 1 minute and is [dazzled](rules/conditions.md#Dazzled) as long as it has this penalty. If a creature affected by parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the [water](rules/traits/water.md) trait or are made primarily of liquid, as well as affected creatures that can't drink, can end the effect as a two-action activity, which has the [concentrate](rules/traits/concentrate.md) trait. +> - **Critical Failure** The target takes a –2 status penalty to its checks and DCs for 1 minute and is [dazzled](rules/conditions.md#Dazzled) as long as it has this penalty. If a creature affected by parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the [water](rules/traits/water.md "Water Energy & Element Trait") trait or are made primarily of liquid, as well as affected creatures that can't drink, can end the effect as a two-action activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. **Heightened (4th)** You can target up to 4 creatures. diff --git a/compendium/spells/pass-without-trace.md b/compendium/spells/pass-without-trace.md index c05fefb7c..6d9a883d7 100644 --- a/compendium/spells/pass-without-trace.md +++ b/compendium/spells/pass-without-trace.md @@ -8,9 +8,9 @@ tags: aliases: ["Pass Without Trace"] --- # Pass Without Trace *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/passwall.md b/compendium/spells/passwall.md index 8f3f6b304..648d536a7 100644 --- a/compendium/spells/passwall.md +++ b/compendium/spells/passwall.md @@ -11,9 +11,9 @@ tags: aliases: ["Passwall"] --- # Passwall *Spell 5* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Area**5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall diff --git a/compendium/spells/path-of-least-resistance-da.md b/compendium/spells/path-of-least-resistance-da.md index ef9c17a72..e65e7a72f 100644 --- a/compendium/spells/path-of-least-resistance-da.md +++ b/compendium/spells/path-of-least-resistance-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Path of Least Resistance"] --- # Path of Least Resistance *Focus 4* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/penumbral-disguise-sot4.md b/compendium/spells/penumbral-disguise-sot4.md index 9d301f358..733e512e7 100644 --- a/compendium/spells/penumbral-disguise-sot4.md +++ b/compendium/spells/penumbral-disguise-sot4.md @@ -10,9 +10,9 @@ tags: aliases: ["Penumbral Disguise"] --- # Penumbral Disguise *Spell 2* -[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/penumbral-shroud-logm.md b/compendium/spells/penumbral-shroud-logm.md index 3f916774f..a33ac56bb 100644 --- a/compendium/spells/penumbral-shroud-logm.md +++ b/compendium/spells/penumbral-shroud-logm.md @@ -9,15 +9,15 @@ tags: aliases: ["Penumbral Shroud"] --- # Penumbral Shroud *Spell 1* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature - **Duration**10 minutes -You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against [light](rules/traits/light.md) effects. While this effect is [helpful](rules/conditions.md#Helpful) to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect. +You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against [light](rules/traits/light.md "Light Effect Trait") effects. While this effect is [helpful](rules/conditions.md#Helpful) to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect. > [!success-degree] > - **Critical Success** The target is unaffected. diff --git a/compendium/spells/perfect-strike-locg.md b/compendium/spells/perfect-strike-locg.md index f0a1742f9..66bd334fc 100644 --- a/compendium/spells/perfect-strike-locg.md +++ b/compendium/spells/perfect-strike-locg.md @@ -10,7 +10,7 @@ tags: aliases: ["Perfect Strike"] --- # Perfect Strike *Focus 2* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You miss a [Strike](rules/actions/strike.md) with an unarmed attack. diff --git a/compendium/spells/perfect-strike-lowg.md b/compendium/spells/perfect-strike-lowg.md index ec5c4a74a..cb9d4b008 100644 --- a/compendium/spells/perfect-strike-lowg.md +++ b/compendium/spells/perfect-strike-lowg.md @@ -10,7 +10,7 @@ tags: aliases: ["Perfect Strike"] --- # Perfect Strike *Focus 2* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You miss a [Strike](rules/actions/strike.md) with an unarmed attack. diff --git a/compendium/spells/perfected-form.md b/compendium/spells/perfected-form.md index e6c04d293..88bf1ff95 100644 --- a/compendium/spells/perfected-form.md +++ b/compendium/spells/perfected-form.md @@ -11,11 +11,11 @@ tags: aliases: ["Perfected Form"] --- # Perfected Form *Focus 4* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [perfection](compendium/setting/domains.md#Perfection) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You fail a saving throw against a morph, petrification, or [polymorph](rules/traits/polymorph.md) effect. +- **Trigger**You fail a saving throw against a morph, petrification, or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect. Reroll the saving throw and use the better result. diff --git a/compendium/spells/perfected-mind.md b/compendium/spells/perfected-mind.md index 97edce342..4074159bd 100644 --- a/compendium/spells/perfected-mind.md +++ b/compendium/spells/perfected-mind.md @@ -10,11 +10,11 @@ tags: aliases: ["Perfected Mind"] --- # Perfected Mind *Focus 1* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [perfection](compendium/setting/domains.md#Perfection) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one [mental](rules/traits/mental.md) effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the [mental](rules/traits/mental.md) effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once. +You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one [mental](rules/traits/mental.md "Mental Effect Trait") effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the [mental](rules/traits/mental.md "Mental Effect Trait") effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once. *Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/pernicious-poltergeist-som.md b/compendium/spells/pernicious-poltergeist-som.md index 9ab5aeca1..addcf56f0 100644 --- a/compendium/spells/pernicious-poltergeist-som.md +++ b/compendium/spells/pernicious-poltergeist-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Pernicious Poltergeist"] --- # Pernicious Poltergeist *Spell 4* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**10-foot burst @@ -19,9 +19,9 @@ aliases: ["Pernicious Poltergeist"] You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains [invisible](rules/conditions.md#Invisible) unless otherwise stated. When you [Cast the Spell](rules/actions/cast-a-spell.md), and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. -- **Deathly Assault** ([negative](rules/traits/negative.md)) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing `4d10` negative damage (basic Fortitude save). -- **Frighten** ([emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure. -- **Telekinetic Storm** ([force](rules/traits/force.md)) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take `4d8` force damage (basic Reflex save). +- **Deathly Assault** ([negative](rules/traits/negative.md "Negative Energy & Element Trait")) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing `4d10` negative damage (basic Fortitude save). +- **Frighten** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [fear](rules/traits/fear.md "Fear Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure. +- **Telekinetic Storm** ([force](rules/traits/force.md "Force Energy & Element Trait")) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take `4d8` force damage (basic Reflex save). **Heightened (+ 2)** The damage of the deathly assault effect increases by `1d10`, and the damage of the telekinetic storm effect increases by `1d8`. diff --git a/compendium/spells/perseiss-precautions-lopsg.md b/compendium/spells/perseiss-precautions-lopsg.md index 4830648b9..d95c8adcb 100644 --- a/compendium/spells/perseiss-precautions-lopsg.md +++ b/compendium/spells/perseiss-precautions-lopsg.md @@ -11,9 +11,9 @@ tags: aliases: ["Perseis's Precautions"] --- # Perseis's Precautions *Spell 3* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Duration**10 minutes diff --git a/compendium/spells/persistent-servant-som.md b/compendium/spells/persistent-servant-som.md index f643a0728..41a79d50a 100644 --- a/compendium/spells/persistent-servant-som.md +++ b/compendium/spells/persistent-servant-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Persistent Servant"] --- # Persistent Servant *Spell 2* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**120 foot - **Area**60-foot burst diff --git a/compendium/spells/personal-blizzard-apg.md b/compendium/spells/personal-blizzard-apg.md index 24787a13d..abf0d70e7 100644 --- a/compendium/spells/personal-blizzard-apg.md +++ b/compendium/spells/personal-blizzard-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Personal Blizzard"] --- # Personal Blizzard *Focus 3* -[conjuration](rules/traits/conjuration.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/personal-rain-cloud-ec1.md b/compendium/spells/personal-rain-cloud-ec1.md index 675b8f342..b5177c397 100644 --- a/compendium/spells/personal-rain-cloud-ec1.md +++ b/compendium/spells/personal-rain-cloud-ec1.md @@ -10,9 +10,9 @@ tags: aliases: ["Personal Rain Cloud"] --- # Personal Rain Cloud *Spell 1* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/pest-form.md b/compendium/spells/pest-form.md index c76b5a358..14255e4e3 100644 --- a/compendium/spells/pest-form.md +++ b/compendium/spells/pest-form.md @@ -9,13 +9,13 @@ tags: aliases: ["Pest Form"] --- # Pest Form *Spell 1* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes -You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) trait, and you can't make [Strikes](rules/actions/strike.md). You can [Dismiss](rules/actions/dismiss.md) the spell. +You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait, and you can't make [Strikes](rules/actions/strike.md). You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities: diff --git a/compendium/spells/pet-cache-apg.md b/compendium/spells/pet-cache-apg.md index 96b1271c4..3e1346f54 100644 --- a/compendium/spells/pet-cache-apg.md +++ b/compendium/spells/pet-cache-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Pet Cache"] --- # Pet Cache *Spell 1* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch - **Targets**1 willing creature that is your animal companion or familiar diff --git a/compendium/spells/petal-storm-som.md b/compendium/spells/petal-storm-som.md index 08b889fbc..3ee8117c0 100644 --- a/compendium/spells/petal-storm-som.md +++ b/compendium/spells/petal-storm-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Petal Storm"] --- # Petal Storm *Spell 4* -[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**15-foot radius burst diff --git a/compendium/spells/phantasmal-calamity.md b/compendium/spells/phantasmal-calamity.md index 2e94c1b08..38e8e6822 100644 --- a/compendium/spells/phantasmal-calamity.md +++ b/compendium/spells/phantasmal-calamity.md @@ -10,9 +10,9 @@ tags: aliases: ["Phantasmal Calamity"] --- # Phantasmal Calamity *Spell 6* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**30-foot burst diff --git a/compendium/spells/phantasmal-killer.md b/compendium/spells/phantasmal-killer.md index e92b37373..06e6209db 100644 --- a/compendium/spells/phantasmal-killer.md +++ b/compendium/spells/phantasmal-killer.md @@ -12,9 +12,9 @@ tags: aliases: ["Phantasmal Killer"] --- # Phantasmal Killer *Spell 4* -[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 living creature @@ -26,7 +26,7 @@ You create a phantasmal image of the most fearsome creature imaginable to the ta > - **Critical Success** The target is unaffected. > - **Success** The target takes `4d6` mental damage and is [frightened](rules/conditions.md#Frightened). > - **Failure** The target takes `8d6` mental damage and is [frightened](rules/conditions.md#Frightened). -> - **Critical Failure** The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes `12d6` mental damage, is [fleeing](rules/conditions.md#Fleeing) until the end of its next turn, and is [frightened](rules/conditions.md#Frightened). This effect has the [incapacitation](rules/traits/incapacitation.md) trait. +> - **Critical Failure** The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes `12d6` mental damage, is [fleeing](rules/conditions.md#Fleeing) until the end of its next turn, and is [frightened](rules/conditions.md#Frightened). This effect has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. **Heightened (+ 1)** The damage increases by `2d6` on a failure and by `3d6` on a critical failure. diff --git a/compendium/spells/phantasmal-treasure-apg.md b/compendium/spells/phantasmal-treasure-apg.md index 8aadfd8f0..86639bde0 100644 --- a/compendium/spells/phantasmal-treasure-apg.md +++ b/compendium/spells/phantasmal-treasure-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Phantasmal Treasure"] --- # Phantasmal Treasure *Spell 2* -[emotion](rules/traits/emotion.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 living creature diff --git a/compendium/spells/phantom-crowd-som.md b/compendium/spells/phantom-crowd-som.md index eaa32747c..3d5236fb3 100644 --- a/compendium/spells/phantom-crowd-som.md +++ b/compendium/spells/phantom-crowd-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Phantom Crowd"] --- # Phantom Crowd *Spell 2* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**a 10-foot square diff --git a/compendium/spells/phantom-pain.md b/compendium/spells/phantom-pain.md index 6e41e026a..06d876110 100644 --- a/compendium/spells/phantom-pain.md +++ b/compendium/spells/phantom-pain.md @@ -10,9 +10,9 @@ tags: aliases: ["Phantom Pain"] --- # Phantom Pain *Spell 1* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/phantom-prison-som.md b/compendium/spells/phantom-prison-som.md index 57cef5dd1..383636d80 100644 --- a/compendium/spells/phantom-prison-som.md +++ b/compendium/spells/phantom-prison-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Phantom Prison"] --- # Phantom Prison *Spell 3* -[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**50 foot - **Targets**1 creature diff --git a/compendium/spells/phantom-steed.md b/compendium/spells/phantom-steed.md index 4ed375f6d..c924f4453 100644 --- a/compendium/spells/phantom-steed.md +++ b/compendium/spells/phantom-steed.md @@ -8,9 +8,9 @@ tags: aliases: ["Phantom Steed"] --- # Phantom Steed *Spell 2* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**30 foot - **Duration**8 hours diff --git a/compendium/spells/phase-bolt-da.md b/compendium/spells/phase-bolt-da.md index 3f806d8fe..89d0cb2a1 100644 --- a/compendium/spells/phase-bolt-da.md +++ b/compendium/spells/phase-bolt-da.md @@ -10,9 +10,9 @@ tags: aliases: ["Phase Bolt"] --- # Phase Bolt *Cantrip 1* -[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/phase-familiar-apg.md b/compendium/spells/phase-familiar-apg.md index adde57243..5b86a4447 100644 --- a/compendium/spells/phase-familiar-apg.md +++ b/compendium/spells/phase-familiar-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Phase Familiar"] --- # Phase Familiar *Focus 1* -[abjuration](rules/traits/abjuration.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**Your familiar would take damage. diff --git a/compendium/spells/physical-boost.md b/compendium/spells/physical-boost.md index f5ca8f5e3..4abcce5a2 100644 --- a/compendium/spells/physical-boost.md +++ b/compendium/spells/physical-boost.md @@ -10,7 +10,7 @@ tags: aliases: ["Physical Boost"] --- # Physical Boost *Focus 1* -[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch diff --git a/compendium/spells/pied-piping-apg.md b/compendium/spells/pied-piping-apg.md index 94abba639..5b96d682a 100644 --- a/compendium/spells/pied-piping-apg.md +++ b/compendium/spells/pied-piping-apg.md @@ -15,14 +15,14 @@ tags: aliases: ["Pied Piping"] --- # Pied Piping *Focus 10* -[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**5-foot emanation - **Saving Throw** Will - **Duration**1 minute -Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you [Cast the Spell](rules/actions/cast-a-spell.md) or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. You can [Dismiss](rules/actions/dismiss.md) the spell. +Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you [Cast the Spell](rules/actions/cast-a-spell.md) or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet. You can [Dismiss](rules/actions/dismiss.md) the spell. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/spells/pillar-of-water-ec2.md b/compendium/spells/pillar-of-water-ec2.md index 8cb3f08a5..2141fb7a2 100644 --- a/compendium/spells/pillar-of-water-ec2.md +++ b/compendium/spells/pillar-of-water-ec2.md @@ -10,9 +10,9 @@ tags: aliases: ["Pillar Of Water"] --- # Pillar Of Water *Spell 3* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/pillars-of-sand-ec5.md b/compendium/spells/pillars-of-sand-ec5.md index b5efd9f12..78df0aaa9 100644 --- a/compendium/spells/pillars-of-sand-ec5.md +++ b/compendium/spells/pillars-of-sand-ec5.md @@ -10,9 +10,9 @@ tags: aliases: ["Pillars Of Sand"] --- # Pillars Of Sand *Spell 5* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**sustained up to 1 minute diff --git a/compendium/spells/plane-shift.md b/compendium/spells/plane-shift.md index 57e9b9fbd..21d5a0e50 100644 --- a/compendium/spells/plane-shift.md +++ b/compendium/spells/plane-shift.md @@ -10,9 +10,9 @@ tags: aliases: ["Plane Shift"] --- # Plane Shift *Spell 7* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 willing creature, or up to 8 willing creatures joining hands diff --git a/compendium/spells/plant-form.md b/compendium/spells/plant-form.md index acba0bb54..ca87f74d0 100644 --- a/compendium/spells/plant-form.md +++ b/compendium/spells/plant-form.md @@ -10,13 +10,13 @@ tags: aliases: ["Plant Form"] --- # Plant Form *Spell 5* -[plant](rules/traits/plant.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[plant](rules/traits/plant.md "Plant Creature Type Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the [plant](rules/traits/plant.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. +Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the [plant](rules/traits/plant.md "Plant Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities regardless of which battle form you choose: diff --git a/compendium/spells/pocket-library-som.md b/compendium/spells/pocket-library-som.md index d6cfd9f32..142ea943d 100644 --- a/compendium/spells/pocket-library-som.md +++ b/compendium/spells/pocket-library-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Pocket Library"] --- # Pocket Library *Spell 1* -[divination](rules/traits/divination.md) [extradimensional](rules/traits/extradimensional.md) +[divination](rules/traits/divination.md "Divination School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Duration**24 hours diff --git a/compendium/spells/polar-ray.md b/compendium/spells/polar-ray.md index 06675ff4b..62dea01c6 100644 --- a/compendium/spells/polar-ray.md +++ b/compendium/spells/polar-ray.md @@ -10,9 +10,9 @@ tags: aliases: ["Polar Ray"] --- # Polar Ray *Spell 8* -[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/poltergeists-fury-da.md b/compendium/spells/poltergeists-fury-da.md index 2f807d1fb..aed66a05c 100644 --- a/compendium/spells/poltergeists-fury-da.md +++ b/compendium/spells/poltergeists-fury-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Poltergeist's Fury"] --- # Poltergeist's Fury *Spell 6* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Area**20-foot emanation - **Saving Throw** basic Reflex diff --git a/compendium/spells/portrait-of-the-artist-som.md b/compendium/spells/portrait-of-the-artist-som.md index c059e7016..219e88600 100644 --- a/compendium/spells/portrait-of-the-artist-som.md +++ b/compendium/spells/portrait-of-the-artist-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Portrait Of The Artist"] --- # Portrait Of The Artist *Spell 5* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Duration**1 hour diff --git a/compendium/spells/positive-attunement-som.md b/compendium/spells/positive-attunement-som.md index de6eb9157..3165e602d 100644 --- a/compendium/spells/positive-attunement-som.md +++ b/compendium/spells/positive-attunement-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Positive Attunement"] --- # Positive Attunement *Spell 3* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living or undead creature diff --git a/compendium/spells/positive-luminance.md b/compendium/spells/positive-luminance.md index 76d9edd51..f26008ca3 100644 --- a/compendium/spells/positive-luminance.md +++ b/compendium/spells/positive-luminance.md @@ -12,7 +12,7 @@ tags: aliases: ["Positive Luminance"] --- # Positive Luminance *Focus 4* -[cleric](rules/traits/cleric.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [sun](compendium/setting/domains.md#Sun) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/possession.md b/compendium/spells/possession.md index ce4be88b0..cbf51a734 100644 --- a/compendium/spells/possession.md +++ b/compendium/spells/possession.md @@ -12,9 +12,9 @@ tags: aliases: ["Possession"] --- # Possession *Spell 7* -[incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [possession](rules/traits/possession.md) [uncommon](rules/traits/uncommon.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [possession](rules/traits/possession.md "Possession Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 living creature diff --git a/compendium/spells/power-word-blind.md b/compendium/spells/power-word-blind.md index 7eba3335e..5f24e295b 100644 --- a/compendium/spells/power-word-blind.md +++ b/compendium/spells/power-word-blind.md @@ -11,9 +11,9 @@ tags: aliases: ["Power Word Blind"] --- # Power Word Blind *Spell 7* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/power-word-kill.md b/compendium/spells/power-word-kill.md index e6e9fe18f..bca90468e 100644 --- a/compendium/spells/power-word-kill.md +++ b/compendium/spells/power-word-kill.md @@ -12,9 +12,9 @@ tags: aliases: ["Power Word Kill"] --- # Power Word Kill *Spell 9* -[auditory](rules/traits/auditory.md) [death](rules/traits/death.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/power-word-stun.md b/compendium/spells/power-word-stun.md index 24534e4a1..65e000903 100644 --- a/compendium/spells/power-word-stun.md +++ b/compendium/spells/power-word-stun.md @@ -11,9 +11,9 @@ tags: aliases: ["Power Word Stun"] --- # Power Word Stun *Spell 8* -[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/powerful-inhalation-som.md b/compendium/spells/powerful-inhalation-som.md index ba0bbe3d4..c987b9c19 100644 --- a/compendium/spells/powerful-inhalation-som.md +++ b/compendium/spells/powerful-inhalation-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Powerful Inhalation"] --- # Powerful Inhalation *Focus 3* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**10-foot emanation diff --git a/compendium/spells/practice-makes-perfect-aoa4.md b/compendium/spells/practice-makes-perfect-aoa4.md index 132884464..0e62e8bbf 100644 --- a/compendium/spells/practice-makes-perfect-aoa4.md +++ b/compendium/spells/practice-makes-perfect-aoa4.md @@ -10,7 +10,7 @@ tags: aliases: ["Practice Makes Perfect"] --- # Practice Makes Perfect *Focus 1* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [toil](compendium/setting/domains.md#Toil) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/precious-metals.md b/compendium/spells/precious-metals.md index d505642af..cbe814967 100644 --- a/compendium/spells/precious-metals.md +++ b/compendium/spells/precious-metals.md @@ -10,7 +10,7 @@ tags: aliases: ["Precious Metals"] --- # Precious Metals *Focus 4* -[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [wealth](compendium/setting/domains.md#Wealth) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/prestidigitation.md b/compendium/spells/prestidigitation.md index 9792b1fc8..3932cb6a5 100644 --- a/compendium/spells/prestidigitation.md +++ b/compendium/spells/prestidigitation.md @@ -9,15 +9,15 @@ tags: aliases: ["Prestidigitation"] --- # Prestidigitation *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**10 foot - **Targets**1 object (cook, lift, or tidy only) - **Duration**sustained -The simplest magic does your bidding. You can perform simple [magical](rules/traits/magical.md) effects for as long as you [Sustain the Spell](rules/actions/sustain-a-spell.md). Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose one of four options. +The simplest magic does your bidding. You can perform simple [magical](rules/traits/magical.md "Magical Item Trait") effects for as long as you [Sustain the Spell](rules/actions/sustain-a-spell.md). Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose one of four options. - **Cook** Cool, warm, or flavor 1 pound of nonliving material. - **Lift** Slowly lift an unattended object of light Bulk or less 1 foot off the ground. diff --git a/compendium/spells/primal-herd.md b/compendium/spells/primal-herd.md index 8ac728e97..49a27f97c 100644 --- a/compendium/spells/primal-herd.md +++ b/compendium/spells/primal-herd.md @@ -9,15 +9,15 @@ tags: aliases: ["Primal Herd"] --- # Primal Herd *Spell 10* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**you and up to 5 willing targets - **Duration**1 minute -Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the [animal](rules/traits/animal.md) trait. Each target can [Dismiss](rules/actions/dismiss.md) the spell's effects on themself. Each target gains the following while transformed: +Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait. Each target can [Dismiss](rules/actions/dismiss.md) the spell's effects on themself. Each target gains the following while transformed: - AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. - 20 temporary Hit Points. diff --git a/compendium/spells/primal-phenomenon.md b/compendium/spells/primal-phenomenon.md index 1e3b81caf..d02915ac9 100644 --- a/compendium/spells/primal-phenomenon.md +++ b/compendium/spells/primal-phenomenon.md @@ -8,9 +8,9 @@ tags: aliases: ["Primal Phenomenon"] --- # Primal Phenomenon *Spell 10* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You request a direct intercession from the natural world. @@ -18,7 +18,7 @@ You request a direct intercession from the natural world. Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for. A [primal phenomenon](compendium/spells/primal-phenomenon.md) spell can do any of the following things. - Duplicate any spell from the primal list of 9th level or lower to which you have access. -- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md) or you must have access. +- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md "Common Rarity Trait") or you must have access. - Produce any effect whose power level is in line with the above effects. - Reverse certain effects that refer to the [wish](compendium/spells/wish.md) spell. diff --git a/compendium/spells/primal-summons.md b/compendium/spells/primal-summons.md index 3b8907e37..65af53b32 100644 --- a/compendium/spells/primal-summons.md +++ b/compendium/spells/primal-summons.md @@ -10,11 +10,11 @@ tags: aliases: ["Primal Summons"] --- # Primal Summons *Focus 6* -[conjuration](rules/traits/conjuration.md) [druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [druid](rules/traits/druid.md "Druid Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -You enhance a summoned creature with the power of the elements. If your next action is to cast either [summon animal](compendium/spells/summon-animal.md) or [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md), choose [air](rules/traits/air.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), or [water](rules/traits/water.md), and the creature you summon gains the corresponding abilities. +You enhance a summoned creature with the power of the elements. If your next action is to cast either [summon animal](compendium/spells/summon-animal.md) or [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md), choose [air](rules/traits/air.md "Air Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait"), and the creature you summon gains the corresponding abilities. - **Air** The creature gains a fly Speed of 60 feet. - **Earth** The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. diff --git a/compendium/spells/prismatic-armor-som.md b/compendium/spells/prismatic-armor-som.md index 1be1ada1f..f0e0039e3 100644 --- a/compendium/spells/prismatic-armor-som.md +++ b/compendium/spells/prismatic-armor-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Prismatic Armor"] --- # Prismatic Armor *Spell 7* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/prismatic-shield-aoe6.md b/compendium/spells/prismatic-shield-aoe6.md index 7b2d7f138..88792be77 100644 --- a/compendium/spells/prismatic-shield-aoe6.md +++ b/compendium/spells/prismatic-shield-aoe6.md @@ -10,9 +10,9 @@ tags: aliases: ["Prismatic Shield"] --- # Prismatic Shield *Spell 9* -[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**until the start of your next turn diff --git a/compendium/spells/prismatic-sphere.md b/compendium/spells/prismatic-sphere.md index baf033004..53196ff36 100644 --- a/compendium/spells/prismatic-sphere.md +++ b/compendium/spells/prismatic-sphere.md @@ -9,9 +9,9 @@ tags: aliases: ["Prismatic Sphere"] --- # Prismatic Sphere *Spell 9* -[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**10 foot - **Duration**1 hour diff --git a/compendium/spells/prismatic-spray.md b/compendium/spells/prismatic-spray.md index a7bc2948c..521b0664d 100644 --- a/compendium/spells/prismatic-spray.md +++ b/compendium/spells/prismatic-spray.md @@ -10,9 +10,9 @@ tags: aliases: ["Prismatic Spray"] --- # Prismatic Spray *Spell 7* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone @@ -20,13 +20,13 @@ A spray of rainbow light beams cascades from your open hand. Each creature in th | `1d8` | Color | Save | Effect (Traits) | |-------|-------|------|-----------------| -| 1 | Red | Reflex | 50 fire damage ([fire](rules/traits/fire.md)) | -| 2 | Orange | Reflex | 60 acid damage ([acid](rules/traits/acid.md)) | -| 3 | Yellow | Reflex | 70 electricity damage ([electricity](rules/traits/electricity.md)) | -| 4 | Green | Fortitude | 30 poison damage and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute ([poison](rules/traits/poison.md)) | +| 1 | Red | Reflex | 50 fire damage ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) | +| 2 | Orange | Reflex | 60 acid damage ([acid](rules/traits/acid.md "Acid Energy & Element Trait")) | +| 3 | Yellow | Reflex | 70 electricity damage ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait")) | +| 4 | Green | Fortitude | 30 poison damage and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute ([poison](rules/traits/poison.md "Poison Effect Trait")) | | 5 | Blue | Fortitude | Affected as if by [flesh to stone](compendium/spells/flesh-to-stone.md) | -| 6 | Indigo | Will | [Confused](rules/conditions.md#Confused), as the [warp mind](compendium/spells/warp-mind.md) spell ([mental](rules/traits/mental.md)) | -| 7 | Violet | Will | [Slowed](rules/conditions.md#Slowed) for 1 minute; if a critical failure, sent to another plane, as [plane shift](compendium/spells/plane-shift.md) ([teleportation](rules/traits/teleportation.md)) | +| 6 | Indigo | Will | [Confused](rules/conditions.md#Confused), as the [warp mind](compendium/spells/warp-mind.md) spell ([mental](rules/traits/mental.md "Mental Effect Trait")) | +| 7 | Violet | Will | [Slowed](rules/conditions.md#Slowed) for 1 minute; if a critical failure, sent to another plane, as [plane shift](compendium/spells/plane-shift.md) ([teleportation](rules/traits/teleportation.md "Teleportation Effect Trait")) | | 8 | Potent beam | — | Affected by two beams—roll twice, rerolling any duplicates or results of 8. | diff --git a/compendium/spells/prismatic-wall.md b/compendium/spells/prismatic-wall.md index 15817b2ae..7b10e6c02 100644 --- a/compendium/spells/prismatic-wall.md +++ b/compendium/spells/prismatic-wall.md @@ -9,9 +9,9 @@ tags: aliases: ["Prismatic Wall"] --- # Prismatic Wall *Spell 8* -[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 hour diff --git a/compendium/spells/private-sanctum.md b/compendium/spells/private-sanctum.md index 07661a1e4..f037128c7 100644 --- a/compendium/spells/private-sanctum.md +++ b/compendium/spells/private-sanctum.md @@ -10,9 +10,9 @@ tags: aliases: ["Private Sanctum"] --- # Private Sanctum *Spell 4* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Area**100-foot burst diff --git a/compendium/spells/produce-flame.md b/compendium/spells/produce-flame.md index 829336814..57085c117 100644 --- a/compendium/spells/produce-flame.md +++ b/compendium/spells/produce-flame.md @@ -11,9 +11,9 @@ tags: aliases: ["Produce Flame"] --- # Produce Flame *Cantrip 1* -[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/project-image.md b/compendium/spells/project-image.md index 24decf3cb..fff0b1e09 100644 --- a/compendium/spells/project-image.md +++ b/compendium/spells/project-image.md @@ -9,9 +9,9 @@ tags: aliases: ["Project Image"] --- # Project Image *Spell 7* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Duration**sustained up to 1 minute diff --git a/compendium/spells/proliferating-eyes-som.md b/compendium/spells/proliferating-eyes-som.md index 12f35764f..4f2d1811c 100644 --- a/compendium/spells/proliferating-eyes-som.md +++ b/compendium/spells/proliferating-eyes-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Proliferating Eyes"] --- # Proliferating Eyes *Spell 9* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature (see text) @@ -19,6 +19,6 @@ aliases: ["Proliferating Eyes"] You implant an [invisible](rules/conditions.md#Invisible), magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. -You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them. +You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them. *Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/compendium/spells/protect-companion-som.md b/compendium/spells/protect-companion-som.md index f2098152d..5c78ba32a 100644 --- a/compendium/spells/protect-companion-som.md +++ b/compendium/spells/protect-companion-som.md @@ -9,12 +9,12 @@ tags: aliases: ["Protect Companion"] --- # Protect Companion *Cantrip 1* -[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot -- **Targets**your eidolon, or a creature with the [minion](rules/traits/minion.md) trait under your control +- **Targets**your eidolon, or a creature with the [minion](rules/traits/minion.md "Minion Creature Trait") trait under your control - **Duration**until the start of your next turn You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can't cast [protect companion](compendium/spells/protect-companion-som.md) again for 10 minutes. diff --git a/compendium/spells/protection.md b/compendium/spells/protection.md index 956052387..aa3f8b18c 100644 --- a/compendium/spells/protection.md +++ b/compendium/spells/protection.md @@ -9,9 +9,9 @@ tags: aliases: ["Protection"] --- # Protection *Spell 1* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -21,6 +21,6 @@ You ward a creature against a specified alignment. Choose chaotic, evil, good, o The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment. -This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the [lawful](rules/traits/lawful.md) trait, and vice versa; if you choose evil, this spell gains the [good](rules/traits/good.md) trait, and vice versa. +This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the [lawful](rules/traits/lawful.md "Lawful Alignment Trait") trait, and vice versa; if you choose evil, this spell gains the [good](rules/traits/good.md "Good Alignment Trait") trait, and vice versa. *Source: Core Rulebook p. 361* \ No newline at end of file diff --git a/compendium/spells/protective-ward.md b/compendium/spells/protective-ward.md index db1ef7301..78dbd9ecb 100644 --- a/compendium/spells/protective-ward.md +++ b/compendium/spells/protective-ward.md @@ -12,7 +12,7 @@ tags: aliases: ["Protective Ward"] --- # Protective Ward *Focus 1* -[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**5-foot-radius emanation centered on you diff --git a/compendium/spells/protector-tree-som.md b/compendium/spells/protector-tree-som.md index 47c6129f8..c7368e839 100644 --- a/compendium/spells/protector-tree-som.md +++ b/compendium/spells/protector-tree-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Protector Tree"] --- # Protector Tree *Spell 1* -[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Duration**1 minute diff --git a/compendium/spells/protectors-sacrifice.md b/compendium/spells/protectors-sacrifice.md index 32be5ca45..df810d807 100644 --- a/compendium/spells/protectors-sacrifice.md +++ b/compendium/spells/protectors-sacrifice.md @@ -10,7 +10,7 @@ tags: aliases: ["Protector's Sacrifice"] --- # Protector's Sacrifice *Focus 1* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [protection](compendium/setting/domains.md#Protection) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/protectors-sphere.md b/compendium/spells/protectors-sphere.md index 8bf2c25c8..853cb13bc 100644 --- a/compendium/spells/protectors-sphere.md +++ b/compendium/spells/protectors-sphere.md @@ -12,7 +12,7 @@ tags: aliases: ["Protector's Sphere"] --- # Protector's Sphere *Focus 4* -[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [protection](compendium/setting/domains.md#Protection) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/prying-eye.md b/compendium/spells/prying-eye.md index 50bb2fb6c..a36b498a6 100644 --- a/compendium/spells/prying-eye.md +++ b/compendium/spells/prying-eye.md @@ -9,9 +9,9 @@ tags: aliases: ["Prying Eye"] --- # Prying Eye *Spell 5* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**see text - **Duration**sustained diff --git a/compendium/spells/prying-survey-ec6.md b/compendium/spells/prying-survey-ec6.md index 6cb7bb917..f827ba43a 100644 --- a/compendium/spells/prying-survey-ec6.md +++ b/compendium/spells/prying-survey-ec6.md @@ -11,16 +11,16 @@ tags: aliases: ["Prying Survey"] --- # Prying Survey *Spell 8* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Area**120-foot emanation - **Duration**1 hour You create eight [invisible](rules/conditions.md#Invisible), floating eyes, each about 3 inches in diameter, that scan the area around you, transmitting rough impressions of the environment. The eyes constantly examine and send you summaries of their findings. They are solid and can't move through barriers, and they don't follow routes that they fail to find while Searching. Any damage to an eye destroys it. When all eyes are destroyed, the spell ends. -As a single action, which has the [concentrate](rules/traits/concentrate.md) trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you [Seek](rules/actions/seek.md) visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the [Scout](rules/actions/scout.md) and [Search](rules/actions/search.md) activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your [Perception](compendium/skills.md#Perception) modifier. You can have only one prying survey in effect at a time. +As a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you [Seek](rules/actions/seek.md) visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the [Scout](rules/actions/scout.md) and [Search](rules/actions/search.md) activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your [Perception](compendium/skills.md#Perception) modifier. You can have only one prying survey in effect at a time. **Heightened (10th)** The area increases to a 500-foot emanation. diff --git a/compendium/spells/puff-of-poison-som.md b/compendium/spells/puff-of-poison-som.md index 5f7096858..cad5ce82d 100644 --- a/compendium/spells/puff-of-poison-som.md +++ b/compendium/spells/puff-of-poison-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Puff Of Poison"] --- # Puff Of Poison *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**5 foot - **Targets**1 creature diff --git a/compendium/spells/pulse-of-the-city.md b/compendium/spells/pulse-of-the-city.md index 87f43d761..5e51ca400 100644 --- a/compendium/spells/pulse-of-the-city.md +++ b/compendium/spells/pulse-of-the-city.md @@ -11,7 +11,7 @@ tags: aliases: ["Pulse Of The City"] --- # Pulse Of The City *Focus 4* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [cities](compendium/setting/domains.md#Cities) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/pulverizing-cascade-som.md b/compendium/spells/pulverizing-cascade-som.md index 657f731c5..6862cc39e 100644 --- a/compendium/spells/pulverizing-cascade-som.md +++ b/compendium/spells/pulverizing-cascade-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Pulverizing Cascade"] --- # Pulverizing Cascade *Focus 3* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot diff --git a/compendium/spells/pummeling-rubble-apg.md b/compendium/spells/pummeling-rubble-apg.md index 7244197aa..03e9fc082 100644 --- a/compendium/spells/pummeling-rubble-apg.md +++ b/compendium/spells/pummeling-rubble-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Pummeling Rubble"] --- # Pummeling Rubble *Spell 1* -[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** Reflex diff --git a/compendium/spells/punishing-winds.md b/compendium/spells/punishing-winds.md index c3af26c64..55bb6323e 100644 --- a/compendium/spells/punishing-winds.md +++ b/compendium/spells/punishing-winds.md @@ -10,9 +10,9 @@ tags: aliases: ["Punishing Winds"] --- # Punishing Winds *Spell 8* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**100 foot - **Area**30-foot radius, 100-foot-tall cylinder diff --git a/compendium/spells/purify-food-and-drink.md b/compendium/spells/purify-food-and-drink.md index 717a997f9..bda55dbbb 100644 --- a/compendium/spells/purify-food-and-drink.md +++ b/compendium/spells/purify-food-and-drink.md @@ -8,9 +8,9 @@ tags: aliases: ["Purify Food And Drink"] --- # Purify Food And Drink *Spell 1* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 cubic foot of contaminated food or water diff --git a/compendium/spells/purifying-icicle-lokl.md b/compendium/spells/purifying-icicle-lokl.md index aebc03928..d5eda6742 100644 --- a/compendium/spells/purifying-icicle-lokl.md +++ b/compendium/spells/purifying-icicle-lokl.md @@ -11,9 +11,9 @@ tags: aliases: ["Purifying Icicle"] --- # Purifying Icicle *Spell 1* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/purifying-veil-da.md b/compendium/spells/purifying-veil-da.md index 8264b835b..e14d75d27 100644 --- a/compendium/spells/purifying-veil-da.md +++ b/compendium/spells/purifying-veil-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Purifying Veil"] --- # Purifying Veil *Focus 4* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [rare](rules/traits/rare.md) [water](rules/traits/water.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Domains**: [water (apocryphal)](compendium/setting/domains.md#Water) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/purple-worm-sting.md b/compendium/spells/purple-worm-sting.md index 66fd5146e..ab799ebc2 100644 --- a/compendium/spells/purple-worm-sting.md +++ b/compendium/spells/purple-worm-sting.md @@ -9,9 +9,9 @@ tags: aliases: ["Purple Worm Sting"] --- # Purple Worm Sting *Spell 6* -[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -28,7 +28,7 @@ You replicate the attack of a deadly purple worm. You deal `3d6` piercing damage ```ad-inline-affliction title: Purple Worm Venom _Level 11_ -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Maximum Duration**: 6 rounds ## Stages @@ -40,7 +40,7 @@ title: Purple Worm Venom _Level 11_ **Stage 3** `6d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) -%% #trait/poison #affliction/level/level-11 %% +%% #affliction/level/level-11 #trait/poison %% ``` ## Summary diff --git a/compendium/spells/pushing-gust.md b/compendium/spells/pushing-gust.md index 999bc2848..ac1fee16a 100644 --- a/compendium/spells/pushing-gust.md +++ b/compendium/spells/pushing-gust.md @@ -11,7 +11,7 @@ tags: aliases: ["Pushing Gust"] --- # Pushing Gust *Focus 1* -[air](rules/traits/air.md) [cleric](rules/traits/cleric.md) [conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [air](compendium/setting/domains.md#Air) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/putrefy-food-and-drink-aoe2.md b/compendium/spells/putrefy-food-and-drink-aoe2.md index 16da34a14..f241d2b7c 100644 --- a/compendium/spells/putrefy-food-and-drink-aoe2.md +++ b/compendium/spells/putrefy-food-and-drink-aoe2.md @@ -8,9 +8,9 @@ tags: aliases: ["Putrefy Food And Drink"] --- # Putrefy Food And Drink *Spell 1* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 cubic foot of clean food or water diff --git a/compendium/spells/pyrotechnics-ec2.md b/compendium/spells/pyrotechnics-ec2.md index e0cd972fc..e45b49308 100644 --- a/compendium/spells/pyrotechnics-ec2.md +++ b/compendium/spells/pyrotechnics-ec2.md @@ -10,9 +10,9 @@ tags: aliases: ["Pyrotechnics"] --- # Pyrotechnics *Spell 3* -[fire](rules/traits/fire.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 fire diff --git a/compendium/spells/quench-apg.md b/compendium/spells/quench-apg.md index 4788629ed..045d18a99 100644 --- a/compendium/spells/quench-apg.md +++ b/compendium/spells/quench-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Quench"] --- # Quench *Spell 2* -[abjuration](rules/traits/abjuration.md) [water](rules/traits/water.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot burst @@ -22,7 +22,7 @@ You cause the air in the area to become supersaturated with water vapor. Non-mag The first time each round you [Sustain this Spell](rules/actions/sustain-a-spell.md), you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires. -If you have the Counterspell reaction, you can use quench to counter any spell with the [fire](rules/traits/fire.md) trait instead of needing to have the triggering fire spell prepared or in your repertoire. +If you have the Counterspell reaction, you can use quench to counter any spell with the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait instead of needing to have the triggering fire spell prepared or in your repertoire. **Heightened (+ 1)** Increase the damage to fire creatures by `2d8`. diff --git a/compendium/spells/quick-sort-som.md b/compendium/spells/quick-sort-som.md index 6d013bfd7..f4afd49d3 100644 --- a/compendium/spells/quick-sort-som.md +++ b/compendium/spells/quick-sort-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Quick Sort"] --- # Quick Sort *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**10 foot - **Targets**up to 200 unattended objects in range, each of light Bulk or less diff --git a/compendium/spells/quicken-time-da.md b/compendium/spells/quicken-time-da.md index d810c33fe..0c691990b 100644 --- a/compendium/spells/quicken-time-da.md +++ b/compendium/spells/quicken-time-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Quicken Time"] --- # Quicken Time *Spell 5* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/quivering-palm.md b/compendium/spells/quivering-palm.md index 18ef3b8a1..c1078d7b0 100644 --- a/compendium/spells/quivering-palm.md +++ b/compendium/spells/quivering-palm.md @@ -11,13 +11,13 @@ tags: aliases: ["Quivering Palm"] --- # Quivering Palm *Focus 8* -[incapacitation](rules/traits/incapacitation.md) [monk](rules/traits/monk.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Saving Throw** Fortitude - **Duration**1 month -Make a melee unarmed [Strike](rules/actions/strike.md). If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save. +Make a melee unarmed [Strike](rules/actions/strike.md). If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save. > [!success-degree] > - **Critical Success** The target survives, the spell ends, and the target is then temporarily immune for 24 hours. diff --git a/compendium/spells/radiant-beam-lokl.md b/compendium/spells/radiant-beam-lokl.md index c15ed824c..312771185 100644 --- a/compendium/spells/radiant-beam-lokl.md +++ b/compendium/spells/radiant-beam-lokl.md @@ -12,9 +12,9 @@ tags: aliases: ["Radiant Beam"] --- # Radiant Beam *Spell 4* -[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**120-foot line - **Saving Throw** basic Reflex diff --git a/compendium/spells/radiant-field-sot4.md b/compendium/spells/radiant-field-sot4.md index a8978ee56..7d8618860 100644 --- a/compendium/spells/radiant-field-sot4.md +++ b/compendium/spells/radiant-field-sot4.md @@ -11,15 +11,15 @@ tags: aliases: ["Radiant Field"] --- # Radiant Field *Spell 2* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst - **Duration**1 minute -You create an area of bright light. Creatures with light blindness (Bestiary 343) that are [blinded](rules/conditions.md#Blinded) by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains [blinded](rules/conditions.md#Blinded) for 1 round; this is an [incapacitation](rules/traits/incapacitation.md) effect. This spell also suppresses magical darkness of your radiant field spell's level or lower. +You create an area of bright light. Creatures with light blindness (Bestiary 343) that are [blinded](rules/conditions.md#Blinded) by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains [blinded](rules/conditions.md#Blinded) for 1 round; this is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. This spell also suppresses magical darkness of your radiant field spell's level or lower. **Heightened (4th)** Creatures seen through the area are [concealed](rules/conditions.md#Concealed) to creatures with light blindness, even those that are outside the area. diff --git a/compendium/spells/raise-dead.md b/compendium/spells/raise-dead.md index 1c649e7e8..cea46fd67 100644 --- a/compendium/spells/raise-dead.md +++ b/compendium/spells/raise-dead.md @@ -10,9 +10,9 @@ tags: aliases: ["Raise Dead"] --- # Raise Dead *Spell 6* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** 10 minutes - **Cost**diamonds worth a total value of the target's level (minimum 1) × 200 gp - **Range**10 foot diff --git a/compendium/spells/rally-point-da.md b/compendium/spells/rally-point-da.md index e5c32cb10..e2def3764 100644 --- a/compendium/spells/rally-point-da.md +++ b/compendium/spells/rally-point-da.md @@ -11,16 +11,16 @@ tags: aliases: ["Rally Point"] --- # Rally Point *Spell 3* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Area**one 5-foot square - **Duration**1 minute -You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to teleport to the rally point along with items you are wearing or holding. This teleportation fails if the area is occupied, if the rally point is more than 120 feet away, or if you try to bring along any other creature, even if it's in an extradimensional container. Once you teleport to the rally point, the spell's duration ends. +You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to teleport to the rally point along with items you are wearing or holding. This teleportation fails if the area is occupied, if the rally point is more than 120 feet away, or if you try to bring along any other creature, even if it's in an extradimensional container. Once you teleport to the rally point, the spell's duration ends. -**Heightened (7th)** You can target up to four other creatures within 30 feet, in addition to yourself. Each of you can teleport to the rally point once during the spell's duration, by taking a single action, which has the [concentrate](rules/traits/concentrate.md) trait. The duration no longer ends once you teleport to the rally point, though you still can't teleport to the rally point again. +**Heightened (7th)** You can target up to four other creatures within 30 feet, in addition to yourself. Each of you can teleport to the rally point once during the spell's duration, by taking a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. The duration no longer ends once you teleport to the rally point, though you still can't teleport to the rally point again. *Source: Dark Archive p. 106* \ No newline at end of file diff --git a/compendium/spells/rangers-bramble-apg.md b/compendium/spells/rangers-bramble-apg.md index 007546ac3..c09b87d08 100644 --- a/compendium/spells/rangers-bramble-apg.md +++ b/compendium/spells/rangers-bramble-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Ranger's Bramble"] --- # Ranger's Bramble *Focus 3* -[plant](rules/traits/plant.md) [ranger](rules/traits/ranger.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[plant](rules/traits/plant.md "Plant Creature Type Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot diff --git a/compendium/spells/rapid-adaptation-som.md b/compendium/spells/rapid-adaptation-som.md index f5ec249da..d3d0872b6 100644 --- a/compendium/spells/rapid-adaptation-som.md +++ b/compendium/spells/rapid-adaptation-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Rapid Adaptation"] --- # Rapid Adaptation *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**your companion or eidolon diff --git a/compendium/spells/ravening-maw-ec3.md b/compendium/spells/ravening-maw-ec3.md index e7978524a..8b5fed214 100644 --- a/compendium/spells/ravening-maw-ec3.md +++ b/compendium/spells/ravening-maw-ec3.md @@ -11,16 +11,16 @@ tags: aliases: ["Ravening Maw"] --- # Ravening Maw *Spell 5* -[evil](rules/traits/evil.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**one living creature - **Saving Throw** Will - **Duration**3 rounds -You evoke Zevgavizeb's unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the [manipulate](rules/traits/manipulate.md) trait) to cannibalize an adjacent [dying](rules/conditions.md#Dying) or dead creature. If the cannibalized creature is [dying](rules/conditions.md#Dying), it dies. If the cannibalized creature is an ally of the target, the target regains `5d8` HP; otherwise, the target regains `5d4` HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM's discretion. Once cannibalized, a particular creature's body doesn't have enough meat to cannibalize again. During any round that there's a [dying](rules/conditions.md#Dying) or dead creature within 30 feet of the target, if the target can't or doesn't cannibalize a creature, the target takes `5d4` mental damage. +You evoke Zevgavizeb's unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait) to cannibalize an adjacent [dying](rules/conditions.md#Dying) or dead creature. If the cannibalized creature is [dying](rules/conditions.md#Dying), it dies. If the cannibalized creature is an ally of the target, the target regains `5d8` HP; otherwise, the target regains `5d4` HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM's discretion. Once cannibalized, a particular creature's body doesn't have enough meat to cannibalize again. During any round that there's a [dying](rules/conditions.md#Dying) or dead creature within 30 feet of the target, if the target can't or doesn't cannibalize a creature, the target takes `5d4` mental damage. **Heightened (+ 1)** The amount of HP restored by cannibalizing a creature increases by `1d8` for eating an ally and `1d4` otherwise, and the mental damage increases by `1d4`. diff --git a/compendium/spells/ravenous-portal-som.md b/compendium/spells/ravenous-portal-som.md index d6b28a5f3..99137df01 100644 --- a/compendium/spells/ravenous-portal-som.md +++ b/compendium/spells/ravenous-portal-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Ravenous Portal"] --- # Ravenous Portal *Spell 4* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**1 door no more than 10 feet tall and 5 feet wide diff --git a/compendium/spells/ray-of-enfeeblement.md b/compendium/spells/ray-of-enfeeblement.md index 960eab858..9379683ba 100644 --- a/compendium/spells/ray-of-enfeeblement.md +++ b/compendium/spells/ray-of-enfeeblement.md @@ -9,9 +9,9 @@ tags: aliases: ["Ray Of Enfeeblement"] --- # Ray Of Enfeeblement *Spell 1* -[attack](rules/traits/attack.md) [necromancy](rules/traits/necromancy.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/ray-of-frost.md b/compendium/spells/ray-of-frost.md index b358b2d20..9bbccc8fc 100644 --- a/compendium/spells/ray-of-frost.md +++ b/compendium/spells/ray-of-frost.md @@ -11,9 +11,9 @@ tags: aliases: ["Ray Of Frost"] --- # Ray Of Frost *Cantrip 1* -[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/read-aura.md b/compendium/spells/read-aura.md index c5cba7cb9..16558fe0b 100644 --- a/compendium/spells/read-aura.md +++ b/compendium/spells/read-aura.md @@ -10,9 +10,9 @@ tags: aliases: ["Read Aura"] --- # Read Aura *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**30 foot - **Targets**1 object diff --git a/compendium/spells/read-fate.md b/compendium/spells/read-fate.md index e4ccb71bb..95afbdaf4 100644 --- a/compendium/spells/read-fate.md +++ b/compendium/spells/read-fate.md @@ -11,7 +11,7 @@ tags: aliases: ["Read Fate"] --- # Read Fate *Focus 1* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [fate](compendium/setting/domains.md#Fate) - **Cast** 1 minute diff --git a/compendium/spells/read-omens.md b/compendium/spells/read-omens.md index 9408972bf..5ac131a67 100644 --- a/compendium/spells/read-omens.md +++ b/compendium/spells/read-omens.md @@ -10,9 +10,9 @@ tags: aliases: ["Read Omens"] --- # Read Omens *Spell 4* -[divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen. diff --git a/compendium/spells/read-the-air-som.md b/compendium/spells/read-the-air-som.md index 6c2c9b29e..5313dbebe 100644 --- a/compendium/spells/read-the-air-som.md +++ b/compendium/spells/read-the-air-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Read The Air"] --- # Read The Air *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/reapers-lantern-apg.md b/compendium/spells/reapers-lantern-apg.md index 71c3bd34f..cc3f692bf 100644 --- a/compendium/spells/reapers-lantern-apg.md +++ b/compendium/spells/reapers-lantern-apg.md @@ -11,16 +11,16 @@ tags: aliases: ["Reaper's Lantern"] --- # Reaper's Lantern *Spell 2* -[death](rules/traits/death.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) +[death](rules/traits/death.md "Death Effect Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**5-foot emanation - **Saving Throw** Fortitude - **Duration**1 minute -You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you [Cast the Spell](rules/actions/cast-a-spell.md), or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from [healing](rules/traits/healing.md) effects while within the area. Undead targets that fail their Fortitude saves become [enfeebled](rules/conditions.md#Enfeebled) while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again. +You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you [Cast the Spell](rules/actions/cast-a-spell.md), or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from [healing](rules/traits/healing.md "Healing Effect Trait") effects while within the area. Undead targets that fail their Fortitude saves become [enfeebled](rules/conditions.md#Enfeebled) while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again. -Once per turn, starting on the turn after you cast [reaper's lantern](compendium/spells/reapers-lantern-apg.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one. +Once per turn, starting on the turn after you cast [reaper's lantern](compendium/spells/reapers-lantern-apg.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one. *Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/compendium/spells/rebounding-barrier-lol.md b/compendium/spells/rebounding-barrier-lol.md index 5f552efcf..728069231 100644 --- a/compendium/spells/rebounding-barrier-lol.md +++ b/compendium/spells/rebounding-barrier-lol.md @@ -9,9 +9,9 @@ tags: aliases: ["Rebounding Barrier"] --- # Rebounding Barrier *Spell 4* -[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You are hit by a physical [Strike](rules/actions/strike.md). diff --git a/compendium/spells/rebuke-death.md b/compendium/spells/rebuke-death.md index 97b95fd14..8e783af80 100644 --- a/compendium/spells/rebuke-death.md +++ b/compendium/spells/rebuke-death.md @@ -13,7 +13,7 @@ tags: aliases: ["Rebuke Death"] --- # Rebuke Death *Focus 4* -[cleric](rules/traits/cleric.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [healing](compendium/setting/domains.md#Healing) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/redact-logm.md b/compendium/spells/redact-logm.md index c2d77ef94..ab45093e7 100644 --- a/compendium/spells/redact-logm.md +++ b/compendium/spells/redact-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Redact"] --- # Redact *Focus 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Domains**: [glyph](compendium/setting/domains.md#Glyph) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/redistribute-potential-da.md b/compendium/spells/redistribute-potential-da.md index 815cd4d82..10133d4ee 100644 --- a/compendium/spells/redistribute-potential-da.md +++ b/compendium/spells/redistribute-potential-da.md @@ -14,7 +14,7 @@ tags: aliases: ["Redistribute Potential"] --- # Redistribute Potential *Cantrip 5* -[cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/reflective-scales-logm.md b/compendium/spells/reflective-scales-logm.md index 86345b930..b3fcb1a0a 100644 --- a/compendium/spells/reflective-scales-logm.md +++ b/compendium/spells/reflective-scales-logm.md @@ -8,15 +8,15 @@ tags: aliases: ["Reflective Scales"] --- # Reflective Scales *Spell 4* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst. When you cast this spell, choose acid, cold, fire, electricity, or poison damage. You gain resistance 5 against that type of damage. The scales' color depends on the damage type you chose and is usually the color of a type of dragon or other creature associated with that damage type, such as red or gold for fire damage. -The scales store up energy as they protect you. Keep track of how much damage the scales have prevented. As a 2-action activity that has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, you can explode your scales outward in a 20-foot radius around you, dealing `1d6` damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of `10d6` damage (after preventing 100 damage). Once you do so, the spell ends. +The scales store up energy as they protect you. Keep track of how much damage the scales have prevented. As a 2-action activity that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits, you can explode your scales outward in a 20-foot radius around you, dealing `1d6` damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of `10d6` damage (after preventing 100 damage). Once you do so, the spell ends. **Heightened (+ 2)** The resistance increases by 5 and the maximum damage from the scale explosion increases by `5d6`. diff --git a/compendium/spells/regenerate.md b/compendium/spells/regenerate.md index e3ca07295..671f1149f 100644 --- a/compendium/spells/regenerate.md +++ b/compendium/spells/regenerate.md @@ -10,9 +10,9 @@ tags: aliases: ["Regenerate"] --- # Regenerate *Spell 7* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing living creature diff --git a/compendium/spells/reinforce-eidolon-som.md b/compendium/spells/reinforce-eidolon-som.md index 5ef1b79a4..43d6afe44 100644 --- a/compendium/spells/reinforce-eidolon-som.md +++ b/compendium/spells/reinforce-eidolon-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Reinforce Eidolon"] --- # Reinforce Eidolon *Cantrip 1* -[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**100 foot diff --git a/compendium/spells/rejuvenating-flames-frp3.md b/compendium/spells/rejuvenating-flames-frp3.md index dad3d87b3..a8c6e48f9 100644 --- a/compendium/spells/rejuvenating-flames-frp3.md +++ b/compendium/spells/rejuvenating-flames-frp3.md @@ -13,7 +13,7 @@ tags: aliases: ["Rejuvenating Flames"] --- # Rejuvenating Flames *Focus 1* -[fire](rules/traits/fire.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/remake.md b/compendium/spells/remake.md index c8579cd7a..c849c3dea 100644 --- a/compendium/spells/remake.md +++ b/compendium/spells/remake.md @@ -9,9 +9,9 @@ tags: aliases: ["Remake"] --- # Remake *Spell 10* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 hour - **Range**5 foot diff --git a/compendium/spells/remember-the-lost-logm.md b/compendium/spells/remember-the-lost-logm.md index b414c0494..d1581b7dc 100644 --- a/compendium/spells/remember-the-lost-logm.md +++ b/compendium/spells/remember-the-lost-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Remember The Lost"] --- # Remember The Lost *Focus 4* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Domains**: [vigil](compendium/setting/domains.md#Vigil) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/remove-curse.md b/compendium/spells/remove-curse.md index d0b40cf95..8bc7c853a 100644 --- a/compendium/spells/remove-curse.md +++ b/compendium/spells/remove-curse.md @@ -9,9 +9,9 @@ tags: aliases: ["Remove Curse"] --- # Remove Curse *Spell 4* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/remove-disease.md b/compendium/spells/remove-disease.md index c14602c9a..33fe3a87e 100644 --- a/compendium/spells/remove-disease.md +++ b/compendium/spells/remove-disease.md @@ -9,9 +9,9 @@ tags: aliases: ["Remove Disease"] --- # Remove Disease *Spell 3* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/remove-fear.md b/compendium/spells/remove-fear.md index bdc760c58..2ef48a1c3 100644 --- a/compendium/spells/remove-fear.md +++ b/compendium/spells/remove-fear.md @@ -8,16 +8,16 @@ tags: aliases: ["Remove Fear"] --- # Remove Fear *Spell 2* -[enchantment](rules/traits/enchantment.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature -With a touch, you ease a creature's fears. You can attempt to counteract a single [fear](rules/traits/fear.md) effect that the target suffers from. +With a touch, you ease a creature's fears. You can attempt to counteract a single [fear](rules/traits/fear.md "Fear Effect Trait") effect that the target suffers from. -This frees only the target, not any other creatures under the [fear](rules/traits/fear.md) effect. +This frees only the target, not any other creatures under the [fear](rules/traits/fear.md "Fear Effect Trait") effect. **Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. diff --git a/compendium/spells/remove-paralysis.md b/compendium/spells/remove-paralysis.md index 9235e6e0a..683cfd618 100644 --- a/compendium/spells/remove-paralysis.md +++ b/compendium/spells/remove-paralysis.md @@ -9,9 +9,9 @@ tags: aliases: ["Remove Paralysis"] --- # Remove Paralysis *Spell 2* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/repelling-pulse-som.md b/compendium/spells/repelling-pulse-som.md index 4c02d9419..6c3606306 100644 --- a/compendium/spells/repelling-pulse-som.md +++ b/compendium/spells/repelling-pulse-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Repelling Pulse"] --- # Repelling Pulse *Spell 5* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation - **Saving Throw** Reflex diff --git a/compendium/spells/replicate-som.md b/compendium/spells/replicate-som.md index 7ff4c73e1..b83615c46 100644 --- a/compendium/spells/replicate-som.md +++ b/compendium/spells/replicate-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Replicate"] --- # Replicate *Spell 4* -[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Targets**1 willing or [unconscious](rules/conditions.md#Unconscious) creature of 8th level or lower @@ -19,9 +19,9 @@ aliases: ["Replicate"] You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, [Interacting](rules/actions/interact.md), speaking short sentences, and other similar basic tasks. It is unable to cast spells, attack, or use any complex skills. -The illusory duplicate is your [minion](rules/traits/minion.md). You can issue new commands to the double as part of [Sustaining the Spell](rules/actions/sustain-a-spell.md). +The illusory duplicate is your [minion](rules/traits/minion.md "Minion Creature Trait"). You can issue new commands to the double as part of [Sustaining the Spell](rules/actions/sustain-a-spell.md). -You can command the duplicate telepathically as long as the spell lasts, provided it's within 1 mile of you. You can switch between using your own senses and the duplicate's senses with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. +You can command the duplicate telepathically as long as the spell lasts, provided it's within 1 mile of you. You can switch between using your own senses and the duplicate's senses with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. The illusory duplicate has the same statistics as the original creature, except it doesn't have any of the original's item bonuses, and it has one quarter of the original's Hit Points. diff --git a/compendium/spells/repulsion.md b/compendium/spells/repulsion.md index de7e57309..7b18fff33 100644 --- a/compendium/spells/repulsion.md +++ b/compendium/spells/repulsion.md @@ -10,9 +10,9 @@ tags: aliases: ["Repulsion"] --- # Repulsion *Spell 6* -[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) [mental](rules/traits/mental.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**40 foot - **Saving Throw** Will diff --git a/compendium/spells/resilient-sphere.md b/compendium/spells/resilient-sphere.md index 84f628be7..97aea63b2 100644 --- a/compendium/spells/resilient-sphere.md +++ b/compendium/spells/resilient-sphere.md @@ -9,9 +9,9 @@ tags: aliases: ["Resilient Sphere"] --- # Resilient Sphere *Spell 4* -[abjuration](rules/traits/abjuration.md) [force](rules/traits/force.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 Large or smaller creature diff --git a/compendium/spells/resist-energy.md b/compendium/spells/resist-energy.md index 6661eec9f..b77feca34 100644 --- a/compendium/spells/resist-energy.md +++ b/compendium/spells/resist-energy.md @@ -8,9 +8,9 @@ tags: aliases: ["Resist Energy"] --- # Resist Energy *Spell 2* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/resplendent-mansion.md b/compendium/spells/resplendent-mansion.md index f4fef36b2..b6ecd8329 100644 --- a/compendium/spells/resplendent-mansion.md +++ b/compendium/spells/resplendent-mansion.md @@ -8,14 +8,14 @@ tags: aliases: ["Resplendent Mansion"] --- # Resplendent Mansion *Spell 9* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**500 foot - **Duration**until the next time you make your daily preparations -You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While [Casting the Spell](rules/actions/cast-a-spell.md), you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create [magical](rules/traits/magical.md) effects, but magical devices brought into the mansion function normally. +You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While [Casting the Spell](rules/actions/cast-a-spell.md), you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create [magical](rules/traits/magical.md "Magical Item Trait") effects, but magical devices brought into the mansion function normally. Your mansion contains the same types and quantities of foodstuffs and servants as created by the [magnificent mansion](compendium/spells/magnificent-mansion.md) spell. diff --git a/compendium/spells/restoration.md b/compendium/spells/restoration.md index d5ab14ae2..55353b925 100644 --- a/compendium/spells/restoration.md +++ b/compendium/spells/restoration.md @@ -9,9 +9,9 @@ tags: aliases: ["Restoration"] --- # Restoration *Spell 2* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/restorative-moment-apg.md b/compendium/spells/restorative-moment-apg.md index 77ca1ec9e..c229d3c4f 100644 --- a/compendium/spells/restorative-moment-apg.md +++ b/compendium/spells/restorative-moment-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Restorative Moment"] --- # Restorative Moment *Focus 5* -[hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[hex](rules/traits/hex-apg.md "Hex Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/restore-senses.md b/compendium/spells/restore-senses.md index 6dd476659..b8a6f7fa0 100644 --- a/compendium/spells/restore-senses.md +++ b/compendium/spells/restore-senses.md @@ -9,9 +9,9 @@ tags: aliases: ["Restore Senses"] --- # Restore Senses *Spell 2* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/restyle-som.md b/compendium/spells/restyle-som.md index e607898e6..0cfbcda17 100644 --- a/compendium/spells/restyle-som.md +++ b/compendium/spells/restyle-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Restyle"] --- # Restyle *Spell 1* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 piece of clothing currently worn by you or an ally diff --git a/compendium/spells/retributive-pain.md b/compendium/spells/retributive-pain.md index e05817346..f03bc58cd 100644 --- a/compendium/spells/retributive-pain.md +++ b/compendium/spells/retributive-pain.md @@ -12,7 +12,7 @@ tags: aliases: ["Retributive Pain"] --- # Retributive Pain *Focus 4* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [pain](compendium/setting/domains.md#Pain) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/retrocognition.md b/compendium/spells/retrocognition.md index 015706439..9b6f40707 100644 --- a/compendium/spells/retrocognition.md +++ b/compendium/spells/retrocognition.md @@ -8,9 +8,9 @@ tags: aliases: ["Retrocognition"] --- # Retrocognition *Spell 7* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Duration**sustained diff --git a/compendium/spells/return-beacon-frp1.md b/compendium/spells/return-beacon-frp1.md index 7f3f48c52..10abeec5f 100644 --- a/compendium/spells/return-beacon-frp1.md +++ b/compendium/spells/return-beacon-frp1.md @@ -10,14 +10,14 @@ tags: aliases: ["Return Beacon"] --- # Return Beacon *Spell 5* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**30 foot - **Duration**1 hour -You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is [invisible](rules/conditions.md#Invisible) except when detected by detect magic, in which case it looks like a 10-foot-wide tower of bright light stretching into the sky. At any time during the duration of the beacon, you can complete a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, to focus on the beacon and transport yourself and any items you're wearing and holding from your current space to the location of the beacon. Transporting yourself in this way ends the spell. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the beacon collapses, ending the spell, and the transportation attempt fails. +You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is [invisible](rules/conditions.md#Invisible) except when detected by detect magic, in which case it looks like a 10-foot-wide tower of bright light stretching into the sky. At any time during the duration of the beacon, you can complete a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits, to focus on the beacon and transport yourself and any items you're wearing and holding from your current space to the location of the beacon. Transporting yourself in this way ends the spell. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the beacon collapses, ending the spell, and the transportation attempt fails. Casting return beacon while a beacon is active causes the previous return beacon spell to end. If you are not within 1 mile of the beacon, your attempt to transport yourself to the beacon fails. If a solid object is in the same space as the beacon when you transport yourself, you arrive in the nearest open space to the beacon. If there is not an open space within 30 feet of the beacon, your attempt to transport yourself fails, but the beacon remains intact. diff --git a/compendium/spells/return-the-favor-da.md b/compendium/spells/return-the-favor-da.md index d1185372a..45fa1aad1 100644 --- a/compendium/spells/return-the-favor-da.md +++ b/compendium/spells/return-the-favor-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Return the Favor"] --- # Return the Favor *Focus 3* -[hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) +[hex](rules/traits/hex-apg.md "Hex Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/return-to-essence-sot5.md b/compendium/spells/return-to-essence-sot5.md index 0c408b0b7..4950f7f34 100644 --- a/compendium/spells/return-to-essence-sot5.md +++ b/compendium/spells/return-to-essence-sot5.md @@ -9,14 +9,14 @@ tags: aliases: ["Return to Essence"] --- # Return to Essence *Spell 7* -[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**one magically sealed or warded doorway or chest -You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. Attempt a counteract check (Core Rulebook 458) against the target spell or [magical](rules/traits/magical.md) effect that wards or seals a doorway or chest, such as lock, or against a spell or effect that deals damage or delivers secondary effects when it's opened, such as glyph of warding. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower. +You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. Attempt a counteract check (Core Rulebook 458) against the target spell or [magical](rules/traits/magical.md "Magical Item Trait") effect that wards or seals a doorway or chest, such as lock, or against a spell or effect that deals damage or delivers secondary effects when it's opened, such as glyph of warding. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower. **Heightened (8th)** You can restore an expended spell slot of 4th level or lower. diff --git a/compendium/spells/reverse-gravity.md b/compendium/spells/reverse-gravity.md index 78f41838e..dcf78212f 100644 --- a/compendium/spells/reverse-gravity.md +++ b/compendium/spells/reverse-gravity.md @@ -10,9 +10,9 @@ tags: aliases: ["Reverse Gravity"] --- # Reverse Gravity *Spell 7* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot radius, 40-foot-tall cylinder diff --git a/compendium/spells/revival.md b/compendium/spells/revival.md index e6170bb52..c12dd5db0 100644 --- a/compendium/spells/revival.md +++ b/compendium/spells/revival.md @@ -10,14 +10,14 @@ tags: aliases: ["Revival"] --- # Revival *Spell 10* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**dead creatures and living creatures of your choice within range - **Duration**sustained up to 1 minute -A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain `10d8+40` Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as [raise dead](compendium/spells/raise-dead.md). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by [disintegrate](compendium/spells/disintegrate.md) or a [death](rules/traits/death.md) effect. It has no effect on undead. +A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain `10d8+40` Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as [raise dead](compendium/spells/raise-dead.md). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by [disintegrate](compendium/spells/disintegrate.md) or a [death](rules/traits/death.md "Death Effect Trait") effect. It has no effect on undead. *Source: Core Rulebook p. 366* \ No newline at end of file diff --git a/compendium/spells/rewinding-step-som.md b/compendium/spells/rewinding-step-som.md index 02af5f1bb..bd65f44ae 100644 --- a/compendium/spells/rewinding-step-som.md +++ b/compendium/spells/rewinding-step-som.md @@ -8,13 +8,13 @@ tags: aliases: ["Rewinding Step"] --- # Rewinding Step *Spell 5* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Duration**10 minutes -You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the [concentrate](rules/traits/concentrate.md) trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. +You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends. diff --git a/compendium/spells/righteous-might.md b/compendium/spells/righteous-might.md index 696e04941..ab0998750 100644 --- a/compendium/spells/righteous-might.md +++ b/compendium/spells/righteous-might.md @@ -9,9 +9,9 @@ tags: aliases: ["Righteous Might"] --- # Righteous Might *Spell 6* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**You have a deity. - **Duration**1 minute diff --git a/compendium/spells/rime-slick-ec1.md b/compendium/spells/rime-slick-ec1.md index b91b4ba58..4f093575d 100644 --- a/compendium/spells/rime-slick-ec1.md +++ b/compendium/spells/rime-slick-ec1.md @@ -11,9 +11,9 @@ tags: aliases: ["Rime Slick"] --- # Rime Slick *Spell 2* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**15-foot burst @@ -22,7 +22,7 @@ aliases: ["Rime Slick"] You call down a chill wind. When you Cast this Spell, you deal `2d4` cold damage to each creature in the area (basic Reflex save). If a creature in the area critically fails its Reflex save and was standing, it also falls [prone](rules/conditions.md#Prone). -You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the [fire](rules/traits/fire.md) trait. +You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait. **Heightened (5th)** The damage increases to `8d4` cold damage and the area is a 30-foot burst. diff --git a/compendium/spells/rip-the-spirit-som.md b/compendium/spells/rip-the-spirit-som.md index 22e558b8f..8172bb954 100644 --- a/compendium/spells/rip-the-spirit-som.md +++ b/compendium/spells/rip-the-spirit-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Rip The Spirit"] --- # Rip The Spirit *Spell 5* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Targets**1 living creature diff --git a/compendium/spells/rising-surf-som.md b/compendium/spells/rising-surf-som.md index e8c7ca8ce..b4d3cd45e 100644 --- a/compendium/spells/rising-surf-som.md +++ b/compendium/spells/rising-surf-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Rising Surf"] --- # Rising Surf *Focus 1* -[conjuration](rules/traits/conjuration.md) [move](rules/traits/move.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [move](rules/traits/move.md "Move Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot diff --git a/compendium/spells/rituals/abyssal-pact-b1.md b/compendium/spells/rituals/abyssal-pact-b1.md index ec8d360aa..72423056d 100644 --- a/compendium/spells/rituals/abyssal-pact-b1.md +++ b/compendium/spells/rituals/abyssal-pact-b1.md @@ -9,7 +9,7 @@ tags: aliases: ["Abyssal Pact"] --- # Abyssal Pact *Ritual 1* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a demon) diff --git a/compendium/spells/rituals/angelic-messenger-b1.md b/compendium/spells/rituals/angelic-messenger-b1.md index 9f8cdd6b6..d4b658628 100644 --- a/compendium/spells/rituals/angelic-messenger-b1.md +++ b/compendium/spells/rituals/angelic-messenger-b1.md @@ -9,7 +9,7 @@ tags: aliases: ["Angelic Messenger"] --- # Angelic Messenger *Ritual 1* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a angel) diff --git a/compendium/spells/rituals/anima-invocation-modified-aoa6.md b/compendium/spells/rituals/anima-invocation-modified-aoa6.md index e07853996..a35255e85 100644 --- a/compendium/spells/rituals/anima-invocation-modified-aoa6.md +++ b/compendium/spells/rituals/anima-invocation-modified-aoa6.md @@ -9,7 +9,7 @@ tags: aliases: ["Anima Invocation (Modified)"] --- # Anima Invocation (Modified) *Ritual 10* -[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 hour - **Secondary Casters** 4 @@ -26,6 +26,6 @@ When casting the modified version of the _Anima Invocation_, it instead draws up > - **Critical Success** You gain full access to your own potential for 1 day. You gain resistance 10 to all damage and a +4 status bonus to saves against effects created by evil creatures. Your [Strikes](rules/actions/strike.md) gain the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) rune and deal an additional `1d10` good damage. You are immune to the soul-draining effect within Alseta's Landing. > - **Success** You tap into your own potential for 1 day. You gain resistance 5 to all damage and a +2 status bonus to saves against effects created by evil creatures. Your [Strikes](rules/actions/strike.md) gain the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) rune and deal an additional 1 good damage. You are immune to the soul-draining effect within Alseta's Landing. > - **Failure** You are unable to tap into your own spiritual essence, but you still gain immunity to the souldraining effect within Alseta's Landing. -> - **Critical Failure** You botch the ritual, damaging your own spiritual essence. You gain [doomed](rules/conditions.md#Doomed) or increase your [doomed](rules/conditions.md#Doomed) condition by 1 if you're already [doomed](rules/conditions.md#Doomed). This [doomed](rules/conditions.md#Doomed) value decreases by 1 every week. This is a [curse](rules/traits/curse.md) effect. +> - **Critical Failure** You botch the ritual, damaging your own spiritual essence. You gain [doomed](rules/conditions.md#Doomed) or increase your [doomed](rules/conditions.md#Doomed) condition by 1 if you're already [doomed](rules/conditions.md#Doomed). This [doomed](rules/conditions.md#Doomed) value decreases by 1 every week. This is a [curse](rules/traits/curse.md "Curse Effect Trait") effect. *Source: Age of Ashes #6: Broken Promises p. 75* \ No newline at end of file diff --git a/compendium/spells/rituals/animate-object.md b/compendium/spells/rituals/animate-object.md index 62f059309..92aac3a57 100644 --- a/compendium/spells/rituals/animate-object.md +++ b/compendium/spells/rituals/animate-object.md @@ -9,7 +9,7 @@ tags: aliases: ["Animate Object"] --- # Animate Object *Ritual 2* -[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare oils, see [Table 7–1](rules/tables/creature-creation-rituals.md) @@ -22,7 +22,7 @@ aliases: ["Animate Object"] You transform the target into an animated object with a level up to that allowed by [Table 7–1](rules/tables/creature-creation-rituals.md) and of a type corresponding to the object (so a broom would become an animated broom). > [!success-degree] -> - **Critical Success** The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. +> - **Critical Success** The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. > - **Success** As critical success, except an animated object that doesn't become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command. > - **Failure** You fail to create the animated object. > - **Critical Failure** You create the animated object, but it goes berserk and attempts to destroy you. diff --git a/compendium/spells/rituals/arcane-weaving-sot1.md b/compendium/spells/rituals/arcane-weaving-sot1.md index 4cf8660d6..78f74aed6 100644 --- a/compendium/spells/rituals/arcane-weaving-sot1.md +++ b/compendium/spells/rituals/arcane-weaving-sot1.md @@ -9,7 +9,7 @@ tags: aliases: ["Arcane Weaving"] --- # Arcane Weaving *Ritual 3* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare silks worth a total value of 20 gp × the spell level diff --git a/compendium/spells/rituals/asmodean-wager-som.md b/compendium/spells/rituals/asmodean-wager-som.md index 1b602fd98..7c2eec027 100644 --- a/compendium/spells/rituals/asmodean-wager-som.md +++ b/compendium/spells/rituals/asmodean-wager-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Asmodean Wager"] --- # Asmodean Wager *Ritual 6* -[divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [rare](rules/traits/rare.md) +[divination](rules/traits/divination.md "Divination School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 hour - **Cost** parchment, ink, and an item of value from each bettor worth at least 50 gp @@ -21,9 +21,9 @@ aliases: ["Asmodean Wager"] You facilitate a magically binding agreement between yourself and one or more additional secondary casters, wherein each participant (hereafter referred to as the bettors) stakes something of value on the outcome of an event that has yet to be determined. The nature of the event is up to the bettors: a test of skill, a game of chance, or even something occurring in the distant future. While named for [Asmodeus](compendium/setting/deities/asmodeus.md) and invented by those with a diabolical bent, the ritual has no particular connection to Hell and instead relies on the occult connections between the bettors. The stakes can be either of the following: - A promise or possession. The losers of the bet are placed under the effects of a 9th-level geas ritual to uphold the promise or turn over a single item they own, as stated at the time of the spell's casting. Once ownership has been transferred or the promise fulfilled, nothing prevents the bettors from trying to reclaim a former possession. -- The bettors' life. As soon as the outcome has been decided, the losers die instantly with no saving throw; this is a [death](rules/traits/death.md) effect. The next time the winner would die, they instead remain alive and [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points with a [dying](rules/conditions.md#Dying) condition 1 lower than would kill them. Until this protection has been exhausted, the loser of the bet can't be returned to life through any means, even powerful magic such as wish. A creature already in possession of an additional life as a result of winning an Asmodean wager can't enter into a new wager with a life as collateral +- The bettors' life. As soon as the outcome has been decided, the losers die instantly with no saving throw; this is a [death](rules/traits/death.md "Death Effect Trait") effect. The next time the winner would die, they instead remain alive and [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points with a [dying](rules/conditions.md#Dying) condition 1 lower than would kill them. Until this protection has been exhausted, the loser of the bet can't be returned to life through any means, even powerful magic such as wish. A creature already in possession of an additional life as a result of winning an Asmodean wager can't enter into a new wager with a life as collateral -If any participant knowingly and willingly makes any attempt to cheat at or avoid fulfilling the terms of the wager, the spell automatically determines them the loser and resolves accordingly. The spell doesn't function if any participant is acting against their will or being mentally [controlled](rules/conditions.md#Controlled) or coerced by any means, or if any participant is immune to or otherwise unaffected by their wager (such as if a construct, undead, or other creature immune to [death](rules/traits/death.md) effects tried to bet its life). At the GM's discretion, if it ever becomes permanently impossible for the bet's outcome to be determined, the spell ends without any further result. +If any participant knowingly and willingly makes any attempt to cheat at or avoid fulfilling the terms of the wager, the spell automatically determines them the loser and resolves accordingly. The spell doesn't function if any participant is acting against their will or being mentally [controlled](rules/conditions.md#Controlled) or coerced by any means, or if any participant is immune to or otherwise unaffected by their wager (such as if a construct, undead, or other creature immune to [death](rules/traits/death.md "Death Effect Trait") effects tried to bet its life). At the GM's discretion, if it ever becomes permanently impossible for the bet's outcome to be determined, the spell ends without any further result. > [!success-degree] > - **Success** The ritual is successful. diff --git a/compendium/spells/rituals/astral-projection-apg.md b/compendium/spells/rituals/astral-projection-apg.md index 2a8dd6930..0aeaa0400 100644 --- a/compendium/spells/rituals/astral-projection-apg.md +++ b/compendium/spells/rituals/astral-projection-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Astral Projection"] --- # Astral Projection *Ritual 5* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 hour - **Cost** one jacinth worth a total value of the target's level (minimum 1) × 5 gp, for each target diff --git a/compendium/spells/rituals/atone.md b/compendium/spells/rituals/atone.md index ce0338cd8..52eabb908 100644 --- a/compendium/spells/rituals/atone.md +++ b/compendium/spells/rituals/atone.md @@ -9,7 +9,7 @@ tags: aliases: ["Atone"] --- # Atone *Ritual 4* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare incense and offerings worth a total value of 20 gp × the target's level diff --git a/compendium/spells/rituals/awaken-animal.md b/compendium/spells/rituals/awaken-animal.md index 4f08a23e3..8267dd48c 100644 --- a/compendium/spells/rituals/awaken-animal.md +++ b/compendium/spells/rituals/awaken-animal.md @@ -10,7 +10,7 @@ tags: aliases: ["Awaken Animal"] --- # Awaken Animal *Ritual 6* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** herbs, 1/5 the value on [Table 7–1](rules/tables/creature-creation-rituals.md) diff --git a/compendium/spells/rituals/awaken-object-som.md b/compendium/spells/rituals/awaken-object-som.md index 93cf4a388..51815b87e 100644 --- a/compendium/spells/rituals/awaken-object-som.md +++ b/compendium/spells/rituals/awaken-object-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Awaken Object"] --- # Awaken Object *Ritual 6* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** crushed gems and spices worth 250 gp diff --git a/compendium/spells/rituals/awaken-portal-av1.md b/compendium/spells/rituals/awaken-portal-av1.md index 6586fb895..ad57cd4d9 100644 --- a/compendium/spells/rituals/awaken-portal-av1.md +++ b/compendium/spells/rituals/awaken-portal-av1.md @@ -9,7 +9,7 @@ tags: aliases: ["Awaken Portal"] --- # Awaken Portal *Ritual 3* -[conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 hour - **Secondary Casters** up to 5 diff --git a/compendium/spells/rituals/bathe-in-blood-som.md b/compendium/spells/rituals/bathe-in-blood-som.md index 4776139ab..833aa374a 100644 --- a/compendium/spells/rituals/bathe-in-blood-som.md +++ b/compendium/spells/rituals/bathe-in-blood-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Bathe In Blood"] --- # Bathe In Blood *Ritual 8* -[necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 day - **Cost** alchemical herbs and components worth a total of 1,000 gp × the target's level @@ -23,7 +23,7 @@ This is an old ritual, illegal in nearly every corner of Golarion, but never qui This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. -The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as [gentle repose](compendium/spells/gentle-repose.md) can extend this time, but using such preserved blood applies a –4 circumstance penalty to the primary and secondary checks. If you're [Medium](rules/traits/medium-b1.md), you require 30 gallons of blood to immerse yourself, and a typical [Medium](rules/traits/medium-b1.md) creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. +The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as [gentle repose](compendium/spells/gentle-repose.md) can extend this time, but using such preserved blood applies a –4 circumstance penalty to the primary and secondary checks. If you're [Medium](rules/traits/medium-b1.md "Medium Size Trait"), you require 30 gallons of blood to immerse yourself, and a typical [Medium](rules/traits/medium-b1.md "Medium Size Trait") creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at –1 and increases by –1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a –4 penalty on your [Occultism](compendium/skills.md#Occultism) check). diff --git a/compendium/spells/rituals/blight.md b/compendium/spells/rituals/blight.md index 81f6e4238..5db20f142 100644 --- a/compendium/spells/rituals/blight.md +++ b/compendium/spells/rituals/blight.md @@ -12,7 +12,7 @@ tags: aliases: ["Blight"] --- # Blight *Ritual 4* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [plant](rules/traits/plant.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Secondary Casters** 1 diff --git a/compendium/spells/rituals/call-spirit.md b/compendium/spells/rituals/call-spirit.md index 2607d8d6d..9b3a4eadf 100644 --- a/compendium/spells/rituals/call-spirit.md +++ b/compendium/spells/rituals/call-spirit.md @@ -9,7 +9,7 @@ tags: aliases: ["Call Spirit"] --- # Call Spirit *Ritual 5* -[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 hour - **Cost** rare candles and incense worth a total value of 50 gp diff --git a/compendium/spells/rituals/clone-apg.md b/compendium/spells/rituals/clone-apg.md index 78ad3659d..76eeafb19 100644 --- a/compendium/spells/rituals/clone-apg.md +++ b/compendium/spells/rituals/clone-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Clone"] --- # Clone *Ritual 9* -[necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 7 days - **Cost** rare laboratory supplies and reagents worth the target's level (minimum 1) × 100 gp diff --git a/compendium/spells/rituals/commune-with-nature.md b/compendium/spells/rituals/commune-with-nature.md index b5a2a84e4..ecd1444b7 100644 --- a/compendium/spells/rituals/commune-with-nature.md +++ b/compendium/spells/rituals/commune-with-nature.md @@ -10,7 +10,7 @@ tags: aliases: ["Commune With Nature"] --- # Commune With Nature *Ritual 6* -[divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare incense worth a total value of 60 gp diff --git a/compendium/spells/rituals/commune.md b/compendium/spells/rituals/commune.md index c676c81d1..233d42fd9 100644 --- a/compendium/spells/rituals/commune.md +++ b/compendium/spells/rituals/commune.md @@ -10,7 +10,7 @@ tags: aliases: ["Commune"] --- # Commune *Ritual 6* -[divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare incense worth a total value of 150 gp diff --git a/compendium/spells/rituals/community-repair-sot2.md b/compendium/spells/rituals/community-repair-sot2.md index 0c02d4fe4..86b6ebc39 100644 --- a/compendium/spells/rituals/community-repair-sot2.md +++ b/compendium/spells/rituals/community-repair-sot2.md @@ -10,7 +10,7 @@ tags: aliases: ["Community Repair"] --- # Community Repair *Ritual 4* -[emotion](rules/traits/emotion.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Cast** 1 day - **Cost** rare powdered pigments in at least three different colors, worth a total of 50 gp @@ -18,16 +18,16 @@ aliases: ["Community Repair"] - **Primary Checks** [Performance](compendium/skills.md#Performance) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society) - **Range**10 feet -- **Targets**1 damaged or [broken](rules/conditions.md#Broken) public work no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md) creature) +- **Targets**1 damaged or [broken](rules/conditions.md#Broken) public work no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature) You lead your community in repairing a public work, such as a bridge, well, or mural, through the power of memory and art. The primary caster serves as an emcee or leader, while each secondary caster provides a heartfelt anecdote that somehow involves the public work; for instance, recounting a story of playing at a fountain each summer. The anecdotes don't need to be firsthand accounts—a community member might sing of how their grandparents fell in love crossing a bridge every day—but they must be directly connected in some way. The GM can offer a +1 circumstance bonus to the secondary caster whose anecdote seems most moving. If the public work was destroyed intentionally by one of the casters, the ritual automatically critically fails. > [!success-degree] -> - **Critical Success** The public work is restored to its prior construction, and it takes on further qualities, encouraged by the thoughts of the community. For the next week, while a caster is within 60 feet of the site of the ritual, they receive a +1 status bonus to Will saves against [emotion](rules/traits/emotion.md) effects and a +10-foot status bonus to their Speeds. +> - **Critical Success** The public work is restored to its prior construction, and it takes on further qualities, encouraged by the thoughts of the community. For the next week, while a caster is within 60 feet of the site of the ritual, they receive a +1 status bonus to Will saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects and a +10-foot status bonus to their Speeds. > - **Success** The public work is restored to its prior construction and function. > - **Failure** The ritual has no effect. -> - **Critical Failure** The public work refuses to repair itself, and the memories of the community members are soured in response to the botched ritual. For the next week, while a caster is within 60 feet of the site of the ritual, they cannot receive any benefit from beneficial [emotion](rules/traits/emotion.md) effects, and they take a –10-foot status penalty to their Speeds as their movement slows to a morose crawl. +> - **Critical Failure** The public work refuses to repair itself, and the memories of the community members are soured in response to the botched ritual. For the next week, while a caster is within 60 feet of the site of the ritual, they cannot receive any benefit from beneficial [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects, and they take a –10-foot status penalty to their Speeds as their movement slows to a morose crawl. *Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* \ No newline at end of file diff --git a/compendium/spells/rituals/concealments-curtain-som.md b/compendium/spells/rituals/concealments-curtain-som.md index 8a371e40e..199a22e76 100644 --- a/compendium/spells/rituals/concealments-curtain-som.md +++ b/compendium/spells/rituals/concealments-curtain-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Concealment's Curtain"] --- # Concealment's Curtain *Ritual 4* -[curse](rules/traits/curse.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 6 days - **Cost** an ornate mirror worth at least 100 gp, naturally occurring round fruit the size and number of the target's eyes, and the same amount of flawless silver needles worth at least 1 gp each diff --git a/compendium/spells/rituals/consecrate.md b/compendium/spells/rituals/consecrate.md index b3bdf36cb..bc78a6ddb 100644 --- a/compendium/spells/rituals/consecrate.md +++ b/compendium/spells/rituals/consecrate.md @@ -11,7 +11,7 @@ tags: aliases: ["Consecrate"] --- # Consecrate *Ritual 2* -[consecration](rules/traits/consecration.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[consecration](rules/traits/consecration.md "Consecration Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 3 days - **Cost** rare incense and offerings worth a total value of 20 gp × the spell level diff --git a/compendium/spells/rituals/construct-mindscape-da.md b/compendium/spells/rituals/construct-mindscape-da.md index 02e7d9c2c..ed87be27d 100644 --- a/compendium/spells/rituals/construct-mindscape-da.md +++ b/compendium/spells/rituals/construct-mindscape-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Construct Mindscape"] --- # Construct Mindscape *Ritual 5* -[illusion](rules/traits/illusion.md) [rare](rules/traits/rare.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 day - **Cost** precious clay, wood, or other modeling materials worth spell level × 20 gp diff --git a/compendium/spells/rituals/control-weather.md b/compendium/spells/rituals/control-weather.md index 6b0206685..8266a5afd 100644 --- a/compendium/spells/rituals/control-weather.md +++ b/compendium/spells/rituals/control-weather.md @@ -10,7 +10,7 @@ tags: aliases: ["Control Weather"] --- # Control Weather *Ritual 8* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Secondary Casters** 1 diff --git a/compendium/spells/rituals/create-demiplane-apg.md b/compendium/spells/rituals/create-demiplane-apg.md index 219054344..42b69bbee 100644 --- a/compendium/spells/rituals/create-demiplane-apg.md +++ b/compendium/spells/rituals/create-demiplane-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Create Demiplane"] --- # Create Demiplane *Ritual 8* -[conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Cast** 9 days - **Cost** precious materials worth a total value of 800 gp @@ -29,13 +29,13 @@ When you first cast _create demiplane_, the casters are teleported to the demipl If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described below. -- **Alignment** The demiplane gains one alignment trait, such as [lawful](rules/traits/lawful.md) or [good](rules/traits/good.md). +- **Alignment** The demiplane gains one alignment trait, such as [lawful](rules/traits/lawful.md "Lawful Alignment Trait") or [good](rules/traits/good.md "Good Alignment Trait"). - **Bounteous** The demiplane has a functional ecosystem, with plants and animals appropriate to the environment. This ecosystem doesn't require any additional effort on your part to maintain. -- **Elemental** The demiplane gains the [air](rules/traits/air.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), or [water](rules/traits/water.md) planar essence trait. +- **Elemental** The demiplane gains the [air](rules/traits/air.md "Air Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") planar essence trait. - **Gravity** The demiplane gains a gravity trait of your choice. - **Key** You create an additional key that can be used to access the demiplane with [plane shift](compendium/spells/plane-shift.md) and improve it with [create demiplane](compendium/spells/rituals/create-demiplane-apg.md). - **Portal** You create a permanent gateway between the demiplane and a single other location. You must spend the ritual's casting time constructing the gateway on the external side, which typically resembles an arch or doorway of some sort. The gate is always active, but it can be secured as you would any door. -- **Scope** The demiplane can be [unbounded](rules/traits/unbounded-gmg.md) instead of [finite](rules/traits/finite-gmg.md), though still with the same size. +- **Scope** The demiplane can be [unbounded](rules/traits/unbounded-gmg.md "Unbounded Planar Trait") instead of [finite](rules/traits/finite-gmg.md "Finite Planar Trait"), though still with the same size. > [!success-degree] > - **Critical Success** You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features. diff --git a/compendium/spells/rituals/create-skinstitch-aoe2.md b/compendium/spells/rituals/create-skinstitch-aoe2.md index 455b5a3df..543d7088a 100644 --- a/compendium/spells/rituals/create-skinstitch-aoe2.md +++ b/compendium/spells/rituals/create-skinstitch-aoe2.md @@ -9,7 +9,7 @@ tags: aliases: ["Create Skinstitch"] --- # Create Skinstitch *Ritual 6* -[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare oils worth 480 gp @@ -22,7 +22,7 @@ aliases: ["Create Skinstitch"] You transform the target into a skinstitch, a hideous construct covered in the flesh of sentient humanoids. > [!success-degree] -> - **Critical Success** The target becomes a skinstitch. If it's at least 4 levels lower than you, you can make it a minion which gives it the [minion](rules/traits/minion.md) trait. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command that it pursues single-mindedly. If you aren't a follower of [Norgorber](compendium/setting/deities/norgorber.md), it ignores any of your subsequent commands. A follower of [Norgorber](compendium/setting/deities/norgorber.md) can give the skinstitch simple commands by presenting a holy symbol of the deity and commanding it with a single action that has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. +> - **Critical Success** The target becomes a skinstitch. If it's at least 4 levels lower than you, you can make it a minion which gives it the [minion](rules/traits/minion.md "Minion Creature Trait") trait. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command that it pursues single-mindedly. If you aren't a follower of [Norgorber](compendium/setting/deities/norgorber.md), it ignores any of your subsequent commands. A follower of [Norgorber](compendium/setting/deities/norgorber.md) can give the skinstitch simple commands by presenting a holy symbol of the deity and commanding it with a single action that has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. > - **Success** As critical success, except a skinstitch that doesn't become your minion stays in place and attacks anyone that attacks or tries to move it, rather than following your command. > - **Failure** You fail to create the skinstitch. > - **Critical Failure** You create the skinstitch, but it goes berserk and attempts to kill you, ignoring your commands even if you are a follower of [Norgorber](compendium/setting/deities/norgorber.md). diff --git a/compendium/spells/rituals/create-undead.md b/compendium/spells/rituals/create-undead.md index 3f826ce26..124888f58 100644 --- a/compendium/spells/rituals/create-undead.md +++ b/compendium/spells/rituals/create-undead.md @@ -10,7 +10,7 @@ tags: aliases: ["Create Undead"] --- # Create Undead *Ritual 2* -[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** black onyx, see [Table 7–1](rules/tables/creature-creation-rituals.md) @@ -23,7 +23,7 @@ aliases: ["Create Undead"] You transform the target into an undead creature with a level up to that allowed in [Table 7–1](rules/tables/creature-creation-rituals.md). There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead. > [!success-degree] -> - **Critical Success** The target becomes an undead creature of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. You can have a maximum of four minions under your control. If it's intelligent and doesn't become a minion, the undead is [helpful](rules/conditions.md#Helpful) to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. +> - **Critical Success** The target becomes an undead creature of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. You can have a maximum of four minions under your control. If it's intelligent and doesn't become a minion, the undead is [helpful](rules/conditions.md#Helpful) to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. > - **Success** As critical success, except an intelligent undead that doesn't become your minion is only [friendly](rules/conditions.md#Friendly) to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command. > - **Failure** You fail to create the undead. > - **Critical Failure** You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you. diff --git a/compendium/spells/rituals/daemonic-pact-b2.md b/compendium/spells/rituals/daemonic-pact-b2.md index bcf279ee0..af7e4887e 100644 --- a/compendium/spells/rituals/daemonic-pact-b2.md +++ b/compendium/spells/rituals/daemonic-pact-b2.md @@ -9,7 +9,7 @@ tags: aliases: ["Daemonic Pact"] --- # Daemonic Pact *Ritual 1* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a demon or urdefhan) diff --git a/compendium/spells/rituals/div-pact-b3.md b/compendium/spells/rituals/div-pact-b3.md index 1aefc66fe..e911ac9a6 100644 --- a/compendium/spells/rituals/div-pact-b3.md +++ b/compendium/spells/rituals/div-pact-b3.md @@ -9,7 +9,7 @@ tags: aliases: ["Div Pact"] --- # Div Pact *Ritual 1* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a div) diff --git a/compendium/spells/rituals/dread-ambience-som.md b/compendium/spells/rituals/dread-ambience-som.md index 2b257120e..c91cd88da 100644 --- a/compendium/spells/rituals/dread-ambience-som.md +++ b/compendium/spells/rituals/dread-ambience-som.md @@ -14,7 +14,7 @@ tags: aliases: ["Dread Ambience"] --- # Dread Ambience *Ritual 5* -[consecration](rules/traits/consecration.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[consecration](rules/traits/consecration.md "Consecration Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 2 days - **Cost** candles, specialty salts, and rare herbs worth 80 gp total @@ -27,11 +27,11 @@ In some places, it always feels like something is observing you, as if the very To create this unwelcoming, intimidating aura, you must prepare the area with salts and herbs, traveling the entire edge of the area throughout the casting. -After you complete your ritual, anyone who enters the area receives a status penalty to saving throws against [fear](rules/traits/fear.md) effects within the dread ambience. +After you complete your ritual, anyone who enters the area receives a status penalty to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects within the dread ambience. > [!success-degree] -> - **Critical Success** The sense of dread is particularly powerful. Every creature in an area takes a –2 status penalty to saving throws against [fear](rules/traits/fear.md) effects. -> - **Success** The dread ambience succeeds. Every creature in the area takes a –1 status penalty to saving throws against [fear](rules/traits/fear.md) effects. +> - **Critical Success** The sense of dread is particularly powerful. Every creature in an area takes a –2 status penalty to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects. +> - **Success** The dread ambience succeeds. Every creature in the area takes a –1 status penalty to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects. > - **Failure** The dread ambience fails. > - **Critical Failure** The dread ambience fails, and the casters take a –1 status penalty to all Will saves for the next week. diff --git a/compendium/spells/rituals/elemental-sentinel-som.md b/compendium/spells/rituals/elemental-sentinel-som.md index 5ca08a0b4..88d5a0714 100644 --- a/compendium/spells/rituals/elemental-sentinel-som.md +++ b/compendium/spells/rituals/elemental-sentinel-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Elemental Sentinel"] --- # Elemental Sentinel *Ritual 1* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** precious metals, rare incense, and herbs worth a total value of 15 gp per spell level diff --git a/compendium/spells/rituals/empower-ley-line-som.md b/compendium/spells/rituals/empower-ley-line-som.md index 67927b786..62393cc6f 100644 --- a/compendium/spells/rituals/empower-ley-line-som.md +++ b/compendium/spells/rituals/empower-ley-line-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Empower Ley Line"] --- # Empower Ley Line *Ritual 7* -[evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 day - **Cost** magical foci worth a total value of 50 gp × the spell level × the target's level @@ -19,7 +19,7 @@ aliases: ["Empower Ley Line"] - **Range**10 feet - **Targets**1 ley line or ley line node up to double this ritual's level -You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md) and [negative](rules/traits/negative.md) effects. +You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md "Positive Energy & Element Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success) diff --git a/compendium/spells/rituals/establish-nexus-som.md b/compendium/spells/rituals/establish-nexus-som.md index e34f4d0ec..13828457a 100644 --- a/compendium/spells/rituals/establish-nexus-som.md +++ b/compendium/spells/rituals/establish-nexus-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Establish Nexus"] --- # Establish Nexus *Ritual 5* -[consecration](rules/traits/consecration.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[consecration](rules/traits/consecration.md "Consecration Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Cast** 1 day - **Cost** magical foci worth 100 gp × the spell level × the node's level diff --git a/compendium/spells/rituals/fantastic-facade-apg.md b/compendium/spells/rituals/fantastic-facade-apg.md index 98a7ec798..a429a452a 100644 --- a/compendium/spells/rituals/fantastic-facade-apg.md +++ b/compendium/spells/rituals/fantastic-facade-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Fantastic Façade"] --- # Fantastic Façade *Ritual 9* -[illusion](rules/traits/illusion.md) [rare](rules/traits/rare.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 week - **Cost** mystical paint, elaborate veils, and powdered minerals worth 20,000 gp total diff --git a/compendium/spells/rituals/fey-abeyance-sot1.md b/compendium/spells/rituals/fey-abeyance-sot1.md index 4d1a629d8..5b22fa14e 100644 --- a/compendium/spells/rituals/fey-abeyance-sot1.md +++ b/compendium/spells/rituals/fey-abeyance-sot1.md @@ -10,7 +10,7 @@ tags: aliases: ["Fey Abeyance"] --- # Fey Abeyance *Ritual 1* -[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 hour - **Cost** rare oils, cold iron bells worth at least 5 gp @@ -19,7 +19,7 @@ aliases: ["Fey Abeyance"] - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Intimidation](compendium/skills.md#Intimidation), [Occultism](compendium/skills.md#Occultism), [Performance](compendium/skills.md#Performance) - **Area**An enclosed area up to 60 feet × 60 feet, up to 20 feet high -You ward an area with cold iron bells, protecting it from the influence of the first world. Fey creatures feel uncomfortable within the area and all physical attacks against them are considered cold iron for the purposes of their Weaknesses and Resistances. Furthermore, you set up bells within 3 squares within the area (usually at entrances). When a fey creature begins its turn in a square containing bells, it takes mental damage equal to its Weakness to cold iron, if any. This damage is [nonlethal](rules/traits/nonlethal.md). +You ward an area with cold iron bells, protecting it from the influence of the first world. Fey creatures feel uncomfortable within the area and all physical attacks against them are considered cold iron for the purposes of their Weaknesses and Resistances. Furthermore, you set up bells within 3 squares within the area (usually at entrances). When a fey creature begins its turn in a square containing bells, it takes mental damage equal to its Weakness to cold iron, if any. This damage is [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"). > [!success-degree] > - **Critical Success** You may designate up to 6 squares to contain bells. diff --git a/compendium/spells/rituals/freedom.md b/compendium/spells/rituals/freedom.md index ca14a0700..d378226ab 100644 --- a/compendium/spells/rituals/freedom.md +++ b/compendium/spells/rituals/freedom.md @@ -9,7 +9,7 @@ tags: aliases: ["Freedom"] --- # Freedom *Ritual 8* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** valuable oils and objects associated with the target worth a total value of 100 gp × the spell level × the target's level @@ -19,12 +19,12 @@ aliases: ["Freedom"] - **Range**see text - **Targets**1 creature -You perform a ritual to free a creature imprisoned, [petrified](rules/conditions.md#Petrified), or otherwise put into stasis by any [magical](rules/traits/magical.md) effects from all such effects, even effects like imprisonment that don't have a duration, as long as freedom's spell level is equal to or higher than the effect's spell level. To perform the ritual, you must be within 10 feet of the target, or within 10 feet of the place where the target was imprisoned (in the case of effects that trap the creature in an unreachable prison, like the oubliette form of imprisonment). You must know the name of the creature and details of its background; if the creature is not a close associate, a failure or critical failure on a secondary [Society](compendium/skills.md#Society) check reduces even a critical success on the primary check to a failure. +You perform a ritual to free a creature imprisoned, [petrified](rules/conditions.md#Petrified), or otherwise put into stasis by any [magical](rules/traits/magical.md "Magical Item Trait") effects from all such effects, even effects like imprisonment that don't have a duration, as long as freedom's spell level is equal to or higher than the effect's spell level. To perform the ritual, you must be within 10 feet of the target, or within 10 feet of the place where the target was imprisoned (in the case of effects that trap the creature in an unreachable prison, like the oubliette form of imprisonment). You must know the name of the creature and details of its background; if the creature is not a close associate, a failure or critical failure on a secondary [Society](compendium/skills.md#Society) check reduces even a critical success on the primary check to a failure. > [!success-degree] -> - **Critical Success** You free the target from all [magical](rules/traits/magical.md) effects imprisoning it, petrifying it, or putting it into stasis. It gains a +1 status bonus to saving throws to resist those same [magical](rules/traits/magical.md) effects for 1 week. -> - **Success** You free the target from all [magical](rules/traits/magical.md) effects imprisoning it, petrifying it, or putting it into stasis. +> - **Critical Success** You free the target from all [magical](rules/traits/magical.md "Magical Item Trait") effects imprisoning it, petrifying it, or putting it into stasis. It gains a +1 status bonus to saving throws to resist those same [magical](rules/traits/magical.md "Magical Item Trait") effects for 1 week. +> - **Success** You free the target from all [magical](rules/traits/magical.md "Magical Item Trait") effects imprisoning it, petrifying it, or putting it into stasis. > - **Failure** You fail to free the target. -> - **Critical Failure** The [magical](rules/traits/magical.md) effects imprisoning the target, petrifying the target, or putting it into stasis affect you and all secondary casters. +> - **Critical Failure** The [magical](rules/traits/magical.md "Magical Item Trait") effects imprisoning the target, petrifying the target, or putting it into stasis affect you and all secondary casters. *Source: Core Rulebook p. 411* \ No newline at end of file diff --git a/compendium/spells/rituals/garden-of-death-som.md b/compendium/spells/rituals/garden-of-death-som.md index 08612a756..017cbbc45 100644 --- a/compendium/spells/rituals/garden-of-death-som.md +++ b/compendium/spells/rituals/garden-of-death-som.md @@ -13,7 +13,7 @@ tags: aliases: ["Garden Of Death"] --- # Garden Of Death *Ritual 4* -[consecration](rules/traits/consecration.md) [necromancy](rules/traits/necromancy.md) [plant](rules/traits/plant.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[consecration](rules/traits/consecration.md "Consecration Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** water infused with a dozen deadly toxins worth a total of 50 gp diff --git a/compendium/spells/rituals/geas.md b/compendium/spells/rituals/geas.md index ac534b7da..c01638fe8 100644 --- a/compendium/spells/rituals/geas.md +++ b/compendium/spells/rituals/geas.md @@ -11,7 +11,7 @@ tags: aliases: ["Geas"] --- # Geas *Ritual 3* -[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Secondary Casters** 1 diff --git a/compendium/spells/rituals/guardians-aegis-som.md b/compendium/spells/rituals/guardians-aegis-som.md index b77d8b55d..49cbdc4b0 100644 --- a/compendium/spells/rituals/guardians-aegis-som.md +++ b/compendium/spells/rituals/guardians-aegis-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Guardian's Aegis"] --- # Guardian's Aegis *Ritual 3* -[abjuration](rules/traits/abjuration.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare oils worth 10 gp × the primary caster's level diff --git a/compendium/spells/rituals/heartbond-apg.md b/compendium/spells/rituals/heartbond-apg.md index f15c41b6a..ddc37eda0 100644 --- a/compendium/spells/rituals/heartbond-apg.md +++ b/compendium/spells/rituals/heartbond-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Heartbond"] --- # Heartbond *Ritual 2* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 hour - **Cost** fine wine and a set of matching rings or other tokens worth 40 gp total @@ -23,7 +23,7 @@ You create a magical bond between two willing creatures, who are secondary caste Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once. > [!success-degree] -> - **Critical Success** Once per day, each bonded creature can use a 2-action activity, which has the [concentrate](rules/traits/concentrate.md) trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast [message](compendium/spells/message.md) as a divine innate spell at will, but can only target the other participant. +> - **Critical Success** Once per day, each bonded creature can use a 2-action activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast [message](compendium/spells/message.md) as a divine innate spell at will, but can only target the other participant. > - **Success** As a critical success, except the bonded creatures can't cast [message](compendium/spells/message.md) as a divine innate spell. > - **Failure** The ritual has no effect. > - **Critical Failure** Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) whenever they are within 30 feet of another ritual participant. diff --git a/compendium/spells/rituals/heroes-feast-apg.md b/compendium/spells/rituals/heroes-feast-apg.md index 1872fde30..92effe0a1 100644 --- a/compendium/spells/rituals/heroes-feast-apg.md +++ b/compendium/spells/rituals/heroes-feast-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Heroes' Feast"] --- # Heroes' Feast *Ritual 5* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 4 hours - **Cost** 25 gp @@ -21,7 +21,7 @@ aliases: ["Heroes' Feast"] You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted. > [!success-degree] -> - **Critical Success** The feast is nourishing and revitalizing. The magical food casts [neutralize poison](compendium/spells/neutralize-poison.md), [remove disease](compendium/spells/remove-disease.md), and [remove fear](compendium/spells/remove-fear.md) on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against [disease](rules/traits/disease.md), [fear](rules/traits/fear.md), and [poison](rules/traits/poison.md) effects for the next 12 hours. +> - **Critical Success** The feast is nourishing and revitalizing. The magical food casts [neutralize poison](compendium/spells/neutralize-poison.md), [remove disease](compendium/spells/remove-disease.md), and [remove fear](compendium/spells/remove-fear.md) on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against [disease](rules/traits/disease.md "Disease Effect Trait"), [fear](rules/traits/fear.md "Fear Effect Trait"), and [poison](rules/traits/poison.md "Poison Effect Trait") effects for the next 12 hours. > - **Success** As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves. > - **Failure** You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance. > - **Critical Failure** The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become [sickened](rules/conditions.md#Sickened) and can't reduce the condition for 12 hours. diff --git a/compendium/spells/rituals/ideal-mimicry-som.md b/compendium/spells/rituals/ideal-mimicry-som.md index 321023922..dbc90930b 100644 --- a/compendium/spells/rituals/ideal-mimicry-som.md +++ b/compendium/spells/rituals/ideal-mimicry-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Ideal Mimicry"] --- # Ideal Mimicry *Ritual 6* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 6 days - **Cost** crafting materials worth at least 50 gp × the target's level; a lock of hair from the target, nail clippings from the target, or a vial of blood from the target diff --git a/compendium/spells/rituals/imprisonment.md b/compendium/spells/rituals/imprisonment.md index b80cb5020..71121e660 100644 --- a/compendium/spells/rituals/imprisonment.md +++ b/compendium/spells/rituals/imprisonment.md @@ -9,7 +9,7 @@ tags: aliases: ["Imprisonment"] --- # Imprisonment *Ritual 8* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** reagents to construct the magical prison worth a total value of 800 gp × the target's level diff --git a/compendium/spells/rituals/infernal-pact-b1.md b/compendium/spells/rituals/infernal-pact-b1.md index 23937c980..756d24d6d 100644 --- a/compendium/spells/rituals/infernal-pact-b1.md +++ b/compendium/spells/rituals/infernal-pact-b1.md @@ -9,7 +9,7 @@ tags: aliases: ["Infernal Pact"] --- # Infernal Pact *Ritual 1* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a devil) diff --git a/compendium/spells/rituals/inveigle.md b/compendium/spells/rituals/inveigle.md index ccdd996a0..22ad4af02 100644 --- a/compendium/spells/rituals/inveigle.md +++ b/compendium/spells/rituals/inveigle.md @@ -10,7 +10,7 @@ tags: aliases: ["Inveigle"] --- # Inveigle *Ritual 2* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare oils worth a total value of 10 gp × the target's level diff --git a/compendium/spells/rituals/legend-lore.md b/compendium/spells/rituals/legend-lore.md index d3bad32ea..5fd5b190d 100644 --- a/compendium/spells/rituals/legend-lore.md +++ b/compendium/spells/rituals/legend-lore.md @@ -9,7 +9,7 @@ tags: aliases: ["Legend Lore"] --- # Legend Lore *Ritual 7* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare incense worth a total value of 300 gp diff --git a/compendium/spells/rituals/lucky-month-lotg.md b/compendium/spells/rituals/lucky-month-lotg.md index 6aea3b5ea..59cdc2684 100644 --- a/compendium/spells/rituals/lucky-month-lotg.md +++ b/compendium/spells/rituals/lucky-month-lotg.md @@ -9,7 +9,7 @@ tags: aliases: ["Lucky Month"] --- # Lucky Month *Ritual 2* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** a favorite food or drink and a wearable token with personal or familial significance worth 10 gp total @@ -22,9 +22,9 @@ aliases: ["Lucky Month"] You imbue the provided token with luck. You choose a single creature within range during the ritual's performance to become the recipient of the token's luck. That creature has access to the token's luck as long as they're wearing the token. If the token is stolen or lost, they lose access to its luck until the token is recovered. The token loses its luck if it's destroyed or after the duration noted in the ritual's effects has elapsed. > [!success-degree] -> - **Critical Success** You can call upon the token's luck. Once per week, when rolling a saving throw or skill check, you can use the token's power and roll twice, taking the higher result. This is a [fortune](rules/traits/fortune.md) effect. The token keeps its luck for 1 month. +> - **Critical Success** You can call upon the token's luck. Once per week, when rolling a saving throw or skill check, you can use the token's power and roll twice, taking the higher result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. The token keeps its luck for 1 month. > - **Success** As a critical success, except you can only call upon the token's power once during the lucky month. > - **Failure** The ritual has no effect. -> - **Critical Failure** Magical backlash creates ill luck. Once per week, the ritual's recipient must roll twice and take the worse result for their first significant saving throw or skill check of the week, as determined by the GM. This is a [misfortune](rules/traits/misfortune.md) effect. This ill luck remains for 1 month and applies to the recipient whether or not they're wearing the token. +> - **Critical Failure** Magical backlash creates ill luck. Once per week, the ritual's recipient must roll twice and take the worse result for their first significant saving throw or skill check of the week, as determined by the GM. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. This ill luck remains for 1 month and applies to the recipient whether or not they're wearing the token. *Source: Lost Omens: Travel Guide p. 90* \ No newline at end of file diff --git a/compendium/spells/rituals/mind-swap-som.md b/compendium/spells/rituals/mind-swap-som.md index e4f211cf4..e431b837f 100644 --- a/compendium/spells/rituals/mind-swap-som.md +++ b/compendium/spells/rituals/mind-swap-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Mind Swap"] --- # Mind Swap *Ritual 5* -[mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [possession](rules/traits/possession.md) [rare](rules/traits/rare.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [possession](rules/traits/possession.md "Possession Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 day - **Cost** a pair of jeweled mirrors worth a total value of 50 gp × the level of the highest-level target diff --git a/compendium/spells/rituals/mindscape-door-da.md b/compendium/spells/rituals/mindscape-door-da.md index d26d81416..0f54273e1 100644 --- a/compendium/spells/rituals/mindscape-door-da.md +++ b/compendium/spells/rituals/mindscape-door-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Mindscape Door"] --- # Mindscape Door *Ritual 5* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 hour - **Cost** incense and focusing diagrams worth a total value of the target's level (minimum 1) × 1 gp, for each target diff --git a/compendium/spells/rituals/mosquito-blight-lomm.md b/compendium/spells/rituals/mosquito-blight-lomm.md index ffecd7a5c..3507b04fe 100644 --- a/compendium/spells/rituals/mosquito-blight-lomm.md +++ b/compendium/spells/rituals/mosquito-blight-lomm.md @@ -12,7 +12,7 @@ tags: aliases: ["Mosquito Blight"] --- # Mosquito Blight *Ritual 5* -[conjuration](rules/traits/conjuration.md) [disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 day - **Cost** amber and rare incense worth 750 gp @@ -26,7 +26,7 @@ title: Witch's Hunger, _Disease 1_ collapse: closed # Witch's Hunger *Disease 1* -[disease](rules/traits/disease.md) +[disease](rules/traits/disease.md "Disease Effect Trait") ```ad-inline-affliction title: Saving Throw: Fortitude diff --git a/compendium/spells/rituals/mystic-carriage-som.md b/compendium/spells/rituals/mystic-carriage-som.md index f5e0cacab..dc77e6e80 100644 --- a/compendium/spells/rituals/mystic-carriage-som.md +++ b/compendium/spells/rituals/mystic-carriage-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Mystic Carriage"] --- # Mystic Carriage *Ritual 3* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 hour - **Cost** toy carriage, horse statues, rare incense, and feathers worth 50 gp diff --git a/compendium/spells/rituals/owb-pact-b3.md b/compendium/spells/rituals/owb-pact-b3.md index 982322a88..c8e122353 100644 --- a/compendium/spells/rituals/owb-pact-b3.md +++ b/compendium/spells/rituals/owb-pact-b3.md @@ -9,7 +9,7 @@ tags: aliases: ["Owb Pact"] --- # Owb Pact *Ritual 3* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Secondary Casters** 2 diff --git a/compendium/spells/rituals/planar-ally.md b/compendium/spells/rituals/planar-ally.md index 233448cda..ea8ade119 100644 --- a/compendium/spells/rituals/planar-ally.md +++ b/compendium/spells/rituals/planar-ally.md @@ -9,7 +9,7 @@ tags: aliases: ["Planar Ally"] --- # Planar Ally *Ritual 5* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare incense and offerings worth a total value of 2 gp × the spell level × the target's level diff --git a/compendium/spells/rituals/planar-binding.md b/compendium/spells/rituals/planar-binding.md index 2cbff6883..0a957ce0a 100644 --- a/compendium/spells/rituals/planar-binding.md +++ b/compendium/spells/rituals/planar-binding.md @@ -10,7 +10,7 @@ tags: aliases: ["Planar Binding"] --- # Planar Binding *Ritual 6* -[abjuration](rules/traits/abjuration.md) [conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level diff --git a/compendium/spells/rituals/plant-growth.md b/compendium/spells/rituals/plant-growth.md index 73bd1b81a..3f214eeb5 100644 --- a/compendium/spells/rituals/plant-growth.md +++ b/compendium/spells/rituals/plant-growth.md @@ -12,7 +12,7 @@ tags: aliases: ["Plant Growth"] --- # Plant Growth *Ritual 4* -[necromancy](rules/traits/necromancy.md) [plant](rules/traits/plant.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Secondary Casters** 1 diff --git a/compendium/spells/rituals/portrait-of-spite-som.md b/compendium/spells/rituals/portrait-of-spite-som.md index e9d6494e0..c69f3ca5d 100644 --- a/compendium/spells/rituals/portrait-of-spite-som.md +++ b/compendium/spells/rituals/portrait-of-spite-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Portrait Of Spite"] --- # Portrait Of Spite *Ritual 5* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 7 days - **Cost** splendid art supplies worth at least 100 gp × the target's level, at least one pint of blood from the target diff --git a/compendium/spells/rituals/primal-call.md b/compendium/spells/rituals/primal-call.md index a591d4170..cff7f53cf 100644 --- a/compendium/spells/rituals/primal-call.md +++ b/compendium/spells/rituals/primal-call.md @@ -10,7 +10,7 @@ tags: aliases: ["Primal Call"] --- # Primal Call *Ritual 6* -[abjuration](rules/traits/abjuration.md) [conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** faerie circle ingredients worth a total value of 1 gp × the spell level × the target's level diff --git a/compendium/spells/rituals/purify-soul-path-som.md b/compendium/spells/rituals/purify-soul-path-som.md index 37cde1182..cd3c331c6 100644 --- a/compendium/spells/rituals/purify-soul-path-som.md +++ b/compendium/spells/rituals/purify-soul-path-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Purify Soul Path"] --- # Purify Soul Path *Ritual 2* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare incense and offering worth a total value of 10 gp × your level diff --git a/compendium/spells/rituals/raga-of-remembrance-lomm.md b/compendium/spells/rituals/raga-of-remembrance-lomm.md index c9bd45fc3..999b9c174 100644 --- a/compendium/spells/rituals/raga-of-remembrance-lomm.md +++ b/compendium/spells/rituals/raga-of-remembrance-lomm.md @@ -9,7 +9,7 @@ tags: aliases: ["Raga of Remembrance"] --- # Raga of Remembrance *Ritual 10* -[necromancy](rules/traits/necromancy.md) [unique](rules/traits/unique.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Cast** 1 hour - **Cost** ceramics, incense, and pigments worth 100,000 gp diff --git a/compendium/spells/rituals/ravenous-reanimation-b2.md b/compendium/spells/rituals/ravenous-reanimation-b2.md index 323002ab0..76f7ae49a 100644 --- a/compendium/spells/rituals/ravenous-reanimation-b2.md +++ b/compendium/spells/rituals/ravenous-reanimation-b2.md @@ -10,7 +10,7 @@ tags: aliases: ["Ravenous Reanimation"] --- # Ravenous Reanimation *Ritual 7* -[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 day - **Cost** valuable treasures from the target dragon's hoard worth a total value of 50,000 gp diff --git a/compendium/spells/rituals/reincarnate-apg.md b/compendium/spells/rituals/reincarnate-apg.md index 1cbb58bbd..00cba4b4b 100644 --- a/compendium/spells/rituals/reincarnate-apg.md +++ b/compendium/spells/rituals/reincarnate-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Reincarnate"] --- # Reincarnate *Ritual 3* -[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 4 hours - **Cost** rare herbs worth a total value of the target's level (minimum 1) × 25 gp @@ -21,7 +21,7 @@ aliases: ["Reincarnate"] You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If [Pharasma](compendium/setting/deities/pharasma.md) has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the [Religion](compendium/skills.md#Religion) check and can end the ritual without paying the cost. -If the ritual is successful, the target's new body has a random ancestry. First roll `1d20`. On a result of 1 through 14, the new body is one of a [common](rules/traits/common.md) ancestry, while on a 15 through 20 they become a member of an [uncommon](rules/traits/uncommon.md) or [rare](rules/traits/rare.md) ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll `1d6` to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered. +If the ritual is successful, the target's new body has a random ancestry. First roll `1d20`. On a result of 1 through 14, the new body is one of a [common](rules/traits/common.md "Common Rarity Trait") ancestry, while on a 15 through 20 they become a member of an [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") or [rare](rules/traits/rare.md "Rare Rarity Trait") ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll `1d6` to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered. > [!success-degree] > - **Critical Success** You reincarnate the target into a new adult body. This new body has full HP and has the same spells prepared and points in their pools as the original did when it died. diff --git a/compendium/spells/rituals/rest-eternal-apg.md b/compendium/spells/rituals/rest-eternal-apg.md index ba25242d6..cb62b78cb 100644 --- a/compendium/spells/rituals/rest-eternal-apg.md +++ b/compendium/spells/rituals/rest-eternal-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Rest Eternal"] --- # Rest Eternal *Ritual 4* -[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp diff --git a/compendium/spells/rituals/resurrect.md b/compendium/spells/rituals/resurrect.md index ace89cede..48f30d1e5 100644 --- a/compendium/spells/rituals/resurrect.md +++ b/compendium/spells/rituals/resurrect.md @@ -10,7 +10,7 @@ tags: aliases: ["Resurrect"] --- # Resurrect *Ritual 5* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** diamonds worth a total value of 75 gp × the target's level diff --git a/compendium/spells/rituals/simulacrum-apg.md b/compendium/spells/rituals/simulacrum-apg.md index 71565badf..1cf5a39ea 100644 --- a/compendium/spells/rituals/simulacrum-apg.md +++ b/compendium/spells/rituals/simulacrum-apg.md @@ -9,12 +9,12 @@ tags: aliases: ["Simulacrum"] --- # Simulacrum *Ritual 4* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** a piece of hair, drop of blood, or other part of the creature to be duplicated, plus rare oils, minerals, and pigments with a total value of 300 gp - **Secondary Casters** 3 -- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master, the check has the [secret](rules/traits/secret.md) trait) +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master, the check has the [secret](rules/traits/secret.md "Secret General Trait") trait) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion), or [Society](compendium/skills.md#Society) (whichever is required to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature being duplicated); [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception) - **Range**20 feet - **Targets**1 living creature @@ -24,9 +24,9 @@ You create an illusory duplicate of the target creature by animating ice or snow While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to 0 by attempting a [Perception](compendium/skills.md#Perception) check against the [Deception](compendium/skills.md#Deception) DC of the secondary spellcaster who rolled the [Deception](compendium/skills.md#Deception) check. > [!success-degree] -> - **Critical Success** You bring the simulacrum to life. It has the [minion](rules/traits/minion.md) trait and is under your absolute control. You gain a direct mental link with the simulacrum and can spend an action to command the simulacrum via this link, even at a distance. +> - **Critical Success** You bring the simulacrum to life. It has the [minion](rules/traits/minion.md "Minion Creature Trait") trait and is under your absolute control. You gain a direct mental link with the simulacrum and can spend an action to command the simulacrum via this link, even at a distance. > - **Success** As a critical success, but there is no special link between you and the simulacrum. You must spend an action to command it verbally or by some other means. > - **Failure** The ritual fails and has no effect. -> - **Critical Failure** The simulacrum awakens, but it isn't your [minion](rules/traits/minion.md) and is [hostile](rules/conditions.md#Hostile) to all the casters. It does everything it can to destroy them, but if it can't immediately slay them, the simulacrum tries to escape and plots their demise. +> - **Critical Failure** The simulacrum awakens, but it isn't your [minion](rules/traits/minion.md "Minion Creature Trait") and is [hostile](rules/conditions.md#Hostile) to all the casters. It does everything it can to destroy them, but if it can't immediately slay them, the simulacrum tries to escape and plots their demise. *Source: Advanced Player's Guide p. 244* \ No newline at end of file diff --git a/compendium/spells/rituals/statuette-ec4.md b/compendium/spells/rituals/statuette-ec4.md index 71e05024c..6cd066c6e 100644 --- a/compendium/spells/rituals/statuette-ec4.md +++ b/compendium/spells/rituals/statuette-ec4.md @@ -9,16 +9,16 @@ tags: aliases: ["Statuette"] --- # Statuette *Ritual 6* -[polymorph](rules/traits/polymorph.md) [rare](rules/traits/rare.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 hour - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Occultism](compendium/skills.md#Occultism) - **Range**10 feet -- **Targets**1 freestanding, non-magical object no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md) creature) +- **Targets**1 freestanding, non-magical object no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature) -This ritual is a variant of the [shrink item](compendium/spells/shrink-item.md) spell that allows for the transformation of significantly larger items. You transform the object into a tiny statuette of itself that is Light Bulk. The ritual does not shrink any creatures inside or on top of the item when it is transformed. The item remains in statuette form until the ritual's duration expires or until a creature places it on a stable surface and uses a 10-minute activity to [Interact](rules/actions/interact.md) with the item to enlarge it. When restored to its normal size, the object simply pushes other creatures and objects aside or harmlessly contains them, as a magic item with the [structure](rules/traits/structure.md) trait. +This ritual is a variant of the [shrink item](compendium/spells/shrink-item.md) spell that allows for the transformation of significantly larger items. You transform the object into a tiny statuette of itself that is Light Bulk. The ritual does not shrink any creatures inside or on top of the item when it is transformed. The item remains in statuette form until the ritual's duration expires or until a creature places it on a stable surface and uses a 10-minute activity to [Interact](rules/actions/interact.md) with the item to enlarge it. When restored to its normal size, the object simply pushes other creatures and objects aside or harmlessly contains them, as a magic item with the [structure](rules/traits/structure.md "Structure General Trait") trait. Your [Arcana](compendium/skills.md#Arcana) check determines how long the object remains in statuette form. diff --git a/compendium/spells/rituals/tattoo-whispers-sot1.md b/compendium/spells/rituals/tattoo-whispers-sot1.md index e2506f132..facc711c0 100644 --- a/compendium/spells/rituals/tattoo-whispers-sot1.md +++ b/compendium/spells/rituals/tattoo-whispers-sot1.md @@ -12,7 +12,7 @@ tags: aliases: ["Tattoo Whispers"] --- # Tattoo Whispers *Ritual 3* -[auditory](rules/traits/auditory.md) [divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 hour - **Cost** tattoo inks and silver tattooing needles worth 20 gp for each secondary caster diff --git a/compendium/spells/rituals/teleportation-circle-apg.md b/compendium/spells/rituals/teleportation-circle-apg.md index e534be605..2b2b36db0 100644 --- a/compendium/spells/rituals/teleportation-circle-apg.md +++ b/compendium/spells/rituals/teleportation-circle-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Teleportation Circle"] --- # Teleportation Circle *Ritual 7* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare incense, precious metals, and purified chalk worth 500 gp diff --git a/compendium/spells/rituals/terminate-bloodline-ec5.md b/compendium/spells/rituals/terminate-bloodline-ec5.md index 85501f721..0adf7a733 100644 --- a/compendium/spells/rituals/terminate-bloodline-ec5.md +++ b/compendium/spells/rituals/terminate-bloodline-ec5.md @@ -9,7 +9,7 @@ tags: aliases: ["Terminate Bloodline"] --- # Terminate Bloodline *Ritual 6* -[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** a bodily sample from the target, and valuables belonging to the target worth a total value of 100 gp × the spell level × the target's level @@ -30,7 +30,7 @@ title: Dying Bloodline, _Disease 1_ collapse: closed # Dying Bloodline *Disease 1* -[curse](rules/traits/curse.md) [disease](rules/traits/disease.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [disease](rules/traits/disease.md "Disease Effect Trait") Failing or critically failing this disease's Fortitude save causes the disease to progress to the next stage as normal; however, succeeding or critically succeeding at the save has no effect. The disease can be removed only by first successfully counteracting the curse and then counteracting the disease. diff --git a/compendium/spells/rituals/the-worlds-a-stage-som.md b/compendium/spells/rituals/the-worlds-a-stage-som.md index 353e17f72..6f80a2011 100644 --- a/compendium/spells/rituals/the-worlds-a-stage-som.md +++ b/compendium/spells/rituals/the-worlds-a-stage-som.md @@ -10,7 +10,7 @@ tags: aliases: ["The World's A Stage"] --- # The World's A Stage *Ritual 5* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** costumes and a stage large enough to fit all casters diff --git a/compendium/spells/rituals/unfettered-mark-aoe5.md b/compendium/spells/rituals/unfettered-mark-aoe5.md index b558d099d..b85f6d8af 100644 --- a/compendium/spells/rituals/unfettered-mark-aoe5.md +++ b/compendium/spells/rituals/unfettered-mark-aoe5.md @@ -9,7 +9,7 @@ tags: aliases: ["Unfettered Mark"] --- # Unfettered Mark *Ritual 8* -[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 hour - **Cost** rare inks and needles worth a total value of 100 gp × the spell level × the target's level (see text) diff --git a/compendium/spells/rituals/unseen-custodians-apg.md b/compendium/spells/rituals/unseen-custodians-apg.md index 850631d76..cdc99a0b6 100644 --- a/compendium/spells/rituals/unseen-custodians-apg.md +++ b/compendium/spells/rituals/unseen-custodians-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Unseen Custodians"] --- # Unseen Custodians *Ritual 2* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare oils, salts, and herbs worth a total value of 15 gp @@ -22,7 +22,7 @@ aliases: ["Unseen Custodians"] You create a site-bound, long-lasting [unseen servant](compendium/spells/unseen-servant.md) spell effect, forming entities of pure force to carry out basic tasks at a fixed location. > [!success-degree] -> - **Critical Success** The ritual creates six unseen servant. You don't need to concentrate on them, and they aren't [summoned](rules/traits/summoned.md) [minions](rules/traits/minion.md). You can spend an action, which has the [concentrate](rules/traits/concentrate.md) trait, to command one to perform a basic task; it continues to perform the task until commanded again. +> - **Critical Success** The ritual creates six unseen servant. You don't need to concentrate on them, and they aren't [summoned](rules/traits/summoned.md "Summoned Creature Trait") [minions](rules/traits/minions.md "Minion Creature Trait"). You can spend an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to command one to perform a basic task; it continues to perform the task until commanded again. > - **Success** As critical success, but the ritual creates three unseen servants. > - **Failure** The ritual fails to create any servants. > - **Critical Failure** The ritual creates six unseen servants, but these creatures are [hostile](rules/conditions.md#Hostile) and capable of making fist [Strikes](rules/actions/strike.md) with an attack bonus equal to your skill modifier for the primary skill check, dealing `1d6` force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area. diff --git a/compendium/spells/rituals/ward-domain-apg.md b/compendium/spells/rituals/ward-domain-apg.md index 25c97fae7..9bdd5b2d4 100644 --- a/compendium/spells/rituals/ward-domain-apg.md +++ b/compendium/spells/rituals/ward-domain-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Ward Domain"] --- # Ward Domain *Ritual 6* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** 1 day - **Cost** rare incenses, oils, and powdered silver, worth 150 gp total diff --git a/compendium/spells/rituals/word-of-recall-apg.md b/compendium/spells/rituals/word-of-recall-apg.md index 984da34e3..9ebf16aa4 100644 --- a/compendium/spells/rituals/word-of-recall-apg.md +++ b/compendium/spells/rituals/word-of-recall-apg.md @@ -10,12 +10,12 @@ tags: aliases: ["Word of Recall"] --- # Word of Recall *Ritual 7* -[conjuration](rules/traits/conjuration.md) [rare](rules/traits/rare.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Cast** 7 days - **Cost** rare oils and powdered minerals worth 5,000 gp - **Secondary Casters** 2 -- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert, the check has the [secret](rules/traits/secret.md) trait) +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert, the check has the [secret](rules/traits/secret.md "Secret General Trait") trait) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check), [Society](compendium/skills.md#Society) - **Range**20 feet - **Targets**Up to seven willing creatures of 14th level or lower @@ -23,7 +23,7 @@ aliases: ["Word of Recall"] You bind yourself and your allies to the specific safe location where you perform the ritual. This allows the participants to return later by simply speaking a word. > [!success-degree] -> - **Success** You form the connection with the designated sanctuary. Any participant in the ritual can spend a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to utter a word of power you choose when you cast the spell. When they do, all the participants can immediately return to the sanctuary from any distance, as long as they are on the same plane as the sanctuary. Each participant arrives in the position in which they were standing during the casting of the ritual. When the word is spoken, all other participants know it, and each can choose whether or not to return to the sanctuary at that time. The ritual then immediately ends. +> - **Success** You form the connection with the designated sanctuary. Any participant in the ritual can spend a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to utter a word of power you choose when you cast the spell. When they do, all the participants can immediately return to the sanctuary from any distance, as long as they are on the same plane as the sanctuary. Each participant arrives in the position in which they were standing during the casting of the ritual. When the word is spoken, all other participants know it, and each can choose whether or not to return to the sanctuary at that time. The ritual then immediately ends. > - **Failure** You fail to form the connection between the participants and the sanctuary and are aware that the ritual has failed. > - **Critical Failure** The ritual inadvertently forms a connection with a location on another plane. The casters are unaware of this misalignment. When the word is invoked, all ritual participants are shifted to this extraplanar location. diff --git a/compendium/spells/roar-of-the-wyrm-logm.md b/compendium/spells/roar-of-the-wyrm-logm.md index cb5735023..dd82cca0d 100644 --- a/compendium/spells/roar-of-the-wyrm-logm.md +++ b/compendium/spells/roar-of-the-wyrm-logm.md @@ -12,7 +12,7 @@ tags: aliases: ["Roar Of The Wyrm"] --- # Roar Of The Wyrm *Focus 4* -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Domains**: [wyrmkin](compendium/setting/domains.md#Wyrmkin) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -22,9 +22,9 @@ aliases: ["Roar Of The Wyrm"] You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures. The impressive roar grants you a +2 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks for 10 minutes against dragons that were in the area at the time of casting. -All enemies within the area other than dragons must attempt a Will save; to these enemies, roar of the wyrm is a [fear](rules/traits/fear.md) effect. +All enemies within the area other than dragons must attempt a Will save; to these enemies, roar of the wyrm is a [fear](rules/traits/fear.md "Fear Effect Trait") effect. -Roar of the wyrm affects non-dragon creatures with deep ties to dragonkind (such as a barbarian with the draconic instinct, a sorcerer with the draconic bloodline, or a member of a culture that reveres dragons) as if they had the [dragon](rules/traits/dragon.md) trait. The GM decides if a creature is aligned enough with dragonkind to be affected in this way. Champions, clerics, and other faithful employ a variety of holy (and unholy) instruments to demonstrate the majesty of their deity and triumphantly vanquish the foes of their faith. +Roar of the wyrm affects non-dragon creatures with deep ties to dragonkind (such as a barbarian with the draconic instinct, a sorcerer with the draconic bloodline, or a member of a culture that reveres dragons) as if they had the [dragon](rules/traits/dragon.md "Dragon Creature Type Trait") trait. The GM decides if a creature is aligned enough with dragonkind to be affected in this way. Champions, clerics, and other faithful employ a variety of holy (and unholy) instruments to demonstrate the majesty of their deity and triumphantly vanquish the foes of their faith. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/spells/roaring-applause-som.md b/compendium/spells/roaring-applause-som.md index 4767a8605..c03b28dad 100644 --- a/compendium/spells/roaring-applause-som.md +++ b/compendium/spells/roaring-applause-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Roaring Applause"] --- # Roaring Applause *Spell 3* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature @@ -26,7 +26,7 @@ Targets of this spell must be able to see, hear, or otherwise understand you. Th > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. -> - **Failure** The target applauds you so vigorously that it can't use reactions and is [slowed](rules/conditions.md#Slowed). The applause is so involved that it has the [manipulate](rules/traits/manipulate.md) trait. This triggers reactions based on the [manipulate](rules/traits/manipulate.md) trait at the start of the target's turn. +> - **Failure** The target applauds you so vigorously that it can't use reactions and is [slowed](rules/conditions.md#Slowed). The applause is so involved that it has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. This triggers reactions based on the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait at the start of the target's turn. > - **Critical Failure** As failure, plus the target is so distracted by its vigorous applauding of you that it's [fascinated](rules/conditions.md#Fascinated) with you. **Heightened (6th)** You can target up to 10 creatures. diff --git a/compendium/spells/rope-trick.md b/compendium/spells/rope-trick.md index 013e8ffe4..d62a61efa 100644 --- a/compendium/spells/rope-trick.md +++ b/compendium/spells/rope-trick.md @@ -10,9 +10,9 @@ tags: aliases: ["Rope Trick"] --- # Rope Trick *Spell 4* -[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 touched piece of rope from 5 to 30 feet long diff --git a/compendium/spells/rouse-skeletons-som.md b/compendium/spells/rouse-skeletons-som.md index d993016d0..463472318 100644 --- a/compendium/spells/rouse-skeletons-som.md +++ b/compendium/spells/rouse-skeletons-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Rouse Skeletons"] --- # Rouse Skeletons *Spell 3* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**10-foot burst diff --git a/compendium/spells/runic-impression-som.md b/compendium/spells/runic-impression-som.md index 5ef6ad01f..49396c55a 100644 --- a/compendium/spells/runic-impression-som.md +++ b/compendium/spells/runic-impression-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Runic Impression"] --- # Runic Impression *Focus 4* -[evocation](rules/traits/evocation.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch diff --git a/compendium/spells/rusting-grasp-apg.md b/compendium/spells/rusting-grasp-apg.md index d8dcea51a..8a595c17f 100644 --- a/compendium/spells/rusting-grasp-apg.md +++ b/compendium/spells/rusting-grasp-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Rusting Grasp"] --- # Rusting Grasp *Spell 4* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk diff --git a/compendium/spells/safe-passage-apg.md b/compendium/spells/safe-passage-apg.md index 2a5866bbd..f3f995793 100644 --- a/compendium/spells/safe-passage-apg.md +++ b/compendium/spells/safe-passage-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Safe Passage"] --- # Safe Passage *Spell 3* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Area**10-foot-wide, 10-foot-tall, 60-foot-long section of terrain diff --git a/compendium/spells/safeguard-secret.md b/compendium/spells/safeguard-secret.md index f8bb87965..2fb1459f2 100644 --- a/compendium/spells/safeguard-secret.md +++ b/compendium/spells/safeguard-secret.md @@ -11,7 +11,7 @@ tags: aliases: ["Safeguard Secret"] --- # Safeguard Secret *Focus 4* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [secrecy](compendium/setting/domains.md#Secrecy) - **Cast** 1 minute diff --git a/compendium/spells/sages-curse-av2.md b/compendium/spells/sages-curse-av2.md index 051e55777..c9262d699 100644 --- a/compendium/spells/sages-curse-av2.md +++ b/compendium/spells/sages-curse-av2.md @@ -13,9 +13,9 @@ tags: aliases: ["Sage's Curse", "Savant's Curse"] --- # Sage's Curse *Spell 4* -[attack](rules/traits/attack.md) [curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/sanctified-ground.md b/compendium/spells/sanctified-ground.md index 6abe4921f..c81e05c64 100644 --- a/compendium/spells/sanctified-ground.md +++ b/compendium/spells/sanctified-ground.md @@ -10,9 +10,9 @@ tags: aliases: ["Sanctified Ground"] --- # Sanctified Ground *Spell 3* -[abjuration](rules/traits/abjuration.md) [consecration](rules/traits/consecration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consecration](rules/traits/consecration.md "Consecration Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** 1 minute - **Cost**1 vial of holy water - **Area**30-foot burst centered on you diff --git a/compendium/spells/sanctuary.md b/compendium/spells/sanctuary.md index 544bbb206..653e86a48 100644 --- a/compendium/spells/sanctuary.md +++ b/compendium/spells/sanctuary.md @@ -8,9 +8,9 @@ tags: aliases: ["Sanctuary"] --- # Sanctuary *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/sanguine-mist-som.md b/compendium/spells/sanguine-mist-som.md index a98122c6f..238fbf65d 100644 --- a/compendium/spells/sanguine-mist-som.md +++ b/compendium/spells/sanguine-mist-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Sanguine Mist"] --- # Sanguine Mist *Spell 4* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**10-foot burst diff --git a/compendium/spells/savor-the-sting.md b/compendium/spells/savor-the-sting.md index 72ddae4b4..6c6737b45 100644 --- a/compendium/spells/savor-the-sting.md +++ b/compendium/spells/savor-the-sting.md @@ -12,7 +12,7 @@ tags: aliases: ["Savor The Sting"] --- # Savor The Sting *Focus 1* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [pain](compendium/setting/domains.md#Pain) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/scatter-scree-som.md b/compendium/spells/scatter-scree-som.md index ae66bfec1..5f75356ca 100644 --- a/compendium/spells/scatter-scree-som.md +++ b/compendium/spells/scatter-scree-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Scatter Scree"] --- # Scatter Scree *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**two contiguous 5-foot cubes diff --git a/compendium/spells/schadenfreude-som.md b/compendium/spells/schadenfreude-som.md index 8584dbd36..d37e6067d 100644 --- a/compendium/spells/schadenfreude-som.md +++ b/compendium/spells/schadenfreude-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Schadenfreude"] --- # Schadenfreude *Spell 1* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You critically fail a saving throw against a foe's effect. - **Range**30 foot diff --git a/compendium/spells/scholarly-recollection.md b/compendium/spells/scholarly-recollection.md index 2fe98c8fd..77612504c 100644 --- a/compendium/spells/scholarly-recollection.md +++ b/compendium/spells/scholarly-recollection.md @@ -11,7 +11,7 @@ tags: aliases: ["Scholarly Recollection"] --- # Scholarly Recollection *Focus 1* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [knowledge](compendium/setting/domains.md#Knowledge) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/scintillating-pattern.md b/compendium/spells/scintillating-pattern.md index f5ce113c9..9a75e4e8c 100644 --- a/compendium/spells/scintillating-pattern.md +++ b/compendium/spells/scintillating-pattern.md @@ -11,9 +11,9 @@ tags: aliases: ["Scintillating Pattern"] --- # Scintillating Pattern *Spell 8* -[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/scintillating-safeguard-apg.md b/compendium/spells/scintillating-safeguard-apg.md index 496ec0999..73ab36330 100644 --- a/compendium/spells/scintillating-safeguard-apg.md +++ b/compendium/spells/scintillating-safeguard-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Scintillating Safeguard"] --- # Scintillating Safeguard *Spell 6* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**An effect would deal physical or energy damage to you or a creature in range. - **Range**30 foot diff --git a/compendium/spells/scorching-ray-som.md b/compendium/spells/scorching-ray-som.md index 5d7acc4f9..2412f4b5b 100644 --- a/compendium/spells/scorching-ray-som.md +++ b/compendium/spells/scorching-ray-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Scorching Ray"] --- # Scorching Ray *Spell 2* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Targets**1 or more creatures diff --git a/compendium/spells/scouring-pulse-lokl.md b/compendium/spells/scouring-pulse-lokl.md index abfd61e98..282824400 100644 --- a/compendium/spells/scouring-pulse-lokl.md +++ b/compendium/spells/scouring-pulse-lokl.md @@ -12,9 +12,9 @@ tags: aliases: ["Scouring Pulse"] --- # Scouring Pulse *Spell 5* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot radius, 60-foot-tall cylinder diff --git a/compendium/spells/scouring-sand-ec1.md b/compendium/spells/scouring-sand-ec1.md index da0fdd191..aa720a37c 100644 --- a/compendium/spells/scouring-sand-ec1.md +++ b/compendium/spells/scouring-sand-ec1.md @@ -11,9 +11,9 @@ tags: aliases: ["Scouring Sand"] --- # Scouring Sand *Spell 1* -[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**10-foot burst diff --git a/compendium/spells/scrying.md b/compendium/spells/scrying.md index ea5f3b3ef..d6afaebd7 100644 --- a/compendium/spells/scrying.md +++ b/compendium/spells/scrying.md @@ -10,9 +10,9 @@ tags: aliases: ["Scrying"] --- # Scrying *Spell 6* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**planetary - **Targets**1 creature diff --git a/compendium/spells/sculpt-sound-apg.md b/compendium/spells/sculpt-sound-apg.md index 210f768c6..3bcf0c6af 100644 --- a/compendium/spells/sculpt-sound-apg.md +++ b/compendium/spells/sculpt-sound-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Sculpt Sound"] --- # Sculpt Sound *Spell 3* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature or object @@ -18,7 +18,7 @@ aliases: ["Sculpt Sound"] You change the sounds made by a creature or object. Choose how you're altering the sounds when you [Cast the Spell](rules/actions/cast-a-spell.md); you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a [Perception](compendium/skills.md#Perception) check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the [Perception](compendium/skills.md#Perception) check. You can [Dismiss](rules/actions/dismiss.md) the spell. -Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most [auditory](rules/traits/auditory.md) effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. +Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most [auditory](rules/traits/auditory.md "Auditory Effect Trait") effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. > [!success-degree] > - **Success** The affected sound from the creature isn't altered. diff --git a/compendium/spells/sea-of-thought-da.md b/compendium/spells/sea-of-thought-da.md index 7a6c20847..6f1a9f21a 100644 --- a/compendium/spells/sea-of-thought-da.md +++ b/compendium/spells/sea-of-thought-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Sea of Thought"] --- # Sea of Thought *Spell 3* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**15-foot burst diff --git a/compendium/spells/sea-surge-ec1.md b/compendium/spells/sea-surge-ec1.md index 09a298ac4..88a3373ab 100644 --- a/compendium/spells/sea-surge-ec1.md +++ b/compendium/spells/sea-surge-ec1.md @@ -10,9 +10,9 @@ tags: aliases: ["Sea Surge"] --- # Sea Surge *Spell 2* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**until the start of your next turn diff --git a/compendium/spells/seal-fate-apg.md b/compendium/spells/seal-fate-apg.md index 3e289e239..7066b2e36 100644 --- a/compendium/spells/seal-fate-apg.md +++ b/compendium/spells/seal-fate-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Seal Fate"] --- # Seal Fate *Spell 4* -[curse](rules/traits/curse.md) [death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living creature diff --git a/compendium/spells/searing-light.md b/compendium/spells/searing-light.md index 20a8ca877..abb193f2c 100644 --- a/compendium/spells/searing-light.md +++ b/compendium/spells/searing-light.md @@ -12,9 +12,9 @@ tags: aliases: ["Searing Light"] --- # Searing Light *Spell 3* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [good](rules/traits/good.md) [light](rules/traits/light.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/seashell-of-stolen-sound-som.md b/compendium/spells/seashell-of-stolen-sound-som.md index d3ef13d3b..47374aada 100644 --- a/compendium/spells/seashell-of-stolen-sound-som.md +++ b/compendium/spells/seashell-of-stolen-sound-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Seashell Of Stolen Sound"] --- # Seashell Of Stolen Sound *Spell 1* -[divination](rules/traits/divination.md) [sonic](rules/traits/sonic.md) +[divination](rules/traits/divination.md "Divination School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A creature within range begins to make a sound. - **Range**30 foot @@ -21,6 +21,6 @@ You store a sound in a seashell to use as you will: the last words of a loved on You or another creature can then play the sound back from the seashell during the spell's duration by [Interacting](rules/actions/interact.md) with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. -As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special [auditory](rules/traits/auditory.md) or [sonic](rules/traits/sonic.md) effects of the sound. +As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effects of the sound. *Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/compendium/spells/secret-chest-apg.md b/compendium/spells/secret-chest-apg.md index 532e17b8e..a5e5ba746 100644 --- a/compendium/spells/secret-chest-apg.md +++ b/compendium/spells/secret-chest-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Secret Chest"] --- # Secret Chest *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 container and its contents, totaling 10 diff --git a/compendium/spells/secret-page.md b/compendium/spells/secret-page.md index 44432ea1d..a58703814 100644 --- a/compendium/spells/secret-page.md +++ b/compendium/spells/secret-page.md @@ -9,9 +9,9 @@ tags: aliases: ["Secret Page"] --- # Secret Page *Spell 3* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 page up to 3 square feet in size diff --git a/compendium/spells/see-invisibility.md b/compendium/spells/see-invisibility.md index 00dba8171..7e4cb41a3 100644 --- a/compendium/spells/see-invisibility.md +++ b/compendium/spells/see-invisibility.md @@ -9,9 +9,9 @@ tags: aliases: ["See Invisibility"] --- # See Invisibility *Spell 2* -[divination](rules/traits/divination.md) [revelation](rules/traits/revelation.md) +[divination](rules/traits/divination.md "Divination School Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/sending.md b/compendium/spells/sending.md index 0198502c9..c2ce6262b 100644 --- a/compendium/spells/sending.md +++ b/compendium/spells/sending.md @@ -9,9 +9,9 @@ tags: aliases: ["Sending"] --- # Sending *Spell 5* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**planetary - **Targets**1 creature with whom you are familiar diff --git a/compendium/spells/sepulchral-mask-apg.md b/compendium/spells/sepulchral-mask-apg.md index 923edfc34..bc69106ef 100644 --- a/compendium/spells/sepulchral-mask-apg.md +++ b/compendium/spells/sepulchral-mask-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Sepulchral Mask"] --- # Sepulchral Mask *Focus 1* -[divination](rules/traits/divination.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -23,13 +23,13 @@ aliases: ["Sepulchral Mask"] - **Saving Throw** Will - **Duration**1 minute -You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against [emotion](rules/traits/emotion.md) effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) or that starts its turn in the area takes `1d4` mental damage and must attempt a Will save. +You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) or that starts its turn in the area takes `1d4` mental damage and must attempt a Will save. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and takes a –1 status penalty to Will saves against [emotion](rules/traits/emotion.md) effects for 1 round. -> - **Critical Failure** The creature takes double damage and a –1 status penalty to Will saves against [emotion](rules/traits/emotion.md) effects for 1 minute. +> - **Failure** The creature takes full damage and takes a –1 status penalty to Will saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects for 1 round. +> - **Critical Failure** The creature takes double damage and a –1 status penalty to Will saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects for 1 minute. **Heightened (+ 2)** Increase the mental damage by `2d4` and the emanation's radius by 5 feet. diff --git a/compendium/spells/shadow-army-som.md b/compendium/spells/shadow-army-som.md index 8a18e6045..518cf6b3d 100644 --- a/compendium/spells/shadow-army-som.md +++ b/compendium/spells/shadow-army-som.md @@ -13,9 +13,9 @@ tags: aliases: ["Shadow Army"] --- # Shadow Army *Spell 10* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [shadow](rules/traits/shadow.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**500 foot - **Area**50-foot burst diff --git a/compendium/spells/shadow-blast.md b/compendium/spells/shadow-blast.md index 056c90460..7fc38a00e 100644 --- a/compendium/spells/shadow-blast.md +++ b/compendium/spells/shadow-blast.md @@ -10,9 +10,9 @@ tags: aliases: ["Shadow Blast"] --- # Shadow Blast *Spell 5* -[evocation](rules/traits/evocation.md) [shadow](rules/traits/shadow.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**varies - **Area**varies diff --git a/compendium/spells/shadow-illusion-apg.md b/compendium/spells/shadow-illusion-apg.md index 5c69bca38..63ea70f8d 100644 --- a/compendium/spells/shadow-illusion-apg.md +++ b/compendium/spells/shadow-illusion-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Shadow Illusion"] --- # Shadow Illusion *Focus 6* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot diff --git a/compendium/spells/shadow-jump-apg.md b/compendium/spells/shadow-jump-apg.md index a4205567c..aa51b7697 100644 --- a/compendium/spells/shadow-jump-apg.md +++ b/compendium/spells/shadow-jump-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Shadow Jump"] --- # Shadow Jump *Focus 5* -[conjuration](rules/traits/conjuration.md) [shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**You are in dim light or darkness. @@ -21,6 +21,6 @@ You instantly transport yourself from one shadow to another. Teleport yourself and any items you're wearing and holding from your current space to a clear space you can see that's in dim light or darkness and within range. You can transport your familiar with this spell, but if shadow jump would bring any other creature with you—even if you're carrying the creature in an extradimensional container—the spell is disrupted. -**Heightened (8th)** When you arrive at your destination, you can become [invisible](rules/conditions.md#Invisible) until the end of your next turn or until you are no longer in an area of dim light or darkness, whichever comes first. The invisibility is an [illusion](rules/traits/illusion.md) effect. +**Heightened (8th)** When you arrive at your destination, you can become [invisible](rules/conditions.md#Invisible) until the end of your next turn or until you are no longer in an area of dim light or darkness, whichever comes first. The invisibility is an [illusion](rules/traits/illusion.md "Illusion School Trait") effect. *Source: Advanced Player's Guide p. 193* \ No newline at end of file diff --git a/compendium/spells/shadow-projectile-som.md b/compendium/spells/shadow-projectile-som.md index 4e66f30e9..f318a568c 100644 --- a/compendium/spells/shadow-projectile-som.md +++ b/compendium/spells/shadow-projectile-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Shadow Projectile"] --- # Shadow Projectile *Spell 3* -[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**An ally within 20 feet of you makes a ranged attack roll. - **Saving Throw** Will diff --git a/compendium/spells/shadow-raid-som.md b/compendium/spells/shadow-raid-som.md index 2bf023acd..3650bc0bf 100644 --- a/compendium/spells/shadow-raid-som.md +++ b/compendium/spells/shadow-raid-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Shadow Raid"] --- # Shadow Raid *Spell 7* -[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**30-foot burst diff --git a/compendium/spells/shadow-siphon.md b/compendium/spells/shadow-siphon.md index f1af6b8ef..8e655b698 100644 --- a/compendium/spells/shadow-siphon.md +++ b/compendium/spells/shadow-siphon.md @@ -9,11 +9,11 @@ tags: aliases: ["Shadow Siphon"] --- # Shadow Siphon *Spell 5* -[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A spell or [magical](rules/traits/magical.md) effect deals damage. +- **Trigger**A spell or [magical](rules/traits/magical.md "Magical Item Trait") effect deals damage. - **Range**60 foot - **Targets**the triggering spell diff --git a/compendium/spells/shadow-spy-da.md b/compendium/spells/shadow-spy-da.md index 03871fd32..25138434e 100644 --- a/compendium/spells/shadow-spy-da.md +++ b/compendium/spells/shadow-spy-da.md @@ -8,9 +8,9 @@ tags: aliases: ["Shadow Spy"] --- # Shadow Spy *Spell 3* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**120 foot - **Duration**until the next time you make your daily preparations diff --git a/compendium/spells/shadow-walk.md b/compendium/spells/shadow-walk.md index 981de4a72..a976ab68f 100644 --- a/compendium/spells/shadow-walk.md +++ b/compendium/spells/shadow-walk.md @@ -11,9 +11,9 @@ tags: aliases: ["Shadow Walk"] --- # Shadow Walk *Spell 5* -[conjuration](rules/traits/conjuration.md) [shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**you and up to 9 willing creatures touched diff --git a/compendium/spells/shadows-web-apg.md b/compendium/spells/shadows-web-apg.md index b43891d32..323d14c54 100644 --- a/compendium/spells/shadows-web-apg.md +++ b/compendium/spells/shadows-web-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Shadow's Web"] --- # Shadow's Web *Focus 7* -[evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot burst diff --git a/compendium/spells/shaken-confidence-da.md b/compendium/spells/shaken-confidence-da.md index 03048150b..5aade6d3f 100644 --- a/compendium/spells/shaken-confidence-da.md +++ b/compendium/spells/shaken-confidence-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Shaken Confidence"] --- # Shaken Confidence *Focus 4* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [confidence (apocryphal)](compendium/setting/domains.md#Confidence) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/shall-not-falter-shall-not-rout-lol.md b/compendium/spells/shall-not-falter-shall-not-rout-lol.md index aea8d1c95..8fe7f5b0d 100644 --- a/compendium/spells/shall-not-falter-shall-not-rout-lol.md +++ b/compendium/spells/shall-not-falter-shall-not-rout-lol.md @@ -10,7 +10,7 @@ tags: aliases: ["Shall Not Falter, Shall Not Rout"] --- # Shall Not Falter, Shall Not Rout *Focus 5* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute diff --git a/compendium/spells/shambling-horror-botd.md b/compendium/spells/shambling-horror-botd.md index db17037db..86ea022e7 100644 --- a/compendium/spells/shambling-horror-botd.md +++ b/compendium/spells/shambling-horror-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Shambling Horror"] --- # Shambling Horror *Focus 6* -[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch @@ -19,6 +19,6 @@ aliases: ["Shambling Horror"] You reanimate the corpse of a fallen creature as an undead minion under your control. The reanimated creature is an undead skeleton (Bestiary 298, Bestiary 3 236, page 146) or zombie (Bestiary 340, Bestiary 3 302, page 170). Choose a skeleton or zombie stat block of the same size as the original creature and of a level no higher than the creature's original level. The shambling horror keeps Speeds it had in life, as well as melee [Strikes](rules/actions/strike.md) that deal only physical damage. These attacks use the highest attack modifier from the skeleton or zombie you choose. Some of the skeleton's or zombie's abilities might not make sense for the shambling horror, and some abilities the creature had in life might not persist in undeath; the GM makes the final choice of what abilities the horror has. -A shambling horror has the [minion](rules/traits/minion.md) trait. You can't control more than one shambling horror at the same time—if you create a new one while one is already under your control, you must choose one to release, causing it to lose the [minion](rules/traits/minion.md) trait. Shambling horrors that have been released expire when the spell duration does. After the duration expires, you can cast shambling horror again on the same corpse to animate it once more. However, after the next sunrise, you can no longer animate the corpse as a shambling horror. +A shambling horror has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. You can't control more than one shambling horror at the same time—if you create a new one while one is already under your control, you must choose one to release, causing it to lose the [minion](rules/traits/minion.md "Minion Creature Trait") trait. Shambling horrors that have been released expire when the spell duration does. After the duration expires, you can cast shambling horror again on the same corpse to animate it once more. However, after the next sunrise, you can no longer animate the corpse as a shambling horror. *Source: Book of the Dead p. 35* \ No newline at end of file diff --git a/compendium/spells/shape-stone.md b/compendium/spells/shape-stone.md index b454eba93..72b5a0075 100644 --- a/compendium/spells/shape-stone.md +++ b/compendium/spells/shape-stone.md @@ -9,9 +9,9 @@ tags: aliases: ["Shape Stone"] --- # Shape Stone *Spell 4* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**cube of stone 10 feet across or smaller diff --git a/compendium/spells/shape-wood.md b/compendium/spells/shape-wood.md index 8793e135c..be22ec9fd 100644 --- a/compendium/spells/shape-wood.md +++ b/compendium/spells/shape-wood.md @@ -9,9 +9,9 @@ tags: aliases: ["Shape Wood"] --- # Shape Wood *Spell 2* -[plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) +[plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**an unworked piece of wood up to 20 cubic feet in volume diff --git a/compendium/spells/shapechange.md b/compendium/spells/shapechange.md index 00aa0373e..48f75d3fe 100644 --- a/compendium/spells/shapechange.md +++ b/compendium/spells/shapechange.md @@ -9,12 +9,12 @@ tags: aliases: ["Shapechange"] --- # Shapechange *Spell 9* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You choose the type of creature as you [Cast the Spell](rules/actions/cast-a-spell.md) rather than when you prepare it. You can change your form to any other form you could choose with this spell by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. You can [Dismiss](rules/actions/dismiss.md) this spell. +Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You choose the type of creature as you [Cast the Spell](rules/actions/cast-a-spell.md) rather than when you prepare it. You can change your form to any other form you could choose with this spell by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You can [Dismiss](rules/actions/dismiss.md) this spell. *Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/compendium/spells/share-burden-logm.md b/compendium/spells/share-burden-logm.md index c22fef111..9e40f5b1a 100644 --- a/compendium/spells/share-burden-logm.md +++ b/compendium/spells/share-burden-logm.md @@ -9,11 +9,11 @@ tags: aliases: ["Share Burden"] --- # Share Burden *Focus 1* -[abjuration](rules/traits/abjuration.md) [mental](rules/traits/mental.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Domains**: [repose](compendium/setting/domains.md#Repose) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within 30 feet is about to attempt a saving throw against a harmful [emotion](rules/traits/emotion.md) effect, and you would not +- **Trigger**An ally within 30 feet is about to attempt a saving throw against a harmful [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, and you would not - **Targets**you and the triggering ally You shoulder some of your ally's pain. Both you and your ally use the outcome one degree of success better than the result of your ally's saving throw, even if the triggering effect usually affects only one target. diff --git a/compendium/spells/share-lore-logm.md b/compendium/spells/share-lore-logm.md index 752eb9471..5b376256d 100644 --- a/compendium/spells/share-lore-logm.md +++ b/compendium/spells/share-lore-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Share Lore"] --- # Share Lore *Spell 1* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**up to 3 creatures diff --git a/compendium/spells/shared-nightmare.md b/compendium/spells/shared-nightmare.md index 5a3513a78..fbfca00ef 100644 --- a/compendium/spells/shared-nightmare.md +++ b/compendium/spells/shared-nightmare.md @@ -13,7 +13,7 @@ tags: aliases: ["Shared Nightmare"] --- # Shared Nightmare *Focus 4* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [nightmares](compendium/setting/domains.md#Nightmares) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/shatter-mind-da.md b/compendium/spells/shatter-mind-da.md index 86e4c7a2b..538b0a481 100644 --- a/compendium/spells/shatter-mind-da.md +++ b/compendium/spells/shatter-mind-da.md @@ -13,7 +13,7 @@ tags: aliases: ["Shatter Mind"] --- # Shatter Mind *Cantrip 3* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [mental](rules/traits/mental.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone diff --git a/compendium/spells/shatter.md b/compendium/spells/shatter.md index 7e8a4631c..bffc715d4 100644 --- a/compendium/spells/shatter.md +++ b/compendium/spells/shatter.md @@ -9,9 +9,9 @@ tags: aliases: ["Shatter"] --- # Shatter *Spell 2* -[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 unattended object diff --git a/compendium/spells/shattering-gem-logm.md b/compendium/spells/shattering-gem-logm.md index 58a8f4acf..85c2d9769 100644 --- a/compendium/spells/shattering-gem-logm.md +++ b/compendium/spells/shattering-gem-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Shattering Gem"] --- # Shattering Gem *Spell 1* -[abjuration](rules/traits/abjuration.md) [earth](rules/traits/earth.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/shepherd-of-souls-apg.md b/compendium/spells/shepherd-of-souls-apg.md index ff3fa5630..73de7d597 100644 --- a/compendium/spells/shepherd-of-souls-apg.md +++ b/compendium/spells/shepherd-of-souls-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Shepherd Of Souls"] --- # Shepherd Of Souls *Focus 5* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/shield-other.md b/compendium/spells/shield-other.md index 9176d5b36..818920b77 100644 --- a/compendium/spells/shield-other.md +++ b/compendium/spells/shield-other.md @@ -8,9 +8,9 @@ tags: aliases: ["Shield Other"] --- # Shield Other *Spell 2* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/shield.md b/compendium/spells/shield.md index c390cba5b..81d74aa0c 100644 --- a/compendium/spells/shield.md +++ b/compendium/spells/shield.md @@ -10,9 +10,9 @@ tags: aliases: ["Shield"] --- # Shield *Cantrip 1* -[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [force](rules/traits/force.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**until the start of your next turn diff --git a/compendium/spells/shielding-strike-som.md b/compendium/spells/shielding-strike-som.md index 1366b6b96..7f78d3241 100644 --- a/compendium/spells/shielding-strike-som.md +++ b/compendium/spells/shielding-strike-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Shielding Strike"] --- # Shielding Strike *Focus 1* -[abjuration](rules/traits/abjuration.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/shift-blame-som.md b/compendium/spells/shift-blame-som.md index 56ac06752..e5c5c7077 100644 --- a/compendium/spells/shift-blame-som.md +++ b/compendium/spells/shift-blame-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Shift Blame"] --- # Shift Blame *Spell 3* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You or another creature attacks a creature or fails at a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check. - **Range**30 foot diff --git a/compendium/spells/shifting-form.md b/compendium/spells/shifting-form.md index 7cbf01bf0..64ce238b2 100644 --- a/compendium/spells/shifting-form.md +++ b/compendium/spells/shifting-form.md @@ -11,7 +11,7 @@ tags: aliases: ["Shifting Form"] --- # Shifting Form *Focus 4* -[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute diff --git a/compendium/spells/shifting-sand-logm.md b/compendium/spells/shifting-sand-logm.md index a06c28353..047f5bb65 100644 --- a/compendium/spells/shifting-sand-logm.md +++ b/compendium/spells/shifting-sand-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Shifting Sand"] --- # Shifting Sand *Spell 3* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Area**a horizontal earthen or sandy surface within a 20-foot burst diff --git a/compendium/spells/shillelagh.md b/compendium/spells/shillelagh.md index 05479addd..74b8da563 100644 --- a/compendium/spells/shillelagh.md +++ b/compendium/spells/shillelagh.md @@ -9,9 +9,9 @@ tags: aliases: ["Shillelagh"] --- # Shillelagh *Spell 1* -[plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) +[plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 club or staff you hold diff --git a/compendium/spells/shocking-grasp.md b/compendium/spells/shocking-grasp.md index 7e6598351..2356d60ac 100644 --- a/compendium/spells/shocking-grasp.md +++ b/compendium/spells/shocking-grasp.md @@ -10,9 +10,9 @@ tags: aliases: ["Shocking Grasp"] --- # Shocking Grasp *Spell 1* -[attack](rules/traits/attack.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/shockwave-logm.md b/compendium/spells/shockwave-logm.md index a500767fa..d9a93d040 100644 --- a/compendium/spells/shockwave-logm.md +++ b/compendium/spells/shockwave-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Shockwave"] --- # Shockwave *Spell 1* -[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**15-foot cone - **Saving Throw** Reflex diff --git a/compendium/spells/shooting-star-som.md b/compendium/spells/shooting-star-som.md index 7abcc1bce..17b93fec0 100644 --- a/compendium/spells/shooting-star-som.md +++ b/compendium/spells/shooting-star-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Shooting Star"] --- # Shooting Star *Focus 1* -[divination](rules/traits/divination.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Requirements**You're wielding a ranged weapon or a thrown weapon. diff --git a/compendium/spells/show-the-way-logm.md b/compendium/spells/show-the-way-logm.md index fa7ef75b7..964e44f8a 100644 --- a/compendium/spells/show-the-way-logm.md +++ b/compendium/spells/show-the-way-logm.md @@ -10,9 +10,9 @@ tags: aliases: ["Show The Way"] --- # Show The Way *Spell 3* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Area**5-foot emanation - **Targets**you and allies in the area diff --git a/compendium/spells/shrink-item.md b/compendium/spells/shrink-item.md index e8579ecde..9d10b255d 100644 --- a/compendium/spells/shrink-item.md +++ b/compendium/spells/shrink-item.md @@ -9,9 +9,9 @@ tags: aliases: ["Shrink Item"] --- # Shrink Item *Spell 3* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk diff --git a/compendium/spells/shrink.md b/compendium/spells/shrink.md index ac9f65582..6ad1f5270 100644 --- a/compendium/spells/shrink.md +++ b/compendium/spells/shrink.md @@ -9,9 +9,9 @@ tags: aliases: ["Shrink"] --- # Shrink *Spell 2* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 willing creature diff --git a/compendium/spells/shroud-of-flame-frp3.md b/compendium/spells/shroud-of-flame-frp3.md index 301268c97..9b2711885 100644 --- a/compendium/spells/shroud-of-flame-frp3.md +++ b/compendium/spells/shroud-of-flame-frp3.md @@ -12,7 +12,7 @@ tags: aliases: ["Shroud Of Flame"] --- # Shroud Of Flame *Focus 3* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/shroud-of-night-apg.md b/compendium/spells/shroud-of-night-apg.md index ccb6ba158..7215a95fa 100644 --- a/compendium/spells/shroud-of-night-apg.md +++ b/compendium/spells/shroud-of-night-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Shroud Of Night"] --- # Shroud Of Night *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/sigil.md b/compendium/spells/sigil.md index a5579a2c5..8490a9767 100644 --- a/compendium/spells/sigil.md +++ b/compendium/spells/sigil.md @@ -9,9 +9,9 @@ tags: aliases: ["Sigil"] --- # Sigil *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [transmutation](rules/traits/transmutation.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature or object diff --git a/compendium/spells/sign-of-conviction-lokl.md b/compendium/spells/sign-of-conviction-lokl.md index ac5d4e485..8f286d395 100644 --- a/compendium/spells/sign-of-conviction-lokl.md +++ b/compendium/spells/sign-of-conviction-lokl.md @@ -9,17 +9,17 @@ tags: aliases: ["Sign of Conviction"] --- # Sign of Conviction *Spell 3* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**sustained up to 1 minute -You conjure the religious symbol of your deity into the air above you in the same space you stand in, wielding the power of your faith to smite your foes. This religious symbol is immobile, made of pure magical force, and can't be damaged. As long as you Sustain sign of conviction, you gain a +1 status bonus to AC and saving throws and are [immobilized](rules/conditions.md#Immobilized). The DC for [any](rules/traits/any-b1.md) effect to force you to move out of your space (such as the [Shove](rules/actions/shove.md) action) is equal to your spell DC or the normal DC, whichever is higher. If you stop being [immobilized](rules/conditions.md#Immobilized) or are moved out of your space, sign of conviction immediately ends. +You conjure the religious symbol of your deity into the air above you in the same space you stand in, wielding the power of your faith to smite your foes. This religious symbol is immobile, made of pure magical force, and can't be damaged. As long as you Sustain sign of conviction, you gain a +1 status bonus to AC and saving throws and are [immobilized](rules/conditions.md#Immobilized). The DC for [any](rules/traits/any-b1.md "Any Alignment Trait") effect to force you to move out of your space (such as the [Shove](rules/actions/shove.md) action) is equal to your spell DC or the normal DC, whichever is higher. If you stop being [immobilized](rules/conditions.md#Immobilized) or are moved out of your space, sign of conviction immediately ends. When you [Cast the Spell](rules/actions/cast-a-spell.md) and each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the religious symbol emits a blast of energy at a target within 100 feet. Make a spell attack roll that deals `2d10` damage on a success (see below for determining damage type) and double damage on a critical success. You can [Sustain the Spell](rules/actions/sustain-a-spell.md) multiple times in the same round to emit an array of blasts. -If you worship a good deity, the spell gains the [good](rules/traits/good.md) and [light](rules/traits/light.md) traits, deals your choice of either fire or good damage, and emits bright light in a 20-foot burst. If you worship an evil deity, the spell gains the [evil](rules/traits/evil.md) and [darkness](rules/traits/darkness.md) traits, deals your choice of cold or evil damage, and reduces the light level in a 20-foot burst to dim light if it would be brighter. If you worship a neutral deity, the spell gains the [force](rules/traits/force.md) trait and deals force damage. +If you worship a good deity, the spell gains the [good](rules/traits/good.md "Good Alignment Trait") and [light](rules/traits/light.md "Light Effect Trait") traits, deals your choice of either fire or good damage, and emits bright light in a 20-foot burst. If you worship an evil deity, the spell gains the [evil](rules/traits/evil.md "Evil Alignment Trait") and [darkness](rules/traits/darkness.md "Darkness Effect Trait") traits, deals your choice of cold or evil damage, and reduces the light level in a 20-foot burst to dim light if it would be brighter. If you worship a neutral deity, the spell gains the [force](rules/traits/force.md "Force Energy & Element Trait") trait and deals force damage. **Heightened (+ 2)** The damage increases by `1d10`. diff --git a/compendium/spells/silence.md b/compendium/spells/silence.md index d5a6c8e74..a9f04d9a5 100644 --- a/compendium/spells/silence.md +++ b/compendium/spells/silence.md @@ -8,16 +8,16 @@ tags: aliases: ["Silence"] --- # Silence *Spell 2* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing creature - **Duration**1 minute -The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use actions with the [auditory](rules/traits/auditory.md) trait. This prevents it from casting spells that include verbal components. +The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use actions with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. This prevents it from casting spells that include verbal components. -**Heightened (4th)** The spell effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any [auditory](rules/traits/auditory.md) and [sonic](rules/traits/sonic.md) effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example). +**Heightened (4th)** The spell effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example). *Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/compendium/spells/silvers-refrain-aoa3.md b/compendium/spells/silvers-refrain-aoa3.md index bc8088e89..6b9287382 100644 --- a/compendium/spells/silvers-refrain-aoa3.md +++ b/compendium/spells/silvers-refrain-aoa3.md @@ -13,7 +13,7 @@ tags: aliases: ["Silver's Refrain"] --- # Silver's Refrain *Cantrip 1* -[abjuration](rules/traits/abjuration.md) [bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**60-foot emanation diff --git a/compendium/spells/sleep.md b/compendium/spells/sleep.md index 51c2b4fab..cca1cde8c 100644 --- a/compendium/spells/sleep.md +++ b/compendium/spells/sleep.md @@ -12,9 +12,9 @@ tags: aliases: ["Sleep"] --- # Sleep *Spell 1* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**5-foot burst diff --git a/compendium/spells/slough-skin-logm.md b/compendium/spells/slough-skin-logm.md index 80f5e02fe..02a298eee 100644 --- a/compendium/spells/slough-skin-logm.md +++ b/compendium/spells/slough-skin-logm.md @@ -8,9 +8,9 @@ tags: aliases: ["Slough Skin"] --- # Slough Skin *Spell 2* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/slow.md b/compendium/spells/slow.md index 10fe606ce..f1e688773 100644 --- a/compendium/spells/slow.md +++ b/compendium/spells/slow.md @@ -8,9 +8,9 @@ tags: aliases: ["Slow"] --- # Slow *Spell 3* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/snare-hopping-apg.md b/compendium/spells/snare-hopping-apg.md index e9d24b6f4..631a4e819 100644 --- a/compendium/spells/snare-hopping-apg.md +++ b/compendium/spells/snare-hopping-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Snare Hopping"] --- # Snare Hopping *Focus 1* -[conjuration](rules/traits/conjuration.md) [ranger](rules/traits/ranger.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**10 foot diff --git a/compendium/spells/snowball-lowg.md b/compendium/spells/snowball-lowg.md index 835895502..6b2cd5d64 100644 --- a/compendium/spells/snowball-lowg.md +++ b/compendium/spells/snowball-lowg.md @@ -11,9 +11,9 @@ tags: aliases: ["Snowball"] --- # Snowball *Spell 1* -[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/soft-landing-da.md b/compendium/spells/soft-landing-da.md index cda50ef8f..d2013f04d 100644 --- a/compendium/spells/soft-landing-da.md +++ b/compendium/spells/soft-landing-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Soft Landing"] --- # Soft Landing *Spell 4* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**mile - **Area**20-foot tall, 60-foot radius cylinder with the ground at the bottom diff --git a/compendium/spells/solid-fog.md b/compendium/spells/solid-fog.md index dd4dd46bf..a0a42db45 100644 --- a/compendium/spells/solid-fog.md +++ b/compendium/spells/solid-fog.md @@ -10,9 +10,9 @@ tags: aliases: ["Solid Fog"] --- # Solid Fog *Spell 4* -[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/sonata-span-som.md b/compendium/spells/sonata-span-som.md index 4600f57b0..ab3b2159b 100644 --- a/compendium/spells/sonata-span-som.md +++ b/compendium/spells/sonata-span-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Sonata Span"] --- # Sonata Span *Spell 2* -[auditory](rules/traits/auditory.md) [conjuration](rules/traits/conjuration.md) [sonic](rules/traits/sonic.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot line - **Duration**sustained diff --git a/compendium/spells/song-of-marching-apg.md b/compendium/spells/song-of-marching-apg.md index c22b0a461..846fb4fb7 100644 --- a/compendium/spells/song-of-marching-apg.md +++ b/compendium/spells/song-of-marching-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Song Of Marching"] --- # Song Of Marching *Cantrip 3* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**60-foot emanation diff --git a/compendium/spells/song-of-strength-apg.md b/compendium/spells/song-of-strength-apg.md index 373fa214a..a459acafd 100644 --- a/compendium/spells/song-of-strength-apg.md +++ b/compendium/spells/song-of-strength-apg.md @@ -15,7 +15,7 @@ tags: aliases: ["Song Of Strength"] --- # Song Of Strength *Cantrip 1* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**60-foot emanation diff --git a/compendium/spells/song-of-the-fallen-aoa6.md b/compendium/spells/song-of-the-fallen-aoa6.md index 67c104c78..f6602a359 100644 --- a/compendium/spells/song-of-the-fallen-aoa6.md +++ b/compendium/spells/song-of-the-fallen-aoa6.md @@ -11,7 +11,7 @@ tags: aliases: ["Song Of The Fallen"] --- # Song Of The Fallen *Focus 10* -[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/soothe.md b/compendium/spells/soothe.md index bdf8717c4..15f4daeaf 100644 --- a/compendium/spells/soothe.md +++ b/compendium/spells/soothe.md @@ -11,15 +11,15 @@ tags: aliases: ["Soothe"] --- # Soothe *Spell 1* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [healing](rules/traits/healing.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 willing creature - **Duration**1 minute -You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains `1d10+4` Hit Points when you [Cast the Spell](rules/actions/cast-a-spell.md) and gains a +2 status bonus to saves against [mental](rules/traits/mental.md) effects for the duration. +You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains `1d10+4` Hit Points when you [Cast the Spell](rules/actions/cast-a-spell.md) and gains a +2 status bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for the duration. **Heightened (+ 1)** The amount of healing increases by `1d10+4`. diff --git a/compendium/spells/soothing-ballad.md b/compendium/spells/soothing-ballad.md index f4e27ad6c..0ca5c8d1c 100644 --- a/compendium/spells/soothing-ballad.md +++ b/compendium/spells/soothing-ballad.md @@ -14,7 +14,7 @@ tags: aliases: ["Soothing Ballad"] --- # Soothing Ballad *Focus 7* -[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [healing](rules/traits/healing.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot @@ -22,7 +22,7 @@ aliases: ["Soothing Ballad"] You draw upon your muse to soothe your allies. Choose one of the following three effects: -- The spell attempts to counteract [fear](rules/traits/fear.md) effects on the targets. +- The spell attempts to counteract [fear](rules/traits/fear.md "Fear Effect Trait") effects on the targets. - The spell attempts to counteract effects imposing paralysis on the targets. - The spell restores `7d8` Hit Points to the targets. diff --git a/compendium/spells/soothing-blossoms-som.md b/compendium/spells/soothing-blossoms-som.md index 0ad726aca..b70b812f9 100644 --- a/compendium/spells/soothing-blossoms-som.md +++ b/compendium/spells/soothing-blossoms-som.md @@ -10,18 +10,18 @@ tags: aliases: ["Soothing Blossoms"] --- # Soothing Blossoms *Spell 3* -[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**10-foot burst - **Duration**10 minutes -Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a [poison](rules/traits/poison.md) or [disease](rules/traits/disease.md) effect, it gets a critical success instead. +Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a [poison](rules/traits/poison.md "Poison Effect Trait") or [disease](rules/traits/disease.md "Disease Effect Trait") effect, it gets a critical success instead. The blossoms grant assisted recovery to everyone in the area to end their [persistent damage](rules/conditions.md#Persistent%20Damage), both when the spell is cast and at the start of each of your turns. -Once the duration ends, the flowers lose their [magical](rules/traits/magical.md) effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less. +Once the duration ends, the flowers lose their [magical](rules/traits/magical.md "Magical Item Trait") effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less. *Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/compendium/spells/soothing-mist-apg.md b/compendium/spells/soothing-mist-apg.md index ac3c43c8e..a032fa219 100644 --- a/compendium/spells/soothing-mist-apg.md +++ b/compendium/spells/soothing-mist-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Soothing Mist"] --- # Soothing Mist *Focus 2* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [ranger](rules/traits/ranger.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/soothing-spring-som.md b/compendium/spells/soothing-spring-som.md index f62d267ba..10fcc1a57 100644 --- a/compendium/spells/soothing-spring-som.md +++ b/compendium/spells/soothing-spring-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Soothing Spring"] --- # Soothing Spring *Spell 4* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [water](rules/traits/water.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**30 foot - **Duration**1 hour @@ -24,7 +24,7 @@ The pool is 20 feet on each side, and it's 5 feet deep. It can contain 16 Medium or smaller creatures at a time. -A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the [structure](rules/traits/structure.md) trait and the same restrictions as magic items that create structures. +A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the [structure](rules/traits/structure.md "Structure General Trait") trait and the same restrictions as magic items that create structures. **Heightened (+ 1)** The healing increases by `2d8`. diff --git a/compendium/spells/soothing-words.md b/compendium/spells/soothing-words.md index 771f7c614..47abbd933 100644 --- a/compendium/spells/soothing-words.md +++ b/compendium/spells/soothing-words.md @@ -12,7 +12,7 @@ tags: aliases: ["Soothing Words"] --- # Soothing Words *Focus 1* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [family](compendium/setting/domains.md#Family) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") @@ -20,10 +20,10 @@ aliases: ["Soothing Words"] - **Targets**1 ally - **Duration**1 round -You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against [emotion](rules/traits/emotion.md) effects. +You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. -In addition, when you [Cast this Spell](rules/actions/cast-a-spell.md), you can attempt to counteract one [emotion](rules/traits/emotion.md) effect on the target. +In addition, when you [Cast this Spell](rules/actions/cast-a-spell.md), you can attempt to counteract one [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect on the target. -**Heightened (5th)** The bonus to saves increases to +2, or +3 against [emotion](rules/traits/emotion.md) effects. +**Heightened (5th)** The bonus to saves increases to +2, or +3 against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. *Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/compendium/spells/soul-siphon-apg.md b/compendium/spells/soul-siphon-apg.md index 1dca27c12..de95bf1ad 100644 --- a/compendium/spells/soul-siphon-apg.md +++ b/compendium/spells/soul-siphon-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Soul Siphon"] --- # Soul Siphon *Focus 1* -[cursebound](rules/traits/cursebound-apg.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/sound-burst.md b/compendium/spells/sound-burst.md index 9af664ff0..3522c1515 100644 --- a/compendium/spells/sound-burst.md +++ b/compendium/spells/sound-burst.md @@ -10,9 +10,9 @@ tags: aliases: ["Sound Burst"] --- # Sound Burst *Spell 2* -[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**10-foot burst diff --git a/compendium/spells/speak-with-animals.md b/compendium/spells/speak-with-animals.md index 3cd4fc27f..fc34a4560 100644 --- a/compendium/spells/speak-with-animals.md +++ b/compendium/spells/speak-with-animals.md @@ -8,9 +8,9 @@ tags: aliases: ["Speak With Animals"] --- # Speak With Animals *Spell 2* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/speak-with-plants.md b/compendium/spells/speak-with-plants.md index 501e9c2c3..2b50d4705 100644 --- a/compendium/spells/speak-with-plants.md +++ b/compendium/spells/speak-with-plants.md @@ -9,9 +9,9 @@ tags: aliases: ["Speak With Plants"] --- # Speak With Plants *Spell 4* -[divination](rules/traits/divination.md) [plant](rules/traits/plant.md) +[divination](rules/traits/divination.md "Divination School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/speaking-sky-aoe2.md b/compendium/spells/speaking-sky-aoe2.md index 19687893b..4ea6c3f85 100644 --- a/compendium/spells/speaking-sky-aoe2.md +++ b/compendium/spells/speaking-sky-aoe2.md @@ -10,7 +10,7 @@ tags: aliases: ["Speaking Sky"] --- # Speaking Sky *Focus 6* -[air](rules/traits/air.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 round diff --git a/compendium/spells/speaking-sky-loil.md b/compendium/spells/speaking-sky-loil.md index 35f334613..cf60c3f33 100644 --- a/compendium/spells/speaking-sky-loil.md +++ b/compendium/spells/speaking-sky-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Speaking Sky"] --- # Speaking Sky *Focus 6* -[air](rules/traits/air.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 round diff --git a/compendium/spells/spectral-hand.md b/compendium/spells/spectral-hand.md index 4e38622ab..c45217c3f 100644 --- a/compendium/spells/spectral-hand.md +++ b/compendium/spells/spectral-hand.md @@ -8,9 +8,9 @@ tags: aliases: ["Spectral Hand"] --- # Spectral Hand *Spell 2* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/spell-immunity.md b/compendium/spells/spell-immunity.md index a9712ef0c..628a4e669 100644 --- a/compendium/spells/spell-immunity.md +++ b/compendium/spells/spell-immunity.md @@ -8,9 +8,9 @@ tags: aliases: ["Spell Immunity"] --- # Spell Immunity *Spell 4* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/spell-turning.md b/compendium/spells/spell-turning.md index 473a3d185..b1d8d3c98 100644 --- a/compendium/spells/spell-turning.md +++ b/compendium/spells/spell-turning.md @@ -9,9 +9,9 @@ tags: aliases: ["Spell Turning"] --- # Spell Turning *Spell 7* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour diff --git a/compendium/spells/spellmasters-ward-lopsg.md b/compendium/spells/spellmasters-ward-lopsg.md index b967f6c0a..71c6b2cf3 100644 --- a/compendium/spells/spellmasters-ward-lopsg.md +++ b/compendium/spells/spellmasters-ward-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Spellmaster's Ward"] --- # Spellmaster's Ward *Focus 5* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Duration**sustained up to 1 minute diff --git a/compendium/spells/spells.md b/compendium/spells/spells.md index 3112b9d4b..e4e49e3af 100644 --- a/compendium/spells/spells.md +++ b/compendium/spells/spells.md @@ -661,7 +661,7 @@ cssclass: pf2e,pf2e-index - [Negate Aroma](negate-aroma.md) - [Nettleskin](nettleskin-tok.md) - [Neutralize Poison](neutralize-poison.md) -- [Nightmare](nightmare.md) +- [Nightmare](compendium/spells/nightmare.md) - [Nondetection](nondetection.md) - [Noxious Vapors](noxious-vapors-apg.md) - [Nudge Fate](nudge-fate-apg.md) @@ -958,7 +958,7 @@ cssclass: pf2e,pf2e-index - [Stone Tell](stone-tell.md) - [Stone To Flesh](stone-to-flesh.md) - [Stoneskin](stoneskin.md) -- [Storm Lord](storm-lord.md) +- [Storm Lord](compendium/spells/storm-lord.md) - [Storm Of Vengeance](storm-of-vengeance.md) - [Stormburst](stormburst-sot3.md) - [Stormwind Flight](stormwind-flight.md) diff --git a/compendium/spells/spellwrack.md b/compendium/spells/spellwrack.md index 4f8872fd5..b2a61b9f7 100644 --- a/compendium/spells/spellwrack.md +++ b/compendium/spells/spellwrack.md @@ -10,9 +10,9 @@ tags: aliases: ["Spellwrack"] --- # Spellwrack *Spell 6* -[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) [force](rules/traits/force.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/spider-climb.md b/compendium/spells/spider-climb.md index 72830f873..ffb294a1a 100644 --- a/compendium/spells/spider-climb.md +++ b/compendium/spells/spider-climb.md @@ -8,9 +8,9 @@ tags: aliases: ["Spider Climb"] --- # Spider Climb *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/spider-sting.md b/compendium/spells/spider-sting.md index e70ca1681..1275121d7 100644 --- a/compendium/spells/spider-sting.md +++ b/compendium/spells/spider-sting.md @@ -9,9 +9,9 @@ tags: aliases: ["Spider Sting"] --- # Spider Sting *Spell 1* -[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -28,7 +28,7 @@ You magically duplicate a spider's venomous sting. You deal `1d4` piercing damag ```ad-inline-affliction title: Spider Venom _Level 1_ -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Maximum Duration**: 4 rounds ## Stages @@ -38,7 +38,7 @@ title: Spider Venom _Level 1_ **Stage 2** `1d4` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) -%% #trait/poison #affliction/level/level-1 %% +%% #affliction/level/level-1 #trait/poison %% ``` ## Summary diff --git a/compendium/spells/spike-stones-apg.md b/compendium/spells/spike-stones-apg.md index 8f9cc0104..f2ab1d20a 100644 --- a/compendium/spells/spike-stones-apg.md +++ b/compendium/spells/spike-stones-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Spike Stones"] --- # Spike Stones *Spell 4* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Area**20-foot burst diff --git a/compendium/spells/spinning-staff-som.md b/compendium/spells/spinning-staff-som.md index 7901a0f10..0d2e852d5 100644 --- a/compendium/spells/spinning-staff-som.md +++ b/compendium/spells/spinning-staff-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Spinning Staff"] --- # Spinning Staff *Focus 1* -[evocation](rules/traits/evocation.md) [magus](rules/traits/magus-som.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Requirements**You're wielding a staff. diff --git a/compendium/spells/spirit-blast.md b/compendium/spells/spirit-blast.md index 7995593f4..679ba6444 100644 --- a/compendium/spells/spirit-blast.md +++ b/compendium/spells/spirit-blast.md @@ -9,9 +9,9 @@ tags: aliases: ["Spirit Blast"] --- # Spirit Blast *Spell 6* -[force](rules/traits/force.md) [necromancy](rules/traits/necromancy.md) +[force](rules/traits/force.md "Force Energy & Element Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/spirit-link.md b/compendium/spells/spirit-link.md index f99ae7023..544cc2cd9 100644 --- a/compendium/spells/spirit-link.md +++ b/compendium/spells/spirit-link.md @@ -9,9 +9,9 @@ tags: aliases: ["Spirit Link"] --- # Spirit Link *Spell 1* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 willing creature diff --git a/compendium/spells/spirit-object-lol.md b/compendium/spells/spirit-object-lol.md index 61cf687f6..b87e76749 100644 --- a/compendium/spells/spirit-object-lol.md +++ b/compendium/spells/spirit-object-lol.md @@ -12,7 +12,7 @@ tags: aliases: ["Spirit Object"] --- # Spirit Object *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [hex](rules/traits/hex-apg.md) [necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/spirit-sense-apg.md b/compendium/spells/spirit-sense-apg.md index f819f1036..739d14c06 100644 --- a/compendium/spells/spirit-sense-apg.md +++ b/compendium/spells/spirit-sense-apg.md @@ -11,9 +11,9 @@ tags: aliases: ["Spirit Sense"] --- # Spirit Sense *Spell 2* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation - **Duration**10 minutes diff --git a/compendium/spells/spirit-song.md b/compendium/spells/spirit-song.md index c9df3ffca..d4b908914 100644 --- a/compendium/spells/spirit-song.md +++ b/compendium/spells/spirit-song.md @@ -10,9 +10,9 @@ tags: aliases: ["Spirit Song"] --- # Spirit Song *Spell 8* -[force](rules/traits/force.md) [necromancy](rules/traits/necromancy.md) +[force](rules/traits/force.md "Force Energy & Element Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot cone - **Saving Throw** basic Fortitude diff --git a/compendium/spells/spirit-veil-apg.md b/compendium/spells/spirit-veil-apg.md index c1c36e2b6..8832833c5 100644 --- a/compendium/spells/spirit-veil-apg.md +++ b/compendium/spells/spirit-veil-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Spirit Veil"] --- # Spirit Veil *Focus 3* -[illusion](rules/traits/illusion.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/spiritual-anamnesis-aoa3.md b/compendium/spells/spiritual-anamnesis-aoa3.md index 09e09448b..24c7cde69 100644 --- a/compendium/spells/spiritual-anamnesis-aoa3.md +++ b/compendium/spells/spiritual-anamnesis-aoa3.md @@ -10,9 +10,9 @@ tags: aliases: ["Spiritual Anamnesis"] --- # Spiritual Anamnesis *Spell 4* -[mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/spiritual-attunement-som.md b/compendium/spells/spiritual-attunement-som.md index a3b1a9e11..acb51d1fc 100644 --- a/compendium/spells/spiritual-attunement-som.md +++ b/compendium/spells/spiritual-attunement-som.md @@ -9,13 +9,13 @@ tags: aliases: ["Spiritual Attunement"] --- # Spiritual Attunement *Spell 4* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute -You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your [Strikes](rules/actions/strike.md) and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your [Strikes](rules/actions/strike.md) would gain the [good](rules/traits/good.md) and [lawful](rules/traits/lawful.md) traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead. +You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your [Strikes](rules/actions/strike.md) and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your [Strikes](rules/actions/strike.md) would gain the [good](rules/traits/good.md "Good Alignment Trait") and [lawful](rules/traits/lawful.md "Lawful Alignment Trait") traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead. **Heightened (+ 2)** The resistance increases by 5. diff --git a/compendium/spells/spiritual-epidemic.md b/compendium/spells/spiritual-epidemic.md index 25ace337d..f12e9142b 100644 --- a/compendium/spells/spiritual-epidemic.md +++ b/compendium/spells/spiritual-epidemic.md @@ -9,9 +9,9 @@ tags: aliases: ["Spiritual Epidemic"] --- # Spiritual Epidemic *Spell 8* -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/spiritual-guardian.md b/compendium/spells/spiritual-guardian.md index d70cb9348..55336ae93 100644 --- a/compendium/spells/spiritual-guardian.md +++ b/compendium/spells/spiritual-guardian.md @@ -9,9 +9,9 @@ tags: aliases: ["Spiritual Guardian"] --- # Spiritual Guardian *Spell 5* -[abjuration](rules/traits/abjuration.md) [force](rules/traits/force.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**You have a deity. - **Range**120 foot diff --git a/compendium/spells/spiritual-weapon.md b/compendium/spells/spiritual-weapon.md index a8d9ec5d4..892d9bdca 100644 --- a/compendium/spells/spiritual-weapon.md +++ b/compendium/spells/spiritual-weapon.md @@ -9,9 +9,9 @@ tags: aliases: ["Spiritual Weapon"] --- # Spiritual Weapon *Spell 2* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Duration**sustained up to 1 minute diff --git a/compendium/spells/splash-of-art.md b/compendium/spells/splash-of-art.md index c2a8e9565..38ee9c448 100644 --- a/compendium/spells/splash-of-art.md +++ b/compendium/spells/splash-of-art.md @@ -12,7 +12,7 @@ tags: aliases: ["Splash Of Art"] --- # Splash Of Art *Focus 1* -[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Domains**: [creation](compendium/setting/domains.md#Creation) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/split-the-tongue-aoe5.md b/compendium/spells/split-the-tongue-aoe5.md index 42165608e..ddc05aa06 100644 --- a/compendium/spells/split-the-tongue-aoe5.md +++ b/compendium/spells/split-the-tongue-aoe5.md @@ -9,7 +9,7 @@ tags: aliases: ["Split The Tongue"] --- # Split The Tongue *Focus 1* -[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [naga](compendium/setting/domains.md#Naga) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/spout-som.md b/compendium/spells/spout-som.md index 826d29fe1..4da52390d 100644 --- a/compendium/spells/spout-som.md +++ b/compendium/spells/spout-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Spout"] --- # Spout *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**a 5-foot cube diff --git a/compendium/spells/spray-of-stars-apg.md b/compendium/spells/spray-of-stars-apg.md index 1c3453b83..8e166ff4d 100644 --- a/compendium/spells/spray-of-stars-apg.md +++ b/compendium/spells/spray-of-stars-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Spray Of Stars"] --- # Spray Of Stars *Focus 1* -[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/stabilize.md b/compendium/spells/stabilize.md index 640fbb17e..ba3b9a4ea 100644 --- a/compendium/spells/stabilize.md +++ b/compendium/spells/stabilize.md @@ -11,9 +11,9 @@ tags: aliases: ["Stabilize"] --- # Stabilize *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 [dying](rules/conditions.md#Dying) creature diff --git a/compendium/spells/stagnate-time-da.md b/compendium/spells/stagnate-time-da.md index 48b1ce889..4b268e33e 100644 --- a/compendium/spells/stagnate-time-da.md +++ b/compendium/spells/stagnate-time-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Stagnate Time"] --- # Stagnate Time *Spell 5* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot burst diff --git a/compendium/spells/stasis-logm.md b/compendium/spells/stasis-logm.md index d28253287..bc734faa8 100644 --- a/compendium/spells/stasis-logm.md +++ b/compendium/spells/stasis-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Stasis"] --- # Stasis *Focus 4* -[incapacitation](rules/traits/incapacitation.md) [transmutation](rules/traits/transmutation.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Domains**: [time](compendium/setting/domains.md#Time) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/status.md b/compendium/spells/status.md index df50aaca0..23d0b1524 100644 --- a/compendium/spells/status.md +++ b/compendium/spells/status.md @@ -9,9 +9,9 @@ tags: aliases: ["Status"] --- # Status *Spell 2* -[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) +[detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 willing living creature diff --git a/compendium/spells/steal-shadow-apg.md b/compendium/spells/steal-shadow-apg.md index 21aec47c1..571a102d2 100644 --- a/compendium/spells/steal-shadow-apg.md +++ b/compendium/spells/steal-shadow-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Steal Shadow"] --- # Steal Shadow *Focus 3* -[necromancy](rules/traits/necromancy.md) [shadow](rules/traits/shadow.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/steal-the-sky-aoe2.md b/compendium/spells/steal-the-sky-aoe2.md index 5704a6a2a..279da8036 100644 --- a/compendium/spells/steal-the-sky-aoe2.md +++ b/compendium/spells/steal-the-sky-aoe2.md @@ -10,7 +10,7 @@ tags: aliases: ["Steal The Sky"] --- # Steal The Sky *Focus 5* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You make a successful unarmed diff --git a/compendium/spells/steal-the-sky-loil.md b/compendium/spells/steal-the-sky-loil.md index 094e12196..ffb6e86f8 100644 --- a/compendium/spells/steal-the-sky-loil.md +++ b/compendium/spells/steal-the-sky-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Steal the Sky"] --- # Steal the Sky *Focus 5* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You make a successful unarmed [Strike](rules/actions/strike.md) against a flying creature. diff --git a/compendium/spells/stinking-cloud.md b/compendium/spells/stinking-cloud.md index 7ee6ed33e..32cb8f42f 100644 --- a/compendium/spells/stinking-cloud.md +++ b/compendium/spells/stinking-cloud.md @@ -10,16 +10,16 @@ tags: aliases: ["Stinking Cloud"] --- # Stinking Cloud *Spell 3* -[conjuration](rules/traits/conjuration.md) [poison](rules/traits/poison.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot burst - **Saving Throw** Fortitude - **Duration**1 minute -You create a cloud of putrid mist in the area. The cloud functions as [obscuring mist](compendium/spells/obscuring-mist.md) except it sickens creatures that end their turns within the cloud. (The [concealed](rules/conditions.md#Concealed) condition is not a [poison](rules/traits/poison.md) effect.) +You create a cloud of putrid mist in the area. The cloud functions as [obscuring mist](compendium/spells/obscuring-mist.md) except it sickens creatures that end their turns within the cloud. (The [concealed](rules/conditions.md#Concealed) condition is not a [poison](rules/traits/poison.md "Poison Effect Trait") effect.) > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/spells/stoke-the-heart-apg.md b/compendium/spells/stoke-the-heart-apg.md index b3ac1fa76..bf025a29e 100644 --- a/compendium/spells/stoke-the-heart-apg.md +++ b/compendium/spells/stoke-the-heart-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Stoke The Heart"] --- # Stoke The Heart *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/stone-lance-som.md b/compendium/spells/stone-lance-som.md index 522f55672..d9f1b9d2e 100644 --- a/compendium/spells/stone-lance-som.md +++ b/compendium/spells/stone-lance-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Stone Lance"] --- # Stone Lance *Focus 3* -[attack](rules/traits/attack.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot diff --git a/compendium/spells/stone-tell.md b/compendium/spells/stone-tell.md index df54a2f7f..fdca3c96f 100644 --- a/compendium/spells/stone-tell.md +++ b/compendium/spells/stone-tell.md @@ -10,9 +10,9 @@ tags: aliases: ["Stone Tell"] --- # Stone Tell *Spell 6* -[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/stone-to-flesh.md b/compendium/spells/stone-to-flesh.md index 7ca3044ab..078f033a8 100644 --- a/compendium/spells/stone-to-flesh.md +++ b/compendium/spells/stone-to-flesh.md @@ -9,9 +9,9 @@ tags: aliases: ["Stone To Flesh"] --- # Stone To Flesh *Spell 6* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**[petrified](rules/conditions.md#Petrified) creature or human-size stone object diff --git a/compendium/spells/stoneskin.md b/compendium/spells/stoneskin.md index dacca6db5..aa535abf9 100644 --- a/compendium/spells/stoneskin.md +++ b/compendium/spells/stoneskin.md @@ -9,9 +9,9 @@ tags: aliases: ["Stoneskin"] --- # Stoneskin *Spell 4* -[abjuration](rules/traits/abjuration.md) [earth](rules/traits/earth.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/storm-lord.md b/compendium/spells/storm-lord.md index 9a0e20178..569f578f5 100644 --- a/compendium/spells/storm-lord.md +++ b/compendium/spells/storm-lord.md @@ -13,7 +13,7 @@ tags: aliases: ["Storm Lord"] --- # Storm Lord *Focus 9* -[air](rules/traits/air.md) [druid](rules/traits/druid.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [druid](rules/traits/druid.md "Druid Class Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**You are outdoors and aboveground. @@ -29,6 +29,6 @@ The sky above you darkens in a matter of moments, swirling with ominous clouds p Ranged attacks take a –4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain. -In addition, once per round you can use a single action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, to call down a bolt of lightning, striking any target in range that you can see. You deal `10d6` electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also [deafened](rules/conditions.md#Deafened) for 1 round. +In addition, once per round you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits, to call down a bolt of lightning, striking any target in range that you can see. You deal `10d6` electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also [deafened](rules/conditions.md#Deafened) for 1 round. *Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/compendium/spells/storm-of-vengeance.md b/compendium/spells/storm-of-vengeance.md index 7cb68c314..7b0855db6 100644 --- a/compendium/spells/storm-of-vengeance.md +++ b/compendium/spells/storm-of-vengeance.md @@ -11,9 +11,9 @@ tags: aliases: ["Storm Of Vengeance"] --- # Storm Of Vengeance *Spell 9* -[air](rules/traits/air.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**800 foot - **Area**360-foot burst diff --git a/compendium/spells/stormburst-sot3.md b/compendium/spells/stormburst-sot3.md index 1874b7334..308703a78 100644 --- a/compendium/spells/stormburst-sot3.md +++ b/compendium/spells/stormburst-sot3.md @@ -11,9 +11,9 @@ tags: aliases: ["Stormburst"] --- # Stormburst *Spell 5* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**15-foot burst diff --git a/compendium/spells/stormwind-flight.md b/compendium/spells/stormwind-flight.md index bc369125c..fe270fe95 100644 --- a/compendium/spells/stormwind-flight.md +++ b/compendium/spells/stormwind-flight.md @@ -11,7 +11,7 @@ tags: aliases: ["Stormwind Flight"] --- # Stormwind Flight *Focus 4* -[air](rules/traits/air.md) [druid](rules/traits/druid.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [druid](rules/traits/druid.md "Druid Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/strange-geometry-apg.md b/compendium/spells/strange-geometry-apg.md index 7f748e4bd..9869418f6 100644 --- a/compendium/spells/strange-geometry-apg.md +++ b/compendium/spells/strange-geometry-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Strange Geometry"] --- # Strange Geometry *Spell 5* -[illusion](rules/traits/illusion.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Area**4 cubes, each 10 feet on a side @@ -22,6 +22,6 @@ You cause the areas to appear to swell, bend, and break, twisting together in a > [!success-degree] > - **Success** The creature 0. -> - **Failure** All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a [teleportation](rules/traits/teleportation.md) effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. +> - **Failure** All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. *Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/compendium/spells/string-of-fate-da.md b/compendium/spells/string-of-fate-da.md index 05cf00af0..47f98d55a 100644 --- a/compendium/spells/string-of-fate-da.md +++ b/compendium/spells/string-of-fate-da.md @@ -11,7 +11,7 @@ tags: aliases: ["String of Fate"] --- # String of Fate *Focus 1* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [fortune](rules/traits/fortune.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [fate (apocryphal)](compendium/setting/domains.md#Fate) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/stumbling-curse-sot1.md b/compendium/spells/stumbling-curse-sot1.md index 415121377..ad91f532f 100644 --- a/compendium/spells/stumbling-curse-sot1.md +++ b/compendium/spells/stumbling-curse-sot1.md @@ -12,7 +12,7 @@ tags: aliases: ["Stumbling Curse"] --- # Stumbling Curse *Focus 1* -[curse](rules/traits/curse.md) [hex](rules/traits/hex-apg.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**60 foot diff --git a/compendium/spells/subconscious-suggestion.md b/compendium/spells/subconscious-suggestion.md index 369cfb7ae..b58849436 100644 --- a/compendium/spells/subconscious-suggestion.md +++ b/compendium/spells/subconscious-suggestion.md @@ -11,9 +11,9 @@ tags: aliases: ["Subconscious Suggestion"] --- # Subconscious Suggestion *Spell 5* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature @@ -25,7 +25,7 @@ You implant a subconscious suggestion deep within the target's mind for them to > [!success-degree] > - **Critical Success** The target is unaffected and knows you tried to control it. > - **Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. -> - **Failure** The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious [negative](rules/traits/negative.md) effects. +> - **Failure** The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. > - **Critical Failure** As failure, but the duration is 1 hour. **Heightened (9th)** You can target up to 10 creatures. diff --git a/compendium/spells/subjugate-undead-botd.md b/compendium/spells/subjugate-undead-botd.md index 7daa5daec..92bf3de56 100644 --- a/compendium/spells/subjugate-undead-botd.md +++ b/compendium/spells/subjugate-undead-botd.md @@ -10,7 +10,7 @@ tags: aliases: ["Subjugate Undead"] --- # Subjugate Undead *Focus 3* -[mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot @@ -23,7 +23,7 @@ You attempt to seize control of the target. It can attempt a Will save to resist > [!success-degree] > - **Critical Success** The target is unaffected and is temporarily immune for 24 hours. > - **Success** The target is unaffected. -> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md) under your control for 1 minute. The spell is dismissed if you or an ally takes a hostile action against the [minion](rules/traits/minion.md) undead. +> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md "Minion Creature Trait") under your control for 1 minute. The spell is dismissed if you or an ally takes a hostile action against the [minion](rules/traits/minion.md "Minion Creature Trait") undead. > - **Critical Failure** As failure, except the duration is 10 minutes. *Source: Book of the Dead p. 35* \ No newline at end of file diff --git a/compendium/spells/sudden-blight-apg.md b/compendium/spells/sudden-blight-apg.md index 0be1804d3..90b89b54e 100644 --- a/compendium/spells/sudden-blight-apg.md +++ b/compendium/spells/sudden-blight-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Sudden Blight"] --- # Sudden Blight *Spell 2* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**20-foot burst @@ -20,7 +20,7 @@ aliases: ["Sudden Blight"] You accelerate the processes of decay in the area. Each living creature in the area takes `2d10` negative damage (basic Fortitude save). A creature afflicted by a disease takes a –2 circumstance penalty to this save. -You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any [magical](rules/traits/magical.md) effect on the plants before withering them. +You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any [magical](rules/traits/magical.md "Magical Item Trait") effect on the plants before withering them. **Heightened (+ 1)** The damage increases by `1d10`. diff --git a/compendium/spells/sudden-bolt-ec1.md b/compendium/spells/sudden-bolt-ec1.md index 5b1c898af..854d2c2ab 100644 --- a/compendium/spells/sudden-bolt-ec1.md +++ b/compendium/spells/sudden-bolt-ec1.md @@ -10,9 +10,9 @@ tags: aliases: ["Sudden Bolt"] --- # Sudden Bolt *Spell 2* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature or object diff --git a/compendium/spells/sudden-recollection-som.md b/compendium/spells/sudden-recollection-som.md index a5642c299..e855567eb 100644 --- a/compendium/spells/sudden-recollection-som.md +++ b/compendium/spells/sudden-recollection-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Sudden Recollection"] --- # Sudden Recollection *Spell 3* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/sudden-shift.md b/compendium/spells/sudden-shift.md index f570668d2..0f99142f6 100644 --- a/compendium/spells/sudden-shift.md +++ b/compendium/spells/sudden-shift.md @@ -11,7 +11,7 @@ tags: aliases: ["Sudden Shift"] --- # Sudden Shift *Focus 1* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [trickery](compendium/setting/domains.md#Trickery) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/suggestion.md b/compendium/spells/suggestion.md index bf83348ad..763bd0f33 100644 --- a/compendium/spells/suggestion.md +++ b/compendium/spells/suggestion.md @@ -11,9 +11,9 @@ tags: aliases: ["Suggestion"] --- # Suggestion *Spell 4* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature @@ -25,7 +25,7 @@ Your honeyed words are difficult for creatures to resist. You suggest a course o > [!success-degree] > - **Critical Success** The target is unaffected and knows you tried to control it. > - **Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. -> - **Failure** The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious [negative](rules/traits/negative.md) effects. +> - **Failure** The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. > - **Critical Failure** As failure, but the base duration is 1 hour. **Heightened (8th)** You can target up to 10 creatures. diff --git a/compendium/spells/summon-anarch-som.md b/compendium/spells/summon-anarch-som.md index 4b3598b5d..a3cc46024 100644 --- a/compendium/spells/summon-anarch-som.md +++ b/compendium/spells/summon-anarch-som.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Anarch"] --- # Summon Anarch *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a [chaotic](rules/traits/chaotic.md) [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) to fight on your behalf. You summon a common chaotic creature that has the [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. +You conjure a [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") to fight on your behalf. You summon a common chaotic creature that has the [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. **Heightened (6th)** Level 7. diff --git a/compendium/spells/summon-ancient-fleshforged-loil.md b/compendium/spells/summon-ancient-fleshforged-loil.md index fab44e81d..078cb01fe 100644 --- a/compendium/spells/summon-ancient-fleshforged-loil.md +++ b/compendium/spells/summon-ancient-fleshforged-loil.md @@ -10,9 +10,9 @@ tags: aliases: ["Summon Ancient Fleshforged"] --- # Summon Ancient Fleshforged *Spell 9* -[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**250 foot - **Duration** diff --git a/compendium/spells/summon-animal.md b/compendium/spells/summon-animal.md index 39545f2b2..15bc73631 100644 --- a/compendium/spells/summon-animal.md +++ b/compendium/spells/summon-animal.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Animal"] --- # Summon Animal *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure an animal to fight for you. You summon a common creature that has the [animal](rules/traits/animal.md) trait and whose level is –1. +You conjure an animal to fight for you. You summon a common creature that has the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon. diff --git a/compendium/spells/summon-archmage-som.md b/compendium/spells/summon-archmage-som.md index abb9e7004..0158cc59e 100644 --- a/compendium/spells/summon-archmage-som.md +++ b/compendium/spells/summon-archmage-som.md @@ -9,19 +9,19 @@ tags: aliases: ["Summon Archmage"] --- # Summon Archmage *Spell 8* -[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**100 foot - **Duration**until the end of your next turn You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. -**Arrive** ([evocation](rules/traits/evocation.md), [force](rules/traits/force.md)) _Archmage's Amplification_ The archmage arrives in a fierce burst of magical force, automatically dealing `3d4+3` force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the [shield](compendium/spells/shield.md) spell. +**Arrive** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [force](rules/traits/force.md "Force Energy & Element Trait")) _Archmage's Amplification_ The archmage arrives in a fierce burst of magical force, automatically dealing `3d4+3` force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the [shield](compendium/spells/shield.md) spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. -**Depart** ([abjuration](rules/traits/abjuration.md)) _Archmage's Rebuke_ The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is [stupefied](rules/conditions.md#Stupefied) for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell. +**Depart** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) _Archmage's Rebuke_ The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is [stupefied](rules/conditions.md#Stupefied) for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell. *Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/compendium/spells/summon-axiom-som.md b/compendium/spells/summon-axiom-som.md index 1d74b5643..ec5fc318b 100644 --- a/compendium/spells/summon-axiom-som.md +++ b/compendium/spells/summon-axiom-som.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Axiom"] --- # Summon Axiom *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a [lawful](rules/traits/lawful.md) [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) to fight on your behalf. You summon a common lawful creature that has the [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. +You conjure a [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") to fight on your behalf. You summon a common lawful creature that has the [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. **Heightened (6th)** Level 7. diff --git a/compendium/spells/summon-celestial.md b/compendium/spells/summon-celestial.md index ad921e2e7..a5e1dbb88 100644 --- a/compendium/spells/summon-celestial.md +++ b/compendium/spells/summon-celestial.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Celestial"] --- # Summon Celestial *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a celestial to fight on your behalf. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [celestial](rules/traits/celestial.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. +You conjure a celestial to fight on your behalf. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. **Heightened (6th)** Level 7. diff --git a/compendium/spells/summon-construct.md b/compendium/spells/summon-construct.md index 5d47715e2..84bdd9b3f 100644 --- a/compendium/spells/summon-construct.md +++ b/compendium/spells/summon-construct.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Construct"] --- # Summon Construct *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a construct to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [construct](rules/traits/construct.md) trait and whose level is –1. +You conjure a construct to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [construct](rules/traits/construct.md "Construct Creature Type Trait") trait and whose level is –1. **Heightened (2nd)** Level 1. diff --git a/compendium/spells/summon-deific-herald-som.md b/compendium/spells/summon-deific-herald-som.md index 521ec2e35..289a497b0 100644 --- a/compendium/spells/summon-deific-herald-som.md +++ b/compendium/spells/summon-deific-herald-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Summon Deific Herald"] --- # Summon Deific Herald *Spell 8* -[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**You have a deity. - **Range**100 foot @@ -19,12 +19,12 @@ aliases: ["Summon Deific Herald"] Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. -- **Lawful Good: Arrive** ([enchantment](rules/traits/enchantment.md), [good](rules/traits/good.md), [lawful](rules/traits/lawful.md)) _Aura of Retribution_ While within 100 feet of the herald, you and your allies gain the champion's [Retributive Strike](rules/actions/retributive-strike.md) reaction; **Depart** _Holy Smite_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing good) in a 100-foot emanation. -- **Neutral Good: Arrive** ([enchantment](rules/traits/enchantment.md), [good](rules/traits/good.md)) _Aura of Redemption_ While within 100 feet of the herald, you and your allies gain the champion's [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md) reaction; **Depart** _Merciful Healing_ The herald casts the 3-action version of 5th-level [heal](compendium/spells/heal.md) with a radius of 100 feet. This spell targets only you and your allies. -- **Chaotic Good: Arrive** ([chaotic](rules/traits/chaotic.md), [enchantment](rules/traits/enchantment.md), [good](rules/traits/good.md)) _Aura of Liberation_ While within 100 feet of the herald, you and your allies gain the champion's [Liberating Step](rules/actions/liberating-step.md) reaction; **Depart** _Radiating Freedom_ The herald affects you and all your allies within 100 feet with [freedom of movement](compendium/spells/freedom-of-movement.md). The duration is reduced to 3 rounds. -- **Lawful Neutral: Arrive** ([abjuration](rules/traits/abjuration.md), [lawful](rules/traits/lawful.md)) _Defy Chaos_ You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; **Depart** _Order's Wrath_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing lawful) in a 100-foot emanation. -- **Neutral: Arrive** ([transmutation](rules/traits/transmutation.md)) _Quickening Ripple_ You and each ally within 100 feet of the herald are [quickened](rules/conditions.md#Quickened) while the herald is present, and can use the additional action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md); **Depart** _Sapping Beam_ The herald casts 6th-level [enervation](compendium/spells/enervation-apg.md) in a 100-foot line. -- **Chaotic Neutral: Arrive** ([abjuration](rules/traits/abjuration.md), [chaotic](rules/traits/chaotic.md)) _Defy Law_ You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; **Depart** _Chaos Hammer_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing chaotic) in a 100-foot emanation. +- **Lawful Good: Arrive** ([enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [good](rules/traits/good.md "Good Alignment Trait"), [lawful](rules/traits/lawful.md "Lawful Alignment Trait")) _Aura of Retribution_ While within 100 feet of the herald, you and your allies gain the champion's [Retributive Strike](rules/actions/retributive-strike.md) reaction; **Depart** _Holy Smite_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing good) in a 100-foot emanation. +- **Neutral Good: Arrive** ([enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [good](rules/traits/good.md "Good Alignment Trait")) _Aura of Redemption_ While within 100 feet of the herald, you and your allies gain the champion's [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md) reaction; **Depart** _Merciful Healing_ The herald casts the 3-action version of 5th-level [heal](compendium/spells/heal.md) with a radius of 100 feet. This spell targets only you and your allies. +- **Chaotic Good: Arrive** ([chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [good](rules/traits/good.md "Good Alignment Trait")) _Aura of Liberation_ While within 100 feet of the herald, you and your allies gain the champion's [Liberating Step](rules/actions/liberating-step.md) reaction; **Depart** _Radiating Freedom_ The herald affects you and all your allies within 100 feet with [freedom of movement](compendium/spells/freedom-of-movement.md). The duration is reduced to 3 rounds. +- **Lawful Neutral: Arrive** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait"), [lawful](rules/traits/lawful.md "Lawful Alignment Trait")) _Defy Chaos_ You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; **Depart** _Order's Wrath_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing lawful) in a 100-foot emanation. +- **Neutral: Arrive** ([transmutation](rules/traits/transmutation.md "Transmutation School Trait")) _Quickening Ripple_ You and each ally within 100 feet of the herald are [quickened](rules/conditions.md#Quickened) while the herald is present, and can use the additional action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md); **Depart** _Sapping Beam_ The herald casts 6th-level [enervation](compendium/spells/enervation-apg.md) in a 100-foot line. +- **Chaotic Neutral: Arrive** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait"), [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait")) _Defy Law_ You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; **Depart** _Chaos Hammer_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing chaotic) in a 100-foot emanation. - **Lawful Evil: Arrive** _Aura of Iron_ While within 100 feet of the herald, you and your allies gain the champion's [Iron Command](rules/actions/iron-command-apg.md) reaction; **Depart** _Unholy Blight_ The herald casts 5th-level [divine wrath](compendium/spells/divine-wrath.md) (choosing evil) in a 100-foot emanation. - **Neutral Evil: Arrive** _Aura of Selfishness_ While within 100 feet of the herald, you and your allies gain the champion's [Selfish Shield](rules/actions/selfish-shield-apg.md) reaction; **Depart** _Infinite Despair_ The herald casts 5th-level [crushing despair](compendium/spells/crushing-despair.md) in a 100-foot cone. - **Chaotic Evil: Arrive** _Aura of Vengeance_ While within 100 feet of the herald, you and your allies gain the champion's [Destructive Vengeance](rules/actions/destructive-vengeance-apg.md) reaction; **Depart** _Weapon Hurricane_ The herald casts 5th-level [weapon storm](compendium/spells/weapon-storm.md) in a 100-foot cone, using `d12` for the die size. diff --git a/compendium/spells/summon-draconic-legion-som.md b/compendium/spells/summon-draconic-legion-som.md index b92d181ba..15cc9c0ec 100644 --- a/compendium/spells/summon-draconic-legion-som.md +++ b/compendium/spells/summon-draconic-legion-som.md @@ -9,16 +9,16 @@ tags: aliases: ["Summon Draconic Legion"] --- # Summon Draconic Legion *Spell 9* -[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**100 foot - **Duration**until the end of your next turn -You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a [Gargantuan](rules/traits/gargantuan-b1.md) creature. They have a fly Speed of 100 feet. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose whether it summons chromatic or metallic dragons. +You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") creature. They have a fly Speed of 100 feet. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose whether it summons chromatic or metallic dragons. -**Arrive** ([evocation](rules/traits/evocation.md)) _Energy Annihilation_ The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes `10d8` damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. +**Arrive** ([evocation](rules/traits/evocation.md "Evocation School Trait")) _Energy Annihilation_ The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes `10d8` damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. **Depart** _Draconic Whirlwind_ The draconic legion strikes with fury, dealing `9d8` slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet. diff --git a/compendium/spells/summon-dragon.md b/compendium/spells/summon-dragon.md index 9df98953a..7da6dd44e 100644 --- a/compendium/spells/summon-dragon.md +++ b/compendium/spells/summon-dragon.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Dragon"] --- # Summon Dragon *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a dragon to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [dragon](rules/traits/dragon.md) trait and whose level is 5 or lower. +You conjure a dragon to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [dragon](rules/traits/dragon.md "Dragon Creature Type Trait") trait and whose level is 5 or lower. **Heightened (6th)** Level 7. diff --git a/compendium/spells/summon-elemental.md b/compendium/spells/summon-elemental.md index 117217ade..e195cde8b 100644 --- a/compendium/spells/summon-elemental.md +++ b/compendium/spells/summon-elemental.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Elemental"] --- # Summon Elemental *Spell 2* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure an elemental to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [elemental](rules/traits/elemental.md) trait and whose level is 1 or lower. +You conjure an elemental to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait and whose level is 1 or lower. **Heightened (3rd)** Level 2. diff --git a/compendium/spells/summon-entity.md b/compendium/spells/summon-entity.md index 89d01d45f..0b5701dac 100644 --- a/compendium/spells/summon-entity.md +++ b/compendium/spells/summon-entity.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Entity"] --- # Summon Entity *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure an aberration to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [aberration](rules/traits/aberration.md) trait and whose level is 5 or lower. +You conjure an aberration to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [aberration](rules/traits/aberration.md "Aberration Creature Type Trait") trait and whose level is 5 or lower. **Heightened (6th)** Level 7. diff --git a/compendium/spells/summon-fey.md b/compendium/spells/summon-fey.md index 2c9a1736c..9357c0746 100644 --- a/compendium/spells/summon-fey.md +++ b/compendium/spells/summon-fey.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Fey"] --- # Summon Fey *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a fey to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [fey](rules/traits/fey.md) trait and whose level is –1. +You conjure a fey to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [fey](rules/traits/fey.md "Fey Creature Type Trait") trait and whose level is –1. **Heightened (2nd)** Level 1. diff --git a/compendium/spells/summon-fiend.md b/compendium/spells/summon-fiend.md index 454446eed..0e590f82f 100644 --- a/compendium/spells/summon-fiend.md +++ b/compendium/spells/summon-fiend.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Fiend"] --- # Summon Fiend *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a fiend to fight on your behalf. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [fiend](rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. +You conjure a fiend to fight on your behalf. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. **Heightened (6th)** Level 7. diff --git a/compendium/spells/summon-giant.md b/compendium/spells/summon-giant.md index 3a0466f13..b9cb44098 100644 --- a/compendium/spells/summon-giant.md +++ b/compendium/spells/summon-giant.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Giant"] --- # Summon Giant *Spell 5* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a giant to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [giant](rules/traits/giant.md) trait and whose level is 5 or lower. +You conjure a giant to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [giant](rules/traits/giant.md "Giant Creature Type Trait") trait and whose level is 5 or lower. **Heightened (6th)** Level 7. diff --git a/compendium/spells/summon-healing-servitor-loil.md b/compendium/spells/summon-healing-servitor-loil.md index 4946520e7..dfe2116e0 100644 --- a/compendium/spells/summon-healing-servitor-loil.md +++ b/compendium/spells/summon-healing-servitor-loil.md @@ -12,9 +12,9 @@ tags: aliases: ["Summon Healing Servitor"] --- # Summon Healing Servitor *Spell 5* -[healing](rules/traits/healing.md) [incarnate](rules/traits/incarnate-som.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**100 foot - **Duration** diff --git a/compendium/spells/summon-instrument-apg.md b/compendium/spells/summon-instrument-apg.md index e12dadbee..7bd7b05a5 100644 --- a/compendium/spells/summon-instrument-apg.md +++ b/compendium/spells/summon-instrument-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Summon Instrument"] --- # Summon Instrument *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Duration**1 hour diff --git a/compendium/spells/summon-irii-da.md b/compendium/spells/summon-irii-da.md index 60bfba0ec..7a29dcd27 100644 --- a/compendium/spells/summon-irii-da.md +++ b/compendium/spells/summon-irii-da.md @@ -10,9 +10,9 @@ tags: aliases: ["Summon Irii"] --- # Summon Irii *Spell 8* -[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**100 foot - **Duration**until the start of your next turn diff --git a/compendium/spells/summon-kaiju-som.md b/compendium/spells/summon-kaiju-som.md index e1d7a2e08..d2269b43e 100644 --- a/compendium/spells/summon-kaiju-som.md +++ b/compendium/spells/summon-kaiju-som.md @@ -10,23 +10,23 @@ tags: aliases: ["Summon Kaiju"] --- # Summon Kaiju *Spell 10* -[conjuration](rules/traits/conjuration.md) [incarnate](rules/traits/incarnate-som.md) [rare](rules/traits/rare.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**500 foot - **Duration**until the end of your next turn You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. -It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a [Gargantuan](rules/traits/gargantuan-b1.md) creature. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose one of the kaiju below to summon. +It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") creature. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose one of the kaiju below to summon. -- **Agmazar the Star Titan** Speed 100 feet, climb 50 feet; **Arrive** ([necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) _Channel Void_ Each foe in a 100-foot emanation takes `16d8` negative energy damage with a basic Fortitude save; **Depart** ([transmutation](rules/traits/transmutation.md)) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. -- **Agyra, the Forever Storm** Speed 80 feet, fly 200 feet; **Arrive** ([electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md)) _Breath of a Thousand Storms_ Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes `6d12` electricity damage with a basic Reflex save. On a failure, the creature is also [slowed](rules/conditions.md#Slowed) for 1 round (or for 1 minute on a critical failure); **Depart** ([evocation](rules/traits/evocation.md), [sonic](rules/traits/sonic.md)) _Thunderous Blast_ Each creature within a 100-foot emanation takes `6d10` sonic damage with a basic Reflex save, and is also knocked [prone](rules/conditions.md#Prone) on a failed save. -- **Bezravnis, the Inferno Below** Speed 100 feet, burrow 100 feet; **Arrive** ([earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) _Burrow from the Earth's Heart_ Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take `8d12` bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the [earthquake](compendium/spells/earthquake.md) spell, except there is no chance of falling into a fissure; **Depart** _Web Hurricane_ Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a –20-foot circumstance penalty to its Speeds until it [Escapes](rules/actions/escape.md) (or is [immobilized](rules/conditions.md#Immobilized) until it escapes on a critical failure). The [Escape](rules/actions/escape.md) DC is your spell DC. -- **Mogaru, the Final King** Speed 100 feet, swim 100 feet; **Arrive** ([auditory](rules/traits/auditory.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) _Trance of the King's Melody_ Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them [stunned](rules/conditions.md#Stunned) on a failure; **Depart** ([evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md)) _Volcanic Breath_ Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes `10d6` fire damage with a basic Reflex save. On a failure, it also takes `4d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). -- **Vorgozen, the Shapeless Feeder** Speed 50 feet, climb 50 feet, swim 100 feet; **Arrive** ([necromancy](rules/traits/necromancy.md)) _Pollute Magic_ Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is [sickened](rules/conditions.md#Sickened). Any of your enemies that [Casts a Spell](rules/actions/cast-a-spell.md) within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already [sickened](rules/conditions.md#Sickened); **Depart** ([acid](rules/traits/acid.md), [evocation](rules/traits/evocation.md)) _Beam of Purest Vitriol_ Each creature in a 1,200-foot line takes `10d6` acid damage and `10d6` bludgeoning damage with a basic Fortitude save. -- **Yarthoon, the Moon Grub** Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; **Arrive** ([cold](rules/traits/cold.md), [evocation](rules/traits/evocation.md)) _Algid Beam Barrage_ Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal `10d6` cold damage with a basic Reflex save; **Depart** ([cold](rules/traits/cold.md), [conjuration](rules/traits/conjuration.md), [water](rules/traits/water.md)) _Frostbite Mist_ Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of [obscuring mist](compendium/spells/obscuring-mist.md), plus any creature within the area at the end of its turn take `5d6` cold damage with a basic Fortitude save. -- **Ebeshra, the Winged Razor** Speed 75 feet, fly 100 feet; **Arrive** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) _Planar Draw_ Each foe in a 100-foot emanation is pulled 50 feet towards the center, unless it succeeds at a Fortitude save. Creatures that fail and reach the center take `10d6` bludgeoning damage; **Depart** ([electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md)) _Storm Discharge_ Each foe in a 240-foot line takes `12d8` electricity damage with a basic Reflex save +- **Agmazar the Star Titan** Speed 100 feet, climb 50 feet; **Arrive** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [negative](rules/traits/negative.md "Negative Energy & Element Trait")) _Channel Void_ Each foe in a 100-foot emanation takes `16d8` negative energy damage with a basic Fortitude save; **Depart** ([transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. +- **Agyra, the Forever Storm** Speed 80 feet, fly 200 feet; **Arrive** ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) _Breath of a Thousand Storms_ Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes `6d12` electricity damage with a basic Reflex save. On a failure, the creature is also [slowed](rules/conditions.md#Slowed) for 1 round (or for 1 minute on a critical failure); **Depart** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait")) _Thunderous Blast_ Each creature within a 100-foot emanation takes `6d10` sonic damage with a basic Reflex save, and is also knocked [prone](rules/conditions.md#Prone) on a failed save. +- **Bezravnis, the Inferno Below** Speed 100 feet, burrow 100 feet; **Arrive** ([earth](rules/traits/earth.md "Earth Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) _Burrow from the Earth's Heart_ Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take `8d12` bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the [earthquake](compendium/spells/earthquake.md) spell, except there is no chance of falling into a fissure; **Depart** _Web Hurricane_ Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a –20-foot circumstance penalty to its Speeds until it [Escapes](rules/actions/escape.md) (or is [immobilized](rules/conditions.md#Immobilized) until it escapes on a critical failure). The [Escape](rules/actions/escape.md) DC is your spell DC. +- **Mogaru, the Final King** Speed 100 feet, swim 100 feet; **Arrive** ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) _Trance of the King's Melody_ Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them [stunned](rules/conditions.md#Stunned) on a failure; **Depart** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait")) _Volcanic Breath_ Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes `10d6` fire damage with a basic Reflex save. On a failure, it also takes `4d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +- **Vorgozen, the Shapeless Feeder** Speed 50 feet, climb 50 feet, swim 100 feet; **Arrive** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait")) _Pollute Magic_ Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is [sickened](rules/conditions.md#Sickened). Any of your enemies that [Casts a Spell](rules/actions/cast-a-spell.md) within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already [sickened](rules/conditions.md#Sickened); **Depart** ([acid](rules/traits/acid.md "Acid Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) _Beam of Purest Vitriol_ Each creature in a 1,200-foot line takes `10d6` acid damage and `10d6` bludgeoning damage with a basic Fortitude save. +- **Yarthoon, the Moon Grub** Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; **Arrive** ([cold](rules/traits/cold.md "Cold Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) _Algid Beam Barrage_ Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal `10d6` cold damage with a basic Reflex save; **Depart** ([cold](rules/traits/cold.md "Cold Energy & Element Trait"), [conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) _Frostbite Mist_ Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of [obscuring mist](compendium/spells/obscuring-mist.md), plus any creature within the area at the end of its turn take `5d6` cold damage with a basic Fortitude save. +- **Ebeshra, the Winged Razor** Speed 75 feet, fly 100 feet; **Arrive** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait")) _Planar Draw_ Each foe in a 100-foot emanation is pulled 50 feet towards the center, unless it succeeds at a Fortitude save. Creatures that fail and reach the center take `10d6` bludgeoning damage; **Depart** ([electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) _Storm Discharge_ Each foe in a 240-foot line takes `12d8` electricity damage with a basic Reflex save *Source: Secrets of Magic p. 133* \ No newline at end of file diff --git a/compendium/spells/summon-lesser-servitor-som.md b/compendium/spells/summon-lesser-servitor-som.md index e5b4b82a1..f466206ff 100644 --- a/compendium/spells/summon-lesser-servitor-som.md +++ b/compendium/spells/summon-lesser-servitor-som.md @@ -8,18 +8,18 @@ tags: aliases: ["Summon Lesser Servitor"] --- # Summon Lesser Servitor *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute While deities jealously guard their most powerful servants from the summoning spells of those who aren't steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity's permission. -You summon a [celestial](rules/traits/celestial.md), [monitor](rules/traits/monitor.md), or [fiend](rules/traits/fiend.md) whose level is –1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an eagle, guard dog, or raven. It gains the alignment matching your deity (or you, if you don't have a deity) and has the following trait depending on the alignment it gained: [celestial](rules/traits/celestial.md) for [lawful](rules/traits/lawful.md), [monitor](rules/traits/monitor.md) for neutral, or [fiend](rules/traits/fiend.md) for [evil](rules/traits/evil.md). +You summon a [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") whose level is –1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an eagle, guard dog, or raven. It gains the alignment matching your deity (or you, if you don't have a deity) and has the following trait depending on the alignment it gained: [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") for [lawful](rules/traits/lawful.md "Lawful Alignment Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") for neutral, or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") for [evil](rules/traits/evil.md "Evil Alignment Trait"). -You can't summon a creature if it is opposed to your deity's alignment on either axis (or opposed to your alignment if you don't follow a deity). For example, if you deity is [lawful](rules/traits/lawful.md) [good](rules/traits/good.md), you can't summon a [chaotic](rules/traits/chaotic.md) or [evil](rules/traits/evil.md) creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren't diametrically opposed. For example, [Pharasma](compendium/setting/deities/pharasma.md) would restrict the summoning of sahkils. +You can't summon a creature if it is opposed to your deity's alignment on either axis (or opposed to your alignment if you don't follow a deity). For example, if you deity is [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [good](rules/traits/good.md "Good Alignment Trait"), you can't summon a [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") or [evil](rules/traits/evil.md "Evil Alignment Trait") creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren't diametrically opposed. For example, [Pharasma](compendium/setting/deities/pharasma.md) would restrict the summoning of sahkils. Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven. diff --git a/compendium/spells/summon-plant-or-fungus.md b/compendium/spells/summon-plant-or-fungus.md index 1940b3e99..6fed51bf8 100644 --- a/compendium/spells/summon-plant-or-fungus.md +++ b/compendium/spells/summon-plant-or-fungus.md @@ -8,14 +8,14 @@ tags: aliases: ["Summon Plant Or Fungus"] --- # Summon Plant Or Fungus *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**sustained up to 1 minute -You conjure a plant or fungus to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [plant](rules/traits/plant.md) or [fungus](rules/traits/fungus-b1.md) trait and whose level is –1. +You conjure a plant or fungus to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [plant](rules/traits/plant.md "Plant Creature Type Trait") or [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") trait and whose level is –1. **Heightened (2nd)** Level 1. diff --git a/compendium/spells/summoners-precaution-som.md b/compendium/spells/summoners-precaution-som.md index dfebccd90..a07e93297 100644 --- a/compendium/spells/summoners-precaution-som.md +++ b/compendium/spells/summoners-precaution-som.md @@ -9,15 +9,15 @@ tags: aliases: ["Summoner's Precaution"] --- # Summoner's Precaution *Spell 2* -[contingency](rules/traits/contingency-som.md) [necromancy](rules/traits/necromancy.md) +[contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Requirements**You have an eidolon. - **Duration**until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. -Sever Conduit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a [death](rules/traits/death.md) effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage. +Sever Conduit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a [death](rules/traits/death.md "Death Effect Trait") effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage. *Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/compendium/spells/summoners-visage-som.md b/compendium/spells/summoners-visage-som.md index 849cbc8c0..a27251710 100644 --- a/compendium/spells/summoners-visage-som.md +++ b/compendium/spells/summoners-visage-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Summoner's Visage"] --- # Summoner's Visage *Spell 2* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**your eidolon @@ -19,7 +19,7 @@ aliases: ["Summoner's Visage"] You transform your eidolon into your identical twin. -Assuming you are a humanoid, the eidolon gains the [humanoid](rules/traits/humanoid.md) trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) you and can add its level to such checks even if it's untrained. +Assuming you are a humanoid, the eidolon gains the [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) you and can add its level to such checks even if it's untrained. Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. diff --git a/compendium/spells/sun-blade-locg.md b/compendium/spells/sun-blade-locg.md index 179eacda8..c2d43578b 100644 --- a/compendium/spells/sun-blade-locg.md +++ b/compendium/spells/sun-blade-locg.md @@ -12,7 +12,7 @@ tags: aliases: ["Sun Blade"] --- # Sun Blade *Focus 2* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/sunburst.md b/compendium/spells/sunburst.md index 3d8ce9a7a..55d3117b6 100644 --- a/compendium/spells/sunburst.md +++ b/compendium/spells/sunburst.md @@ -12,9 +12,9 @@ tags: aliases: ["Sunburst"] --- # Sunburst *Spell 7* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**60-foot burst @@ -26,7 +26,7 @@ A powerful globe of searing sunlight explodes in the area, dealing `8d10` fire d > - **Critical Success** The creature or object is unaffected. > - **Success** The creature or object takes half damage. > - **Failure** The creature or object takes full damage. -> - **Critical Failure** The creature or object takes full damage. If it's a creature, it becomes [blinded](rules/conditions.md#Blinded) permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the [darkness](rules/traits/darkness.md) effect. +> - **Critical Failure** The creature or object takes full damage. If it's a creature, it becomes [blinded](rules/conditions.md#Blinded) permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect. **Heightened (+ 1)** The fire damage increases by `1d10`, and the positive damage against undead increases by `1d10`. diff --git a/compendium/spells/suns-fury-lol.md b/compendium/spells/suns-fury-lol.md index 9834c9cb8..a6dc4953d 100644 --- a/compendium/spells/suns-fury-lol.md +++ b/compendium/spells/suns-fury-lol.md @@ -11,7 +11,7 @@ tags: aliases: ["Sun's Fury"] --- # Sun's Fury *Focus 3* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [good](rules/traits/good.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [good](rules/traits/good.md "Good Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch diff --git a/compendium/spells/suspended-retribution-da.md b/compendium/spells/suspended-retribution-da.md index e787f6f01..e68b98596 100644 --- a/compendium/spells/suspended-retribution-da.md +++ b/compendium/spells/suspended-retribution-da.md @@ -11,9 +11,9 @@ tags: aliases: ["Suspended Retribution"] --- # Suspended Retribution *Spell 6* -[curse](rules/traits/curse.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [prediction](rules/traits/prediction.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature @@ -26,7 +26,7 @@ All life dances one step from the precipice, one heartbeat from disaster. You op - The target makes more than one [Strike](rules/actions/strike.md) in a single round. - The target Casts a Spell. - The target uses a specific skill you name. -- The target uses a specific ability you name. If the target takes the triggering action, the portent of doom activates—the sword strikes down, the noose loops around the target's neck, the skull bares its fangs—and the target takes 70 mental damage with a basic Reflex save. The target instinctively knows which action will trigger the omen and can ward off the omen by spending a total of 3 actions, which have the [concentrate](rules/traits/concentrate.md) trait, to pray, make signs against doom, or similar apotropaic actions. These actions need not be consecutive. After the creature spends the actions, the spell ends. +- The target uses a specific ability you name. If the target takes the triggering action, the portent of doom activates—the sword strikes down, the noose loops around the target's neck, the skull bares its fangs—and the target takes 70 mental damage with a basic Reflex save. The target instinctively knows which action will trigger the omen and can ward off the omen by spending a total of 3 actions, which have the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to pray, make signs against doom, or similar apotropaic actions. These actions need not be consecutive. After the creature spends the actions, the spell ends. **Heightened (+ 1)** The damage increases by 10. diff --git a/compendium/spells/swamp-of-sloth.md b/compendium/spells/swamp-of-sloth.md index 5b9d19d5b..fbdbf7848 100644 --- a/compendium/spells/swamp-of-sloth.md +++ b/compendium/spells/swamp-of-sloth.md @@ -11,7 +11,7 @@ tags: aliases: ["Swamp Of Sloth"] --- # Swamp Of Sloth *Focus 3* -[conjuration](rules/traits/conjuration.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/swampcall-sot3.md b/compendium/spells/swampcall-sot3.md index 799ce9e22..745fbbce3 100644 --- a/compendium/spells/swampcall-sot3.md +++ b/compendium/spells/swampcall-sot3.md @@ -11,9 +11,9 @@ tags: aliases: ["Swampcall"] --- # Swampcall *Spell 1* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**10-foot burst diff --git a/compendium/spells/swarm-form-logm.md b/compendium/spells/swarm-form-logm.md index b9cfa917d..f84bb7ce2 100644 --- a/compendium/spells/swarm-form-logm.md +++ b/compendium/spells/swarm-form-logm.md @@ -9,15 +9,15 @@ tags: aliases: ["Swarm Form"] --- # Swarm Form *Focus 4* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Domains**: [swarm](compendium/setting/domains.md#Swarm) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**5 minutes -You discorporate into a swarm of Tiny creatures. While in swarm form, you have the [swarm](rules/traits/swarm-b1.md) trait and you gain resistance 5 to slashing and piercing damage and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent creatures through the gap. +You discorporate into a swarm of Tiny creatures. While in swarm form, you have the [swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") trait and you gain resistance 5 to slashing and piercing damage and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent creatures through the gap. -You don't gain the swarm mind ability, so you are still affected normally by [mental](rules/traits/mental.md) effects. As a swarm, you can't speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your [Strikes](rules/actions/strike.md) with your normal body. You can [Dismiss](rules/actions/dismiss.md) the Spell. +You don't gain the swarm mind ability, so you are still affected normally by [mental](rules/traits/mental.md "Mental Effect Trait") effects. As a swarm, you can't speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your [Strikes](rules/actions/strike.md) with your normal body. You can [Dismiss](rules/actions/dismiss.md) the Spell. **Heightened (+ 2)** Increase your resistances and weaknesses each by 5. diff --git a/compendium/spells/swarming-wasp-stings-aoe4.md b/compendium/spells/swarming-wasp-stings-aoe4.md index f2ff415d8..80f17133e 100644 --- a/compendium/spells/swarming-wasp-stings-aoe4.md +++ b/compendium/spells/swarming-wasp-stings-aoe4.md @@ -11,9 +11,9 @@ tags: aliases: ["Swarming Wasp Stings"] --- # Swarming Wasp Stings *Spell 4* -[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**10-foot burst @@ -34,7 +34,7 @@ Each creature that takes piercing damage must attempt a Fortitude save. ```ad-inline-affliction title: Swarming Wasp Venom _Level 7_ -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Maximum Duration**: 6 rounds ## Stages @@ -44,7 +44,7 @@ title: Swarming Wasp Venom _Level 7_ **Stage 2** `3d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) -%% #trait/poison #affliction/level/level-7 %% +%% #affliction/level/level-7 #trait/poison %% ``` ## Summary diff --git a/compendium/spells/swarmsense-logm.md b/compendium/spells/swarmsense-logm.md index acdcdab73..16bfb1683 100644 --- a/compendium/spells/swarmsense-logm.md +++ b/compendium/spells/swarmsense-logm.md @@ -8,7 +8,7 @@ tags: aliases: ["Swarmsense"] --- # Swarmsense *Focus 1* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") - **Domains**: [swarm](compendium/setting/domains.md#Swarm) - **Cast** 1 minute diff --git a/compendium/spells/sweet-dream.md b/compendium/spells/sweet-dream.md index 4edcad528..d8525e035 100644 --- a/compendium/spells/sweet-dream.md +++ b/compendium/spells/sweet-dream.md @@ -14,7 +14,7 @@ tags: aliases: ["Sweet Dream"] --- # Sweet Dream *Focus 1* -[auditory](rules/traits/auditory.md) [cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [dreams](compendium/setting/domains.md#Dreams) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/symphony-of-the-unfettered-heart-apg.md b/compendium/spells/symphony-of-the-unfettered-heart-apg.md index 2c228b1d5..8684af971 100644 --- a/compendium/spells/symphony-of-the-unfettered-heart-apg.md +++ b/compendium/spells/symphony-of-the-unfettered-heart-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Symphony Of The Unfettered Heart"] --- # Symphony Of The Unfettered Heart *Focus 5* -[abjuration](rules/traits/abjuration.md) [bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/synaptic-pulse.md b/compendium/spells/synaptic-pulse.md index e18c86260..e23a8a896 100644 --- a/compendium/spells/synaptic-pulse.md +++ b/compendium/spells/synaptic-pulse.md @@ -11,9 +11,9 @@ tags: aliases: ["Synaptic Pulse"] --- # Synaptic Pulse *Spell 5* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation - **Saving Throw** Will diff --git a/compendium/spells/synchronize-som.md b/compendium/spells/synchronize-som.md index 74e6488f3..c813dac9a 100644 --- a/compendium/spells/synchronize-som.md +++ b/compendium/spells/synchronize-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Synchronize"] --- # Synchronize *Spell 1* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**up to 5 willing creatures diff --git a/compendium/spells/synchronize-steps-lokl.md b/compendium/spells/synchronize-steps-lokl.md index b5697391c..822b0b76c 100644 --- a/compendium/spells/synchronize-steps-lokl.md +++ b/compendium/spells/synchronize-steps-lokl.md @@ -9,9 +9,9 @@ tags: aliases: ["Synchronize Steps"] --- # Synchronize Steps *Spell 1* -[enchantment](rules/traits/enchantment.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**2 willing creatures diff --git a/compendium/spells/synesthesia.md b/compendium/spells/synesthesia.md index b42a93653..f5eaf58d0 100644 --- a/compendium/spells/synesthesia.md +++ b/compendium/spells/synesthesia.md @@ -9,9 +9,9 @@ tags: aliases: ["Synesthesia"] --- # Synesthesia *Spell 5* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/take-its-course.md b/compendium/spells/take-its-course.md index 7700d8f7b..2e46b0598 100644 --- a/compendium/spells/take-its-course.md +++ b/compendium/spells/take-its-course.md @@ -10,7 +10,7 @@ tags: aliases: ["Take Its Course"] --- # Take Its Course *Focus 4* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [indulgence](compendium/setting/domains.md#Indulgence) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/talking-corpse.md b/compendium/spells/talking-corpse.md index c1ff825d7..1b141b572 100644 --- a/compendium/spells/talking-corpse.md +++ b/compendium/spells/talking-corpse.md @@ -9,9 +9,9 @@ tags: aliases: ["Talking Corpse"] --- # Talking Corpse *Spell 4* -[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**1 corpse diff --git a/compendium/spells/tame-som.md b/compendium/spells/tame-som.md index 946ede18d..5c74fa7b7 100644 --- a/compendium/spells/tame-som.md +++ b/compendium/spells/tame-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Tame"] --- # Tame *Cantrip 1* -[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**10 foot - **Targets**1 non-[hostile](rules/conditions.md#Hostile) domesticated animal diff --git a/compendium/spells/tanglefoot.md b/compendium/spells/tanglefoot.md index 0c7b487e1..7bab4dbf8 100644 --- a/compendium/spells/tanglefoot.md +++ b/compendium/spells/tanglefoot.md @@ -11,9 +11,9 @@ tags: aliases: ["Tanglefoot"] --- # Tanglefoot *Cantrip 1* -[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/tangling-creepers.md b/compendium/spells/tangling-creepers.md index 4147d5555..e52fe626c 100644 --- a/compendium/spells/tangling-creepers.md +++ b/compendium/spells/tangling-creepers.md @@ -10,14 +10,14 @@ tags: aliases: ["Tangling Creepers"] --- # Tangling Creepers *Spell 6* -[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**500 foot - **Area**40-foot burst - **Duration**10 minutes -Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target. If the attack succeeds, the vine pulls the target into the creepers and makes it [immobilized](rules/conditions.md#Immobilized) for 1 round or until the creature [Escapes](rules/actions/escape.md) (against your spell DC), whichever comes first. +Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target. If the attack succeeds, the vine pulls the target into the creepers and makes it [immobilized](rules/conditions.md#Immobilized) for 1 round or until the creature [Escapes](rules/actions/escape.md) (against your spell DC), whichever comes first. *Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/telekinetic-bombardment-da.md b/compendium/spells/telekinetic-bombardment-da.md index 9aa5641c1..c99e71986 100644 --- a/compendium/spells/telekinetic-bombardment-da.md +++ b/compendium/spells/telekinetic-bombardment-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Telekinetic Bombardment"] --- # Telekinetic Bombardment *Spell 7* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**10-foot burst or 30-foot line diff --git a/compendium/spells/telekinetic-haul.md b/compendium/spells/telekinetic-haul.md index 7fe4d7e89..41a285a2c 100644 --- a/compendium/spells/telekinetic-haul.md +++ b/compendium/spells/telekinetic-haul.md @@ -8,9 +8,9 @@ tags: aliases: ["Telekinetic Haul"] --- # Telekinetic Haul *Spell 5* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 unattended object of up to 80 Bulk with no dimension longer than 20 feet diff --git a/compendium/spells/telekinetic-maneuver.md b/compendium/spells/telekinetic-maneuver.md index f630cbeff..0b3b2a5de 100644 --- a/compendium/spells/telekinetic-maneuver.md +++ b/compendium/spells/telekinetic-maneuver.md @@ -10,9 +10,9 @@ tags: aliases: ["Telekinetic Maneuver"] --- # Telekinetic Maneuver *Spell 2* -[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Targets**1 creature diff --git a/compendium/spells/telekinetic-projectile.md b/compendium/spells/telekinetic-projectile.md index 8c2e64046..f7dbbec56 100644 --- a/compendium/spells/telekinetic-projectile.md +++ b/compendium/spells/telekinetic-projectile.md @@ -10,9 +10,9 @@ tags: aliases: ["Telekinetic Projectile"] --- # Telekinetic Projectile *Cantrip 1* -[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/telekinetic-rend-da.md b/compendium/spells/telekinetic-rend-da.md index 3f37f7728..ba9a6e625 100644 --- a/compendium/spells/telekinetic-rend-da.md +++ b/compendium/spells/telekinetic-rend-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Telekinetic Rend"] --- # Telekinetic Rend *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/telepathic-bond.md b/compendium/spells/telepathic-bond.md index 061c10baf..ee78abc6e 100644 --- a/compendium/spells/telepathic-bond.md +++ b/compendium/spells/telepathic-bond.md @@ -10,9 +10,9 @@ tags: aliases: ["Telepathic Bond"] --- # Telepathic Bond *Spell 5* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**you and up to 4 willing creatures touched diff --git a/compendium/spells/telepathic-demand.md b/compendium/spells/telepathic-demand.md index 94f45e505..8d0a42929 100644 --- a/compendium/spells/telepathic-demand.md +++ b/compendium/spells/telepathic-demand.md @@ -11,9 +11,9 @@ tags: aliases: ["Telepathic Demand"] --- # Telepathic Demand *Spell 9* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**planetary - **Targets**1 creature you've telepathically contacted before diff --git a/compendium/spells/telepathy.md b/compendium/spells/telepathy.md index ec45b77d2..20e616905 100644 --- a/compendium/spells/telepathy.md +++ b/compendium/spells/telepathy.md @@ -10,14 +10,14 @@ tags: aliases: ["Telepathy"] --- # Telepathy *Spell 4* -[divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you. -**Heightened (6th)** Telepathy loses the [linguistic](rules/traits/linguistic.md) trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language. +**Heightened (6th)** Telepathy loses the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language. *Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/teleport.md b/compendium/spells/teleport.md index 7edf9c4ee..7fd87041d 100644 --- a/compendium/spells/teleport.md +++ b/compendium/spells/teleport.md @@ -10,9 +10,9 @@ tags: aliases: ["Teleport"] --- # Teleport *Spell 6* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes - **Range**mile - **Targets**you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature. diff --git a/compendium/spells/tempest-form-apg.md b/compendium/spells/tempest-form-apg.md index 6833bd440..c5b42d556 100644 --- a/compendium/spells/tempest-form-apg.md +++ b/compendium/spells/tempest-form-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Tempest Form"] --- # Tempest Form *Focus 6* -[cursebound](rules/traits/cursebound-apg.md) [oracle](rules/traits/oracle-apg.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -20,15 +20,15 @@ aliases: ["Tempest Form"] Your body becomes fluid to better suit your surroundings. -When you [Cast this Spell](rules/actions/cast-a-spell.md), choose whether to become air, water, or mist. The spell gains the [air](rules/traits/air.md) trait if you choose air or mist, and the [water](rules/traits/water.md) trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. +When you [Cast this Spell](rules/actions/cast-a-spell.md), choose whether to become air, water, or mist. The spell gains the [air](rules/traits/air.md "Air Energy & Element Trait") trait if you choose air or mist, and the [water](rules/traits/water.md "Water Energy & Element Trait") trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. -You can't cast spells, activate items, or use actions that have the [attack](rules/traits/attack.md) or [manipulate](rules/traits/manipulate.md) trait, except those granted by this spell. You also gain the following effects based on your form. +You can't cast spells, activate items, or use actions that have the [attack](rules/traits/attack.md "Attack Combat Trait") or [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, except those granted by this spell. You also gain the following effects based on your form. -- **Air** You gain a fly Speed of 20 feet and become [invisible](rules/conditions.md#Invisible) while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the [manipulate](rules/traits/manipulate.md) trait. +- **Air** You gain a fly Speed of 20 feet and become [invisible](rules/conditions.md#Invisible) while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. - **Mist** You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is [concealed](rules/conditions.md#Concealed) to the targeting creature. -- **Water** You gain a swim Speed of 20 feet and become [invisible](rules/conditions.md#Invisible) while you are in the water. You can electrically charge yourself by taking a single action, which has the [manipulate](rules/traits/manipulate.md) trait. If you do, you are no longer [invisible](rules/conditions.md#Invisible) in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes `1d6` electricity damage; if it touches you, this is cumulative with the damage from your major curse. +- **Water** You gain a swim Speed of 20 feet and become [invisible](rules/conditions.md#Invisible) while you are in the water. You can electrically charge yourself by taking a single action, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. If you do, you are no longer [invisible](rules/conditions.md#Invisible) in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes `1d6` electricity damage; if it touches you, this is cumulative with the damage from your major curse. **Heightened (+ 2)** Increase the resistance by 5 and the electricity damage from the charged water form by 1. diff --git a/compendium/spells/tempest-of-shades-som.md b/compendium/spells/tempest-of-shades-som.md index f58a02eed..1ed414b1e 100644 --- a/compendium/spells/tempest-of-shades-som.md +++ b/compendium/spells/tempest-of-shades-som.md @@ -9,16 +9,16 @@ tags: aliases: ["Tempest Of Shades"] --- # Tempest Of Shades *Spell 7* -[incarnate](rules/traits/incarnate-som.md) [necromancy](rules/traits/necromancy.md) +[incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**100 foot - **Duration**until the end of your next turn You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. -**Arrive** ([negative](rules/traits/negative.md)) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. +**Arrive** ([negative](rules/traits/negative.md "Negative Energy & Element Trait")) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. > [!success-degree] > - **Critical Success** The creature is unaffected. diff --git a/compendium/spells/tempest-surge.md b/compendium/spells/tempest-surge.md index 957d5dcb7..87cddd012 100644 --- a/compendium/spells/tempest-surge.md +++ b/compendium/spells/tempest-surge.md @@ -12,7 +12,7 @@ tags: aliases: ["Tempest Surge"] --- # Tempest Surge *Focus 1* -[air](rules/traits/air.md) [druid](rules/traits/druid.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [druid](rules/traits/druid.md "Druid Class Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/tempest-touch-apg.md b/compendium/spells/tempest-touch-apg.md index b2e5e6e8e..a32be7035 100644 --- a/compendium/spells/tempest-touch-apg.md +++ b/compendium/spells/tempest-touch-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Tempest Touch"] --- # Tempest Touch *Focus 1* -[cold](rules/traits/cold.md) [cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/temporal-distortion-da.md b/compendium/spells/temporal-distortion-da.md index fd45af4aa..72d76fed8 100644 --- a/compendium/spells/temporal-distortion-da.md +++ b/compendium/spells/temporal-distortion-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Temporal Distortion"] --- # Temporal Distortion *Focus 1* -[cursebound](rules/traits/cursebound-apg.md) [oracle](rules/traits/oracle-apg.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/temporal-twin-da.md b/compendium/spells/temporal-twin-da.md index 9de1915f9..e9fd61136 100644 --- a/compendium/spells/temporal-twin-da.md +++ b/compendium/spells/temporal-twin-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Temporal Twin"] --- # Temporal Twin *Spell 3* -[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**one willing ally diff --git a/compendium/spells/temporal-ward-sot5.md b/compendium/spells/temporal-ward-sot5.md index e409e0eb8..91a0dba8f 100644 --- a/compendium/spells/temporal-ward-sot5.md +++ b/compendium/spells/temporal-ward-sot5.md @@ -9,9 +9,9 @@ tags: aliases: ["Temporal Ward"] --- # Temporal Ward *Spell 6* -[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Targets**1 container or doorway diff --git a/compendium/spells/temporary-glyph-som.md b/compendium/spells/temporary-glyph-som.md index f5a0ec3f4..ac883e228 100644 --- a/compendium/spells/temporary-glyph-som.md +++ b/compendium/spells/temporary-glyph-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Temporary Glyph"] --- # Temporary Glyph *Spell 5* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Area**a 5-foot square diff --git a/compendium/spells/temporary-tool-logm.md b/compendium/spells/temporary-tool-logm.md index 2fd97106c..b743c1111 100644 --- a/compendium/spells/temporary-tool-logm.md +++ b/compendium/spells/temporary-tool-logm.md @@ -8,9 +8,9 @@ tags: aliases: ["Temporary Tool"] --- # Temporary Tool *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** 1 minute - **Duration**until used or 1 minute; see text diff --git a/compendium/spells/tempt-fate.md b/compendium/spells/tempt-fate.md index 782893f99..27ebd6282 100644 --- a/compendium/spells/tempt-fate.md +++ b/compendium/spells/tempt-fate.md @@ -11,7 +11,7 @@ tags: aliases: ["Tempt Fate"] --- # Tempt Fate *Focus 4* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [fate](compendium/setting/domains.md#Fate) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/tentacular-limbs.md b/compendium/spells/tentacular-limbs.md index 2367423d0..2c5a5ef24 100644 --- a/compendium/spells/tentacular-limbs.md +++ b/compendium/spells/tentacular-limbs.md @@ -11,7 +11,7 @@ tags: aliases: ["Tentacular Limbs"] --- # Tentacular Limbs *Focus 1* -[morph](rules/traits/morph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[morph](rules/traits/morph.md "Morph Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/terrain-transposition-apg.md b/compendium/spells/terrain-transposition-apg.md index 6ddbf44dc..d97617606 100644 --- a/compendium/spells/terrain-transposition-apg.md +++ b/compendium/spells/terrain-transposition-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Terrain Transposition"] --- # Terrain Transposition *Focus 5* -[conjuration](rules/traits/conjuration.md) [ranger](rules/traits/ranger.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**90 foot diff --git a/compendium/spells/tesseract-tunnel-da.md b/compendium/spells/tesseract-tunnel-da.md index 19825d4d5..e8a6a08eb 100644 --- a/compendium/spells/tesseract-tunnel-da.md +++ b/compendium/spells/tesseract-tunnel-da.md @@ -12,12 +12,12 @@ tags: aliases: ["Tesseract Tunnel"] --- # Tesseract Tunnel *Cantrip 5* -[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) [psychic](rules/traits/psychic-da.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**sustained up to 1 minute -You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then [Stride](rules/actions/stride.md), creating another portal in the space you end your [Stride](rules/actions/stride.md). Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the [teleportation](rules/traits/teleportation.md) trait to its movement. +You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then [Stride](rules/actions/stride.md), creating another portal in the space you end your [Stride](rules/actions/stride.md). Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") trait to its movement. You can have only one tesseract tunnel open at a time; creating another causes the first to immediately close. You can use tesseract tunnel while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. diff --git a/compendium/spells/tether-logm.md b/compendium/spells/tether-logm.md index d4c25d55d..04e0d6151 100644 --- a/compendium/spells/tether-logm.md +++ b/compendium/spells/tether-logm.md @@ -8,9 +8,9 @@ tags: aliases: ["Tether"] --- # Tether *Spell 1* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/thermal-stasis-da.md b/compendium/spells/thermal-stasis-da.md index 80fb1bf75..9e0099fa9 100644 --- a/compendium/spells/thermal-stasis-da.md +++ b/compendium/spells/thermal-stasis-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Thermal Stasis"] --- # Thermal Stasis *Cantrip 1* -[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**60 foot diff --git a/compendium/spells/thicket-of-knives-som.md b/compendium/spells/thicket-of-knives-som.md index e3de60654..165c32440 100644 --- a/compendium/spells/thicket-of-knives-som.md +++ b/compendium/spells/thicket-of-knives-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Thicket Of Knives"] --- # Thicket Of Knives *Spell 1* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/thoughtful-gift-apg.md b/compendium/spells/thoughtful-gift-apg.md index 732b326ad..1a073ac96 100644 --- a/compendium/spells/thoughtful-gift-apg.md +++ b/compendium/spells/thoughtful-gift-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Thoughtful Gift"] --- # Thoughtful Gift *Spell 1* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**120 foot - **Targets**1 willing creature diff --git a/compendium/spells/threefold-aspect-apg.md b/compendium/spells/threefold-aspect-apg.md index 44e7f87bf..874ec5538 100644 --- a/compendium/spells/threefold-aspect-apg.md +++ b/compendium/spells/threefold-aspect-apg.md @@ -9,13 +9,13 @@ tags: aliases: ["Threefold Aspect"] --- # Threefold Aspect *Spell 3* -[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Duration**until the next time you make your daily preparations -This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you [Cast the Spell](rules/actions/cast-a-spell.md). While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different. +This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you [Cast the Spell](rules/actions/cast-a-spell.md). While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different. Threefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages. This grants you a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you're untrained. Furthermore, unless a creature specifically uses a [Seek](rules/actions/seek.md) action or otherwise carefully examines you, it doesn't get a chance to notice that you aren't at your true age. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/thunderburst-apg.md b/compendium/spells/thunderburst-apg.md index c0c695965..eb00db0c6 100644 --- a/compendium/spells/thunderburst-apg.md +++ b/compendium/spells/thunderburst-apg.md @@ -14,7 +14,7 @@ tags: aliases: ["Thunderburst"] --- # Thunderburst *Focus 3* -[air](rules/traits/air.md) [cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [oracle](rules/traits/oracle-apg.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/thundering-dominance-som.md b/compendium/spells/thundering-dominance-som.md index 367634d0d..d8ac8e639 100644 --- a/compendium/spells/thundering-dominance-som.md +++ b/compendium/spells/thundering-dominance-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Thundering Dominance"] --- # Thundering Dominance *Spell 2* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**your companion or eidolon diff --git a/compendium/spells/thunderous-strike-som.md b/compendium/spells/thunderous-strike-som.md index 6137b9ef5..426e83e8f 100644 --- a/compendium/spells/thunderous-strike-som.md +++ b/compendium/spells/thunderous-strike-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Thunderous Strike"] --- # Thunderous Strike *Focus 1* -[evocation](rules/traits/evocation.md) [magus](rules/traits/magus-som.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Requirements**You're wielding a melee weapon in two hands. diff --git a/compendium/spells/tidal-surge.md b/compendium/spells/tidal-surge.md index 374954854..ff9768fb5 100644 --- a/compendium/spells/tidal-surge.md +++ b/compendium/spells/tidal-surge.md @@ -11,7 +11,7 @@ tags: aliases: ["Tidal Surge"] --- # Tidal Surge *Focus 1* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Domains**: [water](compendium/setting/domains.md#Water) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/time-beacon-logm.md b/compendium/spells/time-beacon-logm.md index df0877437..d9347c237 100644 --- a/compendium/spells/time-beacon-logm.md +++ b/compendium/spells/time-beacon-logm.md @@ -8,9 +8,9 @@ tags: aliases: ["Time Beacon"] --- # Time Beacon *Spell 7* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**until the end of your turn diff --git a/compendium/spells/time-jump-som.md b/compendium/spells/time-jump-som.md index 65e078559..e37c114ae 100644 --- a/compendium/spells/time-jump-som.md +++ b/compendium/spells/time-jump-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Time Jump"] --- # Time Jump *Spell 3* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to [Leap](rules/actions/leap.md), [Stand](rules/actions/stand.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md). diff --git a/compendium/spells/time-pocket-da.md b/compendium/spells/time-pocket-da.md index 2432d78d5..8e73a6da8 100644 --- a/compendium/spells/time-pocket-da.md +++ b/compendium/spells/time-pocket-da.md @@ -8,9 +8,9 @@ tags: aliases: ["Time Pocket"] --- # Time Pocket *Spell 3* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**one item of 1 Bulk or less that a willing creature is holding diff --git a/compendium/spells/time-sense-da.md b/compendium/spells/time-sense-da.md index b2a403389..c8c0c8b5c 100644 --- a/compendium/spells/time-sense-da.md +++ b/compendium/spells/time-sense-da.md @@ -8,9 +8,9 @@ tags: aliases: ["Time Sense"] --- # Time Sense *Spell 1* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") When you [Cast the Spell](rules/actions/cast-a-spell.md), you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in [Nature](compendium/skills.md#Nature), you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in [Astronomy Lore](compendium/skills.md#Lore), you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on. diff --git a/compendium/spells/time-skip-da.md b/compendium/spells/time-skip-da.md index 615219045..fbe3004dd 100644 --- a/compendium/spells/time-skip-da.md +++ b/compendium/spells/time-skip-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Time Skip"] --- # Time Skip *Focus 3* -[cursebound](rules/traits/cursebound-apg.md) [oracle](rules/traits/oracle-apg.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/time-stop.md b/compendium/spells/time-stop.md index fedf516ff..336b15757 100644 --- a/compendium/spells/time-stop.md +++ b/compendium/spells/time-stop.md @@ -8,9 +8,9 @@ tags: aliases: ["Time Stop"] --- # Time Stop *Spell 10* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. diff --git a/compendium/spells/timely-tutor-som.md b/compendium/spells/timely-tutor-som.md index 7504f058b..8ac0e0f7a 100644 --- a/compendium/spells/timely-tutor-som.md +++ b/compendium/spells/timely-tutor-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Timely Tutor"] --- # Timely Tutor *Spell 2* -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch - **Targets**your eidolon or familiar diff --git a/compendium/spells/tireless-worker-aoa4.md b/compendium/spells/tireless-worker-aoa4.md index fe1ee87e4..d53879df7 100644 --- a/compendium/spells/tireless-worker-aoa4.md +++ b/compendium/spells/tireless-worker-aoa4.md @@ -9,7 +9,7 @@ tags: aliases: ["Tireless Worker"] --- # Tireless Worker *Focus 4* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Domains**: [toil](compendium/setting/domains.md#Toil) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/tongues.md b/compendium/spells/tongues.md index cd88cbbdf..d0d51a5fe 100644 --- a/compendium/spells/tongues.md +++ b/compendium/spells/tongues.md @@ -9,9 +9,9 @@ tags: aliases: ["Tongues"] --- # Tongues *Spell 5* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/tortoise-and-the-hare-som.md b/compendium/spells/tortoise-and-the-hare-som.md index 8c3ffb24f..3d13e3929 100644 --- a/compendium/spells/tortoise-and-the-hare-som.md +++ b/compendium/spells/tortoise-and-the-hare-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Tortoise And The Hare"] --- # Tortoise And The Hare *Spell 4* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 foe, and either yourself or 1 ally diff --git a/compendium/spells/touch-of-corruption-apg.md b/compendium/spells/touch-of-corruption-apg.md index bca8860b6..43ae5aded 100644 --- a/compendium/spells/touch-of-corruption-apg.md +++ b/compendium/spells/touch-of-corruption-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Touch Of Corruption"] --- # Touch Of Corruption *Focus 1* -[champion](rules/traits/champion.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch diff --git a/compendium/spells/touch-of-idiocy.md b/compendium/spells/touch-of-idiocy.md index 62d88eefd..765622bbb 100644 --- a/compendium/spells/touch-of-idiocy.md +++ b/compendium/spells/touch-of-idiocy.md @@ -9,9 +9,9 @@ tags: aliases: ["Touch Of Idiocy"] --- # Touch Of Idiocy *Spell 2* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living creature diff --git a/compendium/spells/touch-of-obedience.md b/compendium/spells/touch-of-obedience.md index 809f4d54f..1939d578c 100644 --- a/compendium/spells/touch-of-obedience.md +++ b/compendium/spells/touch-of-obedience.md @@ -11,7 +11,7 @@ tags: aliases: ["Touch Of Obedience"] --- # Touch Of Obedience *Focus 1* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [tyranny](compendium/setting/domains.md#Tyranny) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/touch-of-the-moon.md b/compendium/spells/touch-of-the-moon.md index c8eeedad2..fe3d17fbc 100644 --- a/compendium/spells/touch-of-the-moon.md +++ b/compendium/spells/touch-of-the-moon.md @@ -11,7 +11,7 @@ tags: aliases: ["Touch Of The Moon"] --- # Touch Of The Moon *Focus 4* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [moon](compendium/setting/domains.md#Moon) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/touch-of-undeath.md b/compendium/spells/touch-of-undeath.md index 9934b41e1..a3a2c17a4 100644 --- a/compendium/spells/touch-of-undeath.md +++ b/compendium/spells/touch-of-undeath.md @@ -11,7 +11,7 @@ tags: aliases: ["Touch Of Undeath"] --- # Touch Of Undeath *Focus 1* -[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [undeath](compendium/setting/domains.md#Undeath) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") @@ -24,8 +24,8 @@ You attack the target's life force with undeath, dealing `1d6` negative damage. > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target takes half damage. -> - **Failure** The target takes full damage, and [positive](rules/traits/positive.md) effects heal it only half as much as normal for 1 round. -> - **Critical Failure** The target takes double damage, and [positive](rules/traits/positive.md) effects heal it only half as much as normal for 1 minute. +> - **Failure** The target takes full damage, and [positive](rules/traits/positive.md "Positive Energy & Element Trait") effects heal it only half as much as normal for 1 round. +> - **Critical Failure** The target takes double damage, and [positive](rules/traits/positive.md "Positive Energy & Element Trait") effects heal it only half as much as normal for 1 minute. **Heightened (+ 1)** The damage increases by `1d6`. diff --git a/compendium/spells/transcribe-moment-lopsg.md b/compendium/spells/transcribe-moment-lopsg.md index e2c117345..bb66c9553 100644 --- a/compendium/spells/transcribe-moment-lopsg.md +++ b/compendium/spells/transcribe-moment-lopsg.md @@ -9,7 +9,7 @@ tags: aliases: ["Transcribe Moment"] --- # Transcribe Moment *Focus 4* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/transmute-rock-and-mud-apg.md b/compendium/spells/transmute-rock-and-mud-apg.md index bf2fd3d84..b1e2f61f5 100644 --- a/compendium/spells/transmute-rock-and-mud-apg.md +++ b/compendium/spells/transmute-rock-and-mud-apg.md @@ -10,9 +10,9 @@ tags: aliases: ["Transmute Rock And Mud"] --- # Transmute Rock And Mud *Spell 5* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Area**2 adjacent 10-foot cubes diff --git a/compendium/spells/travelers-transit.md b/compendium/spells/travelers-transit.md index b6b7c7fb3..62f4e7070 100644 --- a/compendium/spells/travelers-transit.md +++ b/compendium/spells/travelers-transit.md @@ -10,7 +10,7 @@ tags: aliases: ["Traveler's Transit"] --- # Traveler's Transit *Focus 4* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [travel](compendium/setting/domains.md#Travel) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/tree-shape.md b/compendium/spells/tree-shape.md index 2da2da650..ec42f7752 100644 --- a/compendium/spells/tree-shape.md +++ b/compendium/spells/tree-shape.md @@ -10,12 +10,12 @@ tags: aliases: ["Tree Shape"] --- # Tree Shape *Spell 2* -[plant](rules/traits/plant.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[plant](rules/traits/plant.md "Plant Creature Type Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**8 hours -You transform into a Large tree. [Perception](compendium/skills.md#Perception) checks don't reveal your true nature, but a successful [Nature](compendium/skills.md#Nature) or [Survival](compendium/skills.md#Survival) check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures. +You transform into a Large tree. [Perception](compendium/skills.md#Perception) checks don't reveal your true nature, but a successful [Nature](compendium/skills.md#Nature) or [Survival](compendium/skills.md#Survival) check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures. *Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/compendium/spells/tree-stride.md b/compendium/spells/tree-stride.md index e1995caab..816863bbf 100644 --- a/compendium/spells/tree-stride.md +++ b/compendium/spells/tree-stride.md @@ -11,9 +11,9 @@ tags: aliases: ["Tree Stride"] --- # Tree Stride *Spell 5* -[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. diff --git a/compendium/spells/tricksters-twin.md b/compendium/spells/tricksters-twin.md index 50ba8e9a8..132b80747 100644 --- a/compendium/spells/tricksters-twin.md +++ b/compendium/spells/tricksters-twin.md @@ -11,7 +11,7 @@ tags: aliases: ["Trickster's Twin"] --- # Trickster's Twin *Focus 4* -[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Domains**: [trickery](compendium/setting/domains.md#Trickery) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/triple-time.md b/compendium/spells/triple-time.md index d64bd15a9..007e97e25 100644 --- a/compendium/spells/triple-time.md +++ b/compendium/spells/triple-time.md @@ -15,7 +15,7 @@ tags: aliases: ["Triple Time"] --- # Triple Time *Cantrip 2* -[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**60-foot emanation diff --git a/compendium/spells/true-seeing.md b/compendium/spells/true-seeing.md index ed8dce0a2..ccc1161e3 100644 --- a/compendium/spells/true-seeing.md +++ b/compendium/spells/true-seeing.md @@ -9,9 +9,9 @@ tags: aliases: ["True Seeing"] --- # True Seeing *Spell 6* -[divination](rules/traits/divination.md) [revelation](rules/traits/revelation.md) +[divination](rules/traits/divination.md "Divination School Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/true-strike.md b/compendium/spells/true-strike.md index 7579875be..895c2295f 100644 --- a/compendium/spells/true-strike.md +++ b/compendium/spells/true-strike.md @@ -9,9 +9,9 @@ tags: aliases: ["True Strike"] --- # True Strike *Spell 1* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**until the end of your turn diff --git a/compendium/spells/true-target.md b/compendium/spells/true-target.md index e6dbb94b5..a79a7bb8c 100644 --- a/compendium/spells/true-target.md +++ b/compendium/spells/true-target.md @@ -10,9 +10,9 @@ tags: aliases: ["True Target"] --- # True Target *Spell 7* -[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [prediction](rules/traits/prediction.md) +[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**60 foot - **Targets**4 creatures diff --git a/compendium/spells/umbral-extraction-som.md b/compendium/spells/umbral-extraction-som.md index 1351cdef7..6541bf67f 100644 --- a/compendium/spells/umbral-extraction-som.md +++ b/compendium/spells/umbral-extraction-som.md @@ -10,13 +10,13 @@ tags: aliases: ["Umbral Extraction"] --- # Umbral Extraction *Spell 2* -[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [shadow](rules/traits/shadow.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**3 rounds -You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the [Steal](rules/actions/steal.md) action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to [Steal](rules/actions/steal.md) as part of Casting umbral extraction. If you succeed at your check to [Steal](rules/actions/steal.md) a spell, you deal `1d4` mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the [shadow](rules/traits/shadow.md) trait if cast from this temporary slot. +You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the [Steal](rules/actions/steal.md) action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to [Steal](rules/actions/steal.md) as part of Casting umbral extraction. If you succeed at your check to [Steal](rules/actions/steal.md) a spell, you deal `1d4` mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the [shadow](rules/traits/shadow.md "Shadow General Trait") trait if cast from this temporary slot. Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to [Steal](rules/actions/steal.md) spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. diff --git a/compendium/spells/umbral-graft-som.md b/compendium/spells/umbral-graft-som.md index 3b8e3b470..53a62831d 100644 --- a/compendium/spells/umbral-graft-som.md +++ b/compendium/spells/umbral-graft-som.md @@ -9,13 +9,13 @@ tags: aliases: ["Umbral Graft"] --- # Umbral Graft *Spell 4* -[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**3 rounds -You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the [Steal](rules/actions/steal.md) action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to [Steal](rules/actions/steal.md) as part of Casting umbral graft. If you succeed at your check to [Steal](rules/actions/steal.md) a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to [Steal](rules/actions/steal.md) was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the [manipulate](rules/traits/manipulate.md) trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the [shadow](rules/traits/shadow.md) trait. +You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the [Steal](rules/actions/steal.md) action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to [Steal](rules/actions/steal.md) as part of Casting umbral graft. If you succeed at your check to [Steal](rules/actions/steal.md) a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to [Steal](rules/actions/steal.md) was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the [shadow](rules/traits/shadow.md "Shadow General Trait") trait. You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. diff --git a/compendium/spells/unblinking-flame-emblem-loil.md b/compendium/spells/unblinking-flame-emblem-loil.md index a2bc02683..a50571bdc 100644 --- a/compendium/spells/unblinking-flame-emblem-loil.md +++ b/compendium/spells/unblinking-flame-emblem-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Unblinking Flame Emblem"] --- # Unblinking Flame Emblem *Focus 7* -[divination](rules/traits/divination.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Trigger**Your last action was a successful [Strike](rules/actions/strike.md) against an enemy. diff --git a/compendium/spells/unblinking-flame-ignition-loil.md b/compendium/spells/unblinking-flame-ignition-loil.md index 4d4dff556..0857b37e2 100644 --- a/compendium/spells/unblinking-flame-ignition-loil.md +++ b/compendium/spells/unblinking-flame-ignition-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Unblinking Flame Ignition"] --- # Unblinking Flame Ignition *Focus 9* -[divination](rules/traits/divination.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[divination](rules/traits/divination.md "Divination School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**A foe reduces you to half your Hit Points or fewer. diff --git a/compendium/spells/unblinking-flame-revelation-lowg.md b/compendium/spells/unblinking-flame-revelation-lowg.md index 24c3c99dd..ddff399c0 100644 --- a/compendium/spells/unblinking-flame-revelation-lowg.md +++ b/compendium/spells/unblinking-flame-revelation-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Unblinking Flame Revelation"] --- # Unblinking Flame Revelation *Focus 3* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Requirements**Your previous action was a successful unarmed [Strike](rules/actions/strike.md). diff --git a/compendium/spells/unbreaking-wave-advance-lowg.md b/compendium/spells/unbreaking-wave-advance-lowg.md index 79d058105..d41973e3b 100644 --- a/compendium/spells/unbreaking-wave-advance-lowg.md +++ b/compendium/spells/unbreaking-wave-advance-lowg.md @@ -11,7 +11,7 @@ tags: aliases: ["Unbreaking Wave Advance"] --- # Unbreaking Wave Advance *Focus 3* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**15-foot cone diff --git a/compendium/spells/unbreaking-wave-barrier-loil.md b/compendium/spells/unbreaking-wave-barrier-loil.md index e41f5569c..d63033bcf 100644 --- a/compendium/spells/unbreaking-wave-barrier-loil.md +++ b/compendium/spells/unbreaking-wave-barrier-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Unbreaking Wave Barrier"] --- # Unbreaking Wave Barrier *Focus 7* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**5-foot emanation diff --git a/compendium/spells/unbreaking-wave-containment-loil.md b/compendium/spells/unbreaking-wave-containment-loil.md index 0b5b7de6b..2ac30e427 100644 --- a/compendium/spells/unbreaking-wave-containment-loil.md +++ b/compendium/spells/unbreaking-wave-containment-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Unbreaking Wave Containment"] --- # Unbreaking Wave Containment *Focus 9* -[evocation](rules/traits/evocation.md) [incapacitation](rules/traits/incapacitation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot diff --git a/compendium/spells/unbreaking-wave-vapor-loil.md b/compendium/spells/unbreaking-wave-vapor-loil.md index 6fbb33ff4..1d520fb66 100644 --- a/compendium/spells/unbreaking-wave-vapor-loil.md +++ b/compendium/spells/unbreaking-wave-vapor-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Unbreaking Wave Vapor"] --- # Unbreaking Wave Vapor *Focus 5* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You're targeted by an attack made by an attacker you can see. diff --git a/compendium/spells/uncontrollable-dance.md b/compendium/spells/uncontrollable-dance.md index 5865199aa..fcbabc08d 100644 --- a/compendium/spells/uncontrollable-dance.md +++ b/compendium/spells/uncontrollable-dance.md @@ -10,9 +10,9 @@ tags: aliases: ["Uncontrollable Dance"] --- # Uncontrollable Dance *Spell 8* -[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -21,7 +21,7 @@ aliases: ["Uncontrollable Dance"] The target is overcome with an all-consuming urge to dance. -For the duration of the spell, the target is [flat-footed](rules/conditions.md#Flat-footed) and can't use reactions. While affected, the creature can't use actions with the [move](rules/traits/move.md) trait except to dance, using the [Stride](rules/actions/stride.md) action to move up to half its Speed. +For the duration of the spell, the target is [flat-footed](rules/conditions.md#Flat-footed) and can't use reactions. While affected, the creature can't use actions with the [move](rules/traits/move.md "Move Combat Trait") trait except to dance, using the [Stride](rules/actions/stride.md) action to move up to half its Speed. > [!success-degree] > - **Critical Success** The target is unaffected. diff --git a/compendium/spells/undeaths-blessing.md b/compendium/spells/undeaths-blessing.md index 9847479ce..da476a595 100644 --- a/compendium/spells/undeaths-blessing.md +++ b/compendium/spells/undeaths-blessing.md @@ -11,7 +11,7 @@ tags: aliases: ["Undeath's Blessing"] --- # Undeath's Blessing *Focus 1* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/undermine-reality-ec6.md b/compendium/spells/undermine-reality-ec6.md index 0731b1e78..7ce2c7865 100644 --- a/compendium/spells/undermine-reality-ec6.md +++ b/compendium/spells/undermine-reality-ec6.md @@ -11,9 +11,9 @@ tags: aliases: ["Undermine Reality"] --- # Undermine Reality *Spell 8* -[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Targets**one creature diff --git a/compendium/spells/undetectable-alignment.md b/compendium/spells/undetectable-alignment.md index 37fc97855..44429ab81 100644 --- a/compendium/spells/undetectable-alignment.md +++ b/compendium/spells/undetectable-alignment.md @@ -9,9 +9,9 @@ tags: aliases: ["Undetectable Alignment"] --- # Undetectable Alignment *Spell 2* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Range**touch - **Targets**1 creature or object diff --git a/compendium/spells/unexpected-transposition-som.md b/compendium/spells/unexpected-transposition-som.md index b7c0cb844..de13a2de1 100644 --- a/compendium/spells/unexpected-transposition-som.md +++ b/compendium/spells/unexpected-transposition-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Unexpected Transposition"] --- # Unexpected Transposition *Spell 6* -[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**You are targeted with an enemy's [Strike](rules/actions/strike.md). - **Range**30 foot diff --git a/compendium/spells/unfathomable-song.md b/compendium/spells/unfathomable-song.md index 9d05aacf6..6c6e5c7e2 100644 --- a/compendium/spells/unfathomable-song.md +++ b/compendium/spells/unfathomable-song.md @@ -13,9 +13,9 @@ tags: aliases: ["Unfathomable Song"] --- # Unfathomable Song *Spell 9* -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**up to 5 creatures diff --git a/compendium/spells/unfetter-eidolon-som.md b/compendium/spells/unfetter-eidolon-som.md index add1cbdf4..b3e403122 100644 --- a/compendium/spells/unfetter-eidolon-som.md +++ b/compendium/spells/unfetter-eidolon-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Unfetter Eidolon"] --- # Unfetter Eidolon *Focus 1* -[abjuration](rules/traits/abjuration.md) [summoner](rules/traits/summoner-som.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot diff --git a/compendium/spells/unfettered-pack.md b/compendium/spells/unfettered-pack.md index 376a42783..7a7485456 100644 --- a/compendium/spells/unfettered-pack.md +++ b/compendium/spells/unfettered-pack.md @@ -8,9 +8,9 @@ tags: aliases: ["Unfettered Pack"] --- # Unfettered Pack *Spell 7* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 10 creatures diff --git a/compendium/spells/unfolding-wind-blitz-loil.md b/compendium/spells/unfolding-wind-blitz-loil.md index 7e2fc2180..39cbbd3c0 100644 --- a/compendium/spells/unfolding-wind-blitz-loil.md +++ b/compendium/spells/unfolding-wind-blitz-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Unfolding Wind Blitz"] --- # Unfolding Wind Blitz *Focus 7* -[air](rules/traits/air.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/unfolding-wind-buffet-loil.md b/compendium/spells/unfolding-wind-buffet-loil.md index 1a6f04398..c39cefffc 100644 --- a/compendium/spells/unfolding-wind-buffet-loil.md +++ b/compendium/spells/unfolding-wind-buffet-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Unfolding Wind Buffet"] --- # Unfolding Wind Buffet *Focus 5* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/unfolding-wind-crash-loil.md b/compendium/spells/unfolding-wind-crash-loil.md index 654eccfe2..5cf1111a9 100644 --- a/compendium/spells/unfolding-wind-crash-loil.md +++ b/compendium/spells/unfolding-wind-crash-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Unfolding Wind Crash"] --- # Unfolding Wind Crash *Focus 9* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [move](rules/traits/move.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [move](rules/traits/move.md "Move Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Saving Throw** basic Reflex diff --git a/compendium/spells/unfolding-wind-rush-lowg.md b/compendium/spells/unfolding-wind-rush-lowg.md index 1e42b10ec..0e60e59e7 100644 --- a/compendium/spells/unfolding-wind-rush-lowg.md +++ b/compendium/spells/unfolding-wind-rush-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Unfolding Wind Rush"] --- # Unfolding Wind Rush *Focus 3* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/unimpeded-stride.md b/compendium/spells/unimpeded-stride.md index 7680b3ab6..ef1d62747 100644 --- a/compendium/spells/unimpeded-stride.md +++ b/compendium/spells/unimpeded-stride.md @@ -10,12 +10,12 @@ tags: aliases: ["Unimpeded Stride"] --- # Unimpeded Stride *Focus 1* -[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [freedom](compendium/setting/domains.md#Freedom) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -Nothing can hold you in place. You immediately escape from every [magical](rules/traits/magical.md) effect that has you [immobilized](rules/conditions.md#Immobilized) or [grabbed](rules/conditions.md#Grabbed) unless the effect is of a higher level than your [unimpeded stride](compendium/spells/unimpeded-stride.md) spell. +Nothing can hold you in place. You immediately escape from every [magical](rules/traits/magical.md "Magical Item Trait") effect that has you [immobilized](rules/conditions.md#Immobilized) or [grabbed](rules/conditions.md#Grabbed) unless the effect is of a higher level than your [unimpeded stride](compendium/spells/unimpeded-stride.md) spell. You then [Stride](rules/actions/stride.md). During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed. diff --git a/compendium/spells/unity.md b/compendium/spells/unity.md index 458ae4480..f1860f568 100644 --- a/compendium/spells/unity.md +++ b/compendium/spells/unity.md @@ -11,7 +11,7 @@ tags: aliases: ["Unity"] --- # Unity *Focus 4* -[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [family](compendium/setting/domains.md#Family) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/unrelenting-observation.md b/compendium/spells/unrelenting-observation.md index 86794024e..e5b570268 100644 --- a/compendium/spells/unrelenting-observation.md +++ b/compendium/spells/unrelenting-observation.md @@ -10,9 +10,9 @@ tags: aliases: ["Unrelenting Observation"] --- # Unrelenting Observation *Spell 8* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot - **Area**20-foot burst diff --git a/compendium/spells/unseasonable-squall-ec1.md b/compendium/spells/unseasonable-squall-ec1.md index 515b017e4..8736e8049 100644 --- a/compendium/spells/unseasonable-squall-ec1.md +++ b/compendium/spells/unseasonable-squall-ec1.md @@ -11,9 +11,9 @@ tags: aliases: ["Unseasonable Squall"] --- # Unseasonable Squall *Spell 3* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot - **Area**20-foot burst diff --git a/compendium/spells/unseen-servant.md b/compendium/spells/unseen-servant.md index c19290985..49da86947 100644 --- a/compendium/spells/unseen-servant.md +++ b/compendium/spells/unseen-servant.md @@ -8,14 +8,14 @@ tags: aliases: ["Unseen Servant"] --- # Unseen Servant *Spell 1* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Duration**sustained -You summon an unseen servant, which you can command as part of [Sustaining the Spell](rules/actions/sustain-a-spell.md). It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop [Sustaining the Spell](rules/actions/sustain-a-spell.md). The unseen servant gains the [summoned](rules/traits/summoned.md) trait. +You summon an unseen servant, which you can command as part of [Sustaining the Spell](rules/actions/sustain-a-spell.md). It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop [Sustaining the Spell](rules/actions/sustain-a-spell.md). The unseen servant gains the [summoned](rules/traits/summoned.md "Summoned Creature Trait") trait. > [!pf2-example] > diff --git a/compendium/spells/unspeakable-shadow-som.md b/compendium/spells/unspeakable-shadow-som.md index 5e3526371..34c9bbf3c 100644 --- a/compendium/spells/unspeakable-shadow-som.md +++ b/compendium/spells/unspeakable-shadow-som.md @@ -14,9 +14,9 @@ tags: aliases: ["Unspeakable Shadow"] --- # Unspeakable Shadow *Spell 9* -[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [shadow](rules/traits/shadow.md) [visual](rules/traits/visual.md) +[death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature @@ -29,6 +29,6 @@ You alter a creature's shadow, transforming it into a terrifying monster out to > - **Critical Success** The target is unaffected. > - **Success** The target is [frightened](rules/conditions.md#Frightened). > - **Failure** The target is [frightened](rules/conditions.md#Frightened). It can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 for 1 minute. -> - **Critical Failure** The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the [incapacitation](rules/traits/incapacitation.md) trait. If it succeeds at its save, the target is [frightened](rules/conditions.md#Frightened) and can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 for 1 minute. +> - **Critical Failure** The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. If it succeeds at its save, the target is [frightened](rules/conditions.md#Frightened) and can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 for 1 minute. *Source: Secrets of Magic p. 138* \ No newline at end of file diff --git a/compendium/spells/untwisting-iron-augmentation-loil.md b/compendium/spells/untwisting-iron-augmentation-loil.md index 1f6c0b927..32634b84d 100644 --- a/compendium/spells/untwisting-iron-augmentation-loil.md +++ b/compendium/spells/untwisting-iron-augmentation-loil.md @@ -10,12 +10,12 @@ tags: aliases: ["Untwisting Iron Augmentation"] --- # Untwisting Iron Augmentation *Focus 7* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute -Your unarmed attacks are treated as cold iron and silver, they gain the [earth](rules/traits/earth.md) trait, and they gain a +1 status bonus to damage rolls per damage die. +Your unarmed attacks are treated as cold iron and silver, they gain the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait, and they gain a +1 status bonus to damage rolls per damage die. **Heightened (9th)** Your unarmed attacks are also treated as adamantine. diff --git a/compendium/spells/untwisting-iron-buffer-lowg.md b/compendium/spells/untwisting-iron-buffer-lowg.md index 8fdb29d5b..430e50b39 100644 --- a/compendium/spells/untwisting-iron-buffer-lowg.md +++ b/compendium/spells/untwisting-iron-buffer-lowg.md @@ -9,7 +9,7 @@ tags: aliases: ["Untwisting Iron Buffer"] --- # Untwisting Iron Buffer *Focus 3* -[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/untwisting-iron-pillar-loil.md b/compendium/spells/untwisting-iron-pillar-loil.md index d512e1307..f565a94fc 100644 --- a/compendium/spells/untwisting-iron-pillar-loil.md +++ b/compendium/spells/untwisting-iron-pillar-loil.md @@ -10,7 +10,7 @@ tags: aliases: ["Untwisting Iron Pillar"] --- # Untwisting Iron Pillar *Focus 9* -[abjuration](rules/traits/abjuration.md) [earth](rules/traits/earth.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**5 rounds diff --git a/compendium/spells/untwisting-iron-roots-loil.md b/compendium/spells/untwisting-iron-roots-loil.md index 97a40d715..c248549a4 100644 --- a/compendium/spells/untwisting-iron-roots-loil.md +++ b/compendium/spells/untwisting-iron-roots-loil.md @@ -11,7 +11,7 @@ tags: aliases: ["Untwisting Iron Roots"] --- # Untwisting Iron Roots *Focus 5* -[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Area**10-foot emanation diff --git a/compendium/spells/unusual-anatomy.md b/compendium/spells/unusual-anatomy.md index 3850ed684..c60997f4f 100644 --- a/compendium/spells/unusual-anatomy.md +++ b/compendium/spells/unusual-anatomy.md @@ -11,7 +11,7 @@ tags: aliases: ["Unusual Anatomy"] --- # Unusual Anatomy *Focus 5* -[polymorph](rules/traits/polymorph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/updraft-som.md b/compendium/spells/updraft-som.md index 7c8a5be34..312733b5d 100644 --- a/compendium/spells/updraft-som.md +++ b/compendium/spells/updraft-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Updraft"] --- # Updraft *Focus 1* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/upheaval-ec6.md b/compendium/spells/upheaval-ec6.md index d9d412814..ed2281394 100644 --- a/compendium/spells/upheaval-ec6.md +++ b/compendium/spells/upheaval-ec6.md @@ -11,9 +11,9 @@ tags: aliases: ["Upheaval"] --- # Upheaval *Spell 9* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**150-foot burst diff --git a/compendium/spells/vampiric-exsanguination.md b/compendium/spells/vampiric-exsanguination.md index b22d72899..ec58abe5d 100644 --- a/compendium/spells/vampiric-exsanguination.md +++ b/compendium/spells/vampiric-exsanguination.md @@ -11,9 +11,9 @@ tags: aliases: ["Vampiric Exsanguination"] --- # Vampiric Exsanguination *Spell 6* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone - **Saving Throw** basic Fortitude diff --git a/compendium/spells/vampiric-maiden-apg.md b/compendium/spells/vampiric-maiden-apg.md index 4bab0a418..5ae5583ce 100644 --- a/compendium/spells/vampiric-maiden-apg.md +++ b/compendium/spells/vampiric-maiden-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Vampiric Maiden"] --- # Vampiric Maiden *Spell 4* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature diff --git a/compendium/spells/vampiric-touch.md b/compendium/spells/vampiric-touch.md index cadab186c..38307e421 100644 --- a/compendium/spells/vampiric-touch.md +++ b/compendium/spells/vampiric-touch.md @@ -10,9 +10,9 @@ tags: aliases: ["Vampiric Touch"] --- # Vampiric Touch *Spell 3* -[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 living creature diff --git a/compendium/spells/variable-gravity-som.md b/compendium/spells/variable-gravity-som.md index 5ef2758e4..384fb8a5f 100644 --- a/compendium/spells/variable-gravity-som.md +++ b/compendium/spells/variable-gravity-som.md @@ -8,13 +8,13 @@ tags: aliases: ["Variable Gravity"] --- # Variable Gravity *Spell 4* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**5 minutes -You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. +You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. - **Low Gravity** You can jump double the normal distance when you [Long Jump](rules/actions/long-jump.md) or [Leap](rules/actions/leap.md), though still to a maximum of your Speed. When you [High Jump](rules/actions/high-jump.md), you can use the calculation for a [Long Jump](rules/actions/long-jump.md) but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. - **High Gravity** You become [encumbered](rules/conditions.md#Encumbered). You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you [prone](rules/conditions.md#Prone). You reduce the distance forced movement moves you by half or 10 feet, whichever is more diff --git a/compendium/spells/vector-screen-da.md b/compendium/spells/vector-screen-da.md index 2c0b43b7e..9bb69e469 100644 --- a/compendium/spells/vector-screen-da.md +++ b/compendium/spells/vector-screen-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Vector Screen"] --- # Vector Screen *Cantrip 3* -[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [psychic](rules/traits/psychic-da.md) [uncommon](rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/veil-of-confidence.md b/compendium/spells/veil-of-confidence.md index 9c1b7f021..31e962fd5 100644 --- a/compendium/spells/veil-of-confidence.md +++ b/compendium/spells/veil-of-confidence.md @@ -11,7 +11,7 @@ tags: aliases: ["Veil Of Confidence"] --- # Veil Of Confidence *Focus 1* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [confidence](compendium/setting/domains.md#Confidence) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/veil-of-dreams-apg.md b/compendium/spells/veil-of-dreams-apg.md index b31ddfa6d..67c058503 100644 --- a/compendium/spells/veil-of-dreams-apg.md +++ b/compendium/spells/veil-of-dreams-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Veil Of Dreams"] --- # Veil Of Dreams *Focus 1* -[enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot @@ -24,7 +24,7 @@ You draw the target into a drowsy state, causing daydreams and sluggishness. The > [!success-degree] > - **Critical Success** The target is unaffected. -> - **Success** The target takes a –1 status penalty to [Perception](compendium/skills.md#Perception), attack rolls, and Will saves. This penalty increases to –2 for Will saves against [sleep](rules/traits/sleep.md) effects. +> - **Success** The target takes a –1 status penalty to [Perception](compendium/skills.md#Perception), attack rolls, and Will saves. This penalty increases to –2 for Will saves against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects. > - **Failure** As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted. *Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/compendium/spells/veil.md b/compendium/spells/veil.md index 2737e2dfc..c147b9751 100644 --- a/compendium/spells/veil.md +++ b/compendium/spells/veil.md @@ -9,9 +9,9 @@ tags: aliases: ["Veil"] --- # Veil *Spell 4* -[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 10 creatures @@ -21,8 +21,8 @@ You disguise the targets as other creatures of the same body shape and roughly s Casting veil counts as setting up a disguise for the purpose of the [Impersonate](rules/actions/impersonate.md) action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to prevent others from seeing through their disguises, and add their level even if untrained. You can [Dismiss](rules/actions/dismiss.md) any or all of these disguises. -**Heightened (5th)** The spell also disguises the targets' voices and scents; it gains the [auditory](rules/traits/auditory.md) trait. +**Heightened (5th)** The spell also disguises the targets' voices and scents; it gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. -**Heightened (7th)** The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents; it gains the [auditory](rules/traits/auditory.md) trait. +**Heightened (7th)** The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents; it gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. *Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/compendium/spells/ventriloquism.md b/compendium/spells/ventriloquism.md index 794a3e5d7..0bbcb3d3a 100644 --- a/compendium/spells/ventriloquism.md +++ b/compendium/spells/ventriloquism.md @@ -9,9 +9,9 @@ tags: aliases: ["Ventriloquism"] --- # Ventriloquism *Spell 1* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**10 minutes diff --git a/compendium/spells/verdant-sprout-ec1.md b/compendium/spells/verdant-sprout-ec1.md index 2c6be019b..e7fbe2d29 100644 --- a/compendium/spells/verdant-sprout-ec1.md +++ b/compendium/spells/verdant-sprout-ec1.md @@ -10,9 +10,9 @@ tags: aliases: ["Verdant Sprout"] --- # Verdant Sprout *Spell 1* -[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot diff --git a/compendium/spells/verminous-lure-sot1.md b/compendium/spells/verminous-lure-sot1.md index 287242034..5f45a7e6f 100644 --- a/compendium/spells/verminous-lure-sot1.md +++ b/compendium/spells/verminous-lure-sot1.md @@ -10,9 +10,9 @@ tags: aliases: ["Verminous Lure"] --- # Verminous Lure *Spell 1* -[olfactory](rules/traits/olfactory-b1.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature or object diff --git a/compendium/spells/vibrant-pattern.md b/compendium/spells/vibrant-pattern.md index 0a10d695e..aac2e6bf9 100644 --- a/compendium/spells/vibrant-pattern.md +++ b/compendium/spells/vibrant-pattern.md @@ -11,9 +11,9 @@ tags: aliases: ["Vibrant Pattern"] --- # Vibrant Pattern *Spell 6* -[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [visual](rules/traits/visual.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot burst diff --git a/compendium/spells/vibrant-thorns.md b/compendium/spells/vibrant-thorns.md index 6378f7dff..1e653f9fa 100644 --- a/compendium/spells/vibrant-thorns.md +++ b/compendium/spells/vibrant-thorns.md @@ -12,7 +12,7 @@ tags: aliases: ["Vibrant Thorns"] --- # Vibrant Thorns *Focus 1* -[cleric](rules/traits/cleric.md) [morph](rules/traits/morph.md) [plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [nature](compendium/setting/domains.md#Nature) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/victory-cry-da.md b/compendium/spells/victory-cry-da.md index f092aa33c..b514f32b5 100644 --- a/compendium/spells/victory-cry-da.md +++ b/compendium/spells/victory-cry-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Victory Cry"] --- # Victory Cry *Focus 1* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) [sonic](rules/traits/sonic.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Domains**: [might (apocryphal)](compendium/setting/domains.md#Might) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") @@ -21,7 +21,7 @@ aliases: ["Victory Cry"] Your true might comes from your bonds with your allies, and you glory in their achievements. The weapon used to make the [Strike](rules/actions/strike.md) deals an additional `1d6` sonic damage (not doubled due to the critical hit), and the ally can immediately attempt to [Shove](rules/actions/shove.md) the creature struck, even if the ally's hands are full. -Your ally can use its item bonus to the triggering attack roll on the [Athletics](compendium/skills.md#Athletics) check, if any, and it gains a +1 status bonus to the [Athletics](compendium/skills.md#Athletics) check if the triggering [Strike](rules/actions/strike.md) was with a weapon that has the [trip](rules/traits/trip.md) trait or an unarmed attack that has the [trip](rules/traits/trip.md) trait. +Your ally can use its item bonus to the triggering attack roll on the [Athletics](compendium/skills.md#Athletics) check, if any, and it gains a +1 status bonus to the [Athletics](compendium/skills.md#Athletics) check if the triggering [Strike](rules/actions/strike.md) was with a weapon that has the [trip](rules/traits/trip.md "Trip Weapon Trait") trait or an unarmed attack that has the [trip](rules/traits/trip.md "Trip Weapon Trait") trait. **Heightened (+ 2)** The sonic damage increases by `1d6`. diff --git a/compendium/spells/vigilant-eye.md b/compendium/spells/vigilant-eye.md index d1dd363bf..38909cf82 100644 --- a/compendium/spells/vigilant-eye.md +++ b/compendium/spells/vigilant-eye.md @@ -10,7 +10,7 @@ tags: aliases: ["Vigilant Eye"] --- # Vigilant Eye *Focus 4* -[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) +[divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**500 foot diff --git a/compendium/spells/vision-of-weakness-apg.md b/compendium/spells/vision-of-weakness-apg.md index 6fad41656..cef4f7c94 100644 --- a/compendium/spells/vision-of-weakness-apg.md +++ b/compendium/spells/vision-of-weakness-apg.md @@ -11,7 +11,7 @@ tags: aliases: ["Vision Of Weakness"] --- # Vision Of Weakness *Focus 2* -[cursebound](rules/traits/cursebound-apg.md) [divination](rules/traits/divination.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Targets**1 creature diff --git a/compendium/spells/visions-of-danger.md b/compendium/spells/visions-of-danger.md index 360c32f51..179f976d6 100644 --- a/compendium/spells/visions-of-danger.md +++ b/compendium/spells/visions-of-danger.md @@ -11,9 +11,9 @@ tags: aliases: ["Visions Of Danger"] --- # Visions Of Danger *Spell 7* -[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**500 foot - **Area**30-foot burst diff --git a/compendium/spells/vital-beacon.md b/compendium/spells/vital-beacon.md index 14f817bdc..759f4eb74 100644 --- a/compendium/spells/vital-beacon.md +++ b/compendium/spells/vital-beacon.md @@ -10,9 +10,9 @@ tags: aliases: ["Vital Beacon"] --- # Vital Beacon *Spell 4* -[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Duration**until your next daily preparations diff --git a/compendium/spells/volcanic-eruption.md b/compendium/spells/volcanic-eruption.md index 74911ca95..abdd52ec7 100644 --- a/compendium/spells/volcanic-eruption.md +++ b/compendium/spells/volcanic-eruption.md @@ -10,9 +10,9 @@ tags: aliases: ["Volcanic Eruption"] --- # Volcanic Eruption *Spell 7* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**5-foot radius, 80-foot-tall cylinder diff --git a/compendium/spells/vomit-swarm-apg.md b/compendium/spells/vomit-swarm-apg.md index 720ec5e65..732b1e39a 100644 --- a/compendium/spells/vomit-swarm-apg.md +++ b/compendium/spells/vomit-swarm-apg.md @@ -9,9 +9,9 @@ tags: aliases: ["Vomit Swarm"] --- # Vomit Swarm *Spell 2* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone - **Saving Throw** basic Reflex diff --git a/compendium/spells/voracious-gestalt-som.md b/compendium/spells/voracious-gestalt-som.md index 58557e83f..f2327e30c 100644 --- a/compendium/spells/voracious-gestalt-som.md +++ b/compendium/spells/voracious-gestalt-som.md @@ -12,9 +12,9 @@ tags: aliases: ["Voracious Gestalt"] --- # Voracious Gestalt *Spell 9* -[aura](rules/traits/aura.md) [death](rules/traits/death.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [death](rules/traits/death.md "Death Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation - **Saving Throw** basic Fortitude diff --git a/compendium/spells/wail-of-the-banshee.md b/compendium/spells/wail-of-the-banshee.md index ab298087f..61e598500 100644 --- a/compendium/spells/wail-of-the-banshee.md +++ b/compendium/spells/wail-of-the-banshee.md @@ -12,9 +12,9 @@ tags: aliases: ["Wail Of The Banshee"] --- # Wail Of The Banshee *Spell 9* -[auditory](rules/traits/auditory.md) [death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**40-foot emanation - **Targets**any number of creatures diff --git a/compendium/spells/waking-dream-da.md b/compendium/spells/waking-dream-da.md index 7feef1e03..479b027e9 100644 --- a/compendium/spells/waking-dream-da.md +++ b/compendium/spells/waking-dream-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Waking Dream"] --- # Waking Dream *Focus 4* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**60 foot diff --git a/compendium/spells/waking-nightmare.md b/compendium/spells/waking-nightmare.md index 0bdd35210..cb7912a12 100644 --- a/compendium/spells/waking-nightmare.md +++ b/compendium/spells/waking-nightmare.md @@ -13,7 +13,7 @@ tags: aliases: ["Waking Nightmare"] --- # Waking Nightmare *Focus 1* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [nightmares](compendium/setting/domains.md#Nightmares) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/wall-of-fire.md b/compendium/spells/wall-of-fire.md index 183b197ef..6ecc21359 100644 --- a/compendium/spells/wall-of-fire.md +++ b/compendium/spells/wall-of-fire.md @@ -9,9 +9,9 @@ tags: aliases: ["Wall Of Fire"] --- # Wall Of Fire *Spell 4* -[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/wall-of-flesh-apg.md b/compendium/spells/wall-of-flesh-apg.md index 3de8894e6..ee4e14913 100644 --- a/compendium/spells/wall-of-flesh-apg.md +++ b/compendium/spells/wall-of-flesh-apg.md @@ -8,9 +8,9 @@ tags: aliases: ["Wall Of Flesh"] --- # Wall Of Flesh *Spell 5* -[necromancy](rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**20 foot - **Duration**10 minutes diff --git a/compendium/spells/wall-of-force.md b/compendium/spells/wall-of-force.md index cfe14978f..e4d50dc91 100644 --- a/compendium/spells/wall-of-force.md +++ b/compendium/spells/wall-of-force.md @@ -9,16 +9,16 @@ tags: aliases: ["Wall Of Force"] --- # Wall Of Force *Spell 6* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**1 minute You form an [invisible](rules/conditions.md#Invisible) wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. -The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. [Teleportation](rules/traits/teleportation.md) effects can pass through the barrier, as can [visual](rules/traits/visual.md) effects (since the wall is [invisible](rules/conditions.md#Invisible)) +The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. [Teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects can pass through the barrier, as can [visual](rules/traits/visual.md "Visual Effect Trait") effects (since the wall is [invisible](rules/conditions.md#Invisible)) Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a [disintegrate](compendium/spells/disintegrate.md) spell of any level or by contact with a rod of cancellation or sphere of annihilation. diff --git a/compendium/spells/wall-of-ice.md b/compendium/spells/wall-of-ice.md index 2efde7c17..535051812 100644 --- a/compendium/spells/wall-of-ice.md +++ b/compendium/spells/wall-of-ice.md @@ -10,9 +10,9 @@ tags: aliases: ["Wall Of Ice"] --- # Wall Of Ice *Spell 5* -[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/wall-of-radiance-sot4.md b/compendium/spells/wall-of-radiance-sot4.md index 018a47f03..b063ba21b 100644 --- a/compendium/spells/wall-of-radiance-sot4.md +++ b/compendium/spells/wall-of-radiance-sot4.md @@ -10,9 +10,9 @@ tags: aliases: ["Wall of Radiance"] --- # Wall of Radiance *Spell 3* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**1 minute diff --git a/compendium/spells/wall-of-shadow-sot4.md b/compendium/spells/wall-of-shadow-sot4.md index 899cf72fe..aedf76baa 100644 --- a/compendium/spells/wall-of-shadow-sot4.md +++ b/compendium/spells/wall-of-shadow-sot4.md @@ -10,9 +10,9 @@ tags: aliases: ["Wall of Shadow"] --- # Wall of Shadow *Spell 3* -[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Duration**1 minute diff --git a/compendium/spells/wall-of-stone.md b/compendium/spells/wall-of-stone.md index 8a66d9f55..05ec9a65f 100644 --- a/compendium/spells/wall-of-stone.md +++ b/compendium/spells/wall-of-stone.md @@ -9,9 +9,9 @@ tags: aliases: ["Wall Of Stone"] --- # Wall Of Stone *Spell 5* -[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot diff --git a/compendium/spells/wall-of-thorns.md b/compendium/spells/wall-of-thorns.md index 4079062d6..497838711 100644 --- a/compendium/spells/wall-of-thorns.md +++ b/compendium/spells/wall-of-thorns.md @@ -9,9 +9,9 @@ tags: aliases: ["Wall Of Thorns"] --- # Wall Of Thorns *Spell 3* -[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Duration**1 minute diff --git a/compendium/spells/wall-of-virtue-lokl.md b/compendium/spells/wall-of-virtue-lokl.md index 8746e83b0..d0a3fd01c 100644 --- a/compendium/spells/wall-of-virtue-lokl.md +++ b/compendium/spells/wall-of-virtue-lokl.md @@ -10,9 +10,9 @@ tags: aliases: ["Wall of Virtue"] --- # Wall of Virtue *Spell 3* -[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/wall-of-water-som.md b/compendium/spells/wall-of-water-som.md index 5feab7048..c9d40368d 100644 --- a/compendium/spells/wall-of-water-som.md +++ b/compendium/spells/wall-of-water-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Wall Of Water"] --- # Wall Of Water *Spell 3* -[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/wall-of-wind.md b/compendium/spells/wall-of-wind.md index 8f7fba8e6..7ed882faa 100644 --- a/compendium/spells/wall-of-wind.md +++ b/compendium/spells/wall-of-wind.md @@ -9,9 +9,9 @@ tags: aliases: ["Wall Of Wind"] --- # Wall Of Wind *Spell 3* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/wanderers-guide.md b/compendium/spells/wanderers-guide.md index 672a29780..2ce5362b5 100644 --- a/compendium/spells/wanderers-guide.md +++ b/compendium/spells/wanderers-guide.md @@ -8,9 +8,9 @@ tags: aliases: ["Wanderer's Guide"] --- # Wanderer's Guide *Spell 3* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute - **Duration**until your next daily preparations diff --git a/compendium/spells/warding-aggression-som.md b/compendium/spells/warding-aggression-som.md index 29b3b4bde..b213942b6 100644 --- a/compendium/spells/warding-aggression-som.md +++ b/compendium/spells/warding-aggression-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Warding Aggression"] --- # Warding Aggression *Spell 3* -[abjuration](rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**up to 1 minute diff --git a/compendium/spells/warp-mind.md b/compendium/spells/warp-mind.md index c79cbd5d7..288fc4cd1 100644 --- a/compendium/spells/warp-mind.md +++ b/compendium/spells/warp-mind.md @@ -11,9 +11,9 @@ tags: aliases: ["Warp Mind"] --- # Warp Mind *Spell 7* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature diff --git a/compendium/spells/warp-step-da.md b/compendium/spells/warp-step-da.md index c61ddfa98..e7298a2e0 100644 --- a/compendium/spells/warp-step-da.md +++ b/compendium/spells/warp-step-da.md @@ -9,9 +9,9 @@ tags: aliases: ["Warp Step"] --- # Warp Step *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then [Stride](rules/actions/stride.md) twice. You can use warp step to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. diff --git a/compendium/spells/warped-terrain.md b/compendium/spells/warped-terrain.md index 01e7d462f..800ec01c8 100644 --- a/compendium/spells/warped-terrain.md +++ b/compendium/spells/warped-terrain.md @@ -12,7 +12,7 @@ tags: aliases: ["Warped Terrain"] --- # Warped Terrain *Focus 1* -[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) [wizard](rules/traits/wizard.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot diff --git a/compendium/spells/warriors-regret-som.md b/compendium/spells/warriors-regret-som.md index f80cd00aa..0fcd1f19f 100644 --- a/compendium/spells/warriors-regret-som.md +++ b/compendium/spells/warriors-regret-som.md @@ -11,9 +11,9 @@ tags: aliases: ["Warrior's Regret"] --- # Warrior's Regret *Spell 2* -[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/wash-your-luck-som.md b/compendium/spells/wash-your-luck-som.md index 20778d3d8..4e4f5ed2d 100644 --- a/compendium/spells/wash-your-luck-som.md +++ b/compendium/spells/wash-your-luck-som.md @@ -10,14 +10,14 @@ tags: aliases: ["Wash Your Luck"] --- # Wash Your Luck *Cantrip 1* -[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [fortune](rules/traits/fortune.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. -Once during the spell's duration, before rolling a check, you can cancel out a [misfortune](rules/traits/misfortune.md) effect on that roll, as normal when a [fortune](rules/traits/fortune.md) and [misfortune](rules/traits/misfortune.md) effect apply to the same roll. After canceling out the [misfortune](rules/traits/misfortune.md) effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes. +Once during the spell's duration, before rolling a check, you can cancel out a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect on that roll, as normal when a [fortune](rules/traits/fortune.md "Fortune Effect Trait") and [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect apply to the same roll. After canceling out the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes. *Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/compendium/spells/water-breathing.md b/compendium/spells/water-breathing.md index 7892ec7c5..5739f3944 100644 --- a/compendium/spells/water-breathing.md +++ b/compendium/spells/water-breathing.md @@ -8,9 +8,9 @@ tags: aliases: ["Water Breathing"] --- # Water Breathing *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute - **Range**30 foot - **Targets**up to 5 creatures diff --git a/compendium/spells/water-walk.md b/compendium/spells/water-walk.md index 476588721..637191e64 100644 --- a/compendium/spells/water-walk.md +++ b/compendium/spells/water-walk.md @@ -8,9 +8,9 @@ tags: aliases: ["Water Walk"] --- # Water Walk *Spell 2* -[transmutation](rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/weapon-of-judgment.md b/compendium/spells/weapon-of-judgment.md index a88e1a287..6ded17c90 100644 --- a/compendium/spells/weapon-of-judgment.md +++ b/compendium/spells/weapon-of-judgment.md @@ -9,9 +9,9 @@ tags: aliases: ["Weapon Of Judgment"] --- # Weapon Of Judgment *Spell 9* -[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**You have a deity. - **Range**100 foot diff --git a/compendium/spells/weapon-storm.md b/compendium/spells/weapon-storm.md index 45d8fbf5d..66a543cc9 100644 --- a/compendium/spells/weapon-storm.md +++ b/compendium/spells/weapon-storm.md @@ -10,9 +10,9 @@ tags: aliases: ["Weapon Storm"] --- # Weapon Storm *Spell 4* -[evocation](rules/traits/evocation.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone or 10-foot emanation - **Saving Throw** Reflex diff --git a/compendium/spells/weapon-surge.md b/compendium/spells/weapon-surge.md index 1ca1a011a..844edd73c 100644 --- a/compendium/spells/weapon-surge.md +++ b/compendium/spells/weapon-surge.md @@ -10,7 +10,7 @@ tags: aliases: ["Weapon Surge"] --- # Weapon Surge *Focus 1* -[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [zeal](compendium/setting/domains.md#Zeal) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/weaponize-secret-da.md b/compendium/spells/weaponize-secret-da.md index f4fe02411..74bfc65b4 100644 --- a/compendium/spells/weaponize-secret-da.md +++ b/compendium/spells/weaponize-secret-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Weaponize Secret"] --- # Weaponize Secret *Focus 4* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [secrecy (apocryphal)](compendium/setting/domains.md#Secrecy) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/web-of-eyes-som.md b/compendium/spells/web-of-eyes-som.md index e8587692d..776293f65 100644 --- a/compendium/spells/web-of-eyes-som.md +++ b/compendium/spells/web-of-eyes-som.md @@ -9,9 +9,9 @@ tags: aliases: ["Web Of Eyes"] --- # Web Of Eyes *Spell 3* -[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) +[divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 5 willing creatures @@ -19,7 +19,7 @@ aliases: ["Web Of Eyes"] You place an [invisible](rules/conditions.md#Invisible) scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. -Each target can use an action, which has the [concentrate](rules/traits/concentrate.md) trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. +Each target can use an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is [undetected](rules/conditions.md#Undetected) to a recipient but [observed](rules/conditions.md#Observed) by the sharing creature, the creature becomes [observed](rules/conditions.md#Observed) by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was [undetected](rules/conditions.md#Undetected) by the sharing creature and [observed](rules/conditions.md#Observed) by a recipient, the recipient would still clearly observe the enemy. diff --git a/compendium/spells/web.md b/compendium/spells/web.md index 262755a43..1d7dbf31d 100644 --- a/compendium/spells/web.md +++ b/compendium/spells/web.md @@ -9,9 +9,9 @@ tags: aliases: ["Web"] --- # Web *Spell 2* -[conjuration](rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**30 foot - **Area**10-foot burst diff --git a/compendium/spells/weird.md b/compendium/spells/weird.md index 7a5eb825d..036331fb6 100644 --- a/compendium/spells/weird.md +++ b/compendium/spells/weird.md @@ -12,9 +12,9 @@ tags: aliases: ["Weird"] --- # Weird *Spell 9* -[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) +[death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**any number of creatures diff --git a/compendium/spells/whirling-flames-apg.md b/compendium/spells/whirling-flames-apg.md index dc7ef0c9a..139df40a6 100644 --- a/compendium/spells/whirling-flames-apg.md +++ b/compendium/spells/whirling-flames-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Whirling Flames"] --- # Whirling Flames *Focus 3* -[cursebound](rules/traits/cursebound-apg.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [oracle](rules/traits/oracle-apg.md) [uncommon](rules/traits/uncommon.md) +[cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/whirling-scarves-logm.md b/compendium/spells/whirling-scarves-logm.md index a2551d4b9..c0e7f80a4 100644 --- a/compendium/spells/whirling-scarves-logm.md +++ b/compendium/spells/whirling-scarves-logm.md @@ -9,9 +9,9 @@ tags: aliases: ["Whirling Scarves"] --- # Whirling Scarves *Spell 3* -[abjuration](rules/traits/abjuration.md) [force](rules/traits/force.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute diff --git a/compendium/spells/whirlwind-som.md b/compendium/spells/whirlwind-som.md index 075f4699e..eb0eb5bd8 100644 --- a/compendium/spells/whirlwind-som.md +++ b/compendium/spells/whirlwind-som.md @@ -10,9 +10,9 @@ tags: aliases: ["Whirlwind"] --- # Whirlwind *Spell 8* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**500 foot - **Area**15-foot radius, 80-foot tall cylinder diff --git a/compendium/spells/wholeness-of-body.md b/compendium/spells/wholeness-of-body.md index 7f4d648a1..558f1615d 100644 --- a/compendium/spells/wholeness-of-body.md +++ b/compendium/spells/wholeness-of-body.md @@ -12,7 +12,7 @@ tags: aliases: ["Wholeness Of Body"] --- # Wholeness Of Body *Focus 2* -[healing](rules/traits/healing.md) [monk](rules/traits/monk.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) +[healing](rules/traits/healing.md "Healing Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/wild-morph.md b/compendium/spells/wild-morph.md index 034858c09..57c5ea58d 100644 --- a/compendium/spells/wild-morph.md +++ b/compendium/spells/wild-morph.md @@ -11,16 +11,16 @@ tags: aliases: ["Wild Morph"] --- # Wild Morph *Focus 1* -[druid](rules/traits/druid.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute You morph your body based on your training, choosing one of the following effects based on your wild order feats. -- If you have [Wild Shape](compendium/feats/wild-shape.md), you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal `1d6` slashing damage each ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md)). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals `1d8` piercing damage. +- If you have [Wild Shape](compendium/feats/wild-shape.md), you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal `1d6` slashing damage each ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait")). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals `1d8` piercing damage. - If you have [Elemental Shape](compendium/feats/elemental-shape.md), you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. -- If you have [Plant Shape](compendium/feats/plant-shape.md), you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a [reach](rules/traits/reach.md) weapon). +- If you have [Plant Shape](compendium/feats/plant-shape.md), you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a [reach](rules/traits/reach.md "Reach Weapon Trait") weapon). - If you have [Soaring Shape](compendium/feats/soaring-shape.md), you can cast the spell as a two-action activity ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") somatic, verbal) to grow wings from your back. These wings allow you to [fly](rules/actions/fly.md) with a fly Speed of 30 feet. **Heightened (6th)** You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit, and wild jaws are envenomed, also dealing `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) on a hit. diff --git a/compendium/spells/wild-shape.md b/compendium/spells/wild-shape.md index 5165baac1..fd4fad9cf 100644 --- a/compendium/spells/wild-shape.md +++ b/compendium/spells/wild-shape.md @@ -11,7 +11,7 @@ tags: aliases: ["Wild Shape"] --- # Wild Shape *Focus 1* -[druid](rules/traits/druid.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[druid](rules/traits/druid.md "Druid Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute (or longer) diff --git a/compendium/spells/wild-winds-stance.md b/compendium/spells/wild-winds-stance.md index 65a403733..a44644c9b 100644 --- a/compendium/spells/wild-winds-stance.md +++ b/compendium/spells/wild-winds-stance.md @@ -12,12 +12,12 @@ tags: aliases: ["Wild Winds Stance"] --- # Wild Winds Stance *Focus 4* -[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**until you leave the stance -You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed [Strikes](rules/actions/strike.md) as ranged [Strikes](rules/actions/strike.md) against targets within 30 feet. These deal `1d6` bludgeoning damage, use the brawling group, and have the agile, nonlethal, [propulsive](rules/traits/propulsive.md), and [unarmed](rules/traits/unarmed.md) traits. Wind crash [Strikes](rules/actions/strike.md) ignore concealment and all cover. +You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed [Strikes](rules/actions/strike.md) as ranged [Strikes](rules/actions/strike.md) against targets within 30 feet. These deal `1d6` bludgeoning damage, use the brawling group, and have the agile, nonlethal, [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. Wind crash [Strikes](rules/actions/strike.md) ignore concealment and all cover. While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks. diff --git a/compendium/spells/wildfire-som.md b/compendium/spells/wildfire-som.md index ba2f606ed..1aec2826e 100644 --- a/compendium/spells/wildfire-som.md +++ b/compendium/spells/wildfire-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Wildfire"] --- # Wildfire *Focus 1* -[conjuration](rules/traits/conjuration.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot diff --git a/compendium/spells/wilding-word-apg.md b/compendium/spells/wilding-word-apg.md index ce80fcbe9..d219239b1 100644 --- a/compendium/spells/wilding-word-apg.md +++ b/compendium/spells/wilding-word-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Wilding Word"] --- # Wilding Word *Cantrip 1* -[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [hex](rules/traits/hex-apg.md) [uncommon](rules/traits/uncommon.md) [witch](rules/traits/witch-apg.md) +[cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/wind-jump.md b/compendium/spells/wind-jump.md index ca0f8c9dd..3e1b02cf3 100644 --- a/compendium/spells/wind-jump.md +++ b/compendium/spells/wind-jump.md @@ -11,7 +11,7 @@ tags: aliases: ["Wind Jump"] --- # Wind Jump *Focus 5* -[air](rules/traits/air.md) [monk](rules/traits/monk.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Duration**1 minute diff --git a/compendium/spells/wind-walk.md b/compendium/spells/wind-walk.md index 21484130c..dafe17867 100644 --- a/compendium/spells/wind-walk.md +++ b/compendium/spells/wind-walk.md @@ -9,15 +9,15 @@ tags: aliases: ["Wind Walk"] --- # Wind Walk *Spell 8* -[air](rules/traits/air.md) [transmutation](rules/traits/transmutation.md) +[air](rules/traits/air.md "Air Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes - **Range**touch - **Targets**you and up to five creatures touched - **Duration**8 hours -When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, [Cast a Spell](rules/actions/cast-a-spell.md), come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground. +When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, [Cast a Spell](rules/actions/cast-a-spell.md), come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground. **Spell Lists**: Elemental diff --git a/compendium/spells/wind-whispers-da.md b/compendium/spells/wind-whispers-da.md index a75261803..2d201357b 100644 --- a/compendium/spells/wind-whispers-da.md +++ b/compendium/spells/wind-whispers-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Wind Whispers"] --- # Wind Whispers *Focus 4* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [rare](rules/traits/rare.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Domains**: [air (apocryphal)](compendium/setting/domains.md#Air) - **Cast** 1 hour diff --git a/compendium/spells/winning-streak-som.md b/compendium/spells/winning-streak-som.md index 938100ce2..0c98bb8f2 100644 --- a/compendium/spells/winning-streak-som.md +++ b/compendium/spells/winning-streak-som.md @@ -8,9 +8,9 @@ tags: aliases: ["Winning Streak"] --- # Winning Streak *Spell 4* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**20 foot - **Targets**1 creature diff --git a/compendium/spells/winter-bolt-logm.md b/compendium/spells/winter-bolt-logm.md index 943d3688e..e50a1808e 100644 --- a/compendium/spells/winter-bolt-logm.md +++ b/compendium/spells/winter-bolt-logm.md @@ -10,7 +10,7 @@ tags: aliases: ["Winter Bolt"] --- # Winter Bolt *Focus 1* -[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) +[attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Domains**: [cold](compendium/setting/domains.md#Cold) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/wish-twisted-form-apg.md b/compendium/spells/wish-twisted-form-apg.md index 4e772727b..4f2ce01e5 100644 --- a/compendium/spells/wish-twisted-form-apg.md +++ b/compendium/spells/wish-twisted-form-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Wish-twisted Form"] --- # Wish-twisted Form *Focus 5* -[sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) +[sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/wish.md b/compendium/spells/wish.md index 65fc7182d..445c901dd 100644 --- a/compendium/spells/wish.md +++ b/compendium/spells/wish.md @@ -8,15 +8,15 @@ tags: aliases: ["Wish"] --- # Wish *Spell 10* -[divination](rules/traits/divination.md) +[divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You state a wish, making your greatest desire come true. A [wish](compendium/spells/wish.md) spell can produce any one of the following effects. - Duplicate any spell from the arcane list of 9th level or lower to which you have access. -- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md) or you must have access. +- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md "Common Rarity Trait") or you must have access. - Produce any effect whose power level is in line with the above effects. - Reverse certain effects that refer to the [wish](compendium/spells/wish.md) spell. diff --git a/compendium/spells/withering-grasp-logm.md b/compendium/spells/withering-grasp-logm.md index fbe382fdc..1fa7752e9 100644 --- a/compendium/spells/withering-grasp-logm.md +++ b/compendium/spells/withering-grasp-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Withering Grasp"] --- # Withering Grasp *Focus 1* -[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Domains**: [decay](compendium/setting/domains.md#Decay) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/word-of-freedom.md b/compendium/spells/word-of-freedom.md index 46eb6294a..7ea365640 100644 --- a/compendium/spells/word-of-freedom.md +++ b/compendium/spells/word-of-freedom.md @@ -11,7 +11,7 @@ tags: aliases: ["Word Of Freedom"] --- # Word Of Freedom *Focus 4* -[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [freedom](compendium/setting/domains.md#Freedom) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/word-of-truth.md b/compendium/spells/word-of-truth.md index 1657a3248..5b54d9aa7 100644 --- a/compendium/spells/word-of-truth.md +++ b/compendium/spells/word-of-truth.md @@ -10,7 +10,7 @@ tags: aliases: ["Word Of Truth"] --- # Word Of Truth *Focus 1* -[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [truth](compendium/setting/domains.md#Truth) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") diff --git a/compendium/spells/wordsmith-da.md b/compendium/spells/wordsmith-da.md index 7de123152..1035dbd4e 100644 --- a/compendium/spells/wordsmith-da.md +++ b/compendium/spells/wordsmith-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Wordsmith"] --- # Wordsmith *Focus 4* -[cleric](rules/traits/cleric.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Domains**: [knowledge (apocryphal)](compendium/setting/domains.md#Knowledge) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") diff --git a/compendium/spells/worms-repast-av1.md b/compendium/spells/worms-repast-av1.md index 55cfc7711..4b81074eb 100644 --- a/compendium/spells/worms-repast-av1.md +++ b/compendium/spells/worms-repast-av1.md @@ -9,9 +9,9 @@ tags: aliases: ["Worm's Repast"] --- # Worm's Repast *Spell 2* -[necromancy](rules/traits/necromancy.md) [rare](rules/traits/rare.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 corporeal creature diff --git a/compendium/spells/wronged-monks-wrath-frp1.md b/compendium/spells/wronged-monks-wrath-frp1.md index e9254e028..7d5aa972a 100644 --- a/compendium/spells/wronged-monks-wrath-frp1.md +++ b/compendium/spells/wronged-monks-wrath-frp1.md @@ -13,7 +13,7 @@ tags: aliases: ["Wronged Monk's Wrath"] --- # Wronged Monk's Wrath *Focus 5* -[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Area**5-foot emanation or more diff --git a/compendium/spells/wyvern-sting-aoe4.md b/compendium/spells/wyvern-sting-aoe4.md index e5a0114f9..a90862f6e 100644 --- a/compendium/spells/wyvern-sting-aoe4.md +++ b/compendium/spells/wyvern-sting-aoe4.md @@ -10,9 +10,9 @@ tags: aliases: ["Wyvern Sting"] --- # Wyvern Sting *Spell 5* -[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) [uncommon](rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature @@ -29,7 +29,7 @@ You duplicate the venomous sting of a wyvern. You deal `3d4` piercing damage to ```ad-inline-affliction title: Wyvern Venom _Level 9_ -[poison](rules/traits/poison.md) +[poison](rules/traits/poison.md "Poison Effect Trait") - **Maximum Duration**: 6 rounds ## Stages @@ -41,7 +41,7 @@ title: Wyvern Venom _Level 9_ **Stage 3** `8d6` poison damage (1 round) -%% #trait/poison #affliction/level/level-9 %% +%% #affliction/level/level-9 #trait/poison %% ``` ## Summary diff --git a/compendium/spells/youre-mine.md b/compendium/spells/youre-mine.md index ba0a22be9..abac2257d 100644 --- a/compendium/spells/youre-mine.md +++ b/compendium/spells/youre-mine.md @@ -13,7 +13,7 @@ tags: aliases: ["You're Mine"] --- # You're Mine *Focus 5* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") diff --git a/compendium/spells/zeal-for-battle.md b/compendium/spells/zeal-for-battle.md index 390427c3b..bfdcb4e6d 100644 --- a/compendium/spells/zeal-for-battle.md +++ b/compendium/spells/zeal-for-battle.md @@ -13,7 +13,7 @@ tags: aliases: ["Zeal For Battle"] --- # Zeal For Battle *Focus 4* -[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Domains**: [zeal](compendium/setting/domains.md#Zeal) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") diff --git a/compendium/spells/zealous-conviction.md b/compendium/spells/zealous-conviction.md index 26e28b28e..3179cf455 100644 --- a/compendium/spells/zealous-conviction.md +++ b/compendium/spells/zealous-conviction.md @@ -10,15 +10,15 @@ tags: aliases: ["Zealous Conviction"] --- # Zealous Conviction *Spell 6* -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 10 willing creatures - **Duration**10 minutes -You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against [mental](rules/traits/mental.md) effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely. +You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely. **Heightened (9th)** The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3. diff --git a/compendium/spells/zenith-star-logm.md b/compendium/spells/zenith-star-logm.md index 5c6b3f8c5..830bbccf1 100644 --- a/compendium/spells/zenith-star-logm.md +++ b/compendium/spells/zenith-star-logm.md @@ -9,7 +9,7 @@ tags: aliases: ["Zenith Star"] --- # Zenith Star *Focus 1* -[divination](rules/traits/divination.md) [light](rules/traits/light.md) +[divination](rules/traits/divination.md "Divination School Trait") [light](rules/traits/light.md "Light Effect Trait") - **Domains**: [star](compendium/setting/domains.md#Star) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") @@ -23,7 +23,7 @@ You call a tiny star to orbit a creature in a sparkling halo before shooting up > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [dazzled](rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 round. While the spell persists, as long as you can see the night sky and the target is visible from the same night sky, you can sense the approximate direction and distance to the creature by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. This is exact enough to track the creature, but not pinpoint their exact square (for instance, to make an attack). You can set a number of zenith stars equal to your Wisdom modifier; if you exceed this number, your oldest zenith star is automatically Dismissed. +> - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 round. While the spell persists, as long as you can see the night sky and the target is visible from the same night sky, you can sense the approximate direction and distance to the creature by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This is exact enough to track the creature, but not pinpoint their exact square (for instance, to make an attack). You can set a number of zenith stars equal to your Wisdom modifier; if you exceed this number, your oldest zenith star is automatically Dismissed. > - **Critical Failure** As failure, but the target is [blinded](rules/conditions.md#Blinded) for 1 round. **Heightened (+ 1)** The duration increases by 1 day. diff --git a/compendium/spells/zero-gravity-som.md b/compendium/spells/zero-gravity-som.md index d15a14282..311dcc859 100644 --- a/compendium/spells/zero-gravity-som.md +++ b/compendium/spells/zero-gravity-som.md @@ -10,15 +10,15 @@ tags: aliases: ["Zero Gravity"] --- # Zero Gravity *Spell 6* -[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Area**20-foot radius, 40-foot-tall cylinder - **Duration**sustained up to 1 minute -You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the [move](rules/traits/move.md) trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off. +You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the [move](rules/traits/move.md "Move Combat Trait") trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off. You can [Dismiss](rules/actions/dismiss.md) this spell. When zero gravity ends, all creatures and objects in the area fall back down. diff --git a/compendium/spells/zone-of-truth.md b/compendium/spells/zone-of-truth.md index 39572cc83..47412c539 100644 --- a/compendium/spells/zone-of-truth.md +++ b/compendium/spells/zone-of-truth.md @@ -11,9 +11,9 @@ tags: aliases: ["Zone Of Truth"] --- # Zone Of Truth *Spell 3* -[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**20-foot burst diff --git a/Bestiary/Kingmaker-Render-Tester.md b/fantasy-bestiary/Kingmaker-Render-Tester.md similarity index 100% rename from Bestiary/Kingmaker-Render-Tester.md rename to fantasy-bestiary/Kingmaker-Render-Tester.md diff --git a/fantasy-bestiary/Readme-Kingmaker.md b/fantasy-bestiary/Readme-Kingmaker.md new file mode 100644 index 000000000..2c450fde7 --- /dev/null +++ b/fantasy-bestiary/Readme-Kingmaker.md @@ -0,0 +1,50 @@ +# Kingmaker and Kingmaker-Themed Pathfinder 2nd Edition Statblocks + +This folder includes some miscellaneous statblocks for Pathfinder 2e. All of these statblocks are modeled after the statblocks in the Kingmaker 2e Adventure Path. If you have not already, please read the [Readme](Readme.md) page first. + +## Statblock Layout Installation Guide + +You will need the following items: +1. Your .json file of choice. Each one is linked by the appropriate image below. + +Once you have those items, you will need to: +1. Import the .json file into Fantasy Statblocks. +2. Use the [PF2E-Kingmaker2E-Statblock-Checker](fantasy-bestiary/Kingmaker-Render-Tester.md) to test that the statblock loads correctly. + +### Action + +**Json Link**: [Pathfinder 2e Action Layout](fantasy-bestiary/_attachments/Pathfinder-2e-Action-Layout.json) + +![pf2e-action](fantasy-bestiary/_attachments/pf2e-action.png) + +### Hazard + +**Json Link**: [Pathfinder 2e Hazard Layout](fantasy-bestiary/_attachments/Pathfinder-2e-Hazard-Layout.json) + +![pf2e-hazard](fantasy-bestiary/_attachments/pf2e-hazard.png) + +### Influence + +**Json Link**: [Pathfinder 2e Influence Layout](fantasy-bestiary/_attachments/Pathfinder-2e-Influence-Layout.json) + +![pf2e-influence](fantasy-bestiary/_attachments/pf2e-influence.png) + +### Misc + +**Json Link**: [Pathfinder 2e Misc Layout](fantasy-bestiary/_attachments/Pathfinder-2e-Misc-Layout.json) + +![pf2e-misc](fantasy-bestiary/_attachments/pf2e-misc.png) + +### Quest + +**Json Link**: [Pathfinder 2e Quest Layout](fantasy-bestiary/_attachments/Pathfinder-2e-Quest-Layout.json) + +**Quest Icon Link**: [Pathfinder 2e Quest Icon](fantasy-bestiary/_attachments/pf2e-quest-icon.png) + +![pf2e-quest](fantasy-bestiary/_attachments/pf2e-quest.png) + +### Settlement + +**Json Link**: [Pathfinder 2e Settlement Layout](fantasy-bestiary/_attachments/Pathfinder-2e-Settlement-Layout.json) + +![pf2e-settlement](fantasy-bestiary/_attachments/pf2e-settlement.png) diff --git a/Bestiary/Readme.md b/fantasy-bestiary/Readme.md similarity index 92% rename from Bestiary/Readme.md rename to fantasy-bestiary/Readme.md index 3b3cb0b5d..4339fae54 100644 --- a/Bestiary/Readme.md +++ b/fantasy-bestiary/Readme.md @@ -46,14 +46,14 @@ The Obsidian TTRPG Share team presents the Pathfinder 2nd Editioon TTRPG Statblo **Once you have those items, the Bestiary Items in the Pathfinder 2E TTRPG Statblocks Should Render!** -If you want the extra Kingmaker layouts, check out the [Kingmaker Layout README](Readme-Kingmaker.md). +If you want the extra Kingmaker layouts, check out the [Kingmaker Layout README](fantasy-bestiary/Readme-Kingmaker.md). > **Note**: As of 1.4 release, style settings options have been expanded for all "Traiting" options per layout. > **Note**: The Statblock is now built into and updated from within Fantasy Statblocks. It is renamed as Basic Pathfinder 2E Layout. ### Optional Tools -1. This [Template-2ETools-Monster-Handlebar](../../Bestiary/Template-2ETools-Monster-Handlebar.md) file to take .json data from the [PF2E Tools Bestiary](https://pf2etools.com/bestiary.html#aapoph%20serpentfolk_b2) to your vault. Complete with YAML data for Initiative Tracker. You will need to use [Obsidian Import Json](https://github.com/farling42/obsidian-import-json) to use this handlebar template. +1. This [Template-2ETools-Monster-Handlebar](fantasy-bestiary/Template-2ETools-Monster-Handlebar.md) file to take .json data from the [PF2E Tools Bestiary](https://pf2etools.com/bestiary.html#aapoph%20serpentfolk_b2) to your vault. Complete with YAML data for Initiative Tracker. You will need to use [Obsidian Import Json](https://github.com/farling42/obsidian-import-json) to use this handlebar template. ## Clockwork Dragon diff --git a/Bestiary/Template-2ETools-Monster-Handlebar.md b/fantasy-bestiary/Template-2ETools-Monster-Handlebar.md similarity index 100% rename from Bestiary/Template-2ETools-Monster-Handlebar.md rename to fantasy-bestiary/Template-2ETools-Monster-Handlebar.md diff --git a/Bestiary/_attachments/Pathfinder-2e-Action-Layout.json b/fantasy-bestiary/_attachments/Pathfinder-2e-Action-Layout.json similarity index 100% rename from Bestiary/_attachments/Pathfinder-2e-Action-Layout.json rename to fantasy-bestiary/_attachments/Pathfinder-2e-Action-Layout.json diff --git a/Bestiary/_attachments/Pathfinder-2e-Hazard-Layout.json b/fantasy-bestiary/_attachments/Pathfinder-2e-Hazard-Layout.json similarity index 100% rename from Bestiary/_attachments/Pathfinder-2e-Hazard-Layout.json rename to fantasy-bestiary/_attachments/Pathfinder-2e-Hazard-Layout.json diff --git a/Bestiary/_attachments/Pathfinder-2e-Influence-Layout.json b/fantasy-bestiary/_attachments/Pathfinder-2e-Influence-Layout.json similarity index 100% rename from Bestiary/_attachments/Pathfinder-2e-Influence-Layout.json rename to fantasy-bestiary/_attachments/Pathfinder-2e-Influence-Layout.json diff --git a/Bestiary/_attachments/Pathfinder-2e-Misc-Layout.json b/fantasy-bestiary/_attachments/Pathfinder-2e-Misc-Layout.json similarity index 100% rename from Bestiary/_attachments/Pathfinder-2e-Misc-Layout.json rename to fantasy-bestiary/_attachments/Pathfinder-2e-Misc-Layout.json diff --git a/Bestiary/_attachments/Pathfinder-2e-Quest-Layout.json b/fantasy-bestiary/_attachments/Pathfinder-2e-Quest-Layout.json similarity index 100% rename from Bestiary/_attachments/Pathfinder-2e-Quest-Layout.json rename to fantasy-bestiary/_attachments/Pathfinder-2e-Quest-Layout.json diff --git a/Bestiary/_attachments/Pathfinder-2e-Settlement-Layout.json b/fantasy-bestiary/_attachments/Pathfinder-2e-Settlement-Layout.json similarity index 100% rename from Bestiary/_attachments/Pathfinder-2e-Settlement-Layout.json rename to fantasy-bestiary/_attachments/Pathfinder-2e-Settlement-Layout.json diff --git a/Bestiary/_attachments/pf2e-action.png b/fantasy-bestiary/_attachments/pf2e-action.png similarity index 100% rename from Bestiary/_attachments/pf2e-action.png rename to fantasy-bestiary/_attachments/pf2e-action.png diff --git a/Bestiary/_attachments/pf2e-hazard.png b/fantasy-bestiary/_attachments/pf2e-hazard.png similarity index 100% rename from Bestiary/_attachments/pf2e-hazard.png rename to fantasy-bestiary/_attachments/pf2e-hazard.png diff --git a/Bestiary/_attachments/pf2e-influence.png b/fantasy-bestiary/_attachments/pf2e-influence.png similarity index 100% rename from Bestiary/_attachments/pf2e-influence.png rename to fantasy-bestiary/_attachments/pf2e-influence.png diff --git a/Bestiary/_attachments/pf2e-misc.png 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rename to fantasy-bestiary/bestiary-1/ancient-gold-dragon.md diff --git a/Bestiary/bestiary-1/ancient-green-dragon.md b/fantasy-bestiary/bestiary-1/ancient-green-dragon.md similarity index 100% rename from Bestiary/bestiary-1/ancient-green-dragon.md rename to fantasy-bestiary/bestiary-1/ancient-green-dragon.md diff --git a/Bestiary/bestiary-1/ancient-red-dragon.md b/fantasy-bestiary/bestiary-1/ancient-red-dragon.md similarity index 100% rename from Bestiary/bestiary-1/ancient-red-dragon.md rename to fantasy-bestiary/bestiary-1/ancient-red-dragon.md diff --git a/Bestiary/bestiary-1/ancient-silver-dragon.md b/fantasy-bestiary/bestiary-1/ancient-silver-dragon.md similarity index 100% rename from Bestiary/bestiary-1/ancient-silver-dragon.md rename to fantasy-bestiary/bestiary-1/ancient-silver-dragon.md diff --git a/Bestiary/bestiary-1/ancient-white-dragon.md b/fantasy-bestiary/bestiary-1/ancient-white-dragon.md similarity index 100% rename from Bestiary/bestiary-1/ancient-white-dragon.md rename to fantasy-bestiary/bestiary-1/ancient-white-dragon.md diff --git a/Bestiary/bestiary-1/animated-armor.md b/fantasy-bestiary/bestiary-1/animated-armor.md similarity index 100% rename from Bestiary/bestiary-1/animated-armor.md rename to fantasy-bestiary/bestiary-1/animated-armor.md diff --git a/Bestiary/bestiary-1/animated-broom.md b/fantasy-bestiary/bestiary-1/animated-broom.md similarity index 100% rename from Bestiary/bestiary-1/animated-broom.md rename to fantasy-bestiary/bestiary-1/animated-broom.md diff --git a/Bestiary/bestiary-1/animated-statue.md b/fantasy-bestiary/bestiary-1/animated-statue.md similarity index 100% rename from Bestiary/bestiary-1/animated-statue.md rename to fantasy-bestiary/bestiary-1/animated-statue.md diff --git a/Bestiary/bestiary-1/ankhrav.md b/fantasy-bestiary/bestiary-1/ankhrav.md similarity index 100% rename from Bestiary/bestiary-1/ankhrav.md rename to fantasy-bestiary/bestiary-1/ankhrav.md diff --git a/Bestiary/bestiary-1/ankylosaurus.md 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fantasy-bestiary/gm-guide/urchin.md diff --git a/Bestiary/gm-guide/warden.md b/fantasy-bestiary/gm-guide/warden.md similarity index 100% rename from Bestiary/gm-guide/warden.md rename to fantasy-bestiary/gm-guide/warden.md diff --git a/Bestiary/gm-guide/watch-officer.md b/fantasy-bestiary/gm-guide/watch-officer.md similarity index 100% rename from Bestiary/gm-guide/watch-officer.md rename to fantasy-bestiary/gm-guide/watch-officer.md diff --git a/Bestiary/gm-guide/zealot-of-asmodeus.md b/fantasy-bestiary/gm-guide/zealot-of-asmodeus.md similarity index 100% rename from Bestiary/gm-guide/zealot-of-asmodeus.md rename to fantasy-bestiary/gm-guide/zealot-of-asmodeus.md diff --git a/Bestiary/trouble-in-otari/bugbear-marauder.md b/fantasy-bestiary/trouble-in-otari/bugbear-marauder.md similarity index 100% rename from Bestiary/trouble-in-otari/bugbear-marauder.md rename to fantasy-bestiary/trouble-in-otari/bugbear-marauder.md diff --git a/Bestiary/trouble-in-otari/dragon-wyrmling-green.md b/fantasy-bestiary/trouble-in-otari/dragon-wyrmling-green.md similarity index 100% rename from Bestiary/trouble-in-otari/dragon-wyrmling-green.md rename to fantasy-bestiary/trouble-in-otari/dragon-wyrmling-green.md diff --git a/Bestiary/trouble-in-otari/drow-sneak.md b/fantasy-bestiary/trouble-in-otari/drow-sneak.md similarity index 100% rename from Bestiary/trouble-in-otari/drow-sneak.md rename to fantasy-bestiary/trouble-in-otari/drow-sneak.md diff --git a/Bestiary/trouble-in-otari/drow-warrior.md b/fantasy-bestiary/trouble-in-otari/drow-warrior.md similarity index 100% rename from Bestiary/trouble-in-otari/drow-warrior.md rename to fantasy-bestiary/trouble-in-otari/drow-warrior.md diff --git a/Bestiary/trouble-in-otari/giant-spider.md b/fantasy-bestiary/trouble-in-otari/giant-spider.md similarity index 100% rename from Bestiary/trouble-in-otari/giant-spider.md rename to fantasy-bestiary/trouble-in-otari/giant-spider.md diff --git a/Bestiary/trouble-in-otari/goblin-igniter.md b/fantasy-bestiary/trouble-in-otari/goblin-igniter.md similarity index 100% rename from Bestiary/trouble-in-otari/goblin-igniter.md rename to fantasy-bestiary/trouble-in-otari/goblin-igniter.md diff --git a/Bestiary/trouble-in-otari/hobgoblin-warrior.md b/fantasy-bestiary/trouble-in-otari/hobgoblin-warrior.md similarity index 100% rename from Bestiary/trouble-in-otari/hobgoblin-warrior.md rename to fantasy-bestiary/trouble-in-otari/hobgoblin-warrior.md diff --git a/Bestiary/trouble-in-otari/kobold-trapmaster.md b/fantasy-bestiary/trouble-in-otari/kobold-trapmaster.md similarity index 100% rename from Bestiary/trouble-in-otari/kobold-trapmaster.md rename to fantasy-bestiary/trouble-in-otari/kobold-trapmaster.md diff --git a/Bestiary/trouble-in-otari/orc-commander.md b/fantasy-bestiary/trouble-in-otari/orc-commander.md similarity index 100% rename from Bestiary/trouble-in-otari/orc-commander.md rename to fantasy-bestiary/trouble-in-otari/orc-commander.md diff --git a/Bestiary/trouble-in-otari/orc-scrapper.md b/fantasy-bestiary/trouble-in-otari/orc-scrapper.md similarity index 100% rename from Bestiary/trouble-in-otari/orc-scrapper.md rename to fantasy-bestiary/trouble-in-otari/orc-scrapper.md diff --git a/Bestiary/trouble-in-otari/orc-trooper.md b/fantasy-bestiary/trouble-in-otari/orc-trooper.md similarity index 100% rename from Bestiary/trouble-in-otari/orc-trooper.md rename to fantasy-bestiary/trouble-in-otari/orc-trooper.md diff --git a/Bestiary/trouble-in-otari/xulgath-boss.md b/fantasy-bestiary/trouble-in-otari/xulgath-boss.md similarity index 100% rename from Bestiary/trouble-in-otari/xulgath-boss.md rename to fantasy-bestiary/trouble-in-otari/xulgath-boss.md diff --git a/readme.md b/readme.md index 33acf3234..20e536f70 100644 --- a/readme.md +++ b/readme.md @@ -53,8 +53,8 @@ The non-bestiary files are all equipped with this frontmatter setup. ## Special Thanks This community vault has been brought to you by the efforts of many individuals. -- [eBullient](https://github.com/ebullient), for their [TTRPG-Covert-CLI](https://github.com/ebullient/ttrpg-convert-cli) which pulls the data from PF2ETools and converts it to Markdown Form. -- [Javalent](https://github.com/valentine195), for their useful plugins help make some of the painful parts of +- [eBullient](https://github.com/ebullient), for their [TTRPG-Covert-CLI](https://github.com/ebullient/ttrpg-convert-cli) that pulls the data from PF2ETools and converts it to Markdown Form. +- [Javalent](https://github.com/valentine195), for their useful plugins help make some painful parts of this process much easier. - [Sigrunixia](https://github.com/sigrunixia), eventually, for their over-spazzing on the CSS and getting the thing uploaded onto the Vault. - [Robinsving](https://github.com/robinsving), whose dataview spells will get re-added to the CLI spell format, soon. (I promise.) diff --git a/rules/abilities/aquatic-bones-botd.md b/rules/abilities/aquatic-bones-botd.md index 21460c766..3b48bd3d7 100644 --- a/rules/abilities/aquatic-bones-botd.md +++ b/rules/abilities/aquatic-bones-botd.md @@ -5,4 +5,4 @@ aliases: ["Aquatic Bones"] --- # Aquatic Bones -The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the [aquatic](rules/traits/aquatic-b1.md) trait and the [aquatic ambush](rules/abilities/aquatic-ambush.md) ability. \ No newline at end of file +The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the [aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait") trait and the [aquatic ambush](rules/abilities/aquatic-ambush.md) ability. \ No newline at end of file diff --git a/rules/abilities/butter-up-gmg.md b/rules/abilities/butter-up-gmg.md index aaa5a0529..cea3dbcaa 100644 --- a/rules/abilities/butter-up-gmg.md +++ b/rules/abilities/butter-up-gmg.md @@ -7,6 +7,6 @@ tags: aliases: ["Butter Up"] --- # Butter Up -[emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") When someone eats a dish or treat made by this NPC, the NPC can attempt a [Baking Lore](compendium/skills.md#Lore), [Cooking Lore](compendium/skills.md#Lore), or similar check against that creature's Will DC, with the same results as the [Make an Impression](rules/actions/make-an-impression.md) action of [Diplomacy](compendium/skills.md#Diplomacy). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. \ No newline at end of file diff --git a/rules/abilities/change-shape.md b/rules/abilities/change-shape.md index e43f3d31b..fd0917e26 100644 --- a/rules/abilities/change-shape.md +++ b/rules/abilities/change-shape.md @@ -9,6 +9,6 @@ tags: aliases: ["Change Shape"] --- # Change Shape [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[[magical tradition]](rules/traits/any-magical-tradition-b1.md) [concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[[magical tradition]](rules/traits/magical-tradition-b1.md "Any Magical Tradition Tradition Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of [Deception](compendium/skills.md#Deception). The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its [Deception](compendium/skills.md#Deception) DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and [Strikes](rules/actions/strike.md), and might potentially change its senses or size. Any changes are listed in its stat block. \ No newline at end of file diff --git a/rules/abilities/coven.md b/rules/abilities/coven.md index b66da5b1d..bbc9ef440 100644 --- a/rules/abilities/coven.md +++ b/rules/abilities/coven.md @@ -8,9 +8,9 @@ tags: aliases: ["Coven"] --- # Coven -[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) +[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") -This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the [concentrate](rules/traits/concentrate.md), and can sense what another coven member is sensing as a two-action activity, which has the [concentrate](rules/traits/concentrate.md) as well. +This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), and can sense what another coven member is sensing as a two-action activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") as well. Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level [baleful polymorph](compendium/spells/baleful-polymorph.md) spell and all the following spells, which the coven can cast at any level up to 5th: [augury](compendium/spells/augury.md), [charm](compendium/spells/charm.md), [clairaudience](compendium/spells/clairaudience.md), [clairvoyance](compendium/spells/clairvoyance.md), [dream message](compendium/spells/dream-message.md), [illusory disguise](compendium/spells/illusory-disguise.md), [illusory scene](compendium/spells/illusory-scene.md), [prying eye](compendium/spells/prying-eye.md), and [talking corpse](compendium/spells/talking-corpse.md). Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [control weather](compendium/spells/rituals/control-weather.md) ritual, with a DC of 23 instead of the standard DC. diff --git a/rules/abilities/curse-of-the-werecreature.md b/rules/abilities/curse-of-the-werecreature.md index ec529d7cd..0985dfa5c 100644 --- a/rules/abilities/curse-of-the-werecreature.md +++ b/rules/abilities/curse-of-the-werecreature.md @@ -8,7 +8,7 @@ tags: aliases: ["Curse of the Werecreature"] --- # Curse of the Werecreature -[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) +[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") This curse affects only humanoids. diff --git a/rules/abilities/find-footing-gmg.md b/rules/abilities/find-footing-gmg.md index 71ba15c24..8e23fb15f 100644 --- a/rules/abilities/find-footing-gmg.md +++ b/rules/abilities/find-footing-gmg.md @@ -6,6 +6,6 @@ tags: aliases: ["Find Footing"] --- # Find Footing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") The NPC attempts an [Architecture Lore](compendium/skills.md#Lore), [Engineering Lore](compendium/skills.md#Lore), or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) across that ground. \ No newline at end of file diff --git a/rules/abilities/frightful-moan.md b/rules/abilities/frightful-moan.md index ca135da6c..5da1171cc 100644 --- a/rules/abilities/frightful-moan.md +++ b/rules/abilities/frightful-moan.md @@ -11,6 +11,6 @@ tags: aliases: ["Frightful Moan"] --- # Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](rules/traits/auditory.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. \ No newline at end of file diff --git a/rules/abilities/frightful-presence.md b/rules/abilities/frightful-presence.md index ab9646836..2bbd462d9 100644 --- a/rules/abilities/frightful-presence.md +++ b/rules/abilities/frightful-presence.md @@ -9,7 +9,7 @@ tags: aliases: ["Frightful Presence"] --- # Frightful Presence -[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. diff --git a/rules/abilities/inhabit-object.md b/rules/abilities/inhabit-object.md index 5638320fb..39faf9c03 100644 --- a/rules/abilities/inhabit-object.md +++ b/rules/abilities/inhabit-object.md @@ -5,4 +5,4 @@ aliases: ["Inhabit Object"] --- # Inhabit Object [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -The ghost possesses an object of size [Large](rules/traits/large-b1.md) or smaller within 20 feet, making it an animated object (pages 20–21). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for `1d4` rounds. \ No newline at end of file +The ghost possesses an object of size [Large](rules/traits/large-b1.md "Large Size Trait") or smaller within 20 feet, making it an animated object (pages 20–21). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for `1d4` rounds. \ No newline at end of file diff --git a/rules/abilities/moon-frenzy.md b/rules/abilities/moon-frenzy.md index 7ef2149db..7182461d7 100644 --- a/rules/abilities/moon-frenzy.md +++ b/rules/abilities/moon-frenzy.md @@ -8,6 +8,6 @@ tags: aliases: ["Moon Frenzy"] --- # Moon Frenzy -[polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") When a full moon appears in the night sky, the werecreature must enter hybrid form, can't [Change Shape](rules/abilities/change-shape.md) thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours. \ No newline at end of file diff --git a/rules/abilities/rejuvenation-ghost.md b/rules/abilities/rejuvenation-ghost.md index 9613f7df0..5012cac19 100644 --- a/rules/abilities/rejuvenation-ghost.md +++ b/rules/abilities/rejuvenation-ghost.md @@ -7,6 +7,6 @@ tags: aliases: ["Rejuvenation (Ghost)"] --- # Rejuvenation (Ghost) -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") When a ghost is destroyed, it re-forms after `2d4` days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. \ No newline at end of file diff --git a/rules/abilities/screaming-skull.md b/rules/abilities/screaming-skull.md index a1071bd7b..5f4a6b743 100644 --- a/rules/abilities/screaming-skull.md +++ b/rules/abilities/screaming-skull.md @@ -9,6 +9,6 @@ tags: aliases: ["Screaming Skull"] --- # Screaming Skull [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to [Demoralize](rules/actions/demoralize.md) each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then. \ No newline at end of file diff --git a/rules/abilities/swallow-whole.md b/rules/abilities/swallow-whole.md index c0a4d1576..42847aacf 100644 --- a/rules/abilities/swallow-whole.md +++ b/rules/abilities/swallow-whole.md @@ -6,7 +6,7 @@ tags: aliases: ["Swallow Whole"] --- # Swallow Whole [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") The monster attempts to swallow a creature of the listed size or smaller that it has [grabbed](rules/conditions.md#Grabbed) in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an [Athletics](compendium/skills.md#Athletics) check opposed by the [grabbed](rules/conditions.md#Grabbed) creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to [Strike](rules/actions/strike.md) or Grab once again. The monster can't attack creatures it has swallowed. diff --git a/rules/abilities/telekinetic-assault.md b/rules/abilities/telekinetic-assault.md index fe1b098eb..124020251 100644 --- a/rules/abilities/telekinetic-assault.md +++ b/rules/abilities/telekinetic-assault.md @@ -7,6 +7,6 @@ tags: aliases: ["Telekinetic Assault"] --- # Telekinetic Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take `1d6` bludgeoning damage + `1d6` per 2 levels, subject to a basic Reflex save. \ No newline at end of file diff --git a/rules/abilities/telepathy.md b/rules/abilities/telepathy.md index 069619c39..9b8c5b461 100644 --- a/rules/abilities/telepathy.md +++ b/rules/abilities/telepathy.md @@ -8,6 +8,6 @@ tags: aliases: ["Telepathy"] --- # Telepathy -[aura](rules/traits/aura.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) +[aura](rules/traits/aura.md "Aura Combat Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") A monster with [telepathy](compendium/spells/telepathy.md) can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. \ No newline at end of file diff --git a/rules/actions/act-together-som.md b/rules/actions/act-together-som.md index a2eb02899..592128ab1 100644 --- a/rules/actions/act-together-som.md +++ b/rules/actions/act-together-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Act Together"] --- # Act Together [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[summoner](rules/traits/summoner-som.md) [tandem](rules/traits/tandem-som.md) +[summoner](rules/traits/summoner-som.md "Summoner Class Trait") [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") *Source: Secrets of Magic p. 53* **Class** summoner diff --git a/rules/actions/activate-an-item.md b/rules/actions/activate-an-item.md index 5acfda9ee..4125c60eb 100644 --- a/rules/actions/activate-an-item.md +++ b/rules/actions/activate-an-item.md @@ -10,20 +10,20 @@ aliases: ["Activate an Item"] *Source: Core Rulebook p. 532* -- **Requirements**: You can Activate an Item with the [invested](rules/traits/invested.md) trait only if it's invested by you. If the item requires you to [Interact](rules/actions/interact.md) with it, you must be wielding it (if it's a held item) or touching it with a free hand (if it's another type of item). +- **Requirements**: You can Activate an Item with the [invested](rules/traits/invested.md "Invested Item Trait") trait only if it's invested by you. If the item requires you to [Interact](rules/actions/interact.md) with it, you must be wielding it (if it's a held item) or touching it with a free hand (if it's another type of item). - **Activity**: Varies You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block. Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block—for example, "**Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command." -**Long Activation Times** Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the [exploration](rules/traits/exploration.md) trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar). +**Long Activation Times** Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar). **Activation Components** Each activation entry lists any components involved in the activation after the action icons or text, such as "[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command." The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item. -- Command ([auditory](rules/traits/auditory.md), [concentrate](rules/traits/concentrate.md)) -- Envision ([concentrate](rules/traits/concentrate.md)) -- [Interact](rules/actions/interact.md) ([manipulate](rules/traits/manipulate.md)) +- Command ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")) +- Envision ([concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")) +- [Interact](rules/actions/interact.md) ([manipulate](rules/traits/manipulate.md "Manipulate General Trait")) - [Cast a Spell](rules/actions/cast-a-spell.md) Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. @@ -40,9 +40,9 @@ Activations are not necessarily magical—for instance, drinking an alchemical e **Activation Components** An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below. -**Command** This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md)s. You must be able to speak to provide this component. +**Command** This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")s. You must be able to speak to provide this component. -**Envision** This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md). +**Envision** This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"). **Interact** This component works like the Interact basic action. diff --git a/rules/actions/administer-aoa2.md b/rules/actions/administer-aoa2.md index e4834b4af..7278dd2fb 100644 --- a/rules/actions/administer-aoa2.md +++ b/rules/actions/administer-aoa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Administer"] --- # Administer -[concentrate](rules/traits/concentrate.md) [downtime](rules/traits/downtime.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Age of Ashes #2: Cult of Cinders p. 72* diff --git a/rules/actions/administer-first-aid.md b/rules/actions/administer-first-aid.md index 15bbe69cd..2d55aaae3 100644 --- a/rules/actions/administer-first-aid.md +++ b/rules/actions/administer-first-aid.md @@ -8,7 +8,7 @@ tags: aliases: ["Administer First Aid"] --- # Administer First Aid (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 248* **Skill** [medicine](compendium/skills.md#Medicine) (untrained) diff --git a/rules/actions/affix-a-fulu-som.md b/rules/actions/affix-a-fulu-som.md index 355368b74..2e836ccdb 100644 --- a/rules/actions/affix-a-fulu-som.md +++ b/rules/actions/affix-a-fulu-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Affix a Fulu"] --- # Affix a Fulu (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Secrets of Magic p. 158* diff --git a/rules/actions/affix-a-talisman.md b/rules/actions/affix-a-talisman.md index b25f21f25..1f148f75a 100644 --- a/rules/actions/affix-a-talisman.md +++ b/rules/actions/affix-a-talisman.md @@ -9,7 +9,7 @@ tags: aliases: ["Affix a Talisman"] --- # Affix a Talisman (basic) -[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 565* diff --git a/rules/actions/amulets-abeyance-da.md b/rules/actions/amulets-abeyance-da.md index 03758ddbe..40f3bfeef 100644 --- a/rules/actions/amulets-abeyance-da.md +++ b/rules/actions/amulets-abeyance-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Amulet's Abeyance"] --- # Amulet's Abeyance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 36* - **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) would damage you or an ally within 15 feet of you. diff --git a/rules/actions/approach-duneshadow-aoa5.md b/rules/actions/approach-duneshadow-aoa5.md index 00fd59adc..a64878876 100644 --- a/rules/actions/approach-duneshadow-aoa5.md +++ b/rules/actions/approach-duneshadow-aoa5.md @@ -10,7 +10,7 @@ tags: aliases: ["Approach Duneshadow"] --- # Approach Duneshadow -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 36* diff --git a/rules/actions/arcane-cascade-som.md b/rules/actions/arcane-cascade-som.md index 950cb12ad..c8f390c41 100644 --- a/rules/actions/arcane-cascade-som.md +++ b/rules/actions/arcane-cascade-som.md @@ -10,7 +10,7 @@ tags: aliases: ["Arcane Cascade"] --- # Arcane Cascade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [magus](rules/traits/magus-som.md) [stance](rules/traits/stance.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") *Source: Secrets of Magic p. 38* **Class** magus diff --git a/rules/actions/attack-of-opportunity.md b/rules/actions/attack-of-opportunity.md index 1007a7df1..0db71098d 100644 --- a/rules/actions/attack-of-opportunity.md +++ b/rules/actions/attack-of-opportunity.md @@ -10,7 +10,7 @@ aliases: ["Attack of Opportunity"] *Source: Core Rulebook p. 474* **Class** fighter -- **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md) action or a [move](rules/traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using. +- **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action or a [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a move action it's using. - **Activity**: Reaction -You lash out at a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a [manipulate](rules/traits/manipulate.md) action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). \ No newline at end of file +You lash out at a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/actions/avoid-notice.md b/rules/actions/avoid-notice.md index 3cbde0447..ce0c122c0 100644 --- a/rules/actions/avoid-notice.md +++ b/rules/actions/avoid-notice.md @@ -8,7 +8,7 @@ tags: aliases: ["Avoid Notice"] --- # Avoid Notice (basic) -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 479* diff --git a/rules/actions/balance.md b/rules/actions/balance.md index acd02f74f..bd11df434 100644 --- a/rules/actions/balance.md +++ b/rules/actions/balance.md @@ -8,7 +8,7 @@ tags: aliases: ["Balance"] --- # Balance (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 240* **Skill** [acrobatics](compendium/skills.md#Acrobatics) (untrained) diff --git a/rules/actions/befriend-a-local-aoa0.md b/rules/actions/befriend-a-local-aoa0.md index 6242c178c..55e4a96f4 100644 --- a/rules/actions/befriend-a-local-aoa0.md +++ b/rules/actions/befriend-a-local-aoa0.md @@ -10,7 +10,7 @@ tags: aliases: ["Befriend a Local"] --- # Befriend a Local -[concentrate](rules/traits/concentrate.md) [downtime](rules/traits/downtime.md) [linguistic](rules/traits/linguistic.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") *Source: Age of Ashes Player's Guide p. 9* diff --git a/rules/actions/blend-in-aoa5.md b/rules/actions/blend-in-aoa5.md index 6b41c59f1..a1daf21dd 100644 --- a/rules/actions/blend-in-aoa5.md +++ b/rules/actions/blend-in-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Blend In"] --- # Blend In -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 27* diff --git a/rules/actions/board-gmg.md b/rules/actions/board-gmg.md index 82105b263..9d3900a88 100644 --- a/rules/actions/board-gmg.md +++ b/rules/actions/board-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Board"] --- # Board [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Gamemastery Guide p. 175* **Variant Rule** Vehicles diff --git a/rules/actions/borrow-an-arcane-spell.md b/rules/actions/borrow-an-arcane-spell.md index 8b74ec0c7..fa7e884aa 100644 --- a/rules/actions/borrow-an-arcane-spell.md +++ b/rules/actions/borrow-an-arcane-spell.md @@ -9,7 +9,7 @@ tags: aliases: ["Borrow an Arcane Spell"] --- # Borrow an Arcane Spell (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 241* **Skill** [arcana](compendium/skills.md#Arcana) (trained) diff --git a/rules/actions/breaking-and-entering-aoa5.md b/rules/actions/breaking-and-entering-aoa5.md index 30d9e35f2..dd7dc1829 100644 --- a/rules/actions/breaking-and-entering-aoa5.md +++ b/rules/actions/breaking-and-entering-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Breaking and Entering"] --- # Breaking and Entering -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 27* diff --git a/rules/actions/breaking-the-chains-aoa5.md b/rules/actions/breaking-the-chains-aoa5.md index c20e6ed27..e998f9314 100644 --- a/rules/actions/breaking-the-chains-aoa5.md +++ b/rules/actions/breaking-the-chains-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Breaking the Chains"] --- # Breaking the Chains -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - **Requirements**: The PCs have overcome the other three Obstacles for this phase. diff --git a/rules/actions/bribe-contact-gmg.md b/rules/actions/bribe-contact-gmg.md index 0b7c4d58e..7edce6073 100644 --- a/rules/actions/bribe-contact-gmg.md +++ b/rules/actions/bribe-contact-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Bribe Contact"] --- # Bribe Contact -[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Gamemastery Guide p. 163* **Variant Rule** Infiltration diff --git a/rules/actions/build-connections-aoa5.md b/rules/actions/build-connections-aoa5.md index 968acb56a..5e7090c54 100644 --- a/rules/actions/build-connections-aoa5.md +++ b/rules/actions/build-connections-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Build Connections"] --- # Build Connections -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 18* diff --git a/rules/actions/build-infirmary-aoa2.md b/rules/actions/build-infirmary-aoa2.md index 911a13c4c..bdb19dd8c 100644 --- a/rules/actions/build-infirmary-aoa2.md +++ b/rules/actions/build-infirmary-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Build Infirmary"] --- # Build Infirmary -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), [Medicine](compendium/skills.md#Medicine) (master), or hired medic; organized specialists diff --git a/rules/actions/build-library-aoa2.md b/rules/actions/build-library-aoa2.md index 762df6e5f..e41153c70 100644 --- a/rules/actions/build-library-aoa2.md +++ b/rules/actions/build-library-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Build Library"] --- # Build Library -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), any [Lore](compendium/skills.md#Lore) (master), or hired bookmaker; organized specialists diff --git a/rules/actions/build-training-facility-aoa2.md b/rules/actions/build-training-facility-aoa2.md index 30efb115d..363543cae 100644 --- a/rules/actions/build-training-facility-aoa2.md +++ b/rules/actions/build-training-facility-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Build Training Facility"] --- # Build Training Facility -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: expert in the skill listed below or hired trainer; organized specialists diff --git a/rules/actions/build-workshop-crafting-aoa2.md b/rules/actions/build-workshop-crafting-aoa2.md index 18938661a..7c5de45d8 100644 --- a/rules/actions/build-workshop-crafting-aoa2.md +++ b/rules/actions/build-workshop-crafting-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Build Workshop (Crafting)"] --- # Build Workshop (Crafting) -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), Specialty Crafting (any), or any hired specialist; organized specialists diff --git a/rules/actions/bullying-press-gmg.md b/rules/actions/bullying-press-gmg.md index 45fe4a0f6..6e95e5ff2 100644 --- a/rules/actions/bullying-press-gmg.md +++ b/rules/actions/bullying-press-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Bullying Press"] --- # Bullying Press [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[flourish](rules/traits/flourish.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") *Source: Gamemastery Guide p. 167* **Variant Rule** Duels diff --git a/rules/actions/burrow.md b/rules/actions/burrow.md index 86a191c91..44108ed22 100644 --- a/rules/actions/burrow.md +++ b/rules/actions/burrow.md @@ -8,7 +8,7 @@ tags: aliases: ["Burrow"] --- # Burrow (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 472* diff --git a/rules/actions/calculate-threats-da.md b/rules/actions/calculate-threats-da.md index a32e40a67..48e268ca5 100644 --- a/rules/actions/calculate-threats-da.md +++ b/rules/actions/calculate-threats-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Calculate Threats"] --- # Calculate Threats [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[mental](rules/traits/mental.md "Mental Effect Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") *Source: Dark Archive p. 16* - **Activity**: Single Action diff --git a/rules/actions/call-on-ancient-blood.md b/rules/actions/call-on-ancient-blood.md index 86670019f..5e35d3ad8 100644 --- a/rules/actions/call-on-ancient-blood.md +++ b/rules/actions/call-on-ancient-blood.md @@ -10,7 +10,7 @@ aliases: ["Call on Ancient Blood"] *Source: Core Rulebook p. 35* **Ancestry** Dwarf; **Heritage** Dwarf||Ancient-Blooded|Ancient-Blooded|| -- **Trigger** You attempt a saving throw against a [magical](rules/traits/magical.md) effect, but you haven't rolled yet. +- **Trigger** You attempt a saving throw against a [magical](rules/traits/magical.md "Magical Item Trait") effect, but you haven't rolled yet. - **Activity**: Reaction Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save. \ No newline at end of file diff --git a/rules/actions/call-to-axis-lome.md b/rules/actions/call-to-axis-lome.md index 7df42b05a..4c555fbcd 100644 --- a/rules/actions/call-to-axis-lome.md +++ b/rules/actions/call-to-axis-lome.md @@ -8,7 +8,7 @@ tags: aliases: ["Call to Axis"] --- # Call to Axis [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[fortune](rules/traits/fortune.md) +[fortune](rules/traits/fortune.md "Fortune Effect Trait") *Source: Lost Omens: The Mwangi Expanse p. 107* **Ancestry** Conrasu; **Heritage** Conrasu|LOME|Rite of Knowing|Rite of Knowing|LOME| diff --git a/rules/actions/camp-in-the-mwangi-jungle-aoa2.md b/rules/actions/camp-in-the-mwangi-jungle-aoa2.md index 3e58deae6..e18da2e9c 100644 --- a/rules/actions/camp-in-the-mwangi-jungle-aoa2.md +++ b/rules/actions/camp-in-the-mwangi-jungle-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Camp in the Mwangi Jungle"] --- # Camp in the Mwangi Jungle -[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 71* diff --git a/rules/actions/cast-a-spell.md b/rules/actions/cast-a-spell.md index cc7ce09cc..2bff67e0b 100644 --- a/rules/actions/cast-a-spell.md +++ b/rules/actions/cast-a-spell.md @@ -16,13 +16,13 @@ You [Cast a Spell](rules/actions/cast-a-spell.md) you have prepared or in your r Some spells are cast as a reaction or free action. In those cases, you [Cast the Spell](rules/actions/cast-a-spell.md) as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block—for example, "[R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") verbal." -**Long Casting Times** Some spells take minutes or hours to cast. The [Cast a Spell](rules/actions/cast-a-spell.md) activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the [exploration](rules/traits/exploration.md) trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below). +**Long Casting Times** Some spells take minutes or hours to cast. The [Cast a Spell](rules/actions/cast-a-spell.md) activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below). **Activation Components** Each spell lists the spell components required to cast it after the action icons or text, such as "[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. If you can't provide the components, you fail to [Cast the Spell](rules/actions/cast-a-spell.md). -- Material ([manipulate](rules/traits/manipulate.md)) -- Somatic ([manipulate](rules/traits/manipulate.md)) -- Verbal ([concentrate](rules/traits/concentrate.md)) -- Focus ([manipulate](rules/traits/manipulate.md)) +- Material ([manipulate](rules/traits/manipulate.md "Manipulate General Trait")) +- Somatic ([manipulate](rules/traits/manipulate.md "Manipulate General Trait")) +- Verbal ([concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")) +- Focus ([manipulate](rules/traits/manipulate.md "Manipulate General Trait")) **Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the [Cast a Spell](rules/actions/cast-a-spell.md) activity. If a spell is disrupted during a [Sustain a Spell](rules/actions/sustain-a-spell.md) action, the spell immediately ends. The full rules for disrupting actions appear here. \ No newline at end of file diff --git a/rules/actions/change-shape-beastkin-loag.md b/rules/actions/change-shape-beastkin-loag.md index 4a587d295..20505d4d2 100644 --- a/rules/actions/change-shape-beastkin-loag.md +++ b/rules/actions/change-shape-beastkin-loag.md @@ -10,10 +10,10 @@ tags: aliases: ["Change Shape (Beastkin)"] --- # Change Shape (Beastkin) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") *Source: Lost Omens: Ancestry Guide p. 79* - **Activity**: Single Action -You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal `1d4` piercing damage, have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), and [unarmed](rules/traits/unarmed.md) traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry. \ No newline at end of file +You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal `1d4` piercing damage, have the [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry. \ No newline at end of file diff --git a/rules/actions/change-shape-kitsune-loag.md b/rules/actions/change-shape-kitsune-loag.md index b5c55b472..5df4912c3 100644 --- a/rules/actions/change-shape-kitsune-loag.md +++ b/rules/actions/change-shape-kitsune-loag.md @@ -12,7 +12,7 @@ tags: aliases: ["Change Shape (Kitsune)"] --- # Change Shape (Kitsune) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [divine](rules/traits/divine.md) [kitsune](rules/traits/kitsune-loag.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") *Source: Lost Omens: Ancestry Guide* **Ancestry** Kitsune diff --git a/rules/actions/change-tradition-focus-gmg.md b/rules/actions/change-tradition-focus-gmg.md index ef0b336cc..bf30e8e0f 100644 --- a/rules/actions/change-tradition-focus-gmg.md +++ b/rules/actions/change-tradition-focus-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Change Tradition Focus"] --- # Change Tradition Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[magical](rules/traits/magical.md) +[magical](rules/traits/magical.md "Magical Item Trait") *Source: Gamemastery Guide p. 167* **Variant Rule** Duels diff --git a/rules/actions/check-the-walls-aoa4.md b/rules/actions/check-the-walls-aoa4.md index f5b82365a..cab116e8f 100644 --- a/rules/actions/check-the-walls-aoa4.md +++ b/rules/actions/check-the-walls-aoa4.md @@ -9,7 +9,7 @@ tags: aliases: ["Check the Walls"] --- # Check the Walls -[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #4: Fires of the Haunted City p. 18* diff --git a/rules/actions/clean-aoa2.md b/rules/actions/clean-aoa2.md index 9886f3436..b4d4955cf 100644 --- a/rules/actions/clean-aoa2.md +++ b/rules/actions/clean-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Clean"] --- # Clean -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* diff --git a/rules/actions/cleanse-soul-path-som.md b/rules/actions/cleanse-soul-path-som.md index e47772f78..6ab4d02d3 100644 --- a/rules/actions/cleanse-soul-path-som.md +++ b/rules/actions/cleanse-soul-path-som.md @@ -7,7 +7,7 @@ tags: aliases: ["Cleanse Soul Path"] --- # Cleanse Soul Path -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Secrets of Magic p. 234* **Variant Rule** Soulforged Armaments diff --git a/rules/actions/clear-courtyard-aoa2.md b/rules/actions/clear-courtyard-aoa2.md index 4fb615889..36613579c 100644 --- a/rules/actions/clear-courtyard-aoa2.md +++ b/rules/actions/clear-courtyard-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Clear Courtyard"] --- # Clear Courtyard -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (trained) or hired stonemason; organized workers diff --git a/rules/actions/climb.md b/rules/actions/climb.md index 187ed0071..b7baca5fc 100644 --- a/rules/actions/climb.md +++ b/rules/actions/climb.md @@ -8,7 +8,7 @@ tags: aliases: ["Climb"] --- # Climb (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 241* **Skill** [athletics](compendium/skills.md#Athletics) (untrained) diff --git a/rules/actions/clue-in-apg.md b/rules/actions/clue-in-apg.md index 6e5f0994b..355f91bb7 100644 --- a/rules/actions/clue-in-apg.md +++ b/rules/actions/clue-in-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Clue In"] --- # Clue In [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") *Source: Advanced Player's Guide p. 56* **Class** investigator @@ -17,4 +17,4 @@ aliases: ["Clue In"] - **Trigger** Another creature attempts a check to investigate a lead you're pursuing. - **Activity**: Reaction -You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). The GM can add any relevant traits to this reaction depending on the situation, such as [auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) if you're conveying information verbally. \ No newline at end of file +You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). The GM can add any relevant traits to this reaction depending on the situation, such as [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") if you're conveying information verbally. \ No newline at end of file diff --git a/rules/actions/coerce.md b/rules/actions/coerce.md index 921eaa88e..a0062c952 100644 --- a/rules/actions/coerce.md +++ b/rules/actions/coerce.md @@ -13,7 +13,7 @@ tags: aliases: ["Coerce"] --- # Coerce (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Core Rulebook p. 247* **Skill** [intimidation](compendium/skills.md#Intimidation) (untrained) diff --git a/rules/actions/command-an-animal.md b/rules/actions/command-an-animal.md index cecaa9af7..71e0eae4e 100644 --- a/rules/actions/command-an-animal.md +++ b/rules/actions/command-an-animal.md @@ -9,7 +9,7 @@ tags: aliases: ["Command an Animal"] --- # Command an Animal (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Core Rulebook p. 249* **Skill** [nature](compendium/skills.md#Nature) (untrained) diff --git a/rules/actions/conceal-an-object.md b/rules/actions/conceal-an-object.md index d69513df8..2cfeb9836 100644 --- a/rules/actions/conceal-an-object.md +++ b/rules/actions/conceal-an-object.md @@ -9,7 +9,7 @@ tags: aliases: ["Conceal an Object"] --- # Conceal an Object (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) [secret](rules/traits/secret.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 251* **Skill** [stealth](compendium/skills.md#Stealth) (untrained) diff --git a/rules/actions/conduct-energy-loag.md b/rules/actions/conduct-energy-loag.md index 8ef01c021..509015ea0 100644 --- a/rules/actions/conduct-energy-loag.md +++ b/rules/actions/conduct-energy-loag.md @@ -8,11 +8,11 @@ tags: aliases: ["Conduct Energy"] --- # Conduct Energy [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[energy](rules/traits/energy-loag.md) +[energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") *Source: Lost Omens: Ancestry Guide p. 139* -- **Requirements**: Your last action or spell this turn had the [acid](rules/traits/acid.md), [cold](rules/traits/cold.md), [electricity](rules/traits/electricity.md), [fire](rules/traits/fire.md), or [sonic](rules/traits/sonic.md) trait. +- **Requirements**: Your last action or spell this turn had the [acid](rules/traits/acid.md "Acid Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait. - **Activity**: Free Action You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits. \ No newline at end of file diff --git a/rules/actions/confident-finisher-apg.md b/rules/actions/confident-finisher-apg.md index 0cfa76aa4..6c62398bf 100644 --- a/rules/actions/confident-finisher-apg.md +++ b/rules/actions/confident-finisher-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Confident Finisher"] --- # Confident Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[finisher](rules/traits/finisher-apg.md) [swashbuckler](rules/traits/swashbuckler-apg.md) +[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") *Source: Advanced Player's Guide p. 85* **Class** swashbuckler diff --git a/rules/actions/contact-steel-falcons-aoa5.md b/rules/actions/contact-steel-falcons-aoa5.md index 5d81a3622..ce9a60a4d 100644 --- a/rules/actions/contact-steel-falcons-aoa5.md +++ b/rules/actions/contact-steel-falcons-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Contact Steel Falcons"] --- # Contact Steel Falcons -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 23* diff --git a/rules/actions/convince-mengkare-aoa6.md b/rules/actions/convince-mengkare-aoa6.md index c14b48639..42706e5f2 100644 --- a/rules/actions/convince-mengkare-aoa6.md +++ b/rules/actions/convince-mengkare-aoa6.md @@ -11,7 +11,7 @@ tags: aliases: ["Convince Mengkare"] --- # Convince Mengkare -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Age of Ashes #6: Broken Promises p. 46* diff --git a/rules/actions/cover-tracks.md b/rules/actions/cover-tracks.md index 3fb01087a..4f59a03c1 100644 --- a/rules/actions/cover-tracks.md +++ b/rules/actions/cover-tracks.md @@ -10,11 +10,11 @@ tags: aliases: ["Cover Tracks"] --- # Cover Tracks (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 252* **Skill** [survival](compendium/skills.md#Survival) (trained) You cover your tracks, moving up to half your travel Speed. You don't need to attempt a [Survival](compendium/skills.md#Survival) check to cover your tracks, but anyone tracking you must succeed at a [Survival](compendium/skills.md#Survival) check against your [Survival](compendium/skills.md#Survival) DC if it is higher than the normal DC to Track. -In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the [exploration](rules/traits/exploration.md) trait. \ No newline at end of file +In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait. \ No newline at end of file diff --git a/rules/actions/craft-disharmonic-instrument-lomm.md b/rules/actions/craft-disharmonic-instrument-lomm.md index f96f64124..b4a68be96 100644 --- a/rules/actions/craft-disharmonic-instrument-lomm.md +++ b/rules/actions/craft-disharmonic-instrument-lomm.md @@ -10,7 +10,7 @@ tags: aliases: ["Craft Disharmonic Instrument"] --- # Craft Disharmonic Instrument -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) [rare](rules/traits/rare.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") *Source: Lost Omens: Monsters of Myth p. 53* - **Requirements**: Legendary in [Crafting](compendium/skills.md#Crafting) diff --git a/rules/actions/craft.md b/rules/actions/craft.md index f3a3b4741..78d62f8c6 100644 --- a/rules/actions/craft.md +++ b/rules/actions/craft.md @@ -9,7 +9,7 @@ tags: aliases: ["Craft"] --- # Craft (basic) -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 244* **Skill** [crafting](compendium/skills.md#Crafting) (trained) @@ -35,7 +35,7 @@ If your attempt to create the item is successful, you expend the raw materials y > [!pf2-example] Consumables and Ammunition > -> You can Craft items with the [consumable](rules/traits/consumable.md) trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also [Craft](rules/actions/craft.md) non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](rules/tables/ranged-weapons.md) (typically 10). +> You can Craft items with the [consumable](rules/traits/consumable.md "Consumable Item Trait") trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also [Craft](rules/actions/craft.md) non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](rules/tables/ranged-weapons.md) (typically 10). > [!pf2-example] Getting Formulas > diff --git a/rules/actions/cram-sot1.md b/rules/actions/cram-sot1.md index 81ec27b2c..79b1492a6 100644 --- a/rules/actions/cram-sot1.md +++ b/rules/actions/cram-sot1.md @@ -8,7 +8,7 @@ tags: aliases: ["Cram"] --- # Cram -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Strength of Thousands #1: Kindled Magic p. 63* - **Requirements**: You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit. diff --git a/rules/actions/crawl.md b/rules/actions/crawl.md index c7dfe87a2..9a8c08acd 100644 --- a/rules/actions/crawl.md +++ b/rules/actions/crawl.md @@ -8,7 +8,7 @@ tags: aliases: ["Crawl"] --- # Crawl (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 470* diff --git a/rules/actions/create-a-diversion.md b/rules/actions/create-a-diversion.md index 4c6f79f67..37eaca6e6 100644 --- a/rules/actions/create-a-diversion.md +++ b/rules/actions/create-a-diversion.md @@ -8,13 +8,13 @@ tags: aliases: ["Create a Diversion"] --- # Create a Diversion (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md) +[mental](rules/traits/mental.md "Mental Effect Trait") *Source: Core Rulebook p. 245* **Skill** [deception](compendium/skills.md#Deception) (untrained) - **Activity**: Single Action -With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the [manipulate](rules/traits/manipulate.md) trait. If you use distracting words, it gains the [auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) traits. +With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. If you use distracting words, it gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits. Attempt a single [Deception](compendium/skills.md#Deception) check and compare it to the [Perception](compendium/skills.md#Perception) DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their [Perception](compendium/skills.md#Perception) DCs against your attempts to Create a Diversion for 1 minute. diff --git a/rules/actions/create-forgery.md b/rules/actions/create-forgery.md index a5cb280a1..41921c627 100644 --- a/rules/actions/create-forgery.md +++ b/rules/actions/create-forgery.md @@ -9,7 +9,7 @@ tags: aliases: ["Create Forgery"] --- # Create Forgery (basic) -[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 251* **Skill** [society](compendium/skills.md#Society) (trained) diff --git a/rules/actions/cunning-disguise-aoa5.md b/rules/actions/cunning-disguise-aoa5.md index 6d9c6f9e7..a0423b707 100644 --- a/rules/actions/cunning-disguise-aoa5.md +++ b/rules/actions/cunning-disguise-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Cunning Disguise"] --- # Cunning Disguise -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 27* diff --git a/rules/actions/deadly-traps-aoa5.md b/rules/actions/deadly-traps-aoa5.md index 7786a2256..91d1768e9 100644 --- a/rules/actions/deadly-traps-aoa5.md +++ b/rules/actions/deadly-traps-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Deadly Traps"] --- # Deadly Traps -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 28* diff --git a/rules/actions/debilitating-strike.md b/rules/actions/debilitating-strike.md index 814dc22e6..88e0fca22 100644 --- a/rules/actions/debilitating-strike.md +++ b/rules/actions/debilitating-strike.md @@ -8,7 +8,7 @@ tags: aliases: ["Debilitating Strike"] --- # Debilitating Strike [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[rogue](rules/traits/rogue.md) +[rogue](rules/traits/rogue.md "Rogue Class Trait") *Source: Core Rulebook p. 182* **Class** rogue diff --git a/rules/actions/deceptive-sidestep-gmg.md b/rules/actions/deceptive-sidestep-gmg.md index 859e9d689..07650200e 100644 --- a/rules/actions/deceptive-sidestep-gmg.md +++ b/rules/actions/deceptive-sidestep-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Deceptive Sidestep"] --- # Deceptive Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[misfortune](rules/traits/misfortune.md) +[misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") *Source: Gamemastery Guide p. 167* **Variant Rule** Duels diff --git a/rules/actions/decipher-writing.md b/rules/actions/decipher-writing.md index 36c6cfbf9..850fb14f3 100644 --- a/rules/actions/decipher-writing.md +++ b/rules/actions/decipher-writing.md @@ -10,7 +10,7 @@ tags: aliases: ["Decipher Writing"] --- # Decipher Writing (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 234* diff --git a/rules/actions/deconstruct-tv.md b/rules/actions/deconstruct-tv.md index 9d64a3f22..6a2728f0d 100644 --- a/rules/actions/deconstruct-tv.md +++ b/rules/actions/deconstruct-tv.md @@ -9,7 +9,7 @@ tags: aliases: ["Deconstruct"] --- # Deconstruct -[downtime](rules/traits/downtime.md) [rare](rules/traits/rare.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") *Source: Treasure Vault p. 162* diff --git a/rules/actions/deduce-traditions-aoa4.md b/rules/actions/deduce-traditions-aoa4.md index c6812f268..a74c5c590 100644 --- a/rules/actions/deduce-traditions-aoa4.md +++ b/rules/actions/deduce-traditions-aoa4.md @@ -10,7 +10,7 @@ tags: aliases: ["Deduce Traditions"] --- # Deduce Traditions -[concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #4: Fires of the Haunted City p. 18* diff --git a/rules/actions/defend.md b/rules/actions/defend.md index 1ef40859f..2097aad88 100644 --- a/rules/actions/defend.md +++ b/rules/actions/defend.md @@ -8,7 +8,7 @@ tags: aliases: ["Defend"] --- # Defend (basic) -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 479* diff --git a/rules/actions/demoralize.md b/rules/actions/demoralize.md index 0fa643c11..3edb23431 100644 --- a/rules/actions/demoralize.md +++ b/rules/actions/demoralize.md @@ -12,7 +12,7 @@ tags: aliases: ["Demoralize"] --- # Demoralize (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Core Rulebook p. 247* **Skill** [intimidation](compendium/skills.md#Intimidation) (untrained) diff --git a/rules/actions/destructive-vengeance-apg.md b/rules/actions/destructive-vengeance-apg.md index 121286e1b..b24e47527 100644 --- a/rules/actions/destructive-vengeance-apg.md +++ b/rules/actions/destructive-vengeance-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Destructive Vengeance"] --- # Destructive Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") *Source: Advanced Player's Guide p. 116* **Class** champion; **Subclass** Antipaladin diff --git a/rules/actions/detect-magic.md b/rules/actions/detect-magic.md index e6875ea85..0cc042bff 100644 --- a/rules/actions/detect-magic.md +++ b/rules/actions/detect-magic.md @@ -9,7 +9,7 @@ tags: aliases: ["Detect Magic"] --- # Detect Magic (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 479* diff --git a/rules/actions/devise-a-stratagem-apg.md b/rules/actions/devise-a-stratagem-apg.md index f7da1656b..96d9ae329 100644 --- a/rules/actions/devise-a-stratagem-apg.md +++ b/rules/actions/devise-a-stratagem-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Devise a Stratagem"] --- # Devise a Stratagem [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) [investigator](rules/traits/investigator-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") *Source: Advanced Player's Guide p. 56* **Class** investigator @@ -19,6 +19,6 @@ aliases: ["Devise a Stratagem"] You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a `d20`. If you [Strike](rules/actions/strike.md) the chosen creature later this round, you must use the result of the roll you made to [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) for your [Strike](rules/actions/strike.md)'s attack roll instead of rolling. You make this substitution only for the first [Strike](rules/actions/strike.md) you make against the creature this round, not any subsequent attacks. -When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your [Strike](rules/actions/strike.md) uses an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) melee weapon, an [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) unarmed attack, a ranged weapon (which must be [agile](rules/traits/agile.md) or [finesse](rules/traits/finesse.md) if it's a melee weapon with the [thrown](rules/traits/thrown.md) trait), or a [sap](compendium/equipment/items/sap.md). +When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your [Strike](rules/actions/strike.md) uses an [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") melee weapon, an [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") unarmed attack, a ranged weapon (which must be [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") if it's a melee weapon with the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait), or a [sap](compendium/equipment/items/sap.md). If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. \ No newline at end of file diff --git a/rules/actions/dimensional-interference-aoa5.md b/rules/actions/dimensional-interference-aoa5.md index ad702b621..cd654627e 100644 --- a/rules/actions/dimensional-interference-aoa5.md +++ b/rules/actions/dimensional-interference-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Dimensional Interference"] --- # Dimensional Interference -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 26* - **Trigger** The PCs attempt to use a teleportation effect. diff --git a/rules/actions/disable-a-device.md b/rules/actions/disable-a-device.md index 4a9d1a005..f53fa7060 100644 --- a/rules/actions/disable-a-device.md +++ b/rules/actions/disable-a-device.md @@ -8,7 +8,7 @@ tags: aliases: ["Disable a Device"] --- # Disable a Device (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 253* **Skill** [thievery](compendium/skills.md#Thievery) (trained) diff --git a/rules/actions/disarm.md b/rules/actions/disarm.md index 1a9da10b4..833b23233 100644 --- a/rules/actions/disarm.md +++ b/rules/actions/disarm.md @@ -8,7 +8,7 @@ tags: aliases: ["Disarm"] --- # Disarm (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") *Source: Core Rulebook p. 243* **Skill** [athletics](compendium/skills.md#Athletics) (trained) diff --git a/rules/actions/discover-gmg.md b/rules/actions/discover-gmg.md index 155e0bb2d..f43641cd3 100644 --- a/rules/actions/discover-gmg.md +++ b/rules/actions/discover-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Discover"] --- # Discover -[concentrate](rules/traits/concentrate.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Gamemastery Guide p. 151* **Variant Rule** Influence diff --git a/rules/actions/dismiss.md b/rules/actions/dismiss.md index 4f02ebe30..1e4d8de6b 100644 --- a/rules/actions/dismiss.md +++ b/rules/actions/dismiss.md @@ -8,7 +8,7 @@ tags: aliases: ["Dismiss"] --- # Dismiss (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Core Rulebook p. 305* diff --git a/rules/actions/dispel-a-disguise-aoa5.md b/rules/actions/dispel-a-disguise-aoa5.md index 6ca06bebf..40564f8ec 100644 --- a/rules/actions/dispel-a-disguise-aoa5.md +++ b/rules/actions/dispel-a-disguise-aoa5.md @@ -9,7 +9,7 @@ tags: aliases: ["Dispel a Disguise"] --- # Dispel a Disguise -[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 27* - **Requirements**: When Blending In or using a [Cunning Disguise](rules/actions/cunning-disguise-aoa5.md), a PC has noticed something is off about a guest. diff --git a/rules/actions/distract-guards-aoa6.md b/rules/actions/distract-guards-aoa6.md index f45b93470..e3b5641ae 100644 --- a/rules/actions/distract-guards-aoa6.md +++ b/rules/actions/distract-guards-aoa6.md @@ -10,7 +10,7 @@ tags: aliases: ["Distract Guards"] --- # Distract Guards -[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) [move](rules/traits/move.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Age of Ashes #6: Broken Promises p. 33* diff --git a/rules/actions/diviner-on-duty-aoa5.md b/rules/actions/diviner-on-duty-aoa5.md index aac26e319..ca02a2193 100644 --- a/rules/actions/diviner-on-duty-aoa5.md +++ b/rules/actions/diviner-on-duty-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Diviner on Duty"] --- # Diviner on Duty -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - **Trigger** A PC uses magic to aid in overcoming an Obstacle during infiltration. diff --git a/rules/actions/do-i-know-you-aoa5.md b/rules/actions/do-i-know-you-aoa5.md index 7f037f3bd..ccaf16102 100644 --- a/rules/actions/do-i-know-you-aoa5.md +++ b/rules/actions/do-i-know-you-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Do I Know You?"] --- # Do I Know You? -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 26* - **Trigger** Awareness reaches 5 or 10. diff --git a/rules/actions/drain-bonded-item.md b/rules/actions/drain-bonded-item.md index 18e5c95e0..363236b04 100644 --- a/rules/actions/drain-bonded-item.md +++ b/rules/actions/drain-bonded-item.md @@ -9,7 +9,7 @@ tags: aliases: ["Drain Bonded Item"] --- # Drain Bonded Item [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[arcane](rules/traits/arcane.md) [wizard](rules/traits/wizard.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") *Source: Core Rulebook p. 205* **Class** wizard diff --git a/rules/actions/drink-from-the-chalice-da.md b/rules/actions/drink-from-the-chalice-da.md index b040968b1..3c6acae3c 100644 --- a/rules/actions/drink-from-the-chalice-da.md +++ b/rules/actions/drink-from-the-chalice-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Drink from the Chalice"] --- # Drink from the Chalice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [necromancy](rules/traits/necromancy.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 37* - **Frequency**: once per round @@ -21,4 +21,4 @@ aliases: ["Drink from the Chalice"] You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. - **Sip** A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. -- **Drain** Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has [negative healing](rules/abilities/negative-healing-b2.md), it can still heal in this way, and the effect has the [negative](rules/traits/negative.md) trait instead of [healing](rules/traits/healing.md) and [positive](rules/traits/positive.md). \ No newline at end of file +- **Drain** Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has [negative healing](rules/abilities/negative-healing-b2.md), it can still heal in this way, and the effect has the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait instead of [healing](rules/traits/healing.md "Healing Effect Trait") and [positive](rules/traits/positive.md "Positive Energy & Element Trait"). \ No newline at end of file diff --git a/rules/actions/drive-gmg.md b/rules/actions/drive-gmg.md index 4fd65c151..884e6fe92 100644 --- a/rules/actions/drive-gmg.md +++ b/rules/actions/drive-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Drive"] --- # Drive [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Gamemastery Guide p. 175* **Variant Rule** Vehicles @@ -18,6 +18,6 @@ You pilot your vehicle to move. Decide how many actions you intend to spend befo [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. -[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](rules/traits/reckless-gmg.md)) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. -[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](rules/traits/reckless-gmg.md)) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. \ No newline at end of file +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. \ No newline at end of file diff --git a/rules/actions/drop-prone.md b/rules/actions/drop-prone.md index 90272d62e..e652fd4b2 100644 --- a/rules/actions/drop-prone.md +++ b/rules/actions/drop-prone.md @@ -8,7 +8,7 @@ tags: aliases: ["Drop Prone"] --- # Drop Prone (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 470* diff --git a/rules/actions/dueling-counter-gmg.md b/rules/actions/dueling-counter-gmg.md index d602d4292..fc476a753 100644 --- a/rules/actions/dueling-counter-gmg.md +++ b/rules/actions/dueling-counter-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Dueling Counter"] --- # Dueling Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[magical](rules/traits/magical.md) +[magical](rules/traits/magical.md "Magical Item Trait") *Source: Gamemastery Guide p. 167* **Variant Rule** Duels diff --git a/rules/actions/earn-income.md b/rules/actions/earn-income.md index f9d143a54..64200d941 100644 --- a/rules/actions/earn-income.md +++ b/rules/actions/earn-income.md @@ -8,7 +8,7 @@ tags: aliases: ["Earn Income"] --- # Earn Income (basic) -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Core Rulebook p. 236* diff --git a/rules/actions/envenom-loil.md b/rules/actions/envenom-loil.md index 53c130cba..068b75b16 100644 --- a/rules/actions/envenom-loil.md +++ b/rules/actions/envenom-loil.md @@ -8,7 +8,7 @@ tags: aliases: ["Envenom"] --- # Envenom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Lost Omens: Impossible Lands* **Ancestry** Vishkanya @@ -20,7 +20,7 @@ Through use of either saliva or blood, you use your innate toxins to apply vishk ```ad-inline-affliction title: Minor Vishkanyan Venom -[injury](rules/traits/injury.md) [poison](rules/traits/poison.md) +[injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Saving Throws**: Fortitude - **Maximum Duration**: 6 rounds diff --git a/rules/actions/escape.md b/rules/actions/escape.md index bb3407e57..80f1ecc37 100644 --- a/rules/actions/escape.md +++ b/rules/actions/escape.md @@ -8,13 +8,13 @@ tags: aliases: ["Escape"] --- # Escape (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") *Source: Core Rulebook p. 470* - **Activity**: Single Action -You attempt to escape from being [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained). Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the [Athletics](compendium/skills.md#Athletics) DC of a creature grabbing you, the [Thievery](compendium/skills.md#Thievery) DC of a creature who tied you up, the spell DC for a spell effect, or the listed [Escape](rules/actions/escape.md) DC of an object, hazard, or other impediment. You can attempt an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check instead of using your attack modifier if you choose (but this action still has the [attack](rules/traits/attack.md) trait). +You attempt to escape from being [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained). Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the [Athletics](compendium/skills.md#Athletics) DC of a creature grabbing you, the [Thievery](compendium/skills.md#Thievery) DC of a creature who tied you up, the spell DC for a spell effect, or the listed [Escape](rules/actions/escape.md) DC of an object, hazard, or other impediment. You can attempt an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check instead of using your attack modifier if you choose (but this action still has the [attack](rules/traits/attack.md "Attack Combat Trait") trait). > [!success-degree] > - **Critical Success** You get free and remove the [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), and [restrained](rules/conditions.md#Restrained) conditions imposed by your chosen target. You can then [Stride](rules/actions/stride.md) up to 5 feet. diff --git a/rules/actions/expeditious-inspection-apg.md b/rules/actions/expeditious-inspection-apg.md index fdd09e887..fb092a720 100644 --- a/rules/actions/expeditious-inspection-apg.md +++ b/rules/actions/expeditious-inspection-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Expeditious Inspection"] --- # Expeditious Inspection [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[investigator](rules/traits/investigator-apg.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") *Source: Advanced Player's Guide p. 57* **Class** investigator; **Subclass** Empiricism diff --git a/rules/actions/exploit-vulnerability-da.md b/rules/actions/exploit-vulnerability-da.md index c27a4c412..3ad1a4b6f 100644 --- a/rules/actions/exploit-vulnerability-da.md +++ b/rules/actions/exploit-vulnerability-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Exploit Vulnerability"] --- # Exploit Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](rules/traits/esoterica-da.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 32* - **Frequency**: once per round @@ -20,7 +20,7 @@ aliases: ["Exploit Vulnerability"] You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an [Esoteric Lore](compendium/skills.md#Lore) check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. > [!success-degree] -> - **Critical Success** You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md) if they weren't already. -> - **Success** You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md) if they weren't already. -> - **Failure** Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md) if they weren't already. +> - **Critical Success** You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md "Magical Item Trait") if they weren't already. +> - **Success** You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md "Magical Item Trait") if they weren't already. +> - **Failure** Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md "Magical Item Trait") if they weren't already. > - **Critical Failure** You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become [flat-footed](rules/conditions.md#Flat-footed) until the beginning of your next turn. \ No newline at end of file diff --git a/rules/actions/fade-into-daydreams-da.md b/rules/actions/fade-into-daydreams-da.md index f13ad6cda..f37104070 100644 --- a/rules/actions/fade-into-daydreams-da.md +++ b/rules/actions/fade-into-daydreams-da.md @@ -10,7 +10,7 @@ tags: aliases: ["Fade Into Daydreams"] --- # Fade Into Daydreams [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[illusion](rules/traits/illusion.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") *Source: Dark Archive p. 16* - **Activity**: Single Action diff --git a/rules/actions/feint.md b/rules/actions/feint.md index bdd491111..93b8ef458 100644 --- a/rules/actions/feint.md +++ b/rules/actions/feint.md @@ -8,7 +8,7 @@ tags: aliases: ["Feint"] --- # Feint (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md) +[mental](rules/traits/mental.md "Mental Effect Trait") *Source: Core Rulebook p. 246* **Skill** [deception](compendium/skills.md#Deception) (trained) diff --git a/rules/actions/fight-the-fire-aoa6.md b/rules/actions/fight-the-fire-aoa6.md index 0e0801643..cd229392b 100644 --- a/rules/actions/fight-the-fire-aoa6.md +++ b/rules/actions/fight-the-fire-aoa6.md @@ -9,7 +9,7 @@ tags: aliases: ["Fight the Fire"] --- # Fight the Fire -[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #6: Broken Promises p. 12* diff --git a/rules/actions/find-the-cells-aoa5.md b/rules/actions/find-the-cells-aoa5.md index e95ee8561..c6eba70ac 100644 --- a/rules/actions/find-the-cells-aoa5.md +++ b/rules/actions/find-the-cells-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Find the Cells"] --- # Find the Cells -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 28* diff --git a/rules/actions/fling-magic-da.md b/rules/actions/fling-magic-da.md index 77db0dadd..1f1d40f59 100644 --- a/rules/actions/fling-magic-da.md +++ b/rules/actions/fling-magic-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Fling Magic"] --- # Fling Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 41* - **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement. diff --git a/rules/actions/flurry-of-blows.md b/rules/actions/flurry-of-blows.md index ae9ec3fbc..cb9562963 100644 --- a/rules/actions/flurry-of-blows.md +++ b/rules/actions/flurry-of-blows.md @@ -9,10 +9,10 @@ tags: aliases: ["Flurry of Blows"] --- # Flurry of Blows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) +[flourish](rules/traits/flourish.md "Flourish Combat Trait") [monk](rules/traits/monk.md "Monk Class Trait") *Source: Core Rulebook p. 156* **Class** monk - **Activity**: Single Action -Make two unarmed [Strikes](rules/actions/strike.md). If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the [Strikes](rules/actions/strike.md) normally. As it has the [flourish](rules/traits/flourish.md) trait, you can use [Flurry of Blows](rules/actions/flurry-of-blows.md) only once per turn. \ No newline at end of file +Make two unarmed [Strikes](rules/actions/strike.md). If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the [Strikes](rules/actions/strike.md) normally. As it has the [flourish](rules/traits/flourish.md "Flourish Combat Trait") trait, you can use [Flurry of Blows](rules/actions/flurry-of-blows.md) only once per turn. \ No newline at end of file diff --git a/rules/actions/fly.md b/rules/actions/fly.md index 08be9eb9d..461e69c45 100644 --- a/rules/actions/fly.md +++ b/rules/actions/fly.md @@ -8,7 +8,7 @@ tags: aliases: ["Fly"] --- # Fly (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 305* diff --git a/rules/actions/follow-the-expert.md b/rules/actions/follow-the-expert.md index d662bb217..7c9ad4e0d 100644 --- a/rules/actions/follow-the-expert.md +++ b/rules/actions/follow-the-expert.md @@ -11,7 +11,7 @@ tags: aliases: ["Follow the Expert"] --- # Follow the Expert (basic) -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [visual](rules/traits/visual.md "Visual Effect Trait") *Source: Core Rulebook p. 479* diff --git a/rules/actions/force-open.md b/rules/actions/force-open.md index 6bb582599..7aaaaea91 100644 --- a/rules/actions/force-open.md +++ b/rules/actions/force-open.md @@ -8,7 +8,7 @@ tags: aliases: ["Force Open"] --- # Force Open (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") *Source: Core Rulebook p. 242* **Skill** [athletics](compendium/skills.md#Athletics) (untrained) diff --git a/rules/actions/forge-documents-aoa5.md b/rules/actions/forge-documents-aoa5.md index 4bf23f3bd..ba2d84e96 100644 --- a/rules/actions/forge-documents-aoa5.md +++ b/rules/actions/forge-documents-aoa5.md @@ -9,7 +9,7 @@ tags: aliases: ["Forge Documents"] --- # Forge Documents -[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 23* diff --git a/rules/actions/forge-documents-gmg.md b/rules/actions/forge-documents-gmg.md index 4e0bb1fb4..8d465aa74 100644 --- a/rules/actions/forge-documents-gmg.md +++ b/rules/actions/forge-documents-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Forge Documents"] --- # Forge Documents -[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Gamemastery Guide p. 163* **Variant Rule** Infiltration diff --git a/rules/actions/gain-contact-gmg.md b/rules/actions/gain-contact-gmg.md index a12934a7b..7a2f2f390 100644 --- a/rules/actions/gain-contact-gmg.md +++ b/rules/actions/gain-contact-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Gain Contact"] --- # Gain Contact -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Gamemastery Guide p. 163* **Variant Rule** Infiltration diff --git a/rules/actions/gather-information-aoa5.md b/rules/actions/gather-information-aoa5.md index 0d3f2c0c2..c764db93c 100644 --- a/rules/actions/gather-information-aoa5.md +++ b/rules/actions/gather-information-aoa5.md @@ -9,7 +9,7 @@ tags: aliases: ["Gather Information"] --- # Gather Information -[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 24* diff --git a/rules/actions/gather-information.md b/rules/actions/gather-information.md index 036f8f888..04f6b7845 100644 --- a/rules/actions/gather-information.md +++ b/rules/actions/gather-information.md @@ -9,7 +9,7 @@ tags: aliases: ["Gather Information"] --- # Gather Information (basic) -[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 246* **Skill** [diplomacy](compendium/skills.md#Diplomacy) (untrained) diff --git a/rules/actions/glimpse-of-redemption.md b/rules/actions/glimpse-of-redemption.md index 32590ae58..3d195725d 100644 --- a/rules/actions/glimpse-of-redemption.md +++ b/rules/actions/glimpse-of-redemption.md @@ -8,7 +8,7 @@ tags: aliases: ["Glimpse of Redemption"] --- # Glimpse of Redemption [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") *Source: Core Rulebook p. 107* **Class** champion; **Subclass** Redeemer diff --git a/rules/actions/gossip-gmg.md b/rules/actions/gossip-gmg.md index 8dd0fb940..cd4ba5e4a 100644 --- a/rules/actions/gossip-gmg.md +++ b/rules/actions/gossip-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Gossip"] --- # Gossip -[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Gamemastery Guide p. 163* **Variant Rule** Infiltration diff --git a/rules/actions/grapple.md b/rules/actions/grapple.md index 1d7009b85..001c4b1a6 100644 --- a/rules/actions/grapple.md +++ b/rules/actions/grapple.md @@ -8,7 +8,7 @@ tags: aliases: ["Grapple", "Grab"] --- # Grapple (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") *Source: Core Rulebook p. 242* **Skill** [athletics](compendium/skills.md#Athletics) (untrained) diff --git a/rules/actions/grow-tv.md b/rules/actions/grow-tv.md index 129735adb..adb6337f9 100644 --- a/rules/actions/grow-tv.md +++ b/rules/actions/grow-tv.md @@ -10,7 +10,7 @@ tags: aliases: ["Grow"] --- # Grow -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) [rare](rules/traits/rare.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") *Source: Treasure Vault p. 165* diff --git a/rules/actions/guild-investigation-aoa4.md b/rules/actions/guild-investigation-aoa4.md index 1291457f3..f2e4bc3c0 100644 --- a/rules/actions/guild-investigation-aoa4.md +++ b/rules/actions/guild-investigation-aoa4.md @@ -10,7 +10,7 @@ tags: aliases: ["Guild Investigation"] --- # Guild Investigation -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #4: Fires of the Haunted City p. 18* diff --git a/rules/actions/harvest-heartsliver-lomm.md b/rules/actions/harvest-heartsliver-lomm.md index c08c69215..4e40977d2 100644 --- a/rules/actions/harvest-heartsliver-lomm.md +++ b/rules/actions/harvest-heartsliver-lomm.md @@ -9,7 +9,7 @@ tags: aliases: ["Harvest Heartsliver"] --- # Harvest Heartsliver [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](rules/traits/manipulate.md) [rare](rules/traits/rare.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") *Source: Lost Omens: Monsters of Myth p. 53* - **Requirements**: You're inside Kothogaz's body. diff --git a/rules/actions/haul-supplies-aoa5.md b/rules/actions/haul-supplies-aoa5.md index 85e48f21b..dad4dfb2c 100644 --- a/rules/actions/haul-supplies-aoa5.md +++ b/rules/actions/haul-supplies-aoa5.md @@ -9,7 +9,7 @@ tags: aliases: ["Haul Supplies"] --- # Haul Supplies -[exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 13* diff --git a/rules/actions/hide.md b/rules/actions/hide.md index c06ef93b1..005d155ab 100644 --- a/rules/actions/hide.md +++ b/rules/actions/hide.md @@ -8,7 +8,7 @@ tags: aliases: ["Hide"] --- # Hide (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[secret](rules/traits/secret.md) +[secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 251* **Skill** [stealth](compendium/skills.md#Stealth) (untrained) diff --git a/rules/actions/host-event-aoa5.md b/rules/actions/host-event-aoa5.md index b798e375a..b4f048bfc 100644 --- a/rules/actions/host-event-aoa5.md +++ b/rules/actions/host-event-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Host Event"] --- # Host Event -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 18* diff --git a/rules/actions/hunt-prey.md b/rules/actions/hunt-prey.md index f29b4bed4..171d5a968 100644 --- a/rules/actions/hunt-prey.md +++ b/rules/actions/hunt-prey.md @@ -9,7 +9,7 @@ tags: aliases: ["Hunt Prey", "Mark Prey"] --- # Hunt Prey [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [ranger](rules/traits/ranger.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") *Source: Core Rulebook p. 168* **Class** ranger diff --git a/rules/actions/hunt-the-animals-aoa2.md b/rules/actions/hunt-the-animals-aoa2.md index 4e108dc48..bec63b20b 100644 --- a/rules/actions/hunt-the-animals-aoa2.md +++ b/rules/actions/hunt-the-animals-aoa2.md @@ -8,7 +8,7 @@ tags: aliases: ["Hunt the Animals"] --- # Hunt the Animals -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #2: Cult of Cinders p. 20* diff --git a/rules/actions/hustle.md b/rules/actions/hustle.md index 7cb2db9b0..0119f141b 100644 --- a/rules/actions/hustle.md +++ b/rules/actions/hustle.md @@ -9,7 +9,7 @@ tags: aliases: ["Hustle"] --- # Hustle (basic) -[exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 480* diff --git a/rules/actions/identify-alchemy.md b/rules/actions/identify-alchemy.md index 66e03892b..c42ba6a1e 100644 --- a/rules/actions/identify-alchemy.md +++ b/rules/actions/identify-alchemy.md @@ -10,7 +10,7 @@ tags: aliases: ["Identify Alchemy"] --- # Identify Alchemy (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 245* **Skill** [crafting](compendium/skills.md#Crafting) (trained) diff --git a/rules/actions/identify-magic.md b/rules/actions/identify-magic.md index 67477ec81..9566d7cf1 100644 --- a/rules/actions/identify-magic.md +++ b/rules/actions/identify-magic.md @@ -10,7 +10,7 @@ tags: aliases: ["Identify Magic"] --- # Identify Magic (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 238* diff --git a/rules/actions/impersonate.md b/rules/actions/impersonate.md index 04e98f332..199a3a9a6 100644 --- a/rules/actions/impersonate.md +++ b/rules/actions/impersonate.md @@ -11,7 +11,7 @@ tags: aliases: ["Impersonate"] --- # Impersonate (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 245* **Skill** [deception](compendium/skills.md#Deception) (untrained) diff --git a/rules/actions/implements-interruption-da.md b/rules/actions/implements-interruption-da.md index e62fab6c8..9b4f17d27 100644 --- a/rules/actions/implements-interruption-da.md +++ b/rules/actions/implements-interruption-da.md @@ -10,10 +10,10 @@ tags: aliases: ["Implement's Interruption"] --- # Implement's Interruption [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 41* -- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) uses a [concentrate](rules/traits/concentrate.md), [manipulate](rules/traits/manipulate.md), or [move](rules/traits/move.md) action, or leaves a square during a move action it's using. +- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) uses a [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), [manipulate](rules/traits/manipulate.md "Manipulate General Trait"), or [move](rules/traits/move.md "Move Combat Trait") action, or leaves a square during a move action it's using. - **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement and are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. - **Activity**: Reaction diff --git a/rules/actions/impromptu-tour-aoa5.md b/rules/actions/impromptu-tour-aoa5.md index daab8c74c..6372a0459 100644 --- a/rules/actions/impromptu-tour-aoa5.md +++ b/rules/actions/impromptu-tour-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Impromptu Tour"] --- # Impromptu Tour -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 29* diff --git a/rules/actions/influence-gmg.md b/rules/actions/influence-gmg.md index f3fb968a0..3a4789f55 100644 --- a/rules/actions/influence-gmg.md +++ b/rules/actions/influence-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Influence"] --- # Influence -[concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") *Source: Gamemastery Guide p. 151* **Variant Rule** Influence diff --git a/rules/actions/influence-guild-aoa5.md b/rules/actions/influence-guild-aoa5.md index 8f5ece207..eac49bb4a 100644 --- a/rules/actions/influence-guild-aoa5.md +++ b/rules/actions/influence-guild-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Influence Guild"] --- # Influence Guild -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 19* diff --git a/rules/actions/influence-regent-aoa4.md b/rules/actions/influence-regent-aoa4.md index c84c92cc9..1c7963aff 100644 --- a/rules/actions/influence-regent-aoa4.md +++ b/rules/actions/influence-regent-aoa4.md @@ -12,7 +12,7 @@ tags: aliases: ["Influence Regent"] --- # Influence Regent -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [secret](rules/traits/secret.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #4: Fires of the Haunted City p. 18* diff --git a/rules/actions/intensify-vulnerability-da.md b/rules/actions/intensify-vulnerability-da.md index c65bad3d0..1dabf777e 100644 --- a/rules/actions/intensify-vulnerability-da.md +++ b/rules/actions/intensify-vulnerability-da.md @@ -12,7 +12,7 @@ tags: aliases: ["Intensify Vulnerability"] --- # Intensify Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [esoterica](rules/traits/esoterica-da.md) [magical](rules/traits/magical.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 35* - **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) diff --git a/rules/actions/interact.md b/rules/actions/interact.md index 199ea4aaf..fc9e32cbd 100644 --- a/rules/actions/interact.md +++ b/rules/actions/interact.md @@ -8,7 +8,7 @@ tags: aliases: ["Interact", "Use an Object"] --- # Interact (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 470* diff --git a/rules/actions/invest-an-item.md b/rules/actions/invest-an-item.md index f4f2c5101..a96ca13d2 100644 --- a/rules/actions/invest-an-item.md +++ b/rules/actions/invest-an-item.md @@ -12,6 +12,6 @@ aliases: ["Invest an Item"] - **Activity**: Varies -You invest your energy in an item with the [invested](rules/traits/invested.md) trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item. +You invest your energy in an item with the [invested](rules/traits/invested.md "Invested Item Trait") trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item. You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit. \ No newline at end of file diff --git a/rules/actions/investigate-chamber-aoa6.md b/rules/actions/investigate-chamber-aoa6.md index e693a4746..4209d7e38 100644 --- a/rules/actions/investigate-chamber-aoa6.md +++ b/rules/actions/investigate-chamber-aoa6.md @@ -10,7 +10,7 @@ tags: aliases: ["Investigate Chamber"] --- # Investigate Chamber -[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) [move](rules/traits/move.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Age of Ashes #6: Broken Promises p. 33* diff --git a/rules/actions/investigate.md b/rules/actions/investigate.md index 79fc1cb6e..65bc52e7f 100644 --- a/rules/actions/investigate.md +++ b/rules/actions/investigate.md @@ -9,7 +9,7 @@ tags: aliases: ["Investigate"] --- # Investigate (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 480* diff --git a/rules/actions/invoke-celestial-privilege.md b/rules/actions/invoke-celestial-privilege.md index af115abde..09f6cbbce 100644 --- a/rules/actions/invoke-celestial-privilege.md +++ b/rules/actions/invoke-celestial-privilege.md @@ -10,7 +10,7 @@ aliases: ["Invoke Celestial Privilege"] *Source: Core Rulebook p. 123* **Ancestry** kitsune; **Heritage** kitsune|LOAG|Celestial Envoy|Celestial Envoy|LOAG| -- **Trigger** You attempt a saving throw against a [divine](rules/traits/divine.md) effect, but you haven't rolled yet. +- **Trigger** You attempt a saving throw against a [divine](rules/traits/divine.md "Divine Tradition Trait") effect, but you haven't rolled yet. - **Activity**: Reaction -You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against [divine](rules/traits/divine.md) effects until the start of your next turn. \ No newline at end of file +You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against [divine](rules/traits/divine.md "Divine Tradition Trait") effects until the start of your next turn. \ No newline at end of file diff --git a/rules/actions/iron-command-apg.md b/rules/actions/iron-command-apg.md index 3df783740..e987e73ad 100644 --- a/rules/actions/iron-command-apg.md +++ b/rules/actions/iron-command-apg.md @@ -13,7 +13,7 @@ tags: aliases: ["Iron Command"] --- # Iron Command [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") *Source: Advanced Player's Guide p. 116* **Class** champion; **Subclass** Tyrant diff --git a/rules/actions/issue-challange-aoa5.md b/rules/actions/issue-challange-aoa5.md index 6146a5213..11a9b9598 100644 --- a/rules/actions/issue-challange-aoa5.md +++ b/rules/actions/issue-challange-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Issue Challange"] --- # Issue Challange -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 20* diff --git a/rules/actions/learn-a-spell.md b/rules/actions/learn-a-spell.md index 63eb45a77..6fe66da03 100644 --- a/rules/actions/learn-a-spell.md +++ b/rules/actions/learn-a-spell.md @@ -9,7 +9,7 @@ tags: aliases: ["Learn a Spell"] --- # Learn a Spell (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 238* @@ -21,7 +21,7 @@ To learn the spell, you must do the following: - Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession. - Have materials with the Price indicated in [Table 4-3: Learning a Spell](rules/tables/learning-a-spell.md). -- Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on [Table 4-3: Learning a Spell](rules/tables/learning-a-spell.md)). [Uncommon](rules/traits/uncommon.md) or [rare](rules/traits/rare.md) spells have [higher DCs](rules/tables/dc-adjustments.md); full guidelines for the GM appear on page 503. +- Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on [Table 4-3: Learning a Spell](rules/tables/learning-a-spell.md)). [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") or [rare](rules/traits/rare.md "Rare Rarity Trait") spells have [higher DCs](rules/tables/dc-adjustments.md); full guidelines for the GM appear on page 503. If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells. diff --git a/rules/actions/learn-name-som.md b/rules/actions/learn-name-som.md index 6eb173d3d..4a19c0b74 100644 --- a/rules/actions/learn-name-som.md +++ b/rules/actions/learn-name-som.md @@ -9,7 +9,7 @@ tags: aliases: ["Learn Name"] --- # Learn Name -[downtime](rules/traits/downtime.md) [rare](rules/traits/rare.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Secrets of Magic p. 245* **Variant Rule** True Names diff --git a/rules/actions/liberating-step.md b/rules/actions/liberating-step.md index e16f27cfb..096ef049b 100644 --- a/rules/actions/liberating-step.md +++ b/rules/actions/liberating-step.md @@ -8,7 +8,7 @@ tags: aliases: ["Liberating Step"] --- # Liberating Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") *Source: Core Rulebook p. 107* **Class** champion; **Subclass** Liberator diff --git a/rules/actions/lie.md b/rules/actions/lie.md index 64a7ef302..8a86f1e91 100644 --- a/rules/actions/lie.md +++ b/rules/actions/lie.md @@ -12,7 +12,7 @@ tags: aliases: ["Lie"] --- # Lie (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [secret](rules/traits/secret.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 246* **Skill** [deception](compendium/skills.md#Deception) (untrained) diff --git a/rules/actions/locked-doors-aoa5.md b/rules/actions/locked-doors-aoa5.md index 1a3b0d121..3663847ba 100644 --- a/rules/actions/locked-doors-aoa5.md +++ b/rules/actions/locked-doors-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Locked Doors"] --- # Locked Doors -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 28* diff --git a/rules/actions/long-term-rest.md b/rules/actions/long-term-rest.md index 6ca135b0b..c35f878bf 100644 --- a/rules/actions/long-term-rest.md +++ b/rules/actions/long-term-rest.md @@ -8,7 +8,7 @@ tags: aliases: ["Long-Term Rest"] --- # Long-Term Rest (basic) -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Core Rulebook p. 481* diff --git a/rules/actions/loot-the-vaults-aoa5.md b/rules/actions/loot-the-vaults-aoa5.md index 1cf690dcf..825948dd9 100644 --- a/rules/actions/loot-the-vaults-aoa5.md +++ b/rules/actions/loot-the-vaults-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Loot the Vaults"] --- # Loot the Vaults -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - **Requirements**: The PCs have reached the basement by Overcoming the [Find the Cells](rules/actions/find-the-cells-aoa5.md) Obstacle. diff --git a/rules/actions/make-an-impression.md b/rules/actions/make-an-impression.md index 41c57fc25..c6311c8a6 100644 --- a/rules/actions/make-an-impression.md +++ b/rules/actions/make-an-impression.md @@ -12,7 +12,7 @@ tags: aliases: ["Make an Impression"] --- # Make an Impression (basic) -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Core Rulebook p. 246* **Skill** [diplomacy](compendium/skills.md#Diplomacy) (untrained) diff --git a/rules/actions/make-general-repairs-aoa2.md b/rules/actions/make-general-repairs-aoa2.md index b4d45b0cb..d57574bcf 100644 --- a/rules/actions/make-general-repairs-aoa2.md +++ b/rules/actions/make-general-repairs-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Make General Repairs"] --- # Make General Repairs -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (trained), Specialty Crafting (woodworking), or hired woodworker; organized workers diff --git a/rules/actions/maneuver-in-flight.md b/rules/actions/maneuver-in-flight.md index 814e0863a..5b399614a 100644 --- a/rules/actions/maneuver-in-flight.md +++ b/rules/actions/maneuver-in-flight.md @@ -8,7 +8,7 @@ tags: aliases: ["Maneuver in Flight"] --- # Maneuver in Flight (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 240* **Skill** [acrobatics](compendium/skills.md#Acrobatics) (trained) diff --git a/rules/actions/manifest-eidolon-som.md b/rules/actions/manifest-eidolon-som.md index 6ff7e3289..64bb22329 100644 --- a/rules/actions/manifest-eidolon-som.md +++ b/rules/actions/manifest-eidolon-som.md @@ -12,7 +12,7 @@ tags: aliases: ["Manifest Eidolon"] --- # Manifest Eidolon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[concentrate](rules/traits/concentrate.md) [conjuration](rules/traits/conjuration.md) [manipulate](rules/traits/manipulate.md) [summoner](rules/traits/summoner-som.md) [teleportation](rules/traits/teleportation.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") *Source: Secrets of Magic p. 52* **Class** summoner diff --git a/rules/actions/map-the-area-gmg.md b/rules/actions/map-the-area-gmg.md index 250600492..7e8dca700 100644 --- a/rules/actions/map-the-area-gmg.md +++ b/rules/actions/map-the-area-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Map the Area"] --- # Map the Area -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Gamemastery Guide p. 173* **Variant Rule** Hexploration diff --git a/rules/actions/master-strike.md b/rules/actions/master-strike.md index b9dbdea87..35bf54713 100644 --- a/rules/actions/master-strike.md +++ b/rules/actions/master-strike.md @@ -9,7 +9,7 @@ tags: aliases: ["Master Strike"] --- # Master Strike [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[incapacitation](rules/traits/incapacitation.md) [rogue](rules/traits/rogue.md) +[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") *Source: Core Rulebook p. 182* **Class** rogue diff --git a/rules/actions/mighty-rage.md b/rules/actions/mighty-rage.md index 6583c66ed..c37c6b59d 100644 --- a/rules/actions/mighty-rage.md +++ b/rules/actions/mighty-rage.md @@ -8,11 +8,11 @@ tags: aliases: ["Mighty Rage"] --- # Mighty Rage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[barbarian](rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") *Source: Core Rulebook p. 85* **Class** barbarian - **Trigger** You use the [Rage](rules/actions/rage.md) action on your turn. - **Activity**: Free Action -Use an action that has the [rage](rules/traits/rage.md) trait. Alternatively, you can increase the actions of the triggering [Rage](rules/actions/rage.md) to 2 to instead use a 2-action activity with the rage trait. \ No newline at end of file +Use an action that has the [rage](rules/traits/rage.md "Rage Combat Trait") trait. Alternatively, you can increase the actions of the triggering [Rage](rules/actions/rage.md) to 2 to instead use a 2-action activity with the rage trait. \ No newline at end of file diff --git a/rules/actions/mirrors-reflection-da.md b/rules/actions/mirrors-reflection-da.md index b8ccaeb55..9ec6b3cbc 100644 --- a/rules/actions/mirrors-reflection-da.md +++ b/rules/actions/mirrors-reflection-da.md @@ -11,7 +11,7 @@ tags: aliases: ["Mirror's Reflection"] --- # Mirror's Reflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 39* - **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|mirror|DA|1||mirror implement. diff --git a/rules/actions/mount.md b/rules/actions/mount.md index 855535491..eb46e9efb 100644 --- a/rules/actions/mount.md +++ b/rules/actions/mount.md @@ -8,7 +8,7 @@ tags: aliases: ["Mount"] --- # Mount (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 472* diff --git a/rules/actions/mutagenic-flashback.md b/rules/actions/mutagenic-flashback.md index 327feb6c1..b1ec0ed8f 100644 --- a/rules/actions/mutagenic-flashback.md +++ b/rules/actions/mutagenic-flashback.md @@ -8,7 +8,7 @@ tags: aliases: ["Mutagenic Flashback"] --- # Mutagenic Flashback [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[alchemist](rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") *Source: Core Rulebook p. 73* **Class** alchemist; **Subclass** Mutagenist diff --git a/rules/actions/obstructed-route-aoa5.md b/rules/actions/obstructed-route-aoa5.md index 284566001..000bafc9e 100644 --- a/rules/actions/obstructed-route-aoa5.md +++ b/rules/actions/obstructed-route-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Obstructed Route"] --- # Obstructed Route -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 29* diff --git a/rules/actions/opportune-riposte-apg.md b/rules/actions/opportune-riposte-apg.md index 736b820f0..d6c6c7302 100644 --- a/rules/actions/opportune-riposte-apg.md +++ b/rules/actions/opportune-riposte-apg.md @@ -8,7 +8,7 @@ tags: aliases: ["Opportune Riposte"] --- # Opportune Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[swashbuckler](rules/traits/swashbuckler-apg.md) +[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") *Source: Advanced Player's Guide p. 86* **Class** swashbuckler diff --git a/rules/actions/organize-labor-aoa2.md b/rules/actions/organize-labor-aoa2.md index 94db87fca..733ae90b9 100644 --- a/rules/actions/organize-labor-aoa2.md +++ b/rules/actions/organize-labor-aoa2.md @@ -11,7 +11,7 @@ tags: aliases: ["Organize Labor"] --- # Organize Labor -[concentrate](rules/traits/concentrate.md) [downtime](rules/traits/downtime.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Age of Ashes #2: Cult of Cinders p. 72* diff --git a/rules/actions/palm-an-object.md b/rules/actions/palm-an-object.md index ba1fd42b2..bf6e0df55 100644 --- a/rules/actions/palm-an-object.md +++ b/rules/actions/palm-an-object.md @@ -8,7 +8,7 @@ tags: aliases: ["Palm an Object"] --- # Palm an Object (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 253* **Skill** [thievery](compendium/skills.md#Thievery) (untrained) diff --git a/rules/actions/pander-to-the-crowd-aoa5.md b/rules/actions/pander-to-the-crowd-aoa5.md index 4ae56bff7..8c51ce144 100644 --- a/rules/actions/pander-to-the-crowd-aoa5.md +++ b/rules/actions/pander-to-the-crowd-aoa5.md @@ -11,7 +11,7 @@ tags: aliases: ["Pander to the Crowd"] --- # Pander to the Crowd -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 33* - **Requirements**: This is your first action in a gladiatorial match, or you've damaged or visibly impeded a foe while fighting a gladiatorial match. diff --git a/rules/actions/perform.md b/rules/actions/perform.md index ee42a22a8..c9e185048 100644 --- a/rules/actions/perform.md +++ b/rules/actions/perform.md @@ -8,7 +8,7 @@ tags: aliases: ["Perform"] --- # Perform (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Core Rulebook p. 250* **Skill** [performance](compendium/skills.md#Performance) (untrained) diff --git a/rules/actions/pick-a-lock.md b/rules/actions/pick-a-lock.md index 5ab42f0c4..4aab4e48b 100644 --- a/rules/actions/pick-a-lock.md +++ b/rules/actions/pick-a-lock.md @@ -8,7 +8,7 @@ tags: aliases: ["Pick a Lock"] --- # Pick a Lock (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 253* **Skill** [thievery](compendium/skills.md#Thievery) (trained) diff --git a/rules/actions/point-out.md b/rules/actions/point-out.md index a5701e64c..10cea9d44 100644 --- a/rules/actions/point-out.md +++ b/rules/actions/point-out.md @@ -10,7 +10,7 @@ tags: aliases: ["Point Out"] --- # Point Out (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [manipulate](rules/traits/manipulate.md) [visual](rules/traits/visual.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [visual](rules/traits/visual.md "Visual Effect Trait") *Source: Core Rulebook p. 472* diff --git a/rules/actions/pointed-question-apg.md b/rules/actions/pointed-question-apg.md index 0ff7dfbe6..4a18b67f9 100644 --- a/rules/actions/pointed-question-apg.md +++ b/rules/actions/pointed-question-apg.md @@ -12,7 +12,7 @@ tags: aliases: ["Pointed Question"] --- # Pointed Question [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [investigator](rules/traits/investigator-apg.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Advanced Player's Guide p. 58* **Class** investigator; **Subclass** Interrogation diff --git a/rules/actions/position-the-hunters-aoa2.md b/rules/actions/position-the-hunters-aoa2.md index 64a6685f0..e22eae07e 100644 --- a/rules/actions/position-the-hunters-aoa2.md +++ b/rules/actions/position-the-hunters-aoa2.md @@ -8,7 +8,7 @@ tags: aliases: ["Position the Hunters"] --- # Position the Hunters -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #2: Cult of Cinders p. 20* diff --git a/rules/actions/practical-research-sot1.md b/rules/actions/practical-research-sot1.md index 37ca6cb6f..e15c80f68 100644 --- a/rules/actions/practical-research-sot1.md +++ b/rules/actions/practical-research-sot1.md @@ -8,7 +8,7 @@ tags: aliases: ["Practical Research"] --- # Practical Research -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Strength of Thousands #1: Kindled Magic p. 63* - **Requirements**: You are a conversant or lore-speaker. diff --git a/rules/actions/psychic-defense-da.md b/rules/actions/psychic-defense-da.md index b6892cc77..e1de4effc 100644 --- a/rules/actions/psychic-defense-da.md +++ b/rules/actions/psychic-defense-da.md @@ -9,7 +9,7 @@ tags: aliases: ["Psychic Defense"] --- # Psychic Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md) [magical](rules/traits/magical.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") *Source: Dark Archive p. 201* - **Trigger** Your opponent uses a psychic manifestation against you. diff --git a/rules/actions/pursue-a-lead-apg.md b/rules/actions/pursue-a-lead-apg.md index 4596fc9ec..8c4455cbb 100644 --- a/rules/actions/pursue-a-lead-apg.md +++ b/rules/actions/pursue-a-lead-apg.md @@ -10,7 +10,7 @@ tags: aliases: ["Pursue a Lead"] --- # Pursue a Lead -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [investigator](rules/traits/investigator-apg.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") *Source: Advanced Player's Guide p. 56* **Class** investigator diff --git a/rules/actions/quick-alchemy.md b/rules/actions/quick-alchemy.md index 5f6e2fb77..ec62720d2 100644 --- a/rules/actions/quick-alchemy.md +++ b/rules/actions/quick-alchemy.md @@ -9,7 +9,7 @@ tags: aliases: ["Quick Alchemy"] --- # Quick Alchemy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[alchemist](rules/traits/alchemist.md) [manipulate](rules/traits/manipulate.md) +[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 72* **Class** alchemist @@ -17,4 +17,4 @@ aliases: ["Quick Alchemy"] - **Requirements**: You have the formula for the alchemical item you're creating, and you're either holding or wearing [alchemist's tools](compendium/equipment/items/alchemists-tools.md). - **Activity**: Single Action -You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](compendium/skills.md#Crafting) check. This item has the [infused](rules/traits/infused.md) trait, but it remains potent only until the start of your next turn. \ No newline at end of file +You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](compendium/skills.md#Crafting) check. This item has the [infused](rules/traits/infused.md "Infused Item Trait") trait, but it remains potent only until the start of your next turn. \ No newline at end of file diff --git a/rules/actions/quick-tincture-apg.md b/rules/actions/quick-tincture-apg.md index b9d1578fa..48efcd76e 100644 --- a/rules/actions/quick-tincture-apg.md +++ b/rules/actions/quick-tincture-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Quick Tincture"] --- # Quick Tincture [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[investigator](rules/traits/investigator-apg.md) [manipulate](rules/traits/manipulate.md) +[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Advanced Player's Guide p. 57* **Class** investigator; **Subclass** Alchemical Sciences @@ -17,4 +17,4 @@ aliases: ["Quick Tincture"] - **Requirements**: You know the formula for the alchemical item you're creating, you are holding or wearing [alchemist's tools](compendium/equipment/items/alchemists-tools.md), and you have a free hand. - **Activity**: Single Action -You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](compendium/skills.md#Crafting) check. This item has the [infused](rules/traits/infused.md) trait, but it remains potent only until the end of the current turn. \ No newline at end of file +You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](compendium/skills.md#Crafting) check. This item has the [infused](rules/traits/infused.md "Infused Item Trait") trait, but it remains potent only until the end of the current turn. \ No newline at end of file diff --git a/rules/actions/rage.md b/rules/actions/rage.md index e2dc63f72..06153c243 100644 --- a/rules/actions/rage.md +++ b/rules/actions/rage.md @@ -11,7 +11,7 @@ tags: aliases: ["Rage"] --- # Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Core Rulebook p. 84* **Class** barbarian @@ -20,8 +20,8 @@ aliases: ["Rage"] You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can't voluntarily stop raging. While you are raging: -- You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is [agile](rules/traits/agile.md). +- You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is [agile](rules/traits/agile.md "Agile Weapon Trait"). - You take a –1 penalty to AC. -- You can't use actions with the [concentrate](rules/traits/concentrate.md) trait unless they also have the [rage](rules/traits/rage.md) trait. You can [Seek](rules/actions/seek.md) while raging. +- You can't use actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait unless they also have the [rage](rules/traits/rage.md "Rage Combat Trait") trait. You can [Seek](rules/actions/seek.md) while raging. After you stop raging, you lose any remaining temporary Hit Points from [Rage](rules/actions/rage.md), and you can't [Rage](rules/actions/rage.md) again for 1 minute. \ No newline at end of file diff --git a/rules/actions/rally-gmg.md b/rules/actions/rally-gmg.md index 1ddd6b709..8b4041b42 100644 --- a/rules/actions/rally-gmg.md +++ b/rules/actions/rally-gmg.md @@ -11,7 +11,7 @@ tags: aliases: ["Rally"] --- # Rally -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Gamemastery Guide p. 201* **Variant Rule** Stamina diff --git a/rules/actions/ready.md b/rules/actions/ready.md index 942ef2636..a1e599335 100644 --- a/rules/actions/ready.md +++ b/rules/actions/ready.md @@ -8,7 +8,7 @@ tags: aliases: ["Ready"] --- # Ready (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Core Rulebook p. 470* diff --git a/rules/actions/rebuild-battlements-aoa2.md b/rules/actions/rebuild-battlements-aoa2.md index 392e23d06..dcb755093 100644 --- a/rules/actions/rebuild-battlements-aoa2.md +++ b/rules/actions/rebuild-battlements-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Rebuild Battlements"] --- # Rebuild Battlements -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers diff --git a/rules/actions/rebuild-collapsed-stairs-aoa2.md b/rules/actions/rebuild-collapsed-stairs-aoa2.md index f2f18b3d3..5716a41f7 100644 --- a/rules/actions/rebuild-collapsed-stairs-aoa2.md +++ b/rules/actions/rebuild-collapsed-stairs-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Rebuild Collapsed Stairs"] --- # Rebuild Collapsed Stairs -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers diff --git a/rules/actions/recall-knowledge.md b/rules/actions/recall-knowledge.md index f4f55922b..08bd1d856 100644 --- a/rules/actions/recall-knowledge.md +++ b/rules/actions/recall-knowledge.md @@ -9,7 +9,7 @@ tags: aliases: ["Recall Knowledge", "Identify"] --- # Recall Knowledge (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 239* diff --git a/rules/actions/recall-the-teachings-da.md b/rules/actions/recall-the-teachings-da.md index dafb1e1a7..b2664aa4e 100644 --- a/rules/actions/recall-the-teachings-da.md +++ b/rules/actions/recall-the-teachings-da.md @@ -11,9 +11,9 @@ tags: aliases: ["Recall The Teachings"] --- # Recall The Teachings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divination](rules/traits/divination.md) [occult](rules/traits/occult.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") *Source: Dark Archive p. 15* - **Activity**: Single Action -The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to [Aid](rules/actions/aid.md) all allies within 30 feet of you. If you use the [Aid](rules/actions/aid.md) reaction to help one of them during that time, you roll an [Occultism](compendium/skills.md#Occultism) check for [Aid](rules/actions/aid.md) as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your [Aid](rules/actions/aid.md) reaction the [auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) traits. \ No newline at end of file +The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to [Aid](rules/actions/aid.md) all allies within 30 feet of you. If you use the [Aid](rules/actions/aid.md) reaction to help one of them during that time, you roll an [Occultism](compendium/skills.md#Occultism) check for [Aid](rules/actions/aid.md) as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your [Aid](rules/actions/aid.md) reaction the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits. \ No newline at end of file diff --git a/rules/actions/recenter-da.md b/rules/actions/recenter-da.md index 22ca53875..07806b151 100644 --- a/rules/actions/recenter-da.md +++ b/rules/actions/recenter-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Recenter"] --- # Recenter [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Dark Archive p. 201* - **Requirements**: You're in a psychic duel and are trained in the skill matching the psychic center you are changing to. diff --git a/rules/actions/reconnoiter-gmg.md b/rules/actions/reconnoiter-gmg.md index b0f6dd0c0..1e6177c4a 100644 --- a/rules/actions/reconnoiter-gmg.md +++ b/rules/actions/reconnoiter-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Reconnoiter"] --- # Reconnoiter -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Gamemastery Guide p. 173* **Variant Rule** Hexploration diff --git a/rules/actions/refocus.md b/rules/actions/refocus.md index 5b8d5390d..a38aab3dd 100644 --- a/rules/actions/refocus.md +++ b/rules/actions/refocus.md @@ -9,7 +9,7 @@ tags: aliases: ["Refocus"] --- # Refocus (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 300* diff --git a/rules/actions/release.md b/rules/actions/release.md index 578867c40..606cf85ec 100644 --- a/rules/actions/release.md +++ b/rules/actions/release.md @@ -8,12 +8,12 @@ tags: aliases: ["Release"] --- # Release (basic) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 470* - **Activity**: Free Action -You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most [manipulate](rules/traits/manipulate.md) actions, Release does not trigger reactions that can be triggered by actions with the [manipulate](rules/traits/manipulate.md) trait (such as [Attack of Opportunity](rules/actions/attack-of-opportunity.md)). +You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most [manipulate](rules/traits/manipulate.md "Manipulate General Trait") actions, Release does not trigger reactions that can be triggered by actions with the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait (such as [Attack of Opportunity](rules/actions/attack-of-opportunity.md)). If you want to prepare to Release something outside of your turn, use the [Ready](rules/actions/ready.md) activity. \ No newline at end of file diff --git a/rules/actions/repair-crumbled-walls-aoa2.md b/rules/actions/repair-crumbled-walls-aoa2.md index 02f035c63..15f65f5cc 100644 --- a/rules/actions/repair-crumbled-walls-aoa2.md +++ b/rules/actions/repair-crumbled-walls-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Repair Crumbled Walls"] --- # Repair Crumbled Walls -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers diff --git a/rules/actions/repair-huntergate-aoa2.md b/rules/actions/repair-huntergate-aoa2.md index c6aa445a0..72a2f6a59 100644 --- a/rules/actions/repair-huntergate-aoa2.md +++ b/rules/actions/repair-huntergate-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Repair Huntergate"] --- # Repair Huntergate -[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 7* - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) or [Thievery](compendium/skills.md#Thievery) diff --git a/rules/actions/repair.md b/rules/actions/repair.md index ac5172f5c..356371bba 100644 --- a/rules/actions/repair.md +++ b/rules/actions/repair.md @@ -9,7 +9,7 @@ tags: aliases: ["Repair"] --- # Repair (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 243* **Skill** [crafting](compendium/skills.md#Crafting) (untrained) diff --git a/rules/actions/repeat-a-spell.md b/rules/actions/repeat-a-spell.md index 70f285fbd..f0cf5abb0 100644 --- a/rules/actions/repeat-a-spell.md +++ b/rules/actions/repeat-a-spell.md @@ -9,7 +9,7 @@ tags: aliases: ["Repeat a Spell"] --- # Repeat a Spell (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 480* diff --git a/rules/actions/request.md b/rules/actions/request.md index 159f5047f..ce72861a9 100644 --- a/rules/actions/request.md +++ b/rules/actions/request.md @@ -11,7 +11,7 @@ tags: aliases: ["Request"] --- # Request (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") *Source: Core Rulebook p. 247* **Skill** [diplomacy](compendium/skills.md#Diplomacy) (untrained) diff --git a/rules/actions/rescue-citizens-aoa6.md b/rules/actions/rescue-citizens-aoa6.md index 2905efd82..96d8cabb7 100644 --- a/rules/actions/rescue-citizens-aoa6.md +++ b/rules/actions/rescue-citizens-aoa6.md @@ -9,7 +9,7 @@ tags: aliases: ["Rescue Citizens"] --- # Rescue Citizens -[exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Age of Ashes #6: Broken Promises p. 12* diff --git a/rules/actions/research-gmg.md b/rules/actions/research-gmg.md index 2da4d9e0b..fa79296c7 100644 --- a/rules/actions/research-gmg.md +++ b/rules/actions/research-gmg.md @@ -9,7 +9,7 @@ tags: aliases: ["Research"] --- # Research -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") *Source: Gamemastery Guide p. 154* **Variant Rule** Research diff --git a/rules/actions/restore-the-mind-da.md b/rules/actions/restore-the-mind-da.md index 87712a9ce..79f00b942 100644 --- a/rules/actions/restore-the-mind-da.md +++ b/rules/actions/restore-the-mind-da.md @@ -13,12 +13,12 @@ tags: aliases: ["Restore The Mind"] --- # Restore The Mind [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [healing](rules/traits/healing.md) [mental](rules/traits/mental.md) [psyche](rules/traits/psyche-da.md) [psychic](rules/traits/psychic-da.md) +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") *Source: Dark Archive p. 15* - **Activity**: Single Action Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes. -- The ally gains a +1 status bonus to saving throws against [mental](rules/traits/mental.md) effects until your psyche ends. +- The ally gains a +1 status bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects until your psyche ends. - The ally regains Hit Points equal to 2 + double your level. \ No newline at end of file diff --git a/rules/actions/retraining.md b/rules/actions/retraining.md index de3eb89f8..f0c79b617 100644 --- a/rules/actions/retraining.md +++ b/rules/actions/retraining.md @@ -8,7 +8,7 @@ tags: aliases: ["Retraining"] --- # Retraining (basic) -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Core Rulebook p. 481* diff --git a/rules/actions/retributive-strike.md b/rules/actions/retributive-strike.md index 9e543119d..6ebc7322c 100644 --- a/rules/actions/retributive-strike.md +++ b/rules/actions/retributive-strike.md @@ -8,7 +8,7 @@ tags: aliases: ["Retributive Strike"] --- # Retributive Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md) +[champion](rules/traits/champion.md "Champion Class Trait") *Source: Core Rulebook p. 107* **Class** champion; **Subclass** Paladin diff --git a/rules/actions/ring-bell-da.md b/rules/actions/ring-bell-da.md index 4efc706b8..b87ba14d0 100644 --- a/rules/actions/ring-bell-da.md +++ b/rules/actions/ring-bell-da.md @@ -14,7 +14,7 @@ tags: aliases: ["Ring Bell"] --- # Ring Bell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [manipulate](rules/traits/manipulate.md) [mental](rules/traits/mental.md) [thaumaturge](rules/traits/thaumaturge-da.md) +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 37* - **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) makes a [Strike](rules/actions/strike.md) or [Casts a Spell](rules/actions/cast-a-spell.md) that would affect you or one of your allies. diff --git a/rules/actions/run-over-gmg.md b/rules/actions/run-over-gmg.md index 4f353d0c2..da640bf72 100644 --- a/rules/actions/run-over-gmg.md +++ b/rules/actions/run-over-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Run Over"] --- # Run Over [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[move](rules/traits/move.md) [reckless](rules/traits/reckless-gmg.md) +[move](rules/traits/move.md "Move Combat Trait") [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") *Source: Gamemastery Guide p. 176* **Variant Rule** Vehicles diff --git a/rules/actions/scout-duneshadow-aoa5.md b/rules/actions/scout-duneshadow-aoa5.md index a68804834..e816e817f 100644 --- a/rules/actions/scout-duneshadow-aoa5.md +++ b/rules/actions/scout-duneshadow-aoa5.md @@ -10,7 +10,7 @@ tags: aliases: ["Scout Duneshadow"] --- # Scout Duneshadow -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 36* diff --git a/rules/actions/scout-location-gmg.md b/rules/actions/scout-location-gmg.md index 8d4458e39..4aa416ae2 100644 --- a/rules/actions/scout-location-gmg.md +++ b/rules/actions/scout-location-gmg.md @@ -8,7 +8,7 @@ tags: aliases: ["Scout Location"] --- # Scout Location -[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Gamemastery Guide p. 163* **Variant Rule** Infiltration diff --git a/rules/actions/scout-the-facility-aoa5.md b/rules/actions/scout-the-facility-aoa5.md index 89ca7f874..67788a464 100644 --- a/rules/actions/scout-the-facility-aoa5.md +++ b/rules/actions/scout-the-facility-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Scout the Facility"] --- # Scout the Facility -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 24* diff --git a/rules/actions/scout.md b/rules/actions/scout.md index 627044655..c273a03d8 100644 --- a/rules/actions/scout.md +++ b/rules/actions/scout.md @@ -9,7 +9,7 @@ tags: aliases: ["Scout"] --- # Scout (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 480* diff --git a/rules/actions/search.md b/rules/actions/search.md index 37c32cc4e..7c2af4a34 100644 --- a/rules/actions/search.md +++ b/rules/actions/search.md @@ -9,7 +9,7 @@ tags: aliases: ["Search"] --- # Search (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 480* diff --git a/rules/actions/secure-disguises-aoa5.md b/rules/actions/secure-disguises-aoa5.md index 94bc27ce2..4addfc7ec 100644 --- a/rules/actions/secure-disguises-aoa5.md +++ b/rules/actions/secure-disguises-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Secure Disguises"] --- # Secure Disguises -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 24* diff --git a/rules/actions/secure-disguises-gmg.md b/rules/actions/secure-disguises-gmg.md index 4898dc162..ccb7af83f 100644 --- a/rules/actions/secure-disguises-gmg.md +++ b/rules/actions/secure-disguises-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Secure Disguises"] --- # Secure Disguises -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Gamemastery Guide p. 163* **Variant Rule** Infiltration diff --git a/rules/actions/secure-invitation-aoa5.md b/rules/actions/secure-invitation-aoa5.md index a41da6812..efdfc366d 100644 --- a/rules/actions/secure-invitation-aoa5.md +++ b/rules/actions/secure-invitation-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Secure Invitation"] --- # Secure Invitation -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 24* diff --git a/rules/actions/seek-the-animals-aoa2.md b/rules/actions/seek-the-animals-aoa2.md index 2f5a0e3db..b076e85dc 100644 --- a/rules/actions/seek-the-animals-aoa2.md +++ b/rules/actions/seek-the-animals-aoa2.md @@ -8,7 +8,7 @@ tags: aliases: ["Seek the Animals"] --- # Seek the Animals -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #2: Cult of Cinders p. 20* diff --git a/rules/actions/seek-the-hidden-forge-aoa4.md b/rules/actions/seek-the-hidden-forge-aoa4.md index 5b5e98ab7..7ecbec9c0 100644 --- a/rules/actions/seek-the-hidden-forge-aoa4.md +++ b/rules/actions/seek-the-hidden-forge-aoa4.md @@ -9,7 +9,7 @@ tags: aliases: ["Seek the Hidden Forge"] --- # Seek the Hidden Forge -[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Age of Ashes #4: Fires of the Haunted City p. 18* - **Requirements**: At least one Hidden Forge clue. diff --git a/rules/actions/seek.md b/rules/actions/seek.md index c816bcb7c..e41e46e35 100644 --- a/rules/actions/seek.md +++ b/rules/actions/seek.md @@ -9,7 +9,7 @@ tags: aliases: ["Seek"] --- # Seek (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 471* diff --git a/rules/actions/selfish-shield-apg.md b/rules/actions/selfish-shield-apg.md index 2c27a32cc..459709310 100644 --- a/rules/actions/selfish-shield-apg.md +++ b/rules/actions/selfish-shield-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Selfish Shield"] --- # Selfish Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) +[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") *Source: Advanced Player's Guide p. 116* **Class** champion; **Subclass** Desecrator diff --git a/rules/actions/sense-direction.md b/rules/actions/sense-direction.md index 3ef8a10fe..09d5577af 100644 --- a/rules/actions/sense-direction.md +++ b/rules/actions/sense-direction.md @@ -9,7 +9,7 @@ tags: aliases: ["Sense Direction"] --- # Sense Direction (basic) -[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 252* **Skill** [survival](compendium/skills.md#Survival) (untrained) diff --git a/rules/actions/sense-motive.md b/rules/actions/sense-motive.md index d9939d4cb..3d138d038 100644 --- a/rules/actions/sense-motive.md +++ b/rules/actions/sense-motive.md @@ -9,7 +9,7 @@ tags: aliases: ["Sense Motive"] --- # Sense Motive (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [secret](rules/traits/secret.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 471* diff --git a/rules/actions/share-senses-som.md b/rules/actions/share-senses-som.md index aa43fe3ad..e62fe1eba 100644 --- a/rules/actions/share-senses-som.md +++ b/rules/actions/share-senses-som.md @@ -11,7 +11,7 @@ tags: aliases: ["Share Senses"] --- # Share Senses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) [summoner](rules/traits/summoner-som.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") *Source: Secrets of Magic p. 53* **Class** summoner diff --git a/rules/actions/shove.md b/rules/actions/shove.md index 244327e41..e5e36b316 100644 --- a/rules/actions/shove.md +++ b/rules/actions/shove.md @@ -8,7 +8,7 @@ tags: aliases: ["Shove", "Push"] --- # Shove (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") *Source: Core Rulebook p. 243* **Skill** [athletics](compendium/skills.md#Athletics) (untrained) diff --git a/rules/actions/smooth-the-path-aoa5.md b/rules/actions/smooth-the-path-aoa5.md index 53beed5e7..272a4e1c1 100644 --- a/rules/actions/smooth-the-path-aoa5.md +++ b/rules/actions/smooth-the-path-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Smooth the Path"] --- # Smooth the Path -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 27* - **Requirements**: The PC has successfully infiltrated the estate. diff --git a/rules/actions/smuggled-aoa5.md b/rules/actions/smuggled-aoa5.md index 59febdf37..81992d3c4 100644 --- a/rules/actions/smuggled-aoa5.md +++ b/rules/actions/smuggled-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Smuggled"] --- # Smuggled -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 27* diff --git a/rules/actions/sneak.md b/rules/actions/sneak.md index 3018be802..b14f07813 100644 --- a/rules/actions/sneak.md +++ b/rules/actions/sneak.md @@ -9,7 +9,7 @@ tags: aliases: ["Sneak"] --- # Sneak (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) [secret](rules/traits/secret.md) +[move](rules/traits/move.md "Move Combat Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 252* **Skill** [stealth](compendium/skills.md#Stealth) (untrained) diff --git a/rules/actions/spellstrike-som.md b/rules/actions/spellstrike-som.md index 8a28b2fe2..12e6a4705 100644 --- a/rules/actions/spellstrike-som.md +++ b/rules/actions/spellstrike-som.md @@ -8,16 +8,16 @@ tags: aliases: ["Spellstrike"] --- # Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magus](rules/traits/magus-som.md) +[magus](rules/traits/magus-som.md "Magus Class Trait") *Source: Secrets of Magic p. 37* **Class** magus - **Frequency**: until recharged (see below) - **Activity**: Two-Action -You channel a spell into a punch or sword thrust to deliver a combined attack. You [Cast a Spell](rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your [Strike](rules/actions/strike.md) the [arcane](rules/traits/arcane.md) trait, making it [magical](rules/traits/magical.md). +You channel a spell into a punch or sword thrust to deliver a combined attack. You [Cast a Spell](rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your [Strike](rules/actions/strike.md) the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait, making it [magical](rules/traits/magical.md "Magical Item Trait"). -After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike. +After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike. **Spellstrike Specifics** Though the base [Spellstrike](rules/actions/spellstrike-som.md) rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. diff --git a/rules/actions/squeeze.md b/rules/actions/squeeze.md index a9f104ef2..d91553102 100644 --- a/rules/actions/squeeze.md +++ b/rules/actions/squeeze.md @@ -9,7 +9,7 @@ tags: aliases: ["Squeeze"] --- # Squeeze (basic) -[exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 241* **Skill** [acrobatics](compendium/skills.md#Acrobatics) (trained) diff --git a/rules/actions/stand.md b/rules/actions/stand.md index df188f8e8..7ba517c65 100644 --- a/rules/actions/stand.md +++ b/rules/actions/stand.md @@ -8,7 +8,7 @@ tags: aliases: ["Stand"] --- # Stand (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 471* diff --git a/rules/actions/steal-keys-aoa5.md b/rules/actions/steal-keys-aoa5.md index 9c72ad9c0..15cafae39 100644 --- a/rules/actions/steal-keys-aoa5.md +++ b/rules/actions/steal-keys-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Steal Keys"] --- # Steal Keys -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - **Requirements**: PCs noticed the keys while [Breaking and Entering](rules/actions/breaking-and-entering-aoa5.md). diff --git a/rules/actions/steal.md b/rules/actions/steal.md index 943d86d3e..75c4b76a8 100644 --- a/rules/actions/steal.md +++ b/rules/actions/steal.md @@ -8,7 +8,7 @@ tags: aliases: ["Steal"] --- # Steal (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 253* **Skill** [thievery](compendium/skills.md#Thievery) (untrained) diff --git a/rules/actions/step.md b/rules/actions/step.md index 646c369bf..5970da601 100644 --- a/rules/actions/step.md +++ b/rules/actions/step.md @@ -8,7 +8,7 @@ tags: aliases: ["Step", "Disengage"] --- # Step (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 471* diff --git a/rules/actions/stop-gmg.md b/rules/actions/stop-gmg.md index c3c57115d..fa05fae3d 100644 --- a/rules/actions/stop-gmg.md +++ b/rules/actions/stop-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Stop"] --- # Stop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Gamemastery Guide p. 176* **Variant Rule** Vehicles diff --git a/rules/actions/stride.md b/rules/actions/stride.md index 44f6399d1..9bedf30ee 100644 --- a/rules/actions/stride.md +++ b/rules/actions/stride.md @@ -8,7 +8,7 @@ tags: aliases: ["Stride"] --- # Stride (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 471* diff --git a/rules/actions/strike.md b/rules/actions/strike.md index 019df5336..f6f524c45 100644 --- a/rules/actions/strike.md +++ b/rules/actions/strike.md @@ -8,7 +8,7 @@ tags: aliases: ["Strike", "Attack"] --- # Strike (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") *Source: Core Rulebook p. 471* diff --git a/rules/actions/study-sot1.md b/rules/actions/study-sot1.md index ecfc67f76..4586122d1 100644 --- a/rules/actions/study-sot1.md +++ b/rules/actions/study-sot1.md @@ -8,7 +8,7 @@ tags: aliases: ["Study"] --- # Study -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Strength of Thousands #1: Kindled Magic p. 63* - **Requirements**: You are an initiate, attendant, or conversant. diff --git a/rules/actions/subsist.md b/rules/actions/subsist.md index c67f02fae..2d63d7d1f 100644 --- a/rules/actions/subsist.md +++ b/rules/actions/subsist.md @@ -8,7 +8,7 @@ tags: aliases: ["Subsist"] --- # Subsist (basic) -[downtime](rules/traits/downtime.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") *Source: Core Rulebook p. 240* diff --git a/rules/actions/sustain-a-spell.md b/rules/actions/sustain-a-spell.md index 639d3d794..8628ef883 100644 --- a/rules/actions/sustain-a-spell.md +++ b/rules/actions/sustain-a-spell.md @@ -8,7 +8,7 @@ tags: aliases: ["Sustain a Spell"] --- # Sustain a Spell (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Core Rulebook p. 304* diff --git a/rules/actions/swim.md b/rules/actions/swim.md index 25c32ebec..459c21b62 100644 --- a/rules/actions/swim.md +++ b/rules/actions/swim.md @@ -8,7 +8,7 @@ tags: aliases: ["Swim"] --- # Swim (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 243* **Skill** [athletics](compendium/skills.md#Athletics) (untrained) diff --git a/rules/actions/tail-toxin-apg.md b/rules/actions/tail-toxin-apg.md index a8864eb5a..80ff78402 100644 --- a/rules/actions/tail-toxin-apg.md +++ b/rules/actions/tail-toxin-apg.md @@ -9,7 +9,7 @@ tags: aliases: ["Tail Toxin"] --- # Tail Toxin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[kobold](rules/traits/kobold-b1.md) [poison](rules/traits/poison.md) +[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [poison](rules/traits/poison.md "Poison Effect Trait") *Source: Advanced Player's Guide p. 14* **Ancestry** Kobold; **Heritage** Kobold|APG|Venomtail|Venomtail|APG| diff --git a/rules/actions/take-a-breather-gmg.md b/rules/actions/take-a-breather-gmg.md index 14c98f717..131fa8f09 100644 --- a/rules/actions/take-a-breather-gmg.md +++ b/rules/actions/take-a-breather-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Take a Breather"] --- # Take a Breather -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Gamemastery Guide p. 200* **Variant Rule** Inspiration diff --git a/rules/actions/take-control-gmg.md b/rules/actions/take-control-gmg.md index 8b82e377c..d5e1b1c49 100644 --- a/rules/actions/take-control-gmg.md +++ b/rules/actions/take-control-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Take Control"] --- # Take Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Gamemastery Guide p. 176* **Variant Rule** Vehicles diff --git a/rules/actions/take-cover.md b/rules/actions/take-cover.md index 1e9a0f7f1..465365bd9 100644 --- a/rules/actions/take-cover.md +++ b/rules/actions/take-cover.md @@ -13,4 +13,4 @@ aliases: ["Take Cover"] - **Requirements**: You are benefiting from cover, are near a feature that allows you to take cover, or are [prone](rules/conditions.md#Prone). - **Activity**: Single Action -You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an [attack](rules/traits/attack.md) action, become [unconscious](rules/conditions.md#Unconscious), or end this effect as a free action. \ No newline at end of file +You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an [attack](rules/traits/attack.md "Attack Combat Trait") action, become [unconscious](rules/conditions.md#Unconscious), or end this effect as a free action. \ No newline at end of file diff --git a/rules/actions/tap-ley-line-som.md b/rules/actions/tap-ley-line-som.md index e41b044f9..f8927b1c4 100644 --- a/rules/actions/tap-ley-line-som.md +++ b/rules/actions/tap-ley-line-som.md @@ -8,7 +8,7 @@ tags: aliases: ["Tap Ley Line"] --- # Tap Ley Line (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") *Source: Secrets of Magic p. 215* **Skill** [arcana](compendium/skills.md#Arcana), [nature](compendium/skills.md#Nature), [occultism](compendium/skills.md#Occultism), [religion](compendium/skills.md#Religion) (trained) diff --git a/rules/actions/thats-not-everyone-aoa5.md b/rules/actions/thats-not-everyone-aoa5.md index b20b398a7..fe770bf63 100644 --- a/rules/actions/thats-not-everyone-aoa5.md +++ b/rules/actions/thats-not-everyone-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["That's Not Everyone"] --- # That's Not Everyone -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 29* - **Trigger** The PCs complete Break the Chains diff --git a/rules/actions/topple-crates-aoa3.md b/rules/actions/topple-crates-aoa3.md index 75735b32b..704f6ac26 100644 --- a/rules/actions/topple-crates-aoa3.md +++ b/rules/actions/topple-crates-aoa3.md @@ -8,7 +8,7 @@ tags: aliases: ["Topple Crates"] --- # Topple Crates -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #3: Tomorrow Must Burn p. 31* - **Requirements**: You are adjacent to a column of crates. diff --git a/rules/actions/toxic-skin-lome.md b/rules/actions/toxic-skin-lome.md index cccc73040..fe0450d6d 100644 --- a/rules/actions/toxic-skin-lome.md +++ b/rules/actions/toxic-skin-lome.md @@ -9,7 +9,7 @@ tags: aliases: ["Toxic Skin"] --- # Toxic Skin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[grippli](rules/traits/grippli-b2.md) [poison](rules/traits/poison.md) +[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") [poison](rules/traits/poison.md "Poison Effect Trait") *Source: Lost Omens: The Mwangi Expanse p. 119* **Ancestry** grippli; **Heritage** grippli|LOME|poisonhide|poisonhide|LOME| diff --git a/rules/actions/track.md b/rules/actions/track.md index fcb10b0d8..be8a200c4 100644 --- a/rules/actions/track.md +++ b/rules/actions/track.md @@ -10,12 +10,12 @@ tags: aliases: ["Track"] --- # Track (basic) -[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 252* **Skill** [survival](compendium/skills.md#Survival) (trained) -You follow tracks, moving at up to half your travel Speed.. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the [exploration](rules/traits/exploration.md) trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check. +You follow tracks, moving at up to half your travel Speed.. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check. You attempt your [Survival](compendium/skills.md#Survival) check when you start [Tracking](rules/actions/track.md), once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. diff --git a/rules/actions/travel-gmg.md b/rules/actions/travel-gmg.md index 432719df3..91da7a2e8 100644 --- a/rules/actions/travel-gmg.md +++ b/rules/actions/travel-gmg.md @@ -7,7 +7,7 @@ tags: aliases: ["Travel"] --- # Travel -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Gamemastery Guide p. 172* **Variant Rule** Hexploration diff --git a/rules/actions/treat-disease.md b/rules/actions/treat-disease.md index 388ff4f8e..534b2f336 100644 --- a/rules/actions/treat-disease.md +++ b/rules/actions/treat-disease.md @@ -9,7 +9,7 @@ tags: aliases: ["Treat Disease"] --- # Treat Disease (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 248* **Skill** [medicine](compendium/skills.md#Medicine) (trained) diff --git a/rules/actions/treat-poison.md b/rules/actions/treat-poison.md index 3424062e2..be278bcc9 100644 --- a/rules/actions/treat-poison.md +++ b/rules/actions/treat-poison.md @@ -8,7 +8,7 @@ tags: aliases: ["Treat Poison"] --- # Treat Poison (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md) +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 248* **Skill** [medicine](compendium/skills.md#Medicine) (trained) diff --git a/rules/actions/treat-wounds.md b/rules/actions/treat-wounds.md index 7daa20bfb..858d04e88 100644 --- a/rules/actions/treat-wounds.md +++ b/rules/actions/treat-wounds.md @@ -10,7 +10,7 @@ tags: aliases: ["Treat Wounds"] --- # Treat Wounds (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[exploration](rules/traits/exploration.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 248* **Skill** [medicine](compendium/skills.md#Medicine) (trained) diff --git a/rules/actions/trip.md b/rules/actions/trip.md index 0ae48a82d..006e464d7 100644 --- a/rules/actions/trip.md +++ b/rules/actions/trip.md @@ -8,7 +8,7 @@ tags: aliases: ["Trip"] --- # Trip (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md) +[attack](rules/traits/attack.md "Attack Combat Trait") *Source: Core Rulebook p. 243* **Skill** [athletics](compendium/skills.md#Athletics) (untrained) diff --git a/rules/actions/tumble-through.md b/rules/actions/tumble-through.md index cdc873487..7f3e653d7 100644 --- a/rules/actions/tumble-through.md +++ b/rules/actions/tumble-through.md @@ -8,7 +8,7 @@ tags: aliases: ["Tumble Through"] --- # Tumble Through (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md) +[move](rules/traits/move.md "Move Combat Trait") *Source: Core Rulebook p. 240* **Skill** [acrobatics](compendium/skills.md#Acrobatics) (untrained) diff --git a/rules/actions/unexpected-falcons-aoa5.md b/rules/actions/unexpected-falcons-aoa5.md index c83305639..6599bb8ae 100644 --- a/rules/actions/unexpected-falcons-aoa5.md +++ b/rules/actions/unexpected-falcons-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Unexpected Falcons"] --- # Unexpected Falcons -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 26* - **Requirements**: The PCs got a critical failure while attempting to [Contact Steel Falcons](rules/actions/contact-steel-falcons-aoa5.md). This Complication can occur whenever the GM sees fit. diff --git a/rules/actions/unexpected-patrol-aoa5.md b/rules/actions/unexpected-patrol-aoa5.md index 0171b355d..6044ba3a2 100644 --- a/rules/actions/unexpected-patrol-aoa5.md +++ b/rules/actions/unexpected-patrol-aoa5.md @@ -8,7 +8,7 @@ tags: aliases: ["Unexpected Patrol"] --- # Unexpected Patrol -[exploration](rules/traits/exploration.md) +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 27* - **Trigger** Awareness reaches 6 or 10. diff --git a/rules/actions/unleash-psyche-da.md b/rules/actions/unleash-psyche-da.md index a8ec7b99e..979e0451a 100644 --- a/rules/actions/unleash-psyche-da.md +++ b/rules/actions/unleash-psyche-da.md @@ -8,7 +8,7 @@ tags: aliases: ["Unleash Psyche"] --- # Unleash Psyche [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[psychic](rules/traits/psychic-da.md) +[psychic](rules/traits/psychic-da.md "Psychic Class Trait") *Source: Dark Archive p. 12* **Class** psychic diff --git a/rules/actions/upgrade-defenses-aoa2.md b/rules/actions/upgrade-defenses-aoa2.md index c8611b90c..ec566e41c 100644 --- a/rules/actions/upgrade-defenses-aoa2.md +++ b/rules/actions/upgrade-defenses-aoa2.md @@ -9,7 +9,7 @@ tags: aliases: ["Upgrade Defenses"] --- # Upgrade Defenses -[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Age of Ashes #2: Cult of Cinders p. 73* - **Requirements**: [Crafting](compendium/skills.md#Crafting) (master), Specialty Crafting (stonemasonry), or hired stonemason; organized specialists diff --git a/rules/assets/img/covers/CRB.webp b/rules/assets/img/covers/CRB.webp new file mode 100644 index 000000000..9836f180e Binary files /dev/null and b/rules/assets/img/covers/CRB.webp differ diff --git a/rules/assets/img/covers/GMG.webp b/rules/assets/img/covers/GMG.webp new file mode 100644 index 000000000..1fab2bf91 Binary files /dev/null and b/rules/assets/img/covers/GMG.webp differ diff --git a/rules/assets/img/covers/LOGM.webp b/rules/assets/img/covers/LOGM.webp new file mode 100644 index 000000000..6d414cf55 Binary files /dev/null and b/rules/assets/img/covers/LOGM.webp differ diff --git a/rules/assets/img/covers/LOWG.webp b/rules/assets/img/covers/LOWG.webp new file mode 100644 index 000000000..fbb2ebdc3 Binary files /dev/null and b/rules/assets/img/covers/LOWG.webp differ diff --git a/rules/assets/img/covers/SoM.webp b/rules/assets/img/covers/SoM.webp new file mode 100644 index 000000000..df80552f3 Binary files /dev/null and b/rules/assets/img/covers/SoM.webp differ diff --git a/rules/conditions.md b/rules/conditions.md index 69491faf5..bb149b26a 100644 --- a/rules/conditions.md +++ b/rules/conditions.md @@ -54,7 +54,7 @@ Your eyes are overstimulated. If vision is your only precise sense, all creature ## Deafened _Source: Core Rulebook p. 619_ -You can't hear. You automatically critically fail [Perception](compendium/skills.md#Perception) checks that require you to be able to hear. You take a –2 status penalty to [Perception](compendium/skills.md#Perception) checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the [auditory](rules/traits/auditory.md) trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to [auditory](rules/traits/auditory.md) effects. +You can't hear. You automatically critically fail [Perception](compendium/skills.md#Perception) checks that require you to be able to hear. You take a –2 status penalty to [Perception](compendium/skills.md#Perception) checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to [auditory](rules/traits/auditory.md "Auditory Effect Trait") effects. ## Doomed _Source: Core Rulebook p. 619_ @@ -90,7 +90,7 @@ You're physically weakened. Enfeebled always includes a value. When you are enfe ## Fascinated _Source: Core Rulebook p. 619_ -You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to [Perception](compendium/skills.md#Perception) and skill checks, and you can't use actions with the [concentrate](rules/traits/concentrate.md) unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to [Seek](rules/actions/seek.md) and [Recall Knowledge](rules/actions/recall-knowledge.md) about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies. +You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to [Perception](compendium/skills.md#Perception) and skill checks, and you can't use actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to [Seek](rules/actions/seek.md) and [Recall Knowledge](rules/actions/recall-knowledge.md) about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies. ## Fatigued _Source: Core Rulebook p. 620_ @@ -107,7 +107,7 @@ You're distracted or otherwise unable to focus your full attention on defense. Y ## Fleeing _Source: Core Rulebook p. 620_ -You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using [move](rules/traits/move.md) actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't [Delay](rules/actions/delay.md) or [Ready](rules/actions/ready.md) while fleeing. +You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using [move](rules/traits/move.md "Move Combat Trait") actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't [Delay](rules/actions/delay.md) or [Ready](rules/actions/ready.md) while fleeing. ## Friendly _Source: Core Rulebook p. 620_ @@ -122,7 +122,7 @@ You're gripped by fear and struggle to control your nerves. The frightened condi ## Grabbed _Source: Core Rulebook p. 620_ -You're held in place by another creature, giving you the [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized) conditions. If you attempt a [manipulate](rules/traits/manipulate.md) action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied. +You're held in place by another creature, giving you the [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized) conditions. If you attempt a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied. ## Helpful _Source: Core Rulebook p. 620_ @@ -144,7 +144,7 @@ This condition reflects a creature's disposition toward a particular character, ## Immobilized _Source: Core Rulebook p. 620_ -You can't use any action with the [move](rules/traits/move.md) trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place. +You can't use any action with the [move](rules/traits/move.md "Move Combat Trait") trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place. ## Indifferent _Source: Core Rulebook p. 620_ @@ -207,7 +207,7 @@ You have been turned to stone. You can't act, nor can you sense anything. You be ## Prone _Source: Core Rulebook p. 621_ -You're lying on the ground. You are [flat-footed](rules/conditions.md#Flat-footed) and take a –2 circumstance penalty to attack rolls. The only [move](rules/traits/move.md) actions you can use while you're prone are [Crawl](rules/actions/crawl.md) and [Stand](rules/actions/stand.md). Standing up ends the prone condition. You can [Take Cover](rules/actions/take-cover.md) while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain [flat-footed](rules/conditions.md#Flat-footed)). +You're lying on the ground. You are [flat-footed](rules/conditions.md#Flat-footed) and take a –2 circumstance penalty to attack rolls. The only [move](rules/traits/move.md "Move Combat Trait") actions you can use while you're prone are [Crawl](rules/actions/crawl.md) and [Stand](rules/actions/stand.md). Standing up ends the prone condition. You can [Take Cover](rules/actions/take-cover.md) while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain [flat-footed](rules/conditions.md#Flat-footed)). If you would be knocked prone while you're [Climbing](rules/actions/climb.md) or [Flying](rules/actions/fly.md), you fall (see pages 463–464 for the rules on falling). You can't be knocked prone when [Swimming](rules/actions/swim.md). @@ -219,7 +219,7 @@ You gain 1 additional action at the start of your turn each round. Many effects ## Restrained _Source: Core Rulebook p. 622_ -You're tied up and can barely move, or a creature has you pinned. You have the [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized) conditions, and you can't use any actions with the [attack](rules/traits/attack.md) or [manipulate](rules/traits/manipulate.md) traits except to attempt to [Escape](rules/actions/escape.md) or [Force Open](rules/actions/force-open.md) your bonds. [Restrained](rules/conditions.md#Restrained) overrides grabbed. +You're tied up and can barely move, or a creature has you pinned. You have the [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized) conditions, and you can't use any actions with the [attack](rules/traits/attack.md "Attack Combat Trait") or [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits except to attempt to [Escape](rules/actions/escape.md) or [Force Open](rules/actions/force-open.md) your bonds. [Restrained](rules/conditions.md#Restrained) overrides grabbed. ## Sickened _Source: Core Rulebook p. 622_ diff --git a/rules/core-rulebook/chapter-1-introduction.md b/rules/core-rulebook/chapter-1-introduction.md index f24e6fe15..4c03f0706 100644 --- a/rules/core-rulebook/chapter-1-introduction.md +++ b/rules/core-rulebook/chapter-1-introduction.md @@ -446,7 +446,7 @@ _Erik rolls an attack roll for the ghast, getting an 9 on the die. Looking at th **Erik:** You twist away from the ghast as its tongue leaves a slimy film on your armor. With its final action, the undead menace lashes out at you with its claw. -_Erik rolls a second attack with the ghast, this time with its claw. Normally this attack would take a –5 multiple attack penalty, but since the claw has the [agile](rules/traits/agile.md) trait, the penalty is only –4. He rolls a 19 on the die, adds 11 for the ghoul's attack modifier and subtracts 4, for a total of 26._ +_Erik rolls a second attack with the ghast, this time with its claw. Normally this attack would take a –5 multiple attack penalty, but since the claw has the [agile](rules/traits/agile.md "Agile Weapon Trait") trait, the penalty is only –4. He rolls a 19 on the die, adds 11 for the ghoul's attack modifier and subtracts 4, for a total of 26._ **Erik:** You may have dodged the ghast's bite, but the thing's bony claw rakes across your face! @@ -601,7 +601,7 @@ Activities are special tasks that you complete by spending one or more of your a Activities that use two actions use this symbol: [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"). Activities that use three actions use this symbol: [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"). A few special activities, such as spells you can cast in an instant, can be performed by spending a free action or a reaction. -All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the [exploration](rules/traits/exploration.md) trait. An activity that takes a day or more of commitment and that can be done only during downtime has the [downtime](rules/traits/downtime.md) trait. +All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait. An activity that takes a day or more of commitment and that can be done only during downtime has the [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") trait. ### Reading Rules CRB p. 18 diff --git a/rules/core-rulebook/chapter-10-game-mastering.md b/rules/core-rulebook/chapter-10-game-mastering.md index f4f97e0a9..5a46695da 100644 --- a/rules/core-rulebook/chapter-10-game-mastering.md +++ b/rules/core-rulebook/chapter-10-game-mastering.md @@ -158,14 +158,14 @@ Though a published adventure is prewritten, it's not set in stone. Changing the > ### Blindness or Impaired Vision > CRB p. 487 > -> A blind character can't detect anything using vision, critically fails [Perception](compendium/skills.md#Perception) checks requiring sight, is immune to [visual](rules/traits/visual.md) effects, and can't be [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled). You might give this character the [Blind-Fight](compendium/feats/blind-fight-fighter.md) feat for free. +> A blind character can't detect anything using vision, critically fails [Perception](compendium/skills.md#Perception) checks requiring sight, is immune to [visual](rules/traits/visual.md "Visual Effect Trait") effects, and can't be [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled). You might give this character the [Blind-Fight](compendium/feats/blind-fight-fighter.md) feat for free. > > A character with impaired vision might take a –2 to –4 penalty to vision-based [Perception](compendium/skills.md#Perception) checks. [Spectacles](compendium/equipment/items/basic-corrective-lenses-lotgb.md) or other corrective devices might reduce or remove this. > > ### Deafness or Being Hard of Hearing > CRB p. 487 > -> A deaf character can't detect anything using hearing, critically fails [Perception](compendium/skills.md#Perception) checks that require hearing, and is immune to [auditory](rules/traits/auditory.md) effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. It's best to give them the [Sign Language](compendium/feats/sign-language.md) feat for free, and you might give them [Read Lips](compendium/feats/read-lips.md) as well. You might give one or more other characters in the group [Sign Language](compendium/feats/sign-language.md) for free as well. +> A deaf character can't detect anything using hearing, critically fails [Perception](compendium/skills.md#Perception) checks that require hearing, and is immune to [auditory](rules/traits/auditory.md "Auditory Effect Trait") effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. It's best to give them the [Sign Language](compendium/feats/sign-language.md) feat for free, and you might give them [Read Lips](compendium/feats/read-lips.md) as well. You might give one or more other characters in the group [Sign Language](compendium/feats/sign-language.md) for free as well. > > A hard-of-hearing character might take a –2 to –4 penalty to [Perception](compendium/skills.md#Perception) checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world. > diff --git a/rules/core-rulebook/chapter-11-crafting-treasure.md b/rules/core-rulebook/chapter-11-crafting-treasure.md index 67f16c859..31d4b6007 100644 --- a/rules/core-rulebook/chapter-11-crafting-treasure.md +++ b/rules/core-rulebook/chapter-11-crafting-treasure.md @@ -66,12 +66,12 @@ An item's activate entry lists the components required to activate its abilities #### Command CRB p. 533 -This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md)s. You must be able to speak to provide this component. +This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")s. You must be able to speak to provide this component. #### Envision CRB p. 533 -This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md). +This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"). #### Interact CRB p. 533 @@ -211,17 +211,17 @@ Runes must be etched onto permanent items, such as armor, weapons, or [runestone > > The following traits apply to items. Some specific categories of item have special traits—such as elixir or scroll—described in their sections. > -> **[Alchemical](rules/traits/alchemical.md):** Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat (page 258). +> **[Alchemical](rules/traits/alchemical.md "Alchemical Item Trait"):** Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat (page 258). > -> **[Consumable](rules/traits/consumable.md):** An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes. +> **[Consumable](rules/traits/consumable.md "Consumable Item Trait"):** An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes. > > For instance, while a potion is consumable, the vial it comes in is not destroyed when you drink it. Consumable items include alchemical items (page 543) as well as ammunition oils, potions, scrolls, snares, talismans, and other magical consumables (which begin on page 559). > > When a character creates consumable items, she can make them in batches of four, as described in Consumables and Ammunition (page 245). > -> **[Focused](rules/traits/focused.md):** An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have. +> **[Focused](rules/traits/focused.md "Focused Item Trait"):** An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have. > -> **[Invested](rules/traits/invested.md):** A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head). +> **[Invested](rules/traits/invested.md "Invested Item Trait"):** A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head). > > **Magical:** Items with this trait are imbued with magical energies. Each one radiates a magic aura infused with its dominant school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation; these are described on pages 297 –298). > @@ -427,7 +427,7 @@ The process to [Craft](rules/actions/craft.md) a scroll is much like that to [Cr You can't [Craft](rules/actions/craft.md) a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to Craft scrolls. -Like other [consumables](rules/traits/consumable.md), scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted. +Like other consumables, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted. #### Sample Scrolls CRB p. 565 @@ -438,7 +438,7 @@ A wide variety of spells can appear on scrolls. The following specific scrolls a title: Scroll of Illusory Disguise collapse: closed # Scroll of Illusory Disguise *Item 1* -[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [scroll](rules/traits/scroll.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scroll](rules/traits/scroll.md "Scroll Item Trait") - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L @@ -454,7 +454,7 @@ This scroll can cast [illusory disguise](compendium/spells/illusory-disguise.md) title: Scroll of Glitterdust collapse: closed # Scroll of Glitterdust *Item 3* -[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [scroll](rules/traits/scroll.md) +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scroll](rules/traits/scroll.md "Scroll Item Trait") - **Price** 12 gp - **Usage** held in 1 hand; **Bulk** L @@ -557,7 +557,7 @@ Each rune can be etched into a specific type of armor or weapon, as indicated in ### Investiture CRB p. 580 -If a suit of armor has any runes, it has the [invested](rules/traits/invested.md) trait, requiring you to invest it to get its magical benefits. +If a suit of armor has any runes, it has the [invested](rules/traits/invested.md "Invested Item Trait") trait, requiring you to invest it to get its magical benefits. ### Rune Formulas CRB p. 580 @@ -756,7 +756,7 @@ Each type of wand has a Level and Price determined by the spell's level. The wan > title: Wand of Heal > collapse: closed > # Wand of Heal *Item 3+* -> [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [wand](rules/traits/wand.md) +> [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [wand](rules/traits/wand.md "Wand Item Trait") > > - **Usage** held in 1 hand; **Bulk** L > - **Category** Wand @@ -782,7 +782,7 @@ The casting must come from a spellcaster expending a spell slot. You can't make ### Magic Wand CRB p. 597 -The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the [magical](rules/traits/magical.md) and [wand](rules/traits/wand.md) traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply "wand of," followed by the spell's name. You only need to learn one 1st-level formula to [Craft](rules/actions/craft.md) a _magic wand_. +The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the [magical](rules/traits/magical.md "Magical Item Trait") and [wand](rules/traits/wand.md "Wand Item Trait") traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply "wand of," followed by the spell's name. You only need to learn one 1st-level formula to [Craft](rules/actions/craft.md) a _magic wand_. ### Specialty Wands CRB p. 598 diff --git a/rules/core-rulebook/chapter-3-classes.md b/rules/core-rulebook/chapter-3-classes.md index 747f6e4c1..5c0e8e27c 100644 --- a/rules/core-rulebook/chapter-3-classes.md +++ b/rules/core-rulebook/chapter-3-classes.md @@ -33,7 +33,7 @@ This is the ability score that a member of your class cares about the most. Many For instance, this is the ability score you'll use to determine the Difficulty Class (DC) associated with your character's class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key ability is used to calculate spell DCs and similar values. -Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if you're a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or [finesse](rules/traits/finesse.md) weapons. +Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if you're a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapons. Additionally, when you choose your character's class, they gain an ability boost to their key ability score, increasing that ability score by 2. For more about ability boosts, see page 20. @@ -132,7 +132,7 @@ Ancestry feats are detailed in each ancestry entry in Chapter 2, which begins on ### Animal Companions CRB p. 214 -An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the [animal](rules/traits/animal.md) and [minion](rules/traits/minion.md) traits, and it gains 2 actions during your turn if you use the [Command an Animal](rules/actions/command-an-animal.md) action to command it; this is in place of the usual effects of [Command an Animal](rules/actions/command-an-animal.md). If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time. +An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the [animal](rules/traits/animal.md "Animal Creature Type Trait") and [minion](rules/traits/minion.md "Minion Creature Trait") traits, and it gains 2 actions during your turn if you use the [Command an Animal](rules/actions/command-an-animal.md) action to command it; this is in place of the usual effects of [Command an Animal](rules/actions/command-an-animal.md). If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time. #### Riding Animal Companions CRB p. 214 @@ -284,8 +284,8 @@ Each day, you channel your magic into two abilities, which can be either familia - You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this. - Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability. -- Once per day, your familiar can use 2 actions with the [concentrate](rules/traits/concentrate.md) to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this. -- If your familiar would be reduced to 0 HP by damage, as a reaction with the [concentrate](rules/traits/concentrate.md), you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar. +- Once per day, your familiar can use 2 actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this. +- If your familiar would be reduced to 0 HP by damage, as a reaction with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar. - You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability. - If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect. diff --git a/rules/core-rulebook/chapter-4-skills.md b/rules/core-rulebook/chapter-4-skills.md index d21c8426c..b5e8f73cd 100644 --- a/rules/core-rulebook/chapter-4-skills.md +++ b/rules/core-rulebook/chapter-4-skills.md @@ -339,7 +339,7 @@ You must be trained in [Arcana](compendium/skills.md#Arcana) to use it for the f - **Decipher Writing** about arcane theory. - **Identify Magic**, particularly arcane magic. -- **Learn a Spell** from the [arcane](rules/traits/arcane.md) tradition. +- **Learn a Spell** from the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") tradition. ![Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md) @@ -673,7 +673,7 @@ You know a great deal about the natural world, and you command and train animals You must be trained in [Nature](compendium/skills.md#Nature) to use it for the following general skill actions (page 234). - **[Identify Magic](rules/actions/identify-magic.md)**, particularly primal magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [primal](rules/traits/primal.md) tradition. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [primal](rules/traits/primal.md "Primal Tradition Trait") tradition. ### Occultism (Int) CRB p. 249 @@ -689,7 +689,7 @@ You must be trained in [Occultism](compendium/skills.md#Occultism) to use it for - **[Decipher Writing](rules/actions/decipher-writing.md)** on occult topics, including complex metaphysical systems, syncretic principles, weird philosophies, and incoherent ramblings. - **[Identify Magic](rules/actions/identify-magic.md)**, particularly occult magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [occult](rules/traits/occult.md) tradition. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [occult](rules/traits/occult.md "Occult Tradition Trait") tradition. ### Performance (Cha) CRB p. 250 @@ -710,10 +710,10 @@ When you use an action that utilizes the [Performance](compendium/skills.md#Perf | Performance | Additional Traits | |-------------|-------------------| -| Act or perform comedy | [Auditory](rules/traits/auditory.md), [linguistic](rules/traits/linguistic.md), and [visual](rules/traits/visual.md) | -| Dance | [Move](rules/traits/move.md) and [visual](rules/traits/visual.md) | -| Play an instrument | [Auditory](rules/traits/auditory.md) and [manipulate](rules/traits/manipulate.md) | -| Orate or sing | [Auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) | +| Act or perform comedy | [Auditory](rules/traits/auditory.md "Auditory Effect Trait"), [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") | +| Dance | [Move](rules/traits/move.md "Move Combat Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") | +| Play an instrument | [Auditory](rules/traits/auditory.md "Auditory Effect Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") | +| Orate or sing | [Auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") | ![Perform](rules/actions/perform.md) @@ -752,7 +752,7 @@ You must be trained in [Religion](compendium/skills.md#Religion) to use it for t - **[Decipher Writing](rules/actions/decipher-writing.md)** of a religious nature, including allegories, homilies, and proverbs. - **[Identify Magic](rules/actions/identify-magic.md)**, particularly divine magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [divine](rules/traits/divine.md) tradition. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [divine](rules/traits/divine.md "Divine Tradition Trait") tradition. ### Society (Int) CRB p. 250 diff --git a/rules/core-rulebook/chapter-6-equipment.md b/rules/core-rulebook/chapter-6-equipment.md index a0c376cd4..4a870ad92 100644 --- a/rules/core-rulebook/chapter-6-equipment.md +++ b/rules/core-rulebook/chapter-6-equipment.md @@ -84,12 +84,12 @@ You might need to know the Bulk of a creature, especially if you need to carry s | Size of Creature | Bulk | |------------------|------| -| [Tiny](rules/traits/tiny-b1.md) | 1 | -| [Small](rules/traits/small-b1.md) | 3 | -| [Medium](rules/traits/medium-b1.md) | 6 | -| [Large](rules/traits/large-b1.md) | 12 | -| [Huge](rules/traits/huge-b1.md) | 24 | -| [Gargantuan](rules/traits/gargantuan-b1.md) | 48 | +| [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") | 1 | +| [Small](rules/traits/small-b1.md "Small Size Trait") | 3 | +| [Medium](rules/traits/medium-b1.md "Medium Size Trait") | 6 | +| [Large](rules/traits/large-b1.md "Large Size Trait") | 12 | +| [Huge](rules/traits/huge-b1.md "Huge Size Trait") | 24 | +| [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") | 48 | #### Dragging CRB p. 272 @@ -201,13 +201,13 @@ The traits for each suit of armor appear in this entry. Armor can have the following traits. -**[Bulwark](rules/traits/bulwark.md):** The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. +**[Bulwark](rules/traits/bulwark.md "Bulwark Armor Trait"):** The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. -**[Comfort](rules/traits/comfort.md):** The armor is so comfortable that you can rest normally while wearing it. +**[Comfort](rules/traits/comfort.md "Comfort Armor Trait"):** The armor is so comfortable that you can rest normally while wearing it. -**[Flexible](rules/traits/flexible.md):** The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks. +**[Flexible](rules/traits/flexible.md "Flexible Armor Trait"):** The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks. -**[Noisy](rules/traits/noisy.md):** This armor is loud and likely to alert others to your presence when you're using the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity. +**[Noisy](rules/traits/noisy.md "Noisy Armor Trait"):** This armor is loud and likely to alert others to your presence when you're using the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity. #### Armor Specialization Effects CRB p. 275 @@ -328,7 +328,7 @@ When making an attack roll, determine the result by rolling 1d20 and adding your > [!pf2-inset] > -> Melee attack modifier = Strength modifier (or optionally Dexterity for a [finesse](rules/traits/finesse.md) weapon) + proficiency bonus + other bonuses + penalties +> Melee attack modifier = Strength modifier (or optionally Dexterity for a [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapon) + proficiency bonus + other bonuses + penalties Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls. @@ -337,7 +337,7 @@ Bonuses, and penalties apply to these rolls just like with other types of checks If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty. -The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the [agile](rules/traits/agile.md) trait to reduce your multiple attack penalty. +The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the [agile](rules/traits/agile.md "Agile Weapon Trait") trait to reduce your multiple attack penalty. ### Damage Rolls CRB p. 278 @@ -642,7 +642,7 @@ Each scholarly journal is a folio on a very specific topic, such as vampires or **Spyglass:** A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to notice details at a distance. -**Survey Map:** Maps are [uncommon](rules/traits/uncommon.md). +**Survey Map:** Maps are [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait"). Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to [Survival](compendium/skills.md#Survival) checks and any skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md), provided the checks are related to the location detailed on the map. @@ -890,26 +890,26 @@ You can purchase special armor for animals, called barding (shown on [Table 6– ### Items and Sizes CRB p. 295 -The Bulk rules in this chapter are for [Small](rules/traits/small-b1.md) and [Medium](rules/traits/medium-b1.md) creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on [Table 6–19](rules/tables/bulk-conversions.md). +The Bulk rules in this chapter are for [Small](rules/traits/small-b1.md "Small Size Trait") and [Medium](rules/traits/medium-b1.md "Medium Size Trait") creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on [Table 6–19](rules/tables/bulk-conversions.md). These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures. #### Bulk Conversions for Different Sizes CRB p. 295 -As shown in [Table 6–19](rules/tables/bulk-conversions.md), [Large](rules/traits/large-b1.md) or larger creatures are less encumbered by bulky items than [Small](rules/traits/small-b1.md) or [Medium](rules/traits/medium-b1.md) creatures, while [Tiny](rules/traits/tiny-b1.md) creatures become overburdened more quickly. A [Large](rules/traits/large-b1.md) creature treats 10 items of 1 Bulk as 1 Bulk, a [Huge](rules/traits/huge-b1.md) creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A [Tiny](rules/traits/tiny-b1.md) creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a [Huge](rules/traits/huge-b1.md) creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A [Tiny](rules/traits/tiny-b1.md) creature doesn't treat any items as having negligible Bulk. +As shown in [Table 6–19](rules/tables/bulk-conversions.md), [Large](rules/traits/large-b1.md "Large Size Trait") or larger creatures are less encumbered by bulky items than [Small](rules/traits/small-b1.md "Small Size Trait") or [Medium](rules/traits/medium-b1.md "Medium Size Trait") creatures, while [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") creatures become overburdened more quickly. A [Large](rules/traits/large-b1.md "Large Size Trait") creature treats 10 items of 1 Bulk as 1 Bulk, a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") creature doesn't treat any items as having negligible Bulk. ![Bulk conversions](rules/tables/bulk-conversions.md) #### Items of Different Sizes CRB p. 295 -Creatures of sizes other than [Small](rules/traits/small-b1.md) or [Medium](rules/traits/medium-b1.md) need items appropriate to their size. These items have different Bulk and possibly a different Price. [Table 6 –20](rules/tables/differently-sized-items.md) provides the Price and Bulk conversion for such items. +Creatures of sizes other than [Small](rules/traits/small-b1.md "Small Size Trait") or [Medium](rules/traits/medium-b1.md "Medium Size Trait") need items appropriate to their size. These items have different Bulk and possibly a different Price. [Table 6 –20](rules/tables/differently-sized-items.md) provides the Price and Bulk conversion for such items. ![Differently Sized Items](rules/tables/differently-sized-items.md) -For example, a [morningstar](compendium/equipment/items/morningstar.md) sized for a [Medium](rules/traits/medium-b1.md) creature has a Price of 1 gp and 1 Bulk, so one made for a [Huge](rules/traits/huge-b1.md) creature has a Price of 4 gp and 4 Bulk. One made for a [Tiny](rules/traits/tiny-b1.md) creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk. +For example, a [morningstar](compendium/equipment/items/morningstar.md) sized for a [Medium](rules/traits/medium-b1.md "Medium Size Trait") creature has a Price of 1 gp and 1 Bulk, so one made for a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature has a Price of 4 gp and 4 Bulk. One made for a [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk. -Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, [Tiny](rules/traits/tiny-b1.md) or [Large](rules/traits/large-b1.md) (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a [Medium](rules/traits/medium-b1.md) creature. +Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") or [Large](rules/traits/large-b1.md "Large Size Trait") (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a [Medium](rules/traits/medium-b1.md "Medium Size Trait") creature. Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on [Table 6 –20](rules/tables/differently-sized-items.md), then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information. \ No newline at end of file diff --git a/rules/core-rulebook/chapter-7-spells.md b/rules/core-rulebook/chapter-7-spells.md index 141ba48b6..38ce3811a 100644 --- a/rules/core-rulebook/chapter-7-spells.md +++ b/rules/core-rulebook/chapter-7-spells.md @@ -62,9 +62,9 @@ Illusions create the semblance of something real, fooling the eyes, ears, and ot > [!pf2-brown] Disbelieving Illusions > -> Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature [Seeks](rules/actions/seek.md) or otherwise spends actions to engage with the illusion, comparing the result of its [Perception](compendium/skills.md#Perception) check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. [Mental](rules/traits/mental.md) illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save). +> Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature [Seeks](rules/actions/seek.md) or otherwise spends actions to engage with the illusion, comparing the result of its [Perception](compendium/skills.md#Perception) check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. [Mental](rules/traits/mental.md "Mental Effect Trait") illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save). > -> If the illusion is [visual](rules/traits/visual.md), and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.. +> If the illusion is [visual](rules/traits/visual.md "Visual Effect Trait"), and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.. ### Necromancy CRB p. 298 @@ -182,7 +182,7 @@ A cantrip is always automatically heightened to half your level, rounded up. For > ### Minion > CRB p. 301 > -> Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and [concentrate](rules/traits/concentrate.md)s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please. +> Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please. > > ### Morph > CRB p. 301 @@ -285,7 +285,7 @@ Spells that require you to touch the target require a somatic component. You can A verbal component is a vocalization of words of power. -You must speak them in a strong voice, so it's hard to conceal that you're [Casting a Spell](rules/actions/cast-a-spell.md). The spell gains the [concentrate](rules/traits/concentrate.md). You must be able to speak to provide this component. +You must speak them in a strong voice, so it's hard to conceal that you're [Casting a Spell](rules/actions/cast-a-spell.md). The spell gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"). You must be able to speak to provide this component. #### Focus CRB p. 303 @@ -300,11 +300,11 @@ Foci tend to be expensive, and you need to acquire them in advance to [Cast the > > Some classes can substitute one component for another or alter how a component works. > -> If you're a bard [Casting a Spell](rules/actions/cast-a-spell.md) from the [occult](rules/traits/occult.md) tradition you can usually play an [instrument](compendium/equipment/items/musical-instrument.md) for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking. +> If you're a bard [Casting a Spell](rules/actions/cast-a-spell.md) from the [occult](rules/traits/occult.md "Occult Tradition Trait") tradition you can usually play an [instrument](compendium/equipment/items/musical-instrument.md) for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking. > -> If you're a cleric [Casting a Spell](rules/actions/cast-a-spell.md) from the [divine](rules/traits/divine.md) tradition while holding a divine focus (such as a religious symbol or [text](compendium/equipment/items/religious-text.md)), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. +> If you're a cleric [Casting a Spell](rules/actions/cast-a-spell.md) from the [divine](rules/traits/divine.md "Divine Tradition Trait") tradition while holding a divine focus (such as a religious symbol or [text](compendium/equipment/items/religious-text.md)), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. > -> If you're a druid [Casting a Spell](rules/actions/cast-a-spell.md) from the [primal](rules/traits/primal.md) tradition while holding a primal focus (such as [holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md)), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. +> If you're a druid [Casting a Spell](rules/actions/cast-a-spell.md) from the [primal](rules/traits/primal.md "Primal Tradition Trait") tradition while holding a primal focus (such as [holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md)), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. > > If you're a sorcerer [Casting a Spell](rules/actions/cast-a-spell.md) from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component. > diff --git a/rules/core-rulebook/chapter-9-playing-the-game.md b/rules/core-rulebook/chapter-9-playing-the-game.md index a237796c5..7908239a9 100644 --- a/rules/core-rulebook/chapter-9-playing-the-game.md +++ b/rules/core-rulebook/chapter-9-playing-the-game.md @@ -163,11 +163,11 @@ While most checks follow these basic rules, it's useful to know about a few spec When you use a [Strike](rules/actions/strike.md) action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page. -**Melee attack rolls** use Strength as their ability modifier by default. If you're using a weapon or attack with the [finesse](rules/traits/finesse.md) trait, then you can use your Dexterity modifier instead. +**Melee attack rolls** use Strength as their ability modifier by default. If you're using a weapon or attack with the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait, then you can use your Dexterity modifier instead. > [!pf2-inset] > -> Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a [finesse](rules/traits/finesse.md) weapon) + proficiency bonus + other bonuses + penalties +> Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapon) + proficiency bonus + other bonuses + penalties **Ranged attack rolls** use Dexterity as their ability modifier. @@ -184,9 +184,9 @@ Penalties to attack rolls come from situations and effects as well. Circumstance #### Multiple Attack Penalty CRB p. 446 -The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an [attack](rules/traits/attack.md) action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the [attack](rules/traits/attack.md) trait counts toward your multiple attack penalty, including [Strikes](rules/actions/strike.md), spell attack rolls, certain skill actions like [Shove](rules/actions/shove.md), and many others. +The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an [attack](rules/traits/attack.md "Attack Combat Trait") action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the [attack](rules/traits/attack.md "Attack Combat Trait") trait counts toward your multiple attack penalty, including [Strikes](rules/actions/strike.md), spell attack rolls, certain skill actions like [Shove](rules/actions/shove.md), and many others. -Some weapons and abilities reduce multiple attack penalties, such as [agile](rules/traits/agile.md) weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks. +Some weapons and abilities reduce multiple attack penalties, such as [agile](rules/traits/agile.md "Agile Weapon Trait") weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks. | Attack | Multiple Attack Penalty | Agile | |--------|-------------------------|-------| @@ -194,7 +194,7 @@ Some weapons and abilities reduce multiple attack penalties, such as [agile](rul | Second | –5 | –4 | | Third or subsequent | –10 | –8 | -Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a [longsword](compendium/equipment/items/longsword.md) in one hand and a [shortsword](compendium/equipment/items/shortsword.md) (which has the [agile](rules/traits/agile.md) trait) in your other hand, and you are going to make three [Strikes](rules/actions/strike.md) with these weapons during the course of your turn. The first [Strike](rules/actions/strike.md) you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the [longsword](compendium/equipment/items/longsword.md) or a –4 penalty if you use the [shortsword](compendium/equipment/items/shortsword.md). +Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a [longsword](compendium/equipment/items/longsword.md) in one hand and a [shortsword](compendium/equipment/items/shortsword.md) (which has the [agile](rules/traits/agile.md "Agile Weapon Trait") trait) in your other hand, and you are going to make three [Strikes](rules/actions/strike.md) with these weapons during the course of your turn. The first [Strike](rules/actions/strike.md) you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the [longsword](compendium/equipment/items/longsword.md) or a –4 penalty if you use the [shortsword](compendium/equipment/items/shortsword.md). Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular [Strike](rules/actions/strike.md). It would be a –10 penalty with the [longsword](compendium/equipment/items/longsword.md) and a –8 penalty with the [shortsword](compendium/equipment/items/shortsword.md), no matter what weapon you used for your previous [Strikes](rules/actions/strike.md). @@ -508,7 +508,7 @@ When you have immunity to a specific type of damage, you ignore all damage of th Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as [Grapple](rules/actions/grapple.md) and [Shove](rules/actions/shove.md)). -Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a stone golem has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the [nonlethal](rules/traits/nonlethal.md) trait, such as if you're a monk. +Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a stone golem has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait, such as if you're a monk. #### Temporary Immunity CRB p. 453 @@ -783,7 +783,7 @@ Multiple exposures to the same curse or disease currently affecting you have no ### Virulent Afflictions CRB p. 458 -Afflictions with the [virulent](rules/traits/virulent.md) trait are harder to remove. +Afflictions with the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2. @@ -1001,7 +1001,7 @@ This limitation of one action per trigger is per creature; more than one creatur ### Other Actions CRB p. 462 -Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so "by spending a single action, which has the [concentrate](rules/traits/concentrate.md)." Game masters can also use this approach when a character tries to do something that isn't covered in the rules. +Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so "by spending a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")." Game masters can also use this approach when a character tries to do something that isn't covered in the rules. ### Gaining and Losing Actions CRB p. 462 @@ -1380,7 +1380,7 @@ In addition to the actions in these two sections, the actions for spellcasting c > > As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a [Deception](compendium/skills.md#Deception) skill check to Lie, require spending actions and follow their own rules. > -> All speech has the [auditory](rules/traits/auditory.md) trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is [visual](rules/traits/visual.md) instead of [auditory](rules/traits/auditory.md). +> All speech has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is [visual](rules/traits/visual.md "Visual Effect Trait") instead of [auditory](rules/traits/auditory.md "Auditory Effect Trait"). #### Specialty Basic Actions CRB p. 472 @@ -1403,7 +1403,7 @@ Some reactions are specifically meant to be used in combat and can change how th One example of such a reaction is [Attack of Opportunity](rules/actions/attack-of-opportunity.md), which fighters gain at 1st level. -This reaction lets you make a melee [Strike](rules/actions/strike.md) if a creature within reach uses a [manipulate](rules/traits/manipulate.md) or [move](rules/traits/move.md) action, makes a ranged attack, or leaves a square during a [move](rules/traits/move.md) action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) from a creature without reach and one with reach. +This reaction lets you make a melee [Strike](rules/actions/strike.md) if a creature within reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") or [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a [move](rules/traits/move.md "Move Combat Trait") action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) from a creature without reach and one with reach. You'll notice this reaction allows you to use a modified basic action, a [Strike](rules/actions/strike.md). This follows the rules on subordinate actions found on page 462. @@ -1517,7 +1517,7 @@ You're [flat-footed](rules/conditions.md#Flat-footed) when [Climbing](rules/acti When you and an ally are flanking a foe, it has a harder time defending against you. A creature is [flat-footed](rules/conditions.md#Flat-footed) (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it. -To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your [reach](rules/traits/reach.md) with that weapon for this purpose. +To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your [reach](rules/traits/reach.md "Reach Weapon Trait") with that weapon for this purpose. ### Cover CRB p. 477 diff --git a/rules/core-rulebook/core-rulebook.md b/rules/core-rulebook/core-rulebook.md index df337c526..89246365f 100644 --- a/rules/core-rulebook/core-rulebook.md +++ b/rules/core-rulebook/core-rulebook.md @@ -2,7 +2,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: -- book/core/core-rulebook +- book-core-core-rulebook - compendium/src/pf2e/crb aliases: ["Core Rulebook"] --- diff --git a/rules/gamemastery-guide/chapter-1-gamemastery-basics.md b/rules/gamemastery-guide/chapter-1-gamemastery-basics.md new file mode 100644 index 000000000..4af61c8f3 --- /dev/null +++ b/rules/gamemastery-guide/chapter-1-gamemastery-basics.md @@ -0,0 +1,1692 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/gmg +aliases: ["chapter-1-gamemastery-basics"] +--- +# Chapter 1: Gamemastery Basics +GMG p. 7 + +The information presented here provides helpful guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the _Core Rulebook_. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics. + +- **Running Encounters** (page 10) is the first of three sections that explains the three modes of play in more detail. You'll find help on tracking initiative, improving the speed of play, running special battles, and more. +- **Running Exploration** (page 17) gives details on making exploration activities more interesting, creating an evocative environment, lost PCs, and more. +- **Running Downtime** (page 22) covers ways the PCs can set goals, explains how to make good downtime events, provides sample downtime tasks, and more. +- **Adjudicating Rules** (page 28) offers guidance on how to make effective rules calls and create house rules. +- **Resolving Problems** (page 30) presents advice on total party kills, problem players, and power imbalances. +- **Narrative Collaboration** (page 32) includes tools for players to control the story more directly. +- **Special Circumstances** (page 33) discusses organized play, odd-sized groups, and players with different needs. +- **Rarity in Your Game** (page 35) details how rarity can enrich the theme and story of your game. +- **Campaign Structure** (page 36) clarifies what makes a good campaign and describes how to determine its scope and make enemies and treasure more compelling. +- **Adventure Design** (page 40) includes tools for building your own adventures. +- **Encounter Design** (page 46) explains how to build entertaining encounters and navigate the challenges that can arise when designing complex encounters. +- **Drawing Maps** (page 52) describes useful steps for making maps and commonly used map symbols. + +## General Advice +GMG p. 7 + +This section covers topics related to running the game. + +If you want to know how to build specific types of new content, this information can be found throughout Chapter 2 in sections such as Building Creatures (page 56), Building Worlds (page 122), and Settlements (page 132) + +Both the _Core Rulebook_ and this book explore many topics, but don't feel like you have to master them all to be a good GM! It's important to remember you're not perfect, and the other players won't expect you to be. Trial and error, mistakes and triumphs—they're all part of running any game. + +### Session Zero +GMG p. 7 + +Some groups prefer to have everyone create their characters in advance and show up ready to play. However, getting the group together to make characters can be fun, and can benefit your game down the line. A session for building characters is commonly called "session zero." Session zero is typically shorter than other game sessions, so you might plan a short introductory scene for after everyone's finished building their characters, or just hang out and do something else after you've planned your characters. + +Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each other's characters by organically learning what decisions other players made. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways. + +### Pacing Game Sessions +GMG p. 7 + +Page 489 of the _Core Rulebook_ explains how to structure, start, and run a game session. This is all part of pacing your game. Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments. + +Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you'd like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. + +Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks. + +### Stakes and Consequences +GMG p. 7 + +A GM should always convey a clear picture of the stakes and consequences of the PCs' actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond what's expected of them? A well-constructed adventure conveys the stakes at the outset, but it's also important to remind the players of those stakes throughout play. The _Core Rulebook_ summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well. + +Consequences should be specific and evocative. Don't just tell the players what happened after their characters' success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? It's usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs don't stop them, then the city gets conquered. It's OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy. + +You can emphasize consequences by awarding PCs accomplishment XP (_Core Rulebook_ 507). It serves as a good reminder to the players, reinforcing their success. + +#### Failing Forward +GMG p. 8 + +An unexpected failure can bring the game to a halt, particularly during exploration. "Failing forward" means finding a way to progress the story instead of just saying, "That didn't work." This doesn't mean that the group can't fail, or that the PCs should get what they wanted despite failing. Rather, it means that a failure might still impart more information, reveal a way to improve their chances next time, or even cause unforeseen difficulties. Doing so means the player's choice to attempt a check _mattered_, even if the results weren't what they wanted. Allowing the PCs to fail forward means fewer dead ends and perfunctory checks. It's important however, not to put unnecessary pressure on yourself to do so all the time. Sometimes you won't know immediately how a PC can fail forward, and in those cases, it's usually best to just move on. + +### Improvisation +GMG p. 8 + +As a GM, you often make things up on the fly. You can find tips for improvising rules on page 491 of the _Core Rulebook_ and within the Adjudicating Rules section of this book (pages 28–29). When an issue seems to pertains to the story instead of the rules, ask yourself the following questions. + +- Does something already established in our story so far tell me what should happen here? +- If an NPC is involved, what would their personality lead them to do? +- What does the player expect to happen? +- What would best fit the themes of our story? You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or world, there's nothing wrong with asking the group to take a little break while you fill in the gap. If it's not particularly significant and you can't come up with anything more compelling, it's also okay to say, "Nothing happens," and move on. + +Often, a player will ask, "What happens when I do that?" This is a good indicator that the player expects that what they've done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an in-game response, even if it's minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game. + +#### False Information +GMG p. 8 + +A critical failure to [Recall Knowledge](rules/actions/recall-knowledge.md) can result in you needing to convey false information, requiring some improvisation. If you aren't careful, this information can be perceived by the PCs as too silly, or could derail the game. For example, if a PC misinterpreted text about the god of commerce, [Abadar](compendium/setting/deities/abadar.md), saying they believe the god is an incompetent chaotic spendthrift who's bad with money is absurd. Similarly, if they incorrectly believe [Abadar](compendium/setting/deities/abadar.md) will reward them with great wealth if they ring bells in four different temple corners, this could send them on a tangent. + +Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future. + +Avoid dispensing false information that might not be used for hours or entire sessions, after the check is forgotten. + +If you're unsure, the safest form of false information is information that's wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get importantseeming false information. Erroneously believing Abadar's symbol is a set of scales instead of a key might lead to a miscommunication, but one that's not dangerous, pretty easy to clear up, and only a little embarrassing for the PC. + +### Secret Checks +GMG p. 8 + +During play, you roll some checks in secret instead of allowing the player to do so, as explained on page 450 of the _Core Rulebook_. This rule helps ensure that a player remains uncertain at times when their character is unsure of how a situation may resolve, immersing the player in their character's perspective. It can be handy to keep a list of the PCs' modifiers on hand to help you roll secret checks more quickly. At least, you should record each player's [Perception](compendium/skills.md#Perception) modifier, their saving throw modifiers (especially Will), and the skill modifiers of any skills they often use to [Recall Knowledge](rules/actions/recall-knowledge.md). Check in anytime the PCs level up, and consider asking the players to update you when any of these modifiers change. + +You can still have the players roll the checks even if an action has the [secret](rules/traits/secret.md "Secret General Trait") trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that they'll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters' mistakes. + +### Hero Points +GMG p. 9 + +Page 507 of the _Core Rulebook_ offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PC's action merits a Hero Point. + +### Metagaming +GMG p. 9 + +Knowledge the players have that their characters don't is called "metagame knowledge," and using it to influence characters' decisions is called "metagaming." Some metagaming results naturally from play and is wise to disregard. The wizard aiming a _fireball_ precisely enough to include three enemies in the very edge of the spell's area is probably unrealistic, but isn't that disruptive to play. Things get more questionable if the player says, "That's a rakshasa, so don't use divine spells against it," regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might just use some gentle reminders, like, "I'm not sure your character's aware of that," or, "Can you explain your character's thinking when they do that?" If the problem persists, see the guidelines mentioned in the Problematic Players section on page 31. + +### Portraying Npcs +GMG p. 9 + +Although the PCs are the stars of the game, NPCs make the world around the PCs vibrant. They can become a part of the story, sometimes for years, weaving into the story right alongside the PCs. Portray NPCs however it works for you. Some GMs keep it simple, describing the NPCs simply by their looks, or their hook (see below). Others go into more detail, using accents, mannerisms, or acting. + +Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single "hook" into their concept: a widowed merchant, a refugee from a distant realm, or a child who constantly asks awkward questions. Each hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later. + +#### Npc Limitations +GMG p. 9 + +Always remember that the PCs have the greatest role in your story. Avoid including allied NPCs who could easily solve any problem the PCs get assigned. An extremely powerful NPC should be engaged with matters beyond what the PCs are tasked with or have some limitation that necessitates the PCs' involvement. Remember that an NPC is not "your character" in the way each player has a character. Though NPCs who travel with the party can be effective and fun when handled with caution, an NPC who effectively acts as the GM's character is often called a GMPC (Game Master Player Character) and can contribute to a feeling that the players are being coerced into making certain decisions. + +#### Betrayal +GMG p. 9 + +NPCs, even allies, can shift allegiances. They might betray, fail, or sell out their companions, which can make for a meaningful story event. If an NPC is betraying the party in some way, lay groundwork early on so the players don't feel ambushed by the twist. If the players can look back and see a clear path to this result, it is likely they'll feel the decision makes sense in the context of the story. Try to give the NPC a "tell" or a paper trail they can detect. + +#### Respecting the Character +GMG p. 9 + +Sometimes, when creating characters, a GM can unintentionally play into themes that can be harmful or hurtful. For example, an NPC with a background of abuse, a former or current slave, or a character with disabilities requires respectful handling. This is particularly true if you, as the GM, do not have the same life experience as the NPC in question. If you want to include these themes for an NPC, you should probably bring it up with your players beforehand and set expectations. You don't need to spoil the character, but sitting down and checking in with your players can help prevent unpleasant surprises and is better than assuming. To keep the representation respectful, avoid clichés and don't use the hook as a joke. Your group's guidelines for objectionable content (_Core Rulebook_ 486) can also help you portray NPCs respectfully. + +#### A Proper End +GMG p. 9 + +An NPC's story should have a satisfying ending. The NPC might leave your story when they achieve a major goal, go on to other adventures, give up their dream, or die. + +The death of a beloved NPC should have weight. Make it sympathetic and powerful, and ideally have it take place "on stage" with the PCs present. Be prepared that NPC deaths might stir up strong emotions within the group, and be prepared to cut the session short or to fade to black to mitigate the full brunt of the event if necessary. + +An NPC's death should matter beyond the PCs' emotions or search for revenge, too—maybe the NPC's sacrifice saved a village or inspired others. Let players see that legacy carried on. + +## Running Encounters +GMG p. 10 + +This section provides tips to help you run encounters that are fast and entertaining to play. Though the _Core Rulebook_ discusses running encounters starting on page 493, this section supplements that information. Though this chapter contains detailed advice about many topics, it's important to remember that, as a GM, you should primarily focus on the following tasks. + +- Answering questions quickly and decisively whenever possible. +- Building anticipation for what happens next. +- Emphasizing thrilling action and setting a rapid pace. +- Letting players know when they're up, and preferably when they're "on deck" to go next. +- Showing the immediate consequences of actions. + +If you're interested in building on the topics in this section, information on designing combat encounters appears on page 46. Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the influence subsystem. + +### Speed of Play +GMG p. 10 + +Encounters should move quickly, giving the PCs just enough time to savor successes and lament failures. This requires effort from everyone, but you can make it easier by running creatures and NPCs efficiently. First off, don't worry too much about little mistakes you make when running encounters. If you forgot to apply a creature's special bonus or didn't take an action that would have prevented the creature from taking damage, it's not a big deal. Keep an eye on what you emphasize during the adventure, as well. + +Be quick when describing a normal attack, but spend a little more time on a critical hit or a big spell. This all boils down to significance. It's fine to slow down the game for something important, but it's best to move briskly through anything less important. As you run the game, you'll quickly develop a sense for what's significant and what's not. + +#### Looking Up Rules +GMG p. 10 + +One of the primary ways the game slows down is when you or another player needs to look up a rule. For something that isn't too impactful, it's better to just make a ruling on the spot and move on. Tell the player they can look it up when it's not their turn, and you'll play it as written after that, but that the game needs to move on in the meantime. + +It's okay to look up something that's both significant and heavily rules-dependent, such as a spell description or the 9 rules. Even then, reciting a full chunk of rules text can pull players out of the flow of play, so summarize. It also helps to train your players to look things up in advance if they think they'll need them, so they're ready to go when their turns come around. This can be tough as a GM, since it's essentially always your turn. However, you can ask a player to look something up for you, or, if you need to pause long enough to reference certain books, remind the players to plan for their next turns while you're busy. + +#### Rewinding +GMG p. 10 + +Though "rewinding" can happen in any mode of play, it's usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone else's. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a flaming rune to one of their hits, it's pretty easy to reduce the monster's HP on another turn, but if they realized their attack missed only because they forgot the bonus from _bless_, that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when. + +#### Complex Rolls +GMG p. 10 + +You'll often make multiple rolls at the same time, especially when attempting saving throws for multiple creatures against area or multi-target spells. This can sometimes take a considerable amount of time if you're resolving the result of each creature's save and then determining its degree of success. To do so quickly, you could use one of the following techniques. Each of the examples below uses a PC's spell as an example, but these recommendations also apply to similar rolls that aren't caused by spells. + +- Get the PC's Difficulty Class first, and have the player roll damage while you roll the saving throws. +- Use separate colors of dice for the different types of foes, or arrange the dice in such a way that it's easier for you to tell which creatures or NPCs are which. +- Go in order from the best enemy results (the highest total) to the worst. This means you'll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when you're moving to a lower degree of success, rather than recalculating them each time. + +This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC. + +Say, "who critically succeeded?" "who succeeded?" and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and it's still possible that the players can determine or estimate the DC anyway. + +#### Enemy Tactics +GMG p. 11 + +As noted on page 493 of the _Core Rulebook_, enemies don't need to make perfect decisions. It's usually better to make a decision quickly than to pick the perfect enemy tactic. + +The chaos of combat, desperation, or ego could all cause a villain to make a poor decision, and that's something you can play up if you realize they've done so, acting out the foe's response to their own folly, or chiding them through the sarcastic remark of one of their allies. + +### Initiative +GMG p. 11 + +The rules for rolling initiative can be found on page 468 of the _Core Rulebook_, and the GM guidelines on 498. Below you'll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table. + +When do you ask players to roll initiative? In most cases, it's pretty simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a debate, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there's not much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there is no reason to roll initiative only to drop out of combat immediately! + +#### Initiative and Stealth +GMG p. 11 + +When one or both sides of an impending battle are being stealthy, you'll need to deal with the impacts of [Stealth](compendium/skills.md#Stealth) on the start of the encounter. Anyone who's [Avoiding Notice](rules/actions/avoid-notice.md) should attempt a [Stealth](compendium/skills.md#Stealth) check for their initiative. All the normal bonuses and penalties apply, including any bonus for having cover. You can give them the option to roll [Perception](compendium/skills.md#Perception) instead, but if they do they forsake their [Stealth](compendium/skills.md#Stealth) and are definitely going to be detected. + +To determine whether someone is [undetected](rules/conditions.md#Undetected) by other participants in the encounter, you still compare their [Stealth](compendium/skills.md#Stealth) check for initiative to the [Perception](compendium/skills.md#Perception) DC of their enemies. They're [undetected](rules/conditions.md#Undetected) by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their [Perception](compendium/skills.md#Perception) DC? Well, all the enemies are [undetected](rules/conditions.md#Undetected), but not [unnoticed](rules/conditions.md#Unnoticed). That means the participant who rolled high still knows someone is around, and can start moving about, Seeking, and otherwise preparing to fight. The characters [Avoiding Notice](rules/actions/avoid-notice.md) still have a significant advantage, since that character needs to spend actions and attempt additional checks in order to find them. + +What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location. + +> [!pf2-brown] SETTING THE SCENE +> +> When an encounter begins, spend a moment to describe the location if you haven't already. Use some of the description tips found in Evocative Environments on page 17. It can help to describe where enemies are within the environment, to better ground them in the location. You can also use the enemies' expressions to better convey the location. Is an enemy in a wary stance as they stand near a pit? Is another irritated by water dripping on it from the ceiling? Does a glowing glyph illuminate an enemy with a sinister red light? + +#### Batch Initiative +GMG p. 12 + +If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying. Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving. + +#### Placing Characters on the Map +GMG p. 12 + +If the PCs are already moving on a grid, as often happens in small dungeons, you already know where they are when they roll initiative. If they're moving in free-form exploration, place them on the map when they roll initiative. The fastest way is to have the players set up their miniatures in a basic marching order ahead of time, then just move them onto the map in that formation. + +When that doesn't work, such as when one or more PCs were in a different location or the map doesn't fit the marching order, you can either set up the PC minis yourself, then ask if everybody is happy with where they are, or have the players place their own minis. If you find having the players do it themselves causes too much indecision (especially if they try to count out distances in advance), you can switch methods. Remember to place characters using [Stealth](compendium/skills.md#Stealth) in reasonable places to hide, even if that means you have to adjust the marching order to do so. + +#### Inappropriate Skills +GMG p. 12 + +As described in the _Core Rulebook_ on page 489, you can allow PCs to roll skills other than [Perception](compendium/skills.md#Perception) (or [Stealth](compendium/skills.md#Stealth) when [Avoiding Notice](rules/actions/avoid-notice.md)) for initiative. You might find that once a player gets to use a stronger skill for initiative, they'll keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. If you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using [Perception](compendium/skills.md#Perception) for a while. + +### Ad Hoc Bonuses and Penalties +GMG p. 12 + +This section covers a few ground rules for how to best respond to PC tactics, when to apply ad hoc bonuses and penalties, and when to use certain tactics for NPCs. When PCs put effort into getting advantages against their foes, there should be some payoff provided their tactics make sense in the narrative. Ad hoc bonuses and penalties give you some mechanical tools to emphasize that. Also keep in mind that you can change the flow of the story to respond to tactics as well. Changing an enemy's behavior can be a more satisfying consequence than just getting a bonus. When you're determining whether to grant a special bonus that's not defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions. + +- Is this the result of an interesting, surprising, or novel strategy by the character? +- Did this take effort or smart thinking to set up? +- Is this easy to replicate in pretty much every battle? + +If you answered yes to any of the first two, it's more likely you should assign a bonus—typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldn't unless you really do want to see that tactic used over and over again. + +Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following. + +- Does the environment or terrain create any applicable disadvantages for the character? +- Should the character have expected this would be more difficult based on what they already knew? +- Was this circumstance caused by a bad decision on the part of the one taking the penalty? +- Is this negative circumstance easy to replicate in pretty much every battle? + +Once again, answering yes to most of these questions means it is more likely you should apply a penalty, and answering yes to the final question means it less likely you should do so. + +### Adjudicating Actions +GMG p. 12 + +Some of the basic actions of the game require you to interpret how a rule should apply. Here, you'll find advice the types of rules calls that can occur frequently. For rules decisions that are either/or (such as whether a creature can [Aid](rules/actions/aid.md) or [Take Cover](rules/actions/take-cover.md)), a PC can usually determine before they take the action whether doing so is viable; if it isn't viable for some reason, alert them that it won't work before they spend time, actions or resources trying. There are some exceptions, especially if the reason an action wouldn't work is something a character wouldn't know. + +For example, if a character tries to [Take Cover](rules/actions/take-cover.md) behind a wall, not realizing it's illusory, you shouldn't reveal the deception prematurely. + +#### Aid +GMG p. 13 + +It's up to you whether someone's preparation is enough to let them [Aid](rules/actions/aid.md) an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to [Aid](rules/actions/aid.md) an attempt to [Pick a Lock](rules/actions/pick-a-lock.md), but just saying you're going to "encourage" them likely wouldn't. Second, the character who is attempting to [Aid](rules/actions/aid.md) needs to be in a proper position to help, and able to convey any necessary information. Helping a character [Climb](rules/actions/climb.md) a wall is pretty tough if the character a PC wishes to [Aid](rules/actions/aid.md) is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to [Aid](rules/actions/aid.md) the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished. + +#### Ready +GMG p. 13 + +The [Ready](rules/actions/ready.md) activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesn't exist in world. For instance, if a player says, "I [Ready](rules/actions/ready.md) to shoot an arrow at her if she uses a concentrate action," or "I [Ready](rules/actions/ready.md) to attack him if he has fewer than 47 Hit Points," find out what their character is trying to specifically observe. If they don't have a clear answer for that, they need to adjust their action. + +#### Seek +GMG p. 13 + +The [Seek](rules/actions/seek.md) action leaves it up to you how long a search should take. Use common sense. Most of the time, just trying to spot a creature hiding in a small area, or something else you could find with a simple [Seek](rules/actions/seek.md) action rather than a long-term [Search](rules/actions/search.md) exploration activity, should default to a single action. The biggest distinction is whether something uses 3 actions or fewer—and can therefore be accomplished in a single turn—or requires more than that and can't be accomplished in an encounter at all. Consider whether it makes sense for the character to pull this off during the encounter or not, and whether that could be an interesting wrinkle in the story. + +#### Sense Motive +GMG p. 13 + +When someone tries to Sense the Motive of an NPC, you'll need to figure out how to convey the information they receive. It's best to try to convey this indirectly, such as by describing a lying target's body language, odd word choices, sweating, or other details rather than saying, "They aren't behaving normally." However, sometimes dropping a punchy, "Oh, she is 100% lying about this!" on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to [Sense Motive](rules/actions/sense-motive.md) again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to [Sense Motive](rules/actions/sense-motive.md), gets different information about the target, and shares it, that doesn't really count as new information for a PC who tried previously. Rather, it's up to the players to roleplay out any changes in their thinking as a result. + +#### Take Cover +GMG p. 13 + +You'll often need to determine whether someone can [Take Cover](rules/actions/take-cover.md). They usually just need a large enough object to hide behind. Imagine the character crouching, and picture whether the object could almost entirely cover up their silhouette. [Taking Cover](rules/actions/take-cover.md) might also require them to [Drop Prone](rules/actions/drop-prone.md), such as if they want to take cover under a table. + +Most of the time, you can let them combine this with the [Take Cover](rules/actions/take-cover.md) action instead of using 2 separate actions. + +### Maps and Miniatures +GMG p. 13 + +A grid and miniatures can make it easier to visualize combat for players and give a visual centerpiece for the players to focus on. Some advice for drawing maps appears on pages 52–53. A setup can range from a basic grid with some hasty marker lines and coins for miniatures to a full-color Flip- Mat with official prepainted minis or cardboard pawns, all the way to a set of 3-D dungeon terrain and handpainted minis for each character. Many online tabletops have preset maps, token packs, and built-in functions for movement and line of sight. All these are fun to play on! Your setup should match your time commitment, budget, and the aesthetics you want. + +You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3-D elements that aren't represented on your map. Including the echoing ring of a sword striking a shield, an errant _ray of frost_ freezing solid an apple in a bowl of fruit on the table, and the like makes the game feel more alive. + +Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but there's still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. You're empowered to give players minor boosts that fit the story you want to tell, and to fill in nuances of the location beyond the elements covered in the _Core Rulebook_ + +#### Cover +GMG p. 13 + +You determine whether a character has cover. The rules for drawing lines found in the _Core Rulebook_ are useful in simple cases, but in more complicated situations, use your own discretion to make the call. Consider the details of the environment and 3-D space beyond what's on the battle mat. For instance, hanging banners might give cover, or a PC who has climbed onto a ledge might have a clear shot at an enemy standing behind a short wall. Be generous to PCs who use creativity to get into smart positions, especially if they spend valuable actions to move or [Take Cover](rules/actions/take-cover.md). + +> [!pf2-brown] VARIANT RULES ON THE GRID +> +> These two variants can change up how distance and movement work in your game. +> +> ### UNIFORM DIAGONALS +> GMG p. 14 +> +> If you like, your group can count all diagonals as 5 feet instead of counting every other diagonal as 10 feet. This speeds up play, but some people find it breaks their suspension of disbelief. This is most noticeable when someone moves a long distance along a diagonal all at once or when characters start moving diagonally as much as possible to cover more distance. Using this variant requires thinking of the game map in more abstract terms, and less like a real physical environment where the map is accurately reflecting the size of the room or encounter area. You can choose whether you measure radius-based areas of spells in the same way or visualize them as circles or other round shapes. The latter works best if you have templates to use. +> +> ### HEX GRIDS +> GMG p. 14 +> +> Some of the challenges of diagonal movement can be fixed by using a hex grid instead of a square grid, or by using a grid with offset squares, which works similarly. This allows you to count movement the same in all directions. However, it makes flanking a bit harder to pull off, requires you to arrange standard Large and larger miniatures differently, and causes challenges when drawing maps that consist primarily of rectangular structures, since you'll have a lot of partially occupied hexes. + +#### Splitting and Combining Movement +GMG p. 14 + +The different types of actions representing movement are split up for convenience of understanding how the rules work with a creature's actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then [Leap](rules/actions/leap.md), then continue moving. This can end up feeling like they're losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a [Leap](rules/actions/leap.md), then Leaping, then using the rest of their Speed. + +This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a [Strike](rules/actions/strike.md) usually arrests movement long enough that doing so in the middle of movement isn't practical. + +#### Going Gridless +GMG p. 14 + +As described on page 494 of the _Core Rulebook_, you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that don't require understanding a complex physical space. Your game doesn't have to be entirely on or entirely off maps—you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the _Core Rulebook_, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like "Can I get there this turn," or "How many of the gnolls can I catch in a _fireball_?" If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean you're making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details. + +### Special Battles and Movement +GMG p. 14 + +The _Core Rulebook_ covers the essential rules for mounted, aerial, and aquatic combat on page 478, but more complex battles can require specialized rules. + +#### Mounted Combat +GMG p. 14 + +The logistics of mounted combat take some extra work. + +If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since you'll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other side's greater mobility. + +When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs' mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mount's level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level greater nightmare or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls [prone](rules/conditions.md#Prone). Setting a simple expert DC of 20 often works well for such checks. + +Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead (page 156) + +##### Different Types of Mounts +GMG p. 14 + +The mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to [Command an Animal](rules/actions/command-an-animal.md), the. + +rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether [Diplomacy](compendium/skills.md#Diplomacy) checks or the like are needed. It's recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted. + +#### Aerial Combat +GMG p. 15 + +Determining positioning in the air can be tricky, and it's often best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid. + +Note that battles can get more spread out with flight. If any creature is flying, it's important to establish the height of potential obstacles in the area early. This way, no one's surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier. Be careful about using aerial combat before PCs have magic that lets them fly. Be especially careful with flying foes who use ranged attacks, because PCs might have few good tools to fight them. + +The rules for flight say that a creature might need to attempt an [Acrobatics](compendium/skills.md#Acrobatics) check to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) to pull off tricky maneuvers. You can generally use the same judgment you would for calling for [Acrobatics](compendium/skills.md#Acrobatics) checks when someone's moving on the ground. Trying to dive through a narrow space, make a sharp turn, or the like might require checks, usually with a simple DC. + +Falls can be deadly, and often happen when _fly_ or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or have the _feather fall_ spell to prevent the damage or a _jade cat_ talisman to reduce it. + +#### Aquatic Combat +GMG p. 15 + +The rules in the _Core Rulebook_ are fairly generous to allow high-action battles underwater. Two significant challenges for non-aquatic creatures are breathing underwater (or holding their breath) and lacking a swim Speed. It's often best to save aquatic adventure until higher levels when PCs can get magical solutions for these problems, but you can instead give out such magic early, since it's not easy to exploit in land-based adventures the way flight magic can be. As with flight, dispelling can be deadly if someone relies on magic to breathe underwater. It's generally best to avoid having enemies who can breathe underwater dispel the water-breathing magic aiding PCs. Though PCs might be able to use _air bubble_ and quickly cast _water breathing_ again, having this happen repeatedly can be frustrating, and being forced to prepare an extremely high-level _water breathing_ spell to avoid it isn't much fun either. Lacking a swim Speed is easier to deal with, except for characters with poor [Athletics](compendium/skills.md#Athletics), who might need to strategize around their shortcomings. The DC to [Swim](rules/actions/swim.md) underwater shouldn't be very high—typically 15, or 13 in calm water. + +When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink. + +When one group is in water and another outside it, note that the aquatic combat rules for attacks apply when _either_ party is in water. You might judge that a character in the water is [concealed](rules/conditions.md#Concealed) against someone outside it due to distortion, and vice versa. + +### Unexpected Difficulty +GMG p. 16 + +What do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, suggestions for dealing with a total party kill can be found on page 30. + +If a battle is too easy, it's often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs' success should still matter. Make sure the PCs feel the enemy's desperation—possibly have the enemy sacrifice something important to them to secure their escape. + +In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time. + +However, if the challenge comes down to a factor you had control over as a GM—like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability—it's more likely you should make adjustments. + +> [!pf2-brown] THREATS IN PUBLISHED ADVENTURES +> +> When you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as "moderate 3" for an encounter that's a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments. + +### Social Encounters +GMG p. 16 + +Sometimes you'll want to run a social conflict in encounter mode. The basic guidelines on how to do so appear on page 494 of the _Core Rulebook_, and this section expands on them with additional advice and examples. Social encounters still require opposition—typically an adversary arguing against you, but sometimes institutional opposition or strongly held beliefs. It's important to note that some NPCs are much more adept at certain types of social encounters than at combat. You can find guidelines on creating such NPCs on pages 72–73, and some examples in the NPC Gallery chapter. The _Core Rulebook_ suggests a few means of measuring success and progress in social encounters. If you want something more detailed, look at Victory Points on page 148 of this book, or the more specific rules for Influence on page 151. As noted in the _Core Rulebook_, social encounters don't usually use 6-second rounds. The time scale you use can be flexible. Usually, you'll want a participant to go on just long enough to make one salient point and attempt one check before moving to the next character in the initiative order. Be flexible and encouraging as you run a social encounter, and don't worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs they're lying, assume they can easily convey that to other characters subtly. It's good to remind players of things their characters might know or be likely to notice even if the players, in the moment, don't have them in mind. Describe NPCs' mental states and ask for clarification about the PCs' attitudes when needed. The following list describes various types of social encounters that PCs may find themselves in. + +- Besting a rival bard in a battle of wits +- Brokering peace between warring groups +- Convincing a dragon not to eat the party +- Convincing a monarch to defend against an invasion +- Disproving a rival's scientific theories before an alchemists' guild assembly +- Ending a tense standoff +- Exposing a slippery villain's deception before a court of nobles +- Getting a desperate criminal to free a hostage +- Persuading a clan to trust their ancient rivals +- Petitioning for admittance to a magical academy +- Proving someone's innocence in front of a judge +- Securing a major contract over a rival +- Quelling an angry mob +- Swaying a fallen priest to return to the faith +- Tricking a charlatan into contradicting their past lies +- Turning a leader against their corrupted advisor +- Turning a low-ranking cultists against their leader +- Urging a lawmaker to grant clemency or a stay of execution +- Wining a debate about a contentious topic. + +## Running Exploration +GMG p. 17 + +The _Core Rulebook_ discusses running exploration mode starting on page 496 of that book, and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the hexploration subsystem on page 170. If you're looking for guidelines on managing initiative, see page 11 in the Running Encounters section. As you run exploration, keep the following basic goals in mind. You'll find more advice on many of these points in the sections ahead. + +- Evoke the setting with sensory details. +- Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals. +- Get players to add details by asking for their reactions. +- Present small-scale mysteries to intrigue players and spur investigation. +- When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure. +- Plan effective transitions to encounters. + +### Evocative Environments +GMG p. 17 + +As the PCs explore, convey their surroundings by appealing to the players' senses. This sets the scene, gives them a better sense of their environment, and can be used to foreshadow what they might find ahead. + +When determining which details to cover, think about what's familiar versus novel. A new dungeon might have similar architecture to previous ones but feature ancient structures that set it apart. You can use the PCs' familiarity as a tool to single out what's new. When preparing for a game, imagine yourself in the environment and jot down a few notes about what you would sense. Conveying these details keeps the players on the same page about what they sense, even if each character responds to it differently. + +Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to find a way to make that unimportant thing as important as the players think it is! + +### Flow of Time +GMG p. 17 + +As noted in the _Core Rulebook_, you rarely measure exploration down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages, the nearest hour might be more appropriate.) You convey the passage of time through your descriptions, but not just by addressing it outright. In a roleplaying game, information and time are linked. Time will seem to slow down the more detail you give. Think cinematically! A long voyage through a series of tunnels works well as a montage, whereas progress searching a statue for traps could be a relayed as a series of distressing details in quick succession, and would feel more tense due to that precision. + +With that in mind, when is it best to speed up or slow down the passage of game time? Usually, you'll slow down and give more description when you're establishing something or progressing the story. When the PCs enter a dungeon or a new area, describe how it feels, slowing down to give the players a sense of what's ahead. When a PC stops to do something important or makes a key decision, and slowing down gives that moment its desired weight. You can also adjust the flow of time to reflect PCs' mental states. As a PC returns home after decades away, you might pause to ask the player what their PC is feeling, matching time to the rush of memories and emotions filling that PC's thoughts. + +### Exploration Activities +GMG p. 17 + +As described starting on page 479 of the _Core Rulebook_, PCs will undertake exploration activities while they explore. The purpose of these activities within the game is to clarify what a PC focuses on as they explore rather than being able to unrealistically do all things simultaneously. + +This adds variety within the group's behavior and can show you where players want the story to go. For example, a player whose PC is Investigating carvings on the walls shows you that the player wants those to be informative. + +Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which an activity applies, plus any details or alterations for the situation. If a player says, "I'm [Avoiding Notice](rules/actions/avoid-notice.md)," add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps _and_ keeping their shield raised _and_ covering the group's tracks, ask them which is most important to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone [Scouting](rules/actions/scout.md) might encounter thin ice and fall through before their group can reach them, or someone [Investigating](rules/actions/investigate.md) ancient hieroglyphs might critically fail and lead the party in the wrong direction. This does not apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as [Treat Wounds](rules/actions/treat-wounds.md). Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are [fatigued](rules/conditions.md#Fatigued) and can't sustain an exploration activity as they travel), and they can change activities at any time. + +The _Core Rulebook_ covers how to adjudicate specific activities—[Detect Magic](rules/actions/detect-magic.md), [Follow the Expert](rules/actions/follow-the-expert.md), [Investigate](rules/actions/investigate.md), and [Search](rules/actions/search.md). + +#### More on Searching +GMG p. 18 + +The rules for [Searching](rules/actions/search.md) deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely. + +If the group isn't in any danger and has time for a really thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in the middle of a dungeon, that's a good time for their efforts to draw unwanted attention! PCs might get to attempt another check if their initial search is a bust. But when do you allow them to try again? It's best to tie this to taking a different tactic. Just saying "I search it again" isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early on so the group doesn't waste too much time on it. If they're determined to keep going—which they often are—you might have them find something useful but minor in the search. + +> [!pf2-brown] QUICK ENVIRONMENTAL DETAILS +> +> ### AQUATIC +> GMG p. 18 +> +> - **Sights** choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood +> - **Sounds** waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface +> - **Smells** salt water, crisp fresh air, dead fish +> - **Textures** frigid water, slimy seaweed, crusty salt collecting on surfaces +> - **Weather** powerful winds, oncoming storms +> +> ### ARCTIC +> GMG p. 18 +> +> - **Sights** blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow +> - **Sounds** howling winds, drips of melting ice, utter quiet +> - **Smells** clean air, half-frozen bog, lichen, seaweed +> - **Textures** crunching snow, hard ice +> - **Weather** frigid gales, light snowfall, pounding blizzard +> +> ### FOREST +> GMG p. 18 +> +> - **Sights** towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots +> - **Sounds** rustling leaves, snapping branches, animal calls +> - **Smells** decomposing vegetation, flowering plants, pine trees, earthy mushrooms +> - **Textures** leaves crunching underfoot, scraping branches, water dripping from above, rough bark +> - **Weather** still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow +> +> ### MOUNTAIN +> GMG p. 18 +> +> - **Sights** bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks +> - **Sounds** howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche +> - **Smells** blowing dust, pine trees, fresh snow +> - **Textures** rough stone, powdery snow, unstable rubble +> - **Weather** swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain +> +> ### PLAINS +> GMG p. 18 +> +> - **Sights** grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon +> - **Sounds** rustling wind, birdsong, distant sounds carried far +> - **Smells** fresh air, earthy soil, distant carcasses +> - **Textures** touch of tall grass, rasp of scrub brush, crunch of dry dirt +> - **Weather** cooling of gentle wind, heat of direct sunlight, massive black thunderclouds +> +> ### SWAMP +> GMG p. 18 +> +> - **Sights** lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish +> - **Sounds** croaking frogs, chirping insects, bubbling, splashing +> - **Smells** rich moss and algae, pungent swamp gases +> - **Textures** pushing through floating detritus, tangling creepers, thick mud +> - **Weather** oppressive humidity, still air, pouring rain, rays of sunlight +> +> ### UNDERGROUND +> GMG p. 18 +> +> - **Sights** winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites +> - **Sounds** dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps +> - **Smells** staleness of still air, sulfur, tang of metal deposits +> - **Textures** rough rock walls, erosion-smoothed stone, cobwebs +> - **Weather** chill of underground air, geothermal heat + +#### More on Follow the Expert +GMG p. 19 + +[Follow the Expert](rules/actions/follow-the-expert.md) is a truly versatile activity that lets a PC who's lacking at a skill or exploration activity have a better chance to succeed. It's important that this doesn't become too rote. Let the players decide how one of them is helping out the other. The description can give you more to work with and add fun color to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of the character being helped growing in a particular way. If the rogue has been helping the fighter [Avoid Notice](rules/actions/avoid-notice.md) over and over, the fighter is essentially receiving training in [Stealth](compendium/skills.md#Stealth) at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters. + +#### Improvising New Activities +GMG p. 19 + +The list of exploration activities isn't exhaustive. More appear in special subsystems and adventures, and you'll often need to create your own. When making your own, it's usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If you're having trouble, try finding a comparable activity. For example, if the PC are Swimming as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. ([Defend](rules/actions/defend.md), for example, is based on using 1 action to [Stride](rules/actions/stride.md) then 1 to Raise your Shield, which is why the PC moves at half Speed.) [Hustle](rules/actions/hustle.md) is a good example of an activity that can't be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds. + +When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced. Eventually, you'll start to find which exploration activities your group enjoys the most. + +### Scenes Within Exploration +GMG p. 19 + +It can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeon's great hall another. Other times, you'll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene. + +This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, "You've been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and [broken](rules/conditions.md#Broken). What do you do?" When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC Investigating artwork or [Searching](rules/actions/search.md) for secrets in the example above. + +#### Hazards +GMG p. 20 + +The task of looking for and disarming hazards comes up frequently in exploration and is an example of a type of exploration scene. Hazards don't usually appear out of nowhere. A trap might be on a door's lock, at a specific bend in a corridor, or so on. You could have a pit trap in the middle of a large room, but a surprise that's entirely unexpected can be pretty unsatisfying. The same pit trap appearing in the middle of a 10-foot-wide, suspiciously featureless hallway can make the players say, "Okay, we should have seen that coming," with even that minimal amount of foreshadowing. + +When a complex hazard triggers, move to encounter mode. Simple hazards are usually dealt with in exploration mode, but that doesn't mean they should be glossed over. + +Give a clear picture of what action by a PC set off the hazard, what happens as the hazard activates, and any aftereffects. PCs have many ways to heal themselves, so keep in mind that a damaging hazard won't always have a [huge](rules/traits/huge-b1.md "Huge Size Trait") effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar setback beyond just damage. + +If a PC detects a hazard and wants to disable it, slow down a bit. Ask the player to describe what the PC is doing and give concrete details about how their efforts pan out to make it feel more real. It's good if the player sweats a little bit! It's supposed to be a tense situation, after all. If a hazard requires multiple checks to disable, it's good to describe what happens with each success to show incremental progress. + +#### Investigations +GMG p. 21 + +The [Investigate](rules/actions/investigate.md) exploration activity is pretty broad and can lead into a more thorough investigation scene. Lead off with a definite clue that has details but clearly isn't the whole picture: "These runes look like ones used for arcane magic but are some kind of variant form," "As you assess the architecture of the room, you see the pillar caps are all made of granite, except for one that appears to be painted plaster," or "Each of the stained glass shows scenes of one of the god Norgorber's aspects, but there are only three windows, and Norgorber has four aspects." Then, if this piques a player's interest, you can go into a more detailed investigation. They might look at the runes more closely, chip away at the plaster, or search around for a representation of Norgorber's fourth aspect. Avoid calling for checks if it's not necessary. In the last example, you'd likely tell them which of the deity's aspects is missing without another [Religion](compendium/skills.md#Religion) check, and if the aspect is represented as a statue in the room, asking for a [Perception](compendium/skills.md#Perception) check to find it might short-circuit the investigation in an uninteresting way. + +To make the investigation feel real, it helps to talk the player through their character's thought processes by saying what clue inspired them to think of an important detail, explaining what the detail is, and possibly mentioning a further question that detail raises. Then let the player extrapolate rather than telling them their conclusion. Even if the investigation doesn't lead to a an unambiguous conclusion, the players should feel they're more informed than when they started. + +Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas. + +### Getting Lost +GMG p. 21 + +When PCs are exploring the wilderness or twisting dungeon corridors, they might get lost. This is most likely if they fail to Sense their Direction using [Survival](compendium/skills.md#Survival) but can also happen based on the story, such as if they drop out of a portal in some strange land or come up from an underground passageway into a forest. Playing through the process of wandering in the wilderness and trying to find their way can be fun for a party, provided it's a fairly short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end. + +The [Sense Direction](rules/actions/sense-direction.md) activity uses [Survival](compendium/skills.md#Survival) to find north. + +You can combine this with [Recalling Knowledge](rules/actions/recall-knowledge.md) about the area—typically using [Nature](compendium/skills.md#Nature) or [Society](compendium/skills.md#Society)—for the PCs to get their initial bearings. The DCs for these checks are normally trained or expert if the group is still fairly close to settlements or established nations but might be higher in deep wilderness. As the PCs try to find their way, think of ways to include notable landmarks they can seek out or stumble upon. Some of these might be useful, such as a great tree off in the distance they can climb to get a better vantage point or a mountain slope where multiple plumes of smoke billow up, indicating a settlement. Others might be mysterious or dangerous, such as haunted glades or animal hunting grounds. When the PCs first look around or scout, pick two or three landmarks to point out. + +Let the group decide on their course from there. + +If the trek takes multiple days, you can move through each day pretty quickly. + +You might need to have the group [Subsist](rules/actions/subsist.md) if they run out of food, and you might want to include some encounters if they're in a dangerous area. For these encounters, choose creatures that live in that type of environment. + +Remember that not all creatures attack on sight. [Friendly](rules/conditions.md#Friendly) or cautious creatures might approach, resulting in more interactive scenes that might even help the PCs. + +If the PCs get unlucky or are just awful at [Survival](compendium/skills.md#Survival), you might end up stuck with no way for them to reorient themselves. In these cases, have someone come to them! They might get captured by local humanoids or monsters or stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be! + +### Surprise Attacks +GMG p. 21 + +Page 499 of the _Core Rulebook_ covers the mechanics of how surprise attacks occur while PCs rest. Such surprise attacks should be used sparingly, even in dangerous areas. The fact that PCs are in a group scares away most animals and setting a watch can deter even more attackers. Surprise attacks are most likely if the PCs did something in advance that would lead to the ambush. For instance, they might be ambushed by bandits if they were flaunting their wealth or showing off expensive items earlier in the session, or they might be counterattacked by enemies if they attack the enemies first, only to retreat to rest. If the PCs set up camp hastily and decide not to set a watch, they might be in trouble if they're attacked. + +This should happen only in cases of extreme sloppiness, since if you take advantage of minor lapses, you might end up with a group that repeatedly spends an inordinate amount of time describing all their camping preparation to keep it from happening again. It's usually better to ask the PCs if they're setting up watches, rather than assume that their silence on the issue means they aren't. + +## Running Downtime +GMG p. 22 + +You can use downtime in a variety of ways that can streamline gameplay and flesh out the story, such as to: + +- Demonstrate changes to the setting that result from the PCs' previous achievements, giving them time to breathe and appreciate what they've accomplished. +- Emphasize the PCs' planning and the fruit it bears. +- Avoid bogging the game down, even if a great deal of time passes. Keep the number of rolls small. +- Bring back compelling NPCs or plot threads established in previous downtime or adventures. +- Interject interesting events and scenes related to what the PCs do to make the world feel more alive. +- Switch to encounter or exploration more as needed when actions spur a new scene or adventure. + +This section covers advice on how to fit downtime to suit your group. The amount and complexity can vary greatly depending on the game. You can find the basics of running downtime on page 500 of the _Core Rulebook_. + +### Depth of Downtime +GMG p. 22 + +Determine how involved your group wants downtime to be at the start of the game. If your players vary greatly in preference, you might need to find a middle ground, or some way to give the players least interested in downtime something they would find compelling. You can adjust downtime depth as the game goes along, and you might find it becomes more important to the players as their connection to the setting grows stronger. + +Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a town briefly in the middle of an adventure. You can extend this as needed for more detailed roleplaying scenes. + +For the level of detail, it's important to give more than just an overview, but often the basics will do. "A fleet of merchant ships arrives in the port, and an officer puts you to work unloading cargo" might do for using [Sailing Lore](compendium/skills.md#Lore) to [Earn Income](rules/actions/earn-income.md), and "Your shipment of iron arrives late, but you're able to complete the armor" could be enough for [Crafting](compendium/skills.md#Crafting). Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae. + +#### Group Engagement +GMG p. 22 + +One major challenge of downtime is keeping the whole group involved. When you can, combine multiple people's tasks into one. For instance, if one PC wants to [Earn Income](rules/actions/earn-income.md) with [Performance](compendium/skills.md#Performance) and another wants to offer their services as a medic, you might say that a traveling caravan is stopping briefly, seeking entertainment and treatment for diseases and injuries their group suffered on the road. That means you can put both PCs in the same scene. You can also look for downtime activities that affect multiple characters' interests. For instance, if the rogue's contact at the thieves' guild wants a special magical cloak, a different PC might [Craft](rules/actions/craft.md) that cloak. + +PCs can help each other more directly. For instance, if the barbarian's player doesn't plan to do anything in downtime, you might let the barbarian [Aid](rules/actions/aid.md) another character in crafting weapons—feeding the forge and working the bellows, for instance. + +If a player really isn't interested in downtime, they might not want to engage at all. In that case, it's best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players. + +#### Campaigns Without Downtime +GMG p. 22 + +There are two ways you might end up with a game that has no downtime: no time and no interest. In the first, the story moves along so quickly that the PCs don't really have time to engage with downtime. Think of it like a breakneck action movie, where the characters barely have time to breathe before they're on to the next challenge, and even the end of an adventure is a cliffhanger. + +In the second, you and the other players just don't care about downtime at all. It doesn't interest you. In this case, just summarize what happens between adventures and skip using any downtime rules. + +If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures. + +However, the PCs will have less choice in what items they get if they don't [Craft](rules/actions/craft.md) or earn extra money to buy items. + +### Long-Term Goals +GMG p. 22 + +Downtime's more satisfying when the PCs work toward long-term goals rather than perform disconnected tasks. You can ask players what their PCs' goals are, and also look for storylines they're interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, creating a guild, establishing an arcane school, returning a despoiled land to its natural splendor, reforming local politics, or rebuilding a ruin. Goals involving organizations are a good opportunity to use the leadership subsystem on page 168. If players don't have clear ideas for their goals, look at their backgrounds, NPCs they know, and things they've expressed interest in during adventures to develop some suggestions. Remember that you're not trying to get them to accept your exact suggestions, but to pick a goal they really like. Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs' efforts, both in downtime and on their adventures if applicable. This doesn't have to be subtle! You can directly say, "You've been trying to get the magistrate to allow you to buy this plot of land, but the fact that you entered the wizard's tower illegally seems to have soured him toward you." Think ahead in stages. For instance, if a PC wants to run a business, you might have them... + +- Start with a simple stand to sell their wares. +- Show they're drawing big crowds and need to expand. +- Build a storefront. +- Open to modest success. +- Get a small but loyal following. +- Hire employees to keep up with demand. +- Deal with supply issues or competition. +- Get enough interest in a nearby settlement that they might want to expand their business. + +And so on. You can deliver each of these details through a little vignette. For example, if you use the second bullet point, you might describe the throng of people crowded around the PCs' stand, and say they sold out of goods before half the people were served. Downtime goals are a great way to weave the PCs' agency into the story. + +#### Success and Failure +GMG p. 23 + +Success at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then let the player decide how to commit their downtime, and to which tasks. + +Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve—like driving the undead out of Ustalav—they might find a way. Don't undermine their efforts or ideas, but do make clear the magnitude of the task they've chosen. Remember that even if a goal fails, the effort was worthwhile. + +A failure or a success at a long-term goal can be a major emotional beat for the character. They've changed the world, after all! Don't shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time! + +### Buying and Selling +GMG p. 24 + +The game leaves it up to you to determine what items the PCs can and can't purchase, and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and alchemical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. You can set the specifics where you need, but let's look at three possibilities. + +**PCs can buy what they want where they want.** You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters' strengths. This still means there's a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your group's play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items) + +**PCs can buy what they want but must put in additional effort.** If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for something already plentiful on the market could drop lower, typically to 25% or 10%, or be refused entirely if there's a glut. Buying an item usually costs the full Price; buying higher-level items (or uncommon items if they're available at all) requires seeking out a special vendor or NPC and can take extra time, representing a real investment by the PCs. They might be unable to find the item at all even after their time investment, based on the settlement's parameters. This approach allows PCs to determine some of their items, but forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex. + +**Magical markets are rare or nonexistent.** PCs get what they find in adventures and can [Craft](rules/actions/craft.md) their own items, if you allow them to get formulas in some way. If you have magical marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get weapons and armor with fundamental runes fairly easily, or make sure you award those on a regular basis. + +### Tasks and Events +GMG p. 25 + +Players will often look to you for tasks they might take on during downtime, especially if they're looking to [Earn Income](rules/actions/earn-income.md). You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The [Earn Income](rules/actions/earn-income.md) tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to "zoom out" to focus on a special scene or even a short encounter or adventure. + +![EARN INCOME TASKS](rules/tables/earn-income-tasks-gmg.md) + +![DOWNTIME EVENTS](rules/tables/downtime-events-gmg.md) + +### Money in Downtime +GMG p. 26 + +While the amount of money the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain adventuring, it can still serve as a satisfying bonus. The PCs might use their money to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their money or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron. + +The downtime system includes a guide for calculating the cost of living, using the values found in the _Core Rulebook_ on page 294. [Tracking](rules/actions/track.md) cost of living is usually best reserved for months or years of downtime since that's when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story they're telling. + +#### Investments +GMG p. 26 + +The downtime system isn't meant to deal with investing money, receiving interest, or the like just to make more money. Rather, investing should result in changes in the world. PCs might invest in founding a museum, and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on. + +When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the money. While spending additional money greatly increases the efficiency of [Crafting](compendium/skills.md#Crafting) an item, you can't build a fort in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead. + +#### Money During Long Periods of Downtime +GMG p. 26 + +If the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of money through downtime. Use the guidelines for average progress and cost of living on pages 501–502 of the _Core Rulebook_ to figure out how much they get. + +Because you're trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the world. + +### Retraining +GMG p. 26 + +The rules and suggestions for retraining are covered thoroughly in the _Core Rulebook_ on page 502. Your primary responsibility here is to determine the time, instruction, and costs of retraining, as well as adjusting details to align cohesively with the story and world. + +Consider what effort each PC puts forth as they retrain, so you can describe how they feel their abilities change. + +What kind of research and practice do they do? If they have a teacher, what advice does that teacher give? You can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesn't use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them. + +#### Teachers +GMG p. 26 + +Most of the abilities PCs gain come through adventuring. They're learning on the job! [Retraining](rules/actions/retraining.md), on the other hand, is dedicated study that might require a teacher's help. You don't have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with nature for a druid, poring through a massive grimoire for a wizard, and so on. The important part is the guidance gained from that source. The following list includes sample teachers. + +- Archwizard Koda Mohanz, wizard academy proctor +- Bagra Redforge, aged artisan +- Baroness Ivestia II, tutor in etiquette and social maneuvering +- Byren Effestos, Esquire, advisor in matters of law, politics, and finance +- Dr. Phinella Albor, professor of medicine and surgery +- Dr. Revis Enzerrad, mystic versed in the occult +- Grita the Swamp Sage, purveyor of strange draughts and cryptic riddles +- Jeballewn Leastfire, tutor in alchemical experimentation +- Kpunde Neverlost, retired veteran adventurer +- Lyra, teller of legends and master of handicrafts +- Major Venaeus, instructor of military tactics +- Mother Elizia, high priest and religious scholar +- Professor Kurid Yamarrupan, senior university lector +- Quintari Solvar, coach for fitness and healthy living +- Ragged Sanden, hermit and speaker for nature +- Silent Flame, Master of the Seventeen Forms +- Tembly the Daring, veteran acrobat and circus performer +- Twelve Fingers, experienced thief and spy +- Wen Hardfoot, well-traveled scout and naturalist +- Zuleri Gan, conductor, playwright, and music scholar. + +#### Extreme Retraining +GMG p. 27 + +By the default rules, PCs can't retrain their class, ancestry, background, ability boosts, or anything else intrinsic to their character. However, you might be able to find a way to make this happen in the story, going beyond the realm of retraining and into deeper, storybased quests. Class and ability modifiers are the simplest of these to justify, as they could come about solely through intense retraining. Especially at low levels, you might let a player rebuild their character as a different class, perhaps starting by retraining into a multiclass dedication for their new class and swapping into more feats from that dedication as partial progress towards the class change. + +Just be mindful that they aren't swapping over to switch out a class they think is great at low levels for one they think is stronger at high levels. [Retraining](rules/actions/retraining.md) a class or ability scores should take a long time, typically months or years. + +Changing an ancestry or heritage requires some kind of magic, such as reincarnation into a new form. + +This might take a complex ritual, exposure to bizarre and rare magic, or the intervention of a deity. For instance, you might require an elf who wants to be a halfling to first become trained in [Halfling Lore](compendium/skills.md#Lore), worship the halfling pantheon, and eventually do a great service for halflings to get a divine blessing of transformation. + +[Retraining](rules/actions/retraining.md) a background requires altering the game's story so that the events the PC thought happened didn't. + +That can be pretty tricky to justify! The most likely scenario is that they had their memory altered and need to get it magically restored to reveal their "true" background—the new retrained background. + +Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game, and don't need an in-world justification for certain changes. For some groups it might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what's previously happened in the game than to accept something like an elf turning into a halfling via magic. + +## Adjudicating Rules +GMG p. 28 + +You need at least some familiarity with the rules to run a game well. But you don't need to be the foremost expert on the rules. You don't even need to know the most about the rules at your table to be a great GM! There's a key difference between "knowing" the rules and "adjudicating" the rules. + +While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and to be creative with their characters' decisions and actions. If your group is satisfied with the interpretation, you've made the right adjudication! + +### Core Principles +GMG p. 28 + +These are the most important things to keep in mind. + +- Remember the basics of the rules. +- Be consistent with your past rulings. +- Don't worry if you don't have a specific rule memorized; it's OK to look it up! +- Listen to concise opinions from the other players. +- Make a call and get on with play. +- Review your decision after the session is over, if necessary. + +#### The Basics +GMG p. 28 + +Start by looking at the basic guidelines on page 491 of the _Core Rulebook_ for the fundamental principles that can help you make rulings quickly and fairly. You should also be familiar with the rules relevant to encounters, exploration, and downtime, as well as with the section in Chapter 10: Game Mastering in the _Core Rulebook_ on running those modes of play. + +#### Consistency and Fairness +GMG p. 28 + +As an arbiter of the rules and the person who's setting the scene for the action, it's in your best interest to appear fair at all times. Your main defense against appearing unfair is consistency in your rulings. + +Achieving consistency is as easy as explaining why you're ruling a certain way and comparing this ruling to past rulings you've made in a way that makes sense to your players. For example, you might say something like "When Torben swung from the chandelier and attacked the air elemental, I required an [Athletics](compendium/skills.md#Athletics) check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the rope bridge to attack the giant bat sounds similar, so why don't you roll an [Athletics](compendium/skills.md#Athletics) check." Do this any time it's applicable when you make a ruling, but don't feel compelled to do so for truly new rulings. + +Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group—or even become formalized house rules. + +Over time, your players will think about these examples when planning their actions, which can improve consistency during play. + +#### Looking Up Rules +GMG p. 28 + +It is perfectly acceptable to refer to the rules during a session. However, you don't have to do this alone. + +If you're leafing through a book or searching an electronic reference, your players are idle. There are a few techniques that make these intervals more palatable for the players. Letting them know that you're looking something up might prompt some players to also read the rule. This can increase the chances of collaboration and sets expectations for the length of the pause. Alerting your players that you're going to take a minute and read the rules also lets them know that it's a good time to tend to away-from-the-table tasks like refilling a drink. + +#### Listen to the Players +GMG p. 28 + +The friends around your game table are perhaps your best tool for achieving quick, fair, and consistent rulings. Sharing the task of remembering the rules makes rules discussions collaborative rather than combative, greatly increases the chances of accurate and comprehensive recall of the written rules and your own past rulings, and is true to the shared storytelling spirit of Pathfinder. + +Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment. + +In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a group's rulings. + +Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to each player. Remember, though—while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you. + +#### Make the Call +GMG p. 29 + +Though all the above are great practices for making good rulings, often the best ruling is the one that keeps the game moving. Avoid getting so bogged down that it takes you several minutes to decide what ruling you'll proceed with. Take what's close enough and keep playing. If necessary, you can tell your group "This is how we're playing it now, but we can have more discussion between sessions." This gets you back in the action, puts a clear stamp on the fact that this is your decision in the moment, and empowers your players with permission to express their opinions on the ruling at a later time. + +When in doubt, rule in favor of the player's request, and then review the situation later. + +The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a character's story. + +#### Take Time for Review +GMG p. 29 + +When you make a decision you're not sure about, look back over it at the end of a session or between sessions. + +You might change your mind—there's nothing wrong with that! If you change or clarify your original ruling, inform your players before the next session. No one likes being surprised by a rule change. Even better, include them in a rules conversation just like you might during a session. The guidance on discussing rules with your players still applies between sessions. Unlike at-the-table rules discussions, there's also much more time in these situations to read existing official rulings or sources. + +### Saying "Yes, But" +GMG p. 29 + +Some of the most memorable moments come from situations that inherently call for a rules interpretation, like when a player wants to do something creative using the environment. The variety of these situations is limited only by the imagination of your players. It's usually better to say "yes" than "no," within reason. For example, imagine a player wants to do something borderline nonsensical like grabbing a spider and squeezing it to force it to use its web attack. But what about a player who wants to use a fire spell to deliberately ignite a barrel of oil? Surely that should have some effect! This is where you can use a variant of the well-known improv "Yes, and," technique: you can say "Yes, but." With "Yes, but," you allow the player's creative idea, but tie it into the world and the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool. Almost all of these require an action or are part of another action. + +- Get a fleeting benefit without a roll. Example: dip a sword into a burning brazier to add 1 fire damage on the next attack against a troll. +- Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe. +- Require a check, then apply a circumstance penalty or condition to a foe. Example: throw a barrel over a monster's head. +- Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a higher elevation down onto a foe for a small amount of damage, potentially knocking the foe [prone](rules/conditions.md#Prone); throw sand in an opponent's eyes. +- Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a _produce flame_ spell at a barrel of explosives. + +Another powerful tool you can use to help you say "Yes, but" when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PCs attempt to [Grapple](rules/actions/grapple.md) a spider to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around a spider to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on. + +### House Rules +GMG p. 29 + +You and your players will inevitably come across a rule you disagree with, or that runs counter to the theme of your game. You might even decide to add a specific rule to an area not covered by the written rules. Collectively, these rulings, changes, and additions are known as house rules. It's a good idea to record them in a place where the group can easily access and refer to them, and where a potential new player could find them. Such record-keeping is a great thing to delegate to a player! The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your group's play style, the more often you'll find times where you and your group feel it's correct to institute a house rule of some sort. You might take a look at Chapter 4: Variant Rules to get started! + +## Resolving Problems +GMG p. 30 + +When dealing with problems at the table, keep in mind the primary reason to play Pathfinder is to have fun. And that's true for everyone—player or GM. Don't "solve" a problem by reducing everyone's enjoyment of the game or their ability to forge a path for their characters. Of course, sometimes your solution might not make everyone deliriously happy. Play style is a highly personal, individual thing, rarely does a group agree on all things all the time. + +Solving problems can be as collaborative as the rest of the game. Only a foolish GM ignores the players' opinions— but that said, the final decision in resolving a problem rests with you. + +Issues at the table arise occasionally. Broadly, such problems can be separated into four main categories: distractions, total party kills, problematic players, and power imbalances. The first of these is covered in detail on page 491 of the _Core Rulebook_, and guidance for the others appears here. + +### Total Party Kills +GMG p. 30 + +Perhaps the most feared of any outcome of a gaming session, a total party kill (TPK) can spell the end of an adventure or campaign. In a TPK, every member of the party dies. Think in advance about how comfortable you are with TPKs and discuss them with the other players. This can provide valuable insights into not only how you should handle one but also the implied level of lethality the players expect. + +TPKs are rarely unavoidable. Usually it becomes evident at some point during the session, whether to everyone or only to you, that disaster looms. + +What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs' foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take—perhaps with a few characters still falling along the way. It's not entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters' fates. + +Should a TPK occur anyway, the kind of game you're running should influence your approach to the situation. + +For example, in a campaign centered around dungeon crawling, a TPK is less of a problem—the players simply form a new adventuring party and take up where the dead ones left off. If you are running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the town, or the like, a TPK could demolish multiple plot threads. Here, you might use the story you have in place, having the NPCs take up arms to find or avenge the slain group—or raise them from the dead. + +Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isn't always a bad thing. If the group is interested in moving on, there's nothing wrong with ending the campaign and starting something different. + +### Problematic Players +GMG p. 31 + +Most players who cause problems do so unintentionally— perhaps bringing out-of-game issues and stresses to the table. You shouldn't immediately jump on every instance of problematic play—everyone has a bad night on occasion. However, if someone disrupts the game on an ongoing basis, you owe it to all the players to deal with the problem. If you don't, bad feelings, grudges, and even ruined friendships could result. Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages and the like can lose the subtlety of speech—it's better to meet the player face to face, if possible. Here are some problematic behaviors that often come up and might require you to intervene. + +- Obsessing over the letter of the rules. +- Constantly "helping" other players make the optimal choice on their turn. +- Making their character the center of attention, without allowing space for other players. + +Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve. + +- Repeatedly arguing with decisions made by other players or the GM. +- Ignoring other players' opinions. +- Deliberately derailing the adventure's plot. +- Being deliberately rude or cruel to other players— especially if it's on the basis of their ethnicity, gender, sexual orientation, political or religious affiliation, the color of their skin, or the like. + +#### Safety Tools +GMG p. 31 + +Introducing and using safety tools at your table can help head off some problematic behaviors. The X-Card and Lines and Veils tools described on page 485 of the _Core Rulebook_ allow anyone who feels uncomfortable or unsafe to express their discomfort, with clear guidance on how the rest of the table should respond. This clarity sets obvious boundaries to help enforce the social rules of the table. + +#### Ejecting a Player +GMG p. 31 + +Ultimately, there is no place for a serially or deliberately disruptive player in your gaming group. Such behavior is not fair to you or the other players, and the problem player needs to either modify their behavior or leave the group. + +> [!pf2-brown] CHEATING +> +> Players rarely cheat knowingly, so if you suspect a player of cheating, it's safe to assume first that they're unaware of—or simply forgot—how an aspect of the rules works. A gentle reminder of how the rule, spell, or ability in question functions is usually enough to move past the situation. Every once in a great while, you'll encounter a player who is deliberately cheating. The spirit of roleplaying is one of cooperative storytelling and overcoming challenges together, so one player cheating steals fun from every other player at the table. It's natural to feel some anger in this situation, so make sure you let some time pass between when you discover that a player is cheating and when you address it with them. +> +> Ultimately, it will fall to you as the GM to gently make it clear that this behavior must stop. To do this well, think carefully about why the player is cheating before approaching them. The reason behind the cheating often points to a reasonable solution. When discussing the matter with your player, do your best to remain calm and inquisitive rather than accusatory. + +Before meeting with the problem player, discuss the situation with the other players in private to ensure you make the right call, and figure out what repercussions you expect and whether the game should continue at all. + +When you break the news to the problem player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a player's behavior merits other changes to your relationship. + +### Power Imbalances +GMG p. 31 + +You might end up with one PC who outshines everyone else. + +Perhaps the player is a rules expert with a powerful character, other players are less experienced or more focused on the story of their characters, or there's just a rules combination or item that's stronger than you expected. In any case, this imbalance might mean you have other players who feel ineffective, or the overpowered character's player becomes bored because they aren't challenged during gameplay. + +Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative. + +If you meet resistance from the player, listen to their counterpoints. If you're still convinced they need to change, you might need to be more firm. + +It's worth stating that players might still have fun, or even enjoy an instance of power imbalance. You don't have to do anything to address it unless it limits fun at your table. + +## Narrative Collaboration +GMG p. 32 + +While some players like to sit back and let the Game Master control everything, most players want their contributions to shape the campaign's story. This is central to the concept of player agency—making players feel like the choices they make really matter, and that the world is a living place they can change through their decisions. In some games, the players can step beyond the traditional divide between GM and players to directly influence how the story progresses. Below are three methods you can use to balance the narrative control of your game. + +### Idea Farm +GMG p. 32 + +Coming up with ideas for a campaign can sometimes feel overwhelming. This is where your players come in handy! You can solicit direct feedback from them and implement their ideas into the game. This style of narrative control preserve your authority over the game while giving players the chance to incorporate elements into the game you know they want to see. It doesn't venture beyond the traditional structure of a fantasy roleplaying game. + +Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. It's best to take this step before you even set to work on crafting the world or plot, so that player input can define what's important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players set off across the sea, you might ask where they want their voyage to end and what sites, if any, they'd like to explore along the way. + +### Creative Collaboration +GMG p. 32 + +You might have players develop the stories of some of the regions or NPCs, while your contributions serve as the glue that makes it all work together. This breaks somewhat with traditional RPG structures, in that you might not be the expert on all areas of the setting and plot. + +Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesn't want to do anything beyond playing their character. There's a trade-off here, because while you'll be off-loading some of your work, you'll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting. + +If you expect one of a player's specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you. + +### Decentralized Storytelling +GMG p. 32 + +So what if you want to go all the way and completely break down the walls between the GM and other players? What if you want to preside over a game in which anyone can speak for any of the NPCs, and when someone tries to determine what's down the next hallway, it's just as likely to come from another player as from you? Now we're talking about decentralized storytelling, the least traditional approach we'll cover here. + +In this approach, one of your biggest jobs is asking questions or giving prompts. "When you open the door, what's beyond?" "How does the king react to Lem's taunt?" You can direct your questions to individual players, leave them open to all, and put forth your own suggestions. + +This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. It's well suited for shorter campaigns, or ones in which players take turns in the GM's seat. + +### Challenges +GMG p. 32 + +The largest risk of putting narrative control in multiple people's hands is losing a cohesive story. When multiple people have conflicting ideas about the tone of the game or particulars of the setting, you can end up with something that doesn't satisfy anyone. One of your tasks as GM is to recap events to clarify and reinforce the shared narrative. + +Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in a Bestiary volume or in the NPC Gallery of this book to avoid spending hours of work on creatures you won't use. + +Also, don't lose sight of your own enjoyment! You shouldn't sacrifice how much fun you have for others. + +### Story Points +GMG p. 32 + +If you prefer, you can give players a number of Story Points at the start of each session (typically 2 or 3). They can cash these in to determine what happens next in the story. Having a currency like this means you can keep your steady hand on the tiller while allowing other players to interject when it's important to them. For most groups, a Story Point should allow the player to suggest a plot twist that can be resolved quickly, or to establish a relevant fact or NPC attitude. It can't determine the outcome of an entire scene or vastly alter the reality of the setting. + +## Special Circumstances +GMG p. 33 + +### Pathfinder Society Organized Play +GMG p. 33 + +The Pathfinder Society Organized Play campaign is a thriving, worldwide organization of players and GMs. + +While most home campaigns provide long-running stories with a consistent group, Pathfinder Society provides adventures designed to be completed in a single game session, so that players can continue their characters' stories whenever and wherever works best for them. To allow this flexibility while maintaining a fair experience, the Pathfinder Society campaign handles some tasks that are normally in the GM's purview, such as selecting which rules options are available to PCs. Pathfinder Society GMs are expected to stay true to the adventure as it is written but are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use illusions, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. You can decide for yourself which alternative solutions seem reasonable based on the context of the adventure, consulting the Difficulty Classes section on page 503 of the _Core Rulebook_ to set appropriate DCs for challenges. For more about playing, running, and organizing games for Pathfinder Society Organized Play, visit **PathfinderSociety.club (http://PathfinderSociety.club)** + +### Unusual Group Sizes +GMG p. 33 + +The standard group size for Pathfinder assumes four players and a GM. Page 489 of the _Core Rulebook_ gives instructions for how to adjust for other group sizes, but additional changes may be helpful. + +#### Small Groups +GMG p. 33 + +Small-group games focus more intently on the interests of the players and their characters, allowing for an experience that can be more customizable for each individual. However, they can also run into trouble when the PCs have gaps in their abilities. In many cases, the easiest way to adjust for a small group is to add additional characters. This could come in the form of allowing each player to play two characters or adding hirelings and support NPCs to the party to shore up roles that the PCs don't fill. When adding GM-controlled NPCs to the party, it's important to be sure that the PCs remain the stars of the show. In general, GM-controlled characters shouldn't make major decisions, and they shouldn't outshine PCs at their primary skills or roles (see page 9 for more information about GM-controlled NPCs). You can also use variant rules like dual-class characters, free archetypes, or even just a few extra trained skills to help improve the PCs' overall flexibility. + +If you don't add additional characters to the party or modify the PCs, it's a good idea to tailor challenges and storylines to their abilities as well as player interest. For example, if you have two players, a rogue and a bard, a heist could be a good fit. In combats, carefully consider how the PCs will fare against each opponent. Some monsters are particularly likely to incapacitate a single PC; in small groups, use such creatures carefully and consider raising the encounter difficulty and XP awards beyond what a creature of that level is normally worth. Meanwhile, creatures that depend on affecting or damaging large numbers of PCs at once might be less effective. + +#### Large Groups +GMG p. 33 + +Large-group games bring together the creativity and enthusiasm of many players, and they lend themselves to combat at a grand scale. However, they also divide the GM's attention. Large groups also need to set ground rules for how many players need to be present for the game to run when some players are missing. Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the party's treasury, looking up rules, or helping with accessories like props and music. (For information on even greater degrees of player delegation, check out page 32.) Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table. + +Each additional player adds to the length of combat twice: once for their own turn, and once for the additional foes on the field. By encouraging players to pay attention to the battle when it isn't their turn and to plan their actions as their turn approaches, you can shorten each player's turn and keep the battle moving swiftly. + +Inevitably, there will be situations and circumstances that don't involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected. + +### Player Needs +GMG p. 34 + +Sometimes, making your game accessible and fun for everyone at the table requires making some adjustments to your typical GMing style or setup. The first step is open communication so you can learn what the players need, what accommodations would be [helpful](rules/conditions.md#Helpful), and what type of assistance players do and don't want to receive. + +#### Sensory Differences +GMG p. 34 + +Players may have differences in the way that they process sensory information, as well as which senses they use. For players who are hard of hearing or who struggle to process large amounts of sensory information at once, selecting a quiet gaming venue and establishing ground rules about table talk (such as asking players not to interrupt each other) can make the game more accessible. Such players can also often benefit from handouts they can consult during the session. Keep in mind the way your players perceive the world when describing locations. For example, if you have a blind or visually impaired player at the table, instead of simply describing what a location looks like, describe how it sounds and smells, the temperature of the room, the feeling of the breeze, and other aspects of the scene that they can identify with. + +#### Attention Span +GMG p. 34 + +It's not uncommon for people to struggle to maintain their attention for hours on end, especially for young players. If keeping attention is an issue at your table, add breaks to the game. Whether you're just taking a break to stretch and chat or enjoying a full meal in the middle of the game, switching up the context helps players refresh their focus. Some players remain more engaged if they have something else to do while playing, such as doodling or pacing. Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active. + +## Rarity in Your Game +GMG p. 35 + +This section supplements the Using Rarity and Access sidebar on page 488 of the _Core Rulebook_ + +### The Four Rarities +GMG p. 35 + +Let's first review the default usage for the four rarities in the game and how these already start to tell a story about your world. + +- **Common** elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any). +- **Uncommon** elements are difficult to access, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down. +- **Rare** elements are lost secrets, ancient magic, and other options that PCs can access only if you specifically make them available. +- **Unique** elements are one of a kind. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesn't mean their base creature type is unique. For instance, an orc named Graytusk is unique, but that doesn't mean it would be any harder for a PC encountering her to tell she's an orc—just to discern specific information about her. + +### Different Contexts +GMG p. 35 + +Just because something is common or uncommon in one context doesn't necessarily mean it's the same in others. This is specifically true when comparing the commonality of a creature and an ancestry. For instance, while hobgoblins are a relatively common monster for adventurers to encounter and are a common creature, in most settings they are still far less prevalent than humans or elves and would be an uncommon ancestry. + +Because uncommon elements are available in certain circumstances, it often varies by locale, even within the same setting. For instance, a katana is uncommon in the _Core Rulebook_ and in the Inner Sea region of Golarion, but in Asian fantasy–inspired Tian Xia, a katana would be common and some western weapons might be uncommon. Similarly, in an elven kingdom, uncommon elven weapons like the elven curve blade might be common. + +#### Access Entries +GMG p. 35 + +Uncommon elements sometimes have an Access entry in their stat block. A character who meets the specifications listed there has access to that option just like they would to a common option, even though it's uncommon. These entries include a statement such as "follower of Shelyn," "member of the Pathfinder Society," or "from Absalom." + +### Starting Elements +GMG p. 35 + +Elements like ancestries, backgrounds, classes, and heritages that a character must select at character creation can still be uncommon or rare. Obviously, there's no opportunity for the character to search for them during play, but these rarities still indicate the prevalence of adventurers with those elements in the world. You can decide to allow them on a case-by-case basis depending on the campaign and the story your group wants to tell. For instance, a game set in the lizardfolk empire of Droon might have lizardfolk (normally uncommon) as a common ancestry while the typical common ancestries are less common. An official player's guide for a Pathfinder Adventure Path might have uncommon backgrounds that you can access by playing the Adventure Path. + +### Storytelling +GMG p. 35 + +You might craft a quest involving an uncommon or rare subject. For instance, players might encounter a door that requires a rare spell to open, and need to travel to an academy to learn it. If a player has their heart set on an option that's not common, look for ways to build a story in which their character acquires that option. + +### Worldbuilding +GMG p. 35 + +With the rarities at your fingertips, you and your group can start building a unique world using rarity as a tool. Imagine a world where one or more of the core classes are rare. + +Maybe the gods rarely answer the call of the faithful and a PC cleric is one of the only clerics in the world. Perhaps sorcerers are rare and feared by wizards' guilds, which have a stranglehold on spell access. For a grittier feel, you could make abilities that can remove afflictions uncommon or rare. You could even create a low-magic setting where all magic and magic items are uncommon or rare. + +You can add, remove, or alter Access entries to fit your world. For instance, if in your world the goddess of death guards the secrets of resurrection, you might add an Access entry to _raise dead_ and _resurrection_ for characters who worship that goddess. + +These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited. + +## Campaign Structure +GMG p. 36 + +A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout. + +That means a campaign can become more than the sum of its parts. When you start out, you'll likely have a core structure in mind for your campaign, but through play it can—and should—grow and evolve. + +### Basic Structures +GMG p. 36 + +When building your campaign, you can use these structures as a starting point. The Adventure Design section explains various styles of adventures on pages 41–43 that, after creating your basic campaign structure, can be used to inspire the creation of the adventures in your campaign. + +#### One-Shot +GMG p. 36 + +An adventure lasting one session, a one-shot works well for a highly themed adventure using characters or concepts that are novel, but that players might not want to stick with long-term. + +- 1, typically a dungeon crawl, horror, intrigue, or mystery +- 1, but often starts at a higher level +- 1 session. + +#### Brief Campaign +GMG p. 36 + +This structure is meant for a brief, self-contained campaign. It can be ideal for introducing new players to Pathfinder, and can be extended to a longer campaign if the group wishes. + +- 2, typically one dungeon crawl followed by one high adventure; this format also works well for horror adventures +- 4–5 +- 3 months weekly, 6 months biweekly. + +#### Extended Campaign +GMG p. 36 + +An extended campaign works well for a dedicated group that might want to switch to a new campaign or a different game after a year or so. It allows for significant character and plot development but doesn't reach the higher levels of the game. + +- 5, typically with multiple adventures fitting the main theme of the campaign (such as high adventure or gritty adventure), with other adventure styles for variety. +- 11–13 +- 1 year weekly, 1-1/2 years biweekly. + +#### Epic Campaign +GMG p. 36 + +An ambitious and complex game, the epic campaign takes PCs all the way to level 20, pitting them against the greatest threats in the world and beyond. This can be challenging in terms of time commitment and complexity, but it lets PCs develop into true legends, and the players will likely remember it for years. + +- 6 long adventures, typically starting with high adventure or a dungeon crawl and including military adventure, planar adventure, and romantic adventure +- 20 +- 1-1/2 years weekly, 3 years biweekly. + +### Linking Adventures +GMG p. 36 + +In a campaign that includes multiple adventures, a smooth transition from one adventure to the next ties the story together. You might use NPCs who could appear in both adventures, a treasure or clue found in one adventure that becomes important in a later one, or even fallout from one adventure that causes the next adventure to take place. Related locations can help, too. Adventures that take place in neighboring regions, or both in the same region, have an inherent link. If they take place in two different places, you'll need a reason the PCs should travel between the two, and you can use this journey as a short, interstitial adventure. + +#### Adventure Themes +GMG p. 36 + +Consider how each adventure's theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if you're switching from an adventure about subjugation to one of mayhem, the PCs could take down a villain who wants to enslave the populace, but then face opportunistic brigands who loot and pillage once order breaks down. + +### Player Goals +GMG p. 36 + +Ask what you and the other players enjoy and would like to see in the game. You can use these ideas as touchstones to build off of. When you get into the campaign itself, the PCs' goals come to the forefront. Find out what each character wants to achieve and look for opportunities you can place in the game world and adventures. Consider which part of the game most closely ties to each goal. A PC who wants to build an institution will need money and interpersonal connections, so you can use treasure and NPC interactions to give them the resources they need. For a character whose purpose is to help people in danger, build some encounters that include people who need to be rescued. + +Look for good times to recap the state of a character's goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. The Long-Term Goals section on page 22 gives you more details on how you can use goals in downtime. + +### Changing the World +GMG p. 37 + +As the group moves through the campaign, the events of their adventures and downtime should change the world around them. Show this through the responses the characters get from other people, the scenery they see around them, and their environment. You might be able to anticipate some changes, but most will come up in play and require you to make adjustments later on. + +#### Power Level +GMG p. 37 + +As the game progresses, the power level of the PCs and their foes increases. Going up in level brings new, stronger abilities into the game, and likewise adventures bring in new monsters with commensurate capabilities. + +Higher-level adventures should present new challenges appropriate to the PCs' abilities, such as areas that can be accessed with flight at 7th level or higher. Beyond just the rules, PCs should compel different reactions from the people they meet, as their reputation spreads and they exhibit abilities beyond what most people have ever seen. + +### Recurring Villains +GMG p. 37 + +Consider including villains who can appear multiple times over the course of several adventures. They don't necessarily need to be masterminds. Imagine an unscrupulous mercenary who works for major villain after major villain. When you create a recurring villain, it's best not to make them too integral to the story, since the PCs might take them down earlier than you expect! Have some contingency plans in place. + +The advice about Portraying NPCs on page 9 applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villain's emotions and plans. Which PC do they have the biggest grudge against and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PC's spells or tactics? + +#### Villain Goals +GMG p. 37 + +Just as PCs have goals, so do your villains. A recurring villain might have a vision for what the world should be and a step-by-step plan to get there. A plan gives you a clear way to progress the plot, and an underlying goal guides you in deciding what the NPC does if their plan goes awry. It can be especially [helpful](rules/conditions.md#Helpful) to contrast the villain's goals with those of the PCs. If a PC wants to establish a trade network, maybe a villain plans to get rich robbing caravans or merchant ships. If a PC plans to found churches to a deity, a villain could worship one of that god's adversaries. Just like with PCs' goals, show how the villain's goal has impacted the world, even in small ways. Try to find ways the villain can make a difference even if the PCs are successful against them. A villain will look ineffective if the PCs foil every single plot or plan. For instance, the villain might turn a memorable NPC to their cause, set an institution ablaze, or invade a village. All of these outcomes can have memorable, long-lasting effects even if the villain's ultimate plan fails. + +### Rewards +GMG p. 38 + +The _Core Rulebook_ explains (on page 507) three types of concrete rewards covered by the rules: Hero Points, Experience Points, and treasure. Experience Points and treasure are the bedrock of progress in a campaign, since attaining a higher level and acquiring magic items let PCs take on more challenging adventures. + +#### Experience Points +GMG p. 38 + +In a standard game, Experience Points come from encounters of low threat or higher, and from accomplishments. Try to be consistent about what is worth accomplishment XP and what isn't, and give out at least some accomplishment XP every session. If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesn't mean you should allow XP "farming," however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragon's egg from a lair, someone collecting another egg wouldn't necessarily get accomplishment XP. + +You might find that accomplishment XP doesn't work well for your game, especially if you're running a dungeon crawl or other game with less interaction with NPCs or fewer quests. In this case, you can remove accomplishment XP and use fast advancement speed (800 XP to level up) to move at the standard advancement speed. + +#### Treasure +GMG p. 38 + +The game's math is based on PCs looking to find, buy, or craft items that are the same level as them—this includes weapons and armor with fundamental runes, and items that help with the PC's favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level). The treasure assignment is measured across a level instead of per encounter because some encounters won't have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. If your campaign structure works better by giving out treasure for individual encounters—such as some dungeon crawls or sandbox games—see Treasure by Encounter on page 51. As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. It's usually best to mix "core items," treasure linked to a PC's main abilities, with treasure that has unusual, less broadly applicable powers. For instance, a champion might not purchase _plate armor of the deep_, but they will likely wear it if they find it. These items should always be useful—a party without a primal spellcaster won't have much use for an _animal staff_. The number of core items to give out depends partly on how much the campaign allows for crafting and buying items. + +- If there are few limits on buying items and there's plenty of time to craft, make about half the permanent items you give out core items. The PCs have plenty of ways to obtain the items they want. +- If purchasing items and obtaining formulas is somewhat difficult, make about three-fourths of the permanent items core items. If a PC really wants an item, they might have to do extra work to get it. +- If there are no magic item shops or other ways to purchase items and formulas, make all the permanent items core items. In this case, it might work better for your game to use Automatic Bonus Progression (page 196) to eliminate the need for core items. + +##### Selling Items +GMG p. 38 + +The PCs' ability to sell items plays a big part in their ability to equip themselves how they want. It's expected that a Pathfinder campaign strives for some amount of verisimilitude—that PCs can't find a buyer for every item, especially if they're selling multiple copies of the same thing. Players should not have the expectation that they can sell whatever they want whenever they want. They might be unable to sell items that wouldn't be in demand, have to take a lower percentage, or have trouble selling items in places without massive wealth. + +If you don't want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time. + +Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful. + +### Starting the Campaign +GMG p. 39 + +Before your first session begins, communicate back and forth with the players about the following details to make sure you've planned your campaign to fit their preferences, then recap and communicate your final decisions. + +- Establish the expected schedule and generally how long you expect the campaign to last. It's okay if you don't know the total length for sure, but you should still give an estimate. +- Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If you're running a session zero to create characters first (page 7), let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what they'll use for the game itself. +- Let the players know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts. +- Tell the players where in the game world the first session will take place. +- Give the players a basic idea of the genre or theme. + +#### At the First Session +GMG p. 39 + +If you're running a session zero, read the Session Zero section on page 7 for advice on your first session. For the first time you play through an adventure, follow these bits of advice. + +- Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay. +- Have the players introduce their characters. If they have detailed backstories, it's usually best that they start out just describing what the other PCs could learn with first impressions. If they want to go deeper into their backstory during play, they can do so later. +- Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. You'll want to keep doing this throughout play. +- Begin the adventure, using the Starting a Session steps on page 490 of the _Core Rulebook_. For your first adventure, find a good place for the PCs to meet and a reason for them to be together. + +#### Starting at a Higher Level +GMG p. 39 + +A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level. + +The [Character Wealth](rules/tables/character-wealth.md) table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want. + +### Ending the Campaign +GMG p. 39 + +A campaign might have a well-planned, emotionally resonant ending that executes perfectly, or the group might die in a ridiculous fashion at the worst time possible. It's important that the ending follow the story, wherever it has gone, even if it doesn't match the idea you had in your head at the start. Check in with your group, especially when you're getting close to the end of each adventure, to see how long they want the campaign to go on. Check in with yourself, too, and express your opinion to the other players. Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion. You might plan for the final session's gameplay to be a bit shorter—possibly just one big showdown—to allow time for an epilogue and for the group to reminisce and decompress at the end. + +An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until they're content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes, such as a PC tracking down an escaped villain and bringing them to justice. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration! + +#### Dealing with Failure +GMG p. 39 + +If a campaign ends prematurely, get a sense from the players of whether they want to continue. The advice on Total Party Kills on page 30 should be [helpful](rules/conditions.md#Helpful). If the campaign ended in a stranger way than a total party kill— say, a PC handing over the powerful relic the villain needed to complete a master plan—you can still look for ways the campaign might continue. Maybe the PCs struggle to survive in the world after the calamity, or maybe they have just enough time they might still be able to stop the plan. + +#### The Next Campaign +GMG p. 39 + +If the group plays another campaign in the same world that takes place after your previous campaign, think through the repercussions of the last campaign and change the world as needed. You might introduce new elements into the world that call back to the previous campaign: newly powerful factions, new settlements, or new options for player characters such as backgrounds, all based on the impact the previous PCs made on the world. + +## Adventure Design +GMG p. 40 + +Creating an adventure for your players can be one of the most fulfilling parts of being a GM. Get started with the basic tips on adventure building on page 487 of the _Core Rulebook_, then flesh out your adventure using the following adventure recipes to quickly outline an adventure based on your chosen theme. Reading other adventures is a great way to get ideas, whether they're published adventures or ones your friends have written. You can borrow ideas and structures if they work for your game, and tweak as needed. + +### Player Motivations +GMG p. 40 + +One of your most important and rewarding tasks is getting to know your players and what makes them tick, then implementing plot hooks that speak to their motivations. + +If your players all like similar things (maybe they all like epic storylines, or all prefer tactical combat), your job will be a bit easier. But for most groups there's a mix, and you'll want to put in a detailed NPC who appeals to one player's love of social scenes, a powerful villain to engage a player who loves stories of winning against overwhelming odds, and exotic animals that attract a player who's into having animal friends. If you're not sure what your players enjoy, ask them in advance what they'd like to see in the game! Considering player motivations doesn't mean assuming you know what the players or their characters will do! It can be risky to expect PCs to react in certain ways or take certain paths. Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions. The important thing is getting the players engaged, not predicting the future. + +### Keeping It Varied +GMG p. 40 + +You can give players variety through the types of challenges the group faces (combat, social, problem-solving, and so on), the locations they explore, the NPCs they meet, the monsters they face, and the treasure they acquire. Even if you're building an enclosed dungeon, you don't want to place a combat in every room, or exploration will quickly become stale. + +Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another? Maybe two of the scenes in each are fairly basic combat encounters, but if you make the other scenes significantly different, or even if you set the encounters in different environments, the sessions won't feel repetitive. Also think about the tools used to solve each situation. Maybe one requires complex negotiations, another brute force, and a third sneaking about. Aim to give everybody something compelling, and ideally targeted at their motivations. This translates to mechanical details, too. Inching across a balance beam requires different skills than rebuilding a [broken](rules/conditions.md#Broken) key. + +### Theme and Feeling +GMG p. 40 + +Think about the emotional and thematic touchstones you want to hit during play. Good games elicit strong emotions, and planning for them can give an emotional arc to an adventure in addition to the narrative arc. Consider what you want players to feel as they play. Is it triumph? Dread? Sadness? Optimism? None of these will be the _only_ emotions to come out, but they will inform how you build the settings and NPCs. Adventure Recipes (below) gives steps to effectively implement theme and feeling. + +### Adventure Recipes +GMG p. 40 + +These procedures help you build an adventure skeleton or outline. You'll then go through and flesh out the details of the adventure, including adversaries and locations. As you play, you'll keep adjusting to fit the events of the game. Anything you haven't already introduced can be changed as needed. Just like with any recipe, you're meant to adjust the details to fit your group's preferences. You might stray far from your starting point, and that's OK! These recipes use six steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term "opposition" refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent, but not necessarily monolithic. It might contain multiple individuals or groups, who might not get along with one another. + +- **Styles (page 41):** The overall vibe of your game, such as a gritty game, dungeon crawl, or high adventure. These frameworks offer guidelines for the number of sessions and types of encounters that work best. +- **Threats (page 43):** Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe. +- **Motivations (page 44):** Determine more specifically what the opposition's goals and motivations are. +- **Story Arcs (page 44):** This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond. +- **NPCs and Organizations (page 45):** The characters and factions you include should fit the theme. +- **Mechanics (page 45):** Your last step is adding in the individual creatures, hazards, treasure, and so on. + +#### Styles +GMG p. 41 + +These frameworks for building your adventure include some basic elements to get you started outlining an adventure. Slot ideas from the threats section (page 43) into this structure, then customize as you see fit. + +##### Dungeon Crawl +GMG p. 41 + +- 3–4 +- 1 long voyage to reach the dungeon; 3 voyages through long, trapped hallways or mazes; 1 secure cave or other staging area; 2 secret passages or rooms +- 2 trivial, 4 low, 6 moderate, 6 severe. Many encounters can be bypassed through secret routes. +- 4 conversations with dungeon creatures; 1 negotiation to establish a truce +- Cramped quarters, short lines of sight, and poor lighting conditions, with occasional vaulted chambers and flooded crypts. Traps and puzzles. + +##### Gritty Adventure +GMG p. 41 + +- 5–7 +- 1 long voyage, plagued by attacks; 2–3 voyages through urban environments; 1 prison break, heist, or other test of skill +- 2 trivial, 4 low, 7 moderate, 8 severe; possibly 1 extreme. Foes are often other humanoids. +- 2 battles of wits, 2 chances to bypass opponents with deception or threats, 2 opportunities to gather information and rumors +- Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Town fires, weather conditions, unfriendly crowds. The _Pathfinder Critical Hit Deck (https://paizo.com/products/btq024tn?Pathfinder-Critical-Hit-Deck)_ is particularly appropriate. + +##### High Adventure +GMG p. 41 + +- 6–8 +- 2 long voyages, often by sea or air, punctuated with combat; 1 trapped dungeon, tournament, or other test of skill +- 16 moderate, 8 severe. Avoid low- and trivial-threat battles. +- 2 battles of wits; 4 conversations with bizarre creatures +- Unique environments and terrain for dynamic battles. Swinging from balconies on curtains, fighting atop high wires, racing chariots, and so on. Use difficult terrain sparingly, coupled with creative ways to get around it. Large groups of low-level troops the PCs can defeat with ease. + +##### Horror +GMG p. 41 + +- 1–2 +- 1 short voyage on foot; 2–4 creepy areas to investigate, like haunted mansions or dark forests +- 2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots. +- 2 battles of wits; 4 conversations with bizarre creatures +- Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when they're not. Retreat is often the right option (include a reasonable way for the PCs to escape) + +##### Intrigue +GMG p. 41 + +- 2–3 +- 1 long voyage, often by land or sea; 3–4 competitions, performances, or other test of skill; 1–2 infiltrations or escapes +- 2 trivial, 2 low, 4 moderate, 1 severe. Severethreat encounters should be reserved for major reveals of the ongoing intrigue—an ally is revealed to be a foe, a schemer is exposed and must call on his guard, and so on. +- 2–3 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors +- Urban environments, including fights atop runaway carriages, around (and atop) banquet tables, and running over rooftops. Ambushes in apparently safe social settings. Assassination attempts. + +##### Military Adventure +GMG p. 42 + +- 2–3 +- 1 long march and 2–3 short marches, or a tour of the defenses for a siege; 2–3 trapped enemy campsites and secret spy redoubts +- 4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 2–4 foes, typically humanoid soldiers with a range of capabilities. +- 1–2 skill challenges to convince neutral parties to become allies or raise troops' morale +- Fortified battlegrounds, with moats, walls, defensive towers, and siege weapons. Victory conditions that are goal or deadline oriented—holding a gate for 10 minutes while reserves rush to defend it, setting fire to an enemy catapult, rescuing prisoners, and so on. + +##### Mystery +GMG p. 42 + +- 2–3 +- 2–3 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations +- 2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over the most powerful foe. +- 1 battles of wits, 1 conversation with a bizarre creature, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery +- Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesn't want the PCs to solve the mystery can attack to move the plot forward. + +##### Planar Adventure +GMG p. 42 + +- 6–8 +- 3–4 long voyages through different planes, often by [gate](compendium/spells/gate.md), spells, or planar vessel, punctuated by combat; 1–2 scouting a demiplane, planar city or fortress, or other planar stronghold +- 12 moderate, 12 severe. Avoid trivial- and low-threat encounters, except as set dressing to introduce a new plane. +- 6 conversations with bizarre creatures, including some with alien ways of thinking; 2 opportunities to gather information and rumors +- Fights showcasing otherworldly environs— on the sides of glaciers, in limitless oceans, on chunks of rock floating along rivers of lava, atop bottomless pits, or on the chains of 100-foot-tall gates. + +##### Romantic Adventure +GMG p. 42 + +- 4–6 +- 1 tour of a kingdom or other central locale; 1 adventure into the wilds on a hunting trip or bandit hunt; 1 tournament to prove a PC's love or worth +- 3 low, 6 moderate, 3 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life. +- 2 battles of wits, 1 grand ball, 1 entreaty before a ruler, 2 scenes of relaxation or carousing with unexpected import +- Duels—social or combat—against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs + +> [!pf2-brown] ADVENTURE PRESENTATION +> +> When you're writing up your own adventure, you don't need to go into the same level of detail you'd see in a published adventure. You might be able to get by with just an outline, some bullet points for each NPC, a breakdown of encounters, and a few rough maps. Or maybe for your style of running games, you prefer to have some text written about each scene, or even particular lines of dialogue. If you're creating your first adventure, it can be good to write out a little more than you need. Just keep in mind that things might change in play. If you prepared more than you actually used, that's normal! Detailing NPCs or locations in particular can be useful, especially if they're going to appear again. But in many of these cases, you'll add details at the table and can jot down those notes for later. +> +> ### RUNNING YOUR OWN ADVENTURE +> GMG p. 41 +> +> It's often easier to run an adventure you made yourself, but that's not true for everybody. If you notice as you run your adventure that your notes don't have enough for you to go on, you can be more thorough next time. And if something ended up inconsistent, there's nothing wrong with telling your players you want to revise something you previously said. +> +> Because this is your own creation, it's closer to your heart. If the adventure doesn't go well, it can sting. Sometimes this is because of random chance, sometimes due to unforeseen decisions, and occasionally because you made a mistake. Those are all normal parts of the game! One of the things you'll internalize the more you run games is that you're a part of the creative process and don't need to be perfect. + +#### Threats +GMG p. 43 + +Think of each type of threat as the deep, visceral danger the enemies represent. NPCs should be avatars of the threat, whether they're enemies who represent different aspects of the threat or allies and bystanders damaged by it. Each threat entry gives a brief description, followed by some bullet points you can use to guide you in expressing the consequences of the threat. This is followed by monsters that typify this theme. As always, you can come up with your own thematic threats too! + +##### Corruption +GMG p. 43 + +The opposition wants to weaken or even change the motivation of a place, person, institution, ideal, or group. + +- Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less [friendly](rules/conditions.md#Friendly) and present threats, allies become unable to help or even turn against the PCs. +- Make enemies subtle; patient; and willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they may be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat. +- Contrast the corruption with education, healing, and working towards betterment. +- When the PCs make progress, allow them to expose agents of corruption, and inoculate allies and neutral parties against the growing threat or educate them about it. + +**Foes** alghollthu, fiends, undead. + +##### Devastation +GMG p. 43 + +The opposition wants to destroy or lay waste to a place, person, institution, ideal, or group. + +- Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed. +- Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour. +- Contrast devastation with forces of preservation and order. +- When the PCs make progress, show the slow recovery from devastation. + +**Foes** chromatic dragons, demons, orcs. + +##### Extremism +GMG p. 43 + +The opposition seeks a massive change—one they think is for the better. Their violent means of achieving it put them in conflict with the PCs. + +- Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else. +- Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves. +- If something about the extremists' cause is just—such as preserving the natural world or protecting their people— reveal the foes' sympathetic side. Demonstrate the horror of what they're fighting against in addition to the horror of the way they fight it. +- When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion. + +**Foes** cultists, revolutionaries. + +##### Mayhem +GMG p. 44 + +The opposition is a force for mayhem, without any greater plan or long-term goal. It may be a mindless force of violence such as a [wounded](rules/conditions.md#Wounded) beast, or a thinking foe that simply revels in causing chaos and damage. + +- Mayhem is easy to track and find, often leaving a trail of destruction in its path. Show how the senseless violence causes uncertainty and fear, disrupting both settlements and the natural order of things. +- A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem may be the result of the natural order being out of balance, or might be a distraction set off by a different foe looking to use it to further its own goals. +- Emphasize the cascading effects of unchecked mayhem. Normal trade, farming, migration, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption. +- When the PCs make progress, show how resilient systems can recover from massive disruptions but may need additional help or protection. + +**Foes** beasts, dinosaurs, drakes, giants. + +##### Subjugation +GMG p. 44 + +The opposition wants to rule over a group, location, or even the world. Their ultimate objective is to control and rule. + +- Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation—are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line? +- Make enemies self-righteous, focused, and in control of groups they have previously subjugated. Fights aren't just for the sake of violence, but steps towards greater control. +- Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each. +- When the PCs make progress, have previously cowed or neutral parties be moved to rebel. + +**Foes** chromatic dragons, devils, hags, hobgoblins, rakshasas. + +#### Motivations +GMG p. 44 + +Think about your opposition, and what their goals and motivations are. The motivation of the opposition needs to match your threat. If you have multiple adversaries, their motivations should all work toward your theme, but they might have different goals and act more as rivals or enemies. Motivations should be more than one dimensional. There should be a reason for every action the opposition takes—not necessarily a good one or a smart one, but a believable one. Be true to each character! Consider these questions so you can use the answers when deciding what the opposition will do. + +- What does the opposition want? +- Who or what does the opposition fear? (And no, "the PCs" isn't an answer.) +- Why is the opposition sure to succeed? If the PCs don't do anything, what makes the opposition unstoppable? +- What are the opposition's weaknesses? How can they be bribed or tricked? What's something they ignore that might be used against them? + +#### Story Arcs +GMG p. 44 + +Keep several story arcs in mind. Most of these will be driven by the opposition in the early going, but PCs might initiate their own story arcs. Think of what the beginning, middle, and end of each arc might look like. Imagine a logical end point the arc would reach if nothing else changes. Then, adjust it based on events in the game. As changes occur, revisit the end point you've imagined. If the adversary's plan has been derailed, what might they do instead? Story arcs should reflect the theme of the adventure and be well-positioned to show off motivations. Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded. Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters. + +- **Use motifs.** Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story. +- **Follow character growth.** Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now. +- **Escalate!** Build on the previous story and show that the next threat is scarier. The first adventure may endanger a village, the next a city, the next a whole nation, and so on. +- **Bring in recurring characters.** A recurring character is especially strong if they appear in similar circumstances each time. For instance, a merchant who travels the world might appear in the campaign only when she wants the PCs to undermine her rivals. +- **Make each adventure count.** While developing an arc, don't diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs' victory or defeat. + +> [!pf2-brown] BUILDING A SANDBOX +> +> In a "sandbox" game, you give the players a sizable location to explore and let them decide how to go about it. A sandbox doesn't have as many time-sensitive events as a directed adventure, and the flow of the game is driven more by the players than by the opposition. You can put self-contained dungeons or other locations within the sandbox, but it's up to the players when and how to visit them or deal with them. +> +> To make a sandbox, create about triple the number of encounters and spread them out among multiple locations or factions. You can expect the PCs won't deal with all of them. In most cases, you'll want to determine where the PCs are headed next before the end of a session so you can prepare for the next session. Depending on the size and complexity of the location, the number of encounters might be much higher. Treat each sub-area as a kind of mini-adventure, and only loosely sketch it until you know what the PCs' plans are. + +#### Npcs and Organizations +GMG p. 45 + +Allied, neutral, and adversarial NPCs and organizations can all contribute to the theme. You'll want most to follow the theme directly, like the examples in Threats on page 43. However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who aren't adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. You'll often find that NPCs you create will become more or less important than you expected. + +You can "demote" an NPC if the players don't find them interesting or "promote" them if the PCs like them more than expected. + +#### Mechanics +GMG p. 45 + +Last of all, you'll fill out specific encounters, NPCs, treasure hoards, maps, and so on. For many games, you can save most of this work for between later sessions, spreading out your preparations over the course of the game. You can find more detail on these in the _Core Rulebook_: + +- Treasure guidelines (page 508) +- Accomplishment XP (page 507) +- Environments (page 512) +- Building Encounters (page 488) +- Hazards (page 522) You can also find more information on these in this book: +- Building your own creatures (page 56) +- Building your own hazards (page 74) +- Building encounters (page 46) + +## Encounter Design +GMG p. 46 + +Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. This section covers ways to expand on the basics provided on page 489 of the _Core Rulebook_ to make your encounters an exciting and integral part of the plot. + +Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a swamp and populate it with swamp creatures and environmental features. Or you might have a dungeon denizen in mind, and structure a section of your dungeon to fit that creature. + +When you're starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable you'll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter. + +### Variety +GMG p. 46 + +Variety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety. + +- **Theme:** Look for ways to include varied creatures and locations. Even if the PCs delve into a dungeon inhabited by drow, they should encounter other creatures, too! All creatures should have a justification for fitting in, but no place needs to be uniform. +- **Difficulty:** A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really dominate, and severethreat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly, for enemies who match the threat posed by the PCs and have a solid chance of beating them! +- **Complexity:** Use high complexity judiciously, saving it for important or memorable fights. +- **Encounter Composition:** The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different. +- **Setup:** Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or other phase. +- **Information:** Uncertainty can increase the tension and sense of danger the players feel. Ambushes, fights against unknown foes or foes behind battlements, and other scenarios can create this basic uncertainty. + +### Encounter Locations +GMG p. 46 + +Choose compelling settings for your encounters. When encounters take place in a building or lair, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening reek of decay in the lair of a great predator. + +They could also be alchemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs through the walls and occasionally leaps out at passersby. + +In some cases, you'll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a guard patrol or wandering monster. In these cases, you'll need several terrain and structure options so there's something interesting about the environment no matter where the battle takes place. + +#### Maps and Terrain +GMG p. 46 + +Features on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without [friendly](rules/conditions.md#Friendly) fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, stalagmites, or other features the PCs and their foes can duck behind for cover. + +#### Inhabitant or Intruder? +GMG p. 46 + +In most cases, the PCs enter territory that's far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them, or because they are unaffected by them. A kobold in their lair might bait a PC into walking into a trap the kobold avoided. Marshland may be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers. + +If the foes are smaller or larger than the PCs, consider including paths, cubbyholes, staircases, or narrow passages that one side of the fight can use more effectively. + +Sometimes, though, the PCs must defend their own base from intruders. In these situations, you're flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players. + +#### Wild Weather +GMG p. 47 + +On a bright, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although [torches](compendium/equipment/items/torch.md) are plentiful, their reach is limited, and lights are sure to draw attention in dark areas. + +#### Budgeting for Terrain +GMG p. 47 + +If you include terrain that's tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounter's XP budget. A fight that requires Climbing, Swimming, or pushing through difficult terrain can be much tougher—especially if the enemies have strong ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end. + +### Enemy Motivations +GMG p. 47 + +Every encounter should happen for a reason. Consider a creature's motivation to fight. Is it defending its lair? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You may realize a creature doesn't have a compelling motivation, or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesn't need to happen! Your game might be more satisfying if the PCs' clever actions avoid the fight—provided you award them XP accordingly. + +#### Morale +GMG p. 47 + +Think how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even nonsapient creatures like animals—back down from a battle they're obviously losing. This normally means foes [fleeing](rules/conditions.md#Fleeing) at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. + +For instance, after the necromancer's living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy's morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways. + +### Dynamic Encounters +GMG p. 48 + +While you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer. + +No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players. + +#### Hazards in Combat +GMG p. 48 + +In isolated encounters where the PCs have plenty of time to recover from hazards' effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous. + +A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter. + +Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them. + +As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they are an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing magical fire into the room, or should they prioritize the fire elemental growing stronger with exposure to the inferno? There's no right answer, and the PCs' choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage. + +#### Evolving Battlefields +GMG p. 48 + +While some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the room's floor shuffle around on their own turn each round, or various points teleport creatures to different locations—possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they don't tend to be an opposition or obstacle specifically threatening the PCs. + +Similarly, a third party in the encounter, perhaps a rampaging monster or a restless spirit, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain. + +Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating a ritualist and ending his ritual could cause the foes to lose a powerful beneficial effect but unleash a demon that crawled through the remains of the botched ritual, or cause part of the room to collapse from the magical backlash. Major physical changes to the environment, like such a collapse, portions of the room rising or falling, or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or reinforcements arrive for whichever side was outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isn't particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the jewel the PCs and their enemies are trying to recover. + +> [!pf2-brown] QUICK ADVENTURE GROUPS +> +> If you want an easy framework for building an encounter, you can use one of the following basic structures and slot in monsters and NPCs. +> +> - **Boss and Lackeys (120 XP):** One creature of party level + 2, four creatures of party level – 4 +> - **Boss and Lieutenant (120 XP):** One creature of party level + 2, one creature of party level +> - **Elite Enemies (120 XP):** Three creatures of party level +> - **Lieutenant and Lackeys (80 XP):** One creature of party level, four creatures of party level – 4 +> - **Mated Pair (80 XP):** Two creatures of party level +> - **Troop (80 XP):** One creature of party level, two creatures of party level – 2 +> - **Mook Squad (60 XP):** Six creatures of party level – 4 + +#### Combining and Separating Encounters +GMG p. 49 + +Picture this: the PCs storm a castle. They choose to eschew stealth in favor of a direct approach. On the ramparts, a guard spots them and raises an alarm. The sound of horns and whistles blare throughout the keep as each defender ensures that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them. + +This means moving to defensible positions or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the castle example, some guards may come out to attack the PCs, while others cluster around the central keep. Perhaps each individual patrol of guards around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six guards is a challenge, they won't try to pick a fight with 30. When the PCs' foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the guards are likely to change their rotations to better secure the keep. + +The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction. + +#### Time Pressure +GMG p. 49 + +Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then! + +#### Secondary Objectives +GMG p. 50 + +One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself is not so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the villains are about to burn captives in a fire, and some of the PCs need to divert their efforts to avoid a pyrrhic victory. Encounters with a parallel objective that require PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also makes PCs skilled in areas related to the side mission feel amazing when they handle it quickly or well. + +Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being burned, either by fighting quickly or actively protecting the documents. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against guards who mistakenly believe the PCs are criminals, or they might need to prevent slippery scouts from retreating to alert others. Options like these highlight mobile characters like the monk. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their caravan in order to follow the foes back to their lair. + +Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but—like all of these tactics—they can become annoying if overused. + +#### Opponent Synergy +GMG p. 50 + +Most encounters assume that the PCs' opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies' abilities, or another benefit they gain based on their allies' actions. Just as a team of PCs learns how to best position the rogue to flank enemies and minimize the harm they take from the wizard's _fireball_ spell, NPCs can learn to complement each other's strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat. + +When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both. + +For example, instead of representing a kraken the size of a warship as a single foe, you could represent each of its tentacles as an individual opponent. Perhaps the kraken can sacrifice actions it would otherwise use to crush PCs in its maw to use its tentacles more freely. In this case, you could model a field of tentacles as a complex hazard that mainly reacts to the PCs moving within it, but allow the kraken's head to act with a few tentacles directly. + +#### Misdirection +GMG p. 50 + +Sometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups. + +Rather than amping up the opposition to match the PCs' firepower and creating opponents whose own offenses are too powerful for the PCs' defenses, consider a little sleight of hand. For instance, a villain might have an illusory or disguised decoy target with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Spells like _project image_ can allow a foe to attack from a safer position, and _possession_ grants the foe a disposable body unless the PCs brought along _spirit blast_ or similar magic. Sometimes you can even hide the villain in plain sight: for instance, in an encounter with three goblins with similar-looking gear and an ogre, one of the goblins might be the biggest threat, but the PCs are likely to target the ogre first. + +Care when setting up the battle map can also go a long way to misdirect your players—or at least avoid accidentally telegraphing what an encounter will be. For instance, if you always put out statue minis whenever there are statues in the room, the PCs might at first be overly suspicious of ordinary statues, but they will be more surprised later on when a statue turns out to be a construct than if you place minis only when the statue is actually a construct. + +> [!pf2-brown] PITFALLS +> +> This section arms you with a wide variety of useful tricks to add interest to your encounters, but you should keep an eye out for some common pitfalls of encounter building. +> +> - **Don't Make Every Encounter Complex:** There are many ways to make complex and dynamic encounters, but making every single encounter complex will become exhausting for you and your players. Some encounters should be simple, both because it will make the world feel more real and because it's a good way for the group to relax without as much to keep track of. +> - **Avoid Flat Difficulty:** Ensure that not too many of your encounters fall at the same threat level. Having some lowand even trivial-threat battles adds variety, and it's great to throw in a few severe encounters beyond just bosses. +> - **Beware of Unexpected Difficulty:** You might end up with creatures that have abilities that fit well together, making them extremely powerful as a combo, or that are particularly well-suited against your PCs. Compare the creatures and what you know about your PCs in advance, especially if the encounter is already a severe threat by the numbers. Page 16 has suggestions for what to do if you find a spike in difficulty during an encounter rather than in advance. +> - **Watch for Overpowered Terrain:** As noted under Budgeting for Terrain, some features of the environment can increase the danger drastically. Consider your creature and the environment, and see whether the creature has a massive advantage compared to PCs in that terrain, such as a monster with powerful, long-range attacks when PCs are stuck at a distance. If so, you might want to adjust. + +#### Recurring Villains +GMG p. 51 + +Not every villain dies the first time the PCs defeat them in combat. Some may escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, it's good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesn't escape, they might have other tricks up their sleeves, rising again to oppose the PCs. They could well return later in the adventure—or they might come back immediately for a second battle, so long as there is a proper justification for doing so. For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villain's outer shell might reveal its terrible true form. + +### Social Encounters +GMG p. 51 + +The setup for a social encounter tends to be less detailed. For the NPCs involved, you'll just need statistics for their social skills, [Perception](compendium/skills.md#Perception), and Will. If you're making your own, you can find guidelines under Non-Combat Level on page 72. + +You also need to decide the objective or consequences of the social encounter—what the PCs can achieve and what happens if they fail—and the form of the challenge. It might be a public debate, a private audience with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a crowd the PCs can sway? Are they in an imposing, luxurious throne room or at a city gate? Is the atmosphere oppressive? Hopeful? You might find the PCs' goal ends up being quite different from what you initially thought they would be. Fortunately, social encounters can be pretty adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldn't limit you. + +The basics of social encounters are on _Core Rulebook_ page 494, and page 16 of this book has more advice. + +### Treasure by Encounter +GMG p. 51 + +The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table below. It takes the treasure budget for each level from Table 10–9 on page 509 of the _Core Rulebook_ and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. + +The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this. + +| Level | Total Treasure per Level | Low | Moderate | Severe | Extreme | Extra Treasure | +|-------|--------------------------|-----|----------|--------|---------|----------------| +| 1 | 175 gp | 13 gp | 18 gp | 26 gp | 35 gp | 35 gp | +| 2 | 300 gp | 23 gp | 30 gp | 45 gp | 60 gp | 60 gp | +| 3 | 500 gp | 38 gp | 50 gp | 75 gp | 100 gp | 100 gp | +| 4 | 850 gp | 65 gp | 85 gp | 130 gp | 170 gp | 170 gp | +| 5 | 1,350 gp | 100 gp | 135 gp | 200 gp | 270 gp | 270 gp | +| 6 | 2,000 gp | 150 gp | 200 gp | 300 gp | 400 gp | 400 gp | +| 7 | 2,900 gp | 220 gp | 290 gp | 440 gp | 580 gp | 580 gp | +| 8 | 4,000 gp | 300 gp | 400 gp | 600 gp | 800 gp | 800 gp | +| 9 | 5,700 gp | 430 gp | 570 gp | 860 gp | 1,140 gp | 1,140 gp | +| 10 | 8,000 gp | 600 gp | 800 gp | 1,200 gp | 1,600 gp | 1,600 gp | +| 11 | 11,500 gp | 865 gp | 1,150 gp | 1,725 gp | 2,300 gp | 2,300 gp | +| 12 | 16,500 gp | 1,250 gp | 1,650 gp | 2,475 gp | 3,300 gp | 3,300 gp | +| 13 | 25,000 gp | 1,875 gp | 2,500 gp | 3,750 gp | 5,000 gp | 5,000 gp | +| 14 | 36,500 gp | 2,750 gp | 3,650 gp | 5,500 gp | 7,300 gp | 7,300 gp | +| 15 | 54,500 gp | 4,100 gp | 5,450 gp | 8,200 gp | 10,900 gp | 10,900 gp | +| 16 | 82,500 gp | 6,200 gp | 8,250 gp | 12,400 gp | 16,500 gp | 16,500 gp | +| 17 | 128,000 gp | 9,600 gp | 12,800 gp | 19,200 gp | 25,600 gp | 25,600 gp | +| 18 | 208,000 gp | 15,600 gp | 20,800 gp | 31,200 gp | 41,600 gp | 41,600 gp | +| 19 | 355,000 gp | 26,600 gp | 35,500 gp | 53,250 gp | 71,000 gp | 71,000 gp | +| 20 | 490,000 gp | 36,800 gp | 49,000 gp | 73,500 gp | 98,000 gp | 98,000 gp | + +## Drawing Maps +GMG p. 52 + +If you're worried that you don't have the kind of artistic mastery to create a map, don't be! Fundamentally, your maps should serve your purposes, framing the flow of action and story in a way that allows you to track the campaign's action and possibilities. No one expects you to create stunning maps that look as professional as those in published adventures. Just follow some best practices to make your maps both interesting and clear. So, grab the following supplies and let's get started. + +- Sheets of graph paper +- Scratch paper +- A pencil, preferably with H or 3H lead to leave a soft mark that's easy to erase +- An eraser +- Ink pens (optional) +- Ruler and compass (optional) In all stages of mapmaking, don't be frustrated by missteps. You can always fix them later—the eraser is your friend! Drawing or erasing too much can weaken the paper, but you can always throw out a draft and start again. Remind yourself that this doesn't need to be the most exquisite piece of art ever made—all it needs to be is a tool for you to keep your story straight. + +### Create a Legend +GMG p. 52 + +Begin by making a list of the features your adventure site should contain—from geographic features to the types of rooms in a building to the monsters and traps the PC will face—and deciding the map's scale and orientation. The scale, orientation, and a key for any symbols you use to indicate features will go in the map's legend. + +The scale for your adventure maps is usually the easiest to decide. If the map is meant to be usable for combat on a grid, where 1 inch equals 5 feet, you can assume each square of your graph paper equals 5 feet. If you are mapping a larger area, you could use each square to represent 10 feet or even more. + +For the orientation, draw an arrow toward the north, write an "N" above the arrow's point, and you're done. + +The key of the various details your map depicts is less predictable. Once you've decided what features your map should include—such as monsters, secret doors, and traps for a dungeon, or settlements and ruins for a regional map—think of a symbol to represent each feature on the map. You can also use the symbols in the sample map. + +### Start Sketching +GMG p. 52 + +Now that you have your legend, it's time to start the map. Grab a pencil and begin sketching your adventure site. + +If you're drawing a dungeon complex, start by detailing the corridors and rooms. If you're creating an outdoor area, begin with any bodies of water, rivers, and topography. No matter what you are drawing, do so with soft lines so you can easily erase—you might make mistakes, or you might have better ideas later in the process. As your map starts to take shape, start populating it with features matching the symbols you've designated in your map key. + +Try not to overcomplicate your maps. Keeping your map as simple as possible will make sure important details stand out and aids in the map's legibility. + +When sketching your maps—especially when drawing areas of wilderness or buildings—pull inspiration from the real world. An internet search will turn up reference images that can help when you're deciding the placement of trees and shapes of canyons and streams, or when you're replicating ancient, medieval, renaissance, or fantasy architecture. Basing your terrain and buildings on these references will help your creation seem more natural and believable. + +When you draw dungeons and similar adventure sites, remember the size of the creatures that live in your complex, and give them enough room to live and move around. In other words, make sure the ancient black dragon fits through the entrance to its lair! Second, avoid empty rooms, and don't put rooms in just to have them. Each room should have a purpose. Maybe it's an abandoned purpose, but each time you create a chamber, ask yourself, "Why was this room built?" Lastly, avoid symmetrical or just plain dull structures. Part of the fun of exploring is being surprised by what you find, and needless symmetry and repetitive layouts can ruin that surprise. + +### Number Encounter Areas +GMG p. 52 + +The next step is to number the encounter areas. You can then use that numbering system in your encounter notes. + +If you are designing multiple sites, or many levels of a massive dungeon, consider adding a letter designation before your numbering. The first area of your first site can be A1, while the first area of your next site can be B1, and so on. + +### Add Definition +GMG p. 52 + +With your map sketched and keyed, you can solidify your sketches with either darker pencil strokes or ink. This allows you to preserve your map so you can rerun the adventure or reuse the map for a different adventure. If you're feeling artistically inspired, you can color your map with colored pencils, marker, or paint. \ No newline at end of file diff --git a/rules/gamemastery-guide/chapter-2-tools.md b/rules/gamemastery-guide/chapter-2-tools.md new file mode 100644 index 000000000..b7ee92ba9 --- /dev/null +++ b/rules/gamemastery-guide/chapter-2-tools.md @@ -0,0 +1,2865 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/gmg +aliases: ["chapter-2-tools"] +--- +# Chapter 2: Tools +GMG p. 55 + +> [!pf2-sidebar] BUILDING VERSUS MODIFYING +> +> Many times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. Before you delve into creating your own new content, ask yourself a few questions. First, does something similar already exist? When answering this question, look beyond the surface level. Maybe you want a 5th-level clawed centipede creature that can make Attacks of Opportunity and that regenerates unless hit by acid or fire damage. It might not look very much like a troll on the surface, but the statistics for a troll are going to get you most or all the way there. Ask yourself what you'll need to change between your idea and the existing material. This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Finally, ask yourself how much time you have to prepare the content, what overall impact you expect it to have in your campaign, and how important any discrepancies from existing material are to the core concept. The less important an element is to your game, or the less time you'll be using it at the table, the more likely you should modify something that already exists. + +This chapter provides a variety of tools to help you quickly and easily build your own elements for your game, as well as some special types of rules you can incorporate in your game, such as more hazards and strange magic items. This chapter is organized into the following sections. + +- **Building Creatures** (page 56) demonstrates a top-down approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game. +- **Building Hazards** (page 74) gives rules and advice for creating your own brand-new hazards. +- **Building Items** (page 82) teaches you how to create new pieces of treasure to delight your PCs. +- **Item Quirks** (page 86) introduces simple but memorable quirks that you can use to quickly personalize an item and make its nature seem just as unique and exciting as its special abilities. +- **Intelligent Items** (page 88) includes rules for creating items with a mind of their own that are characters in their own right, as well as several examples to get you started. +- **Cursed Items** (page 90) examines items that have a nasty drawback or might be altogether unpleasant. The section includes specific cursed items and a list of curses you can add to an existing item, akin to a rune. +- **Relics** (page 94) are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance. +- **Artifacts** (page 106) are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way. +- **Gems and Art Objects** (page 114) expands the diversity of monetary awards given to PCs and includes 100 sample art objects. +- **Afflictions** (page 116) provides a plethora of curses, diseases, and drugs for use in your games, as well as drug and addiction rules useful in creating your own afflictions. +- **Building Worlds** (page 122) explains how to go about building your own entire world or setting from scratch. This section leads into the next three, which provide tools to help you flesh out the finer details of specific parts of your game world. +- **Nations** (page 130) includes a system to quickly encapsulate a nation in a stat block that contains all the information you need. +- **Settlements** (page 132) covers everything from tiny villages to incredible metropolises. The section explains the settlement's role in a game and provides a system to describe a settlement in a stat block with all the important information. +- **Planes** (page 136) includes the various planar traits you can use to build your own planes, and explores all the planes of reality in the Age of Lost Omens setting as well. + +It's up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures, and set their adventures on Golarion or another published game world. Other GMs devise and incorporate all-new creatures and places with strange themes that don't fit in the standard Pathfinder game or world. Unless you're building your entire game world from scratch, you can usually wait to implement any new rules creation until you think you'll need it for your next session. + +## Building Creatures +GMG p. 55 + +Creatures aren't built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision. + +This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you may prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. There's no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that is as similar to an official _Bestiary_ entry as possible, while others prefer to compile just a brief set of notes. + +### Develop the Concept +GMG p. 56 + +To begin making a creature, you should first come up with its concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and that you want to emphasize when the creature hits the table. For example, in the _Bestiary_, demons are creatures of sin, and are designed to have weaknesses against specific virtues that oppose them. Harpies enchant creatures by singing, represented by their centerpiece ability, Captivating Song. Note your creature's core aspects, and if you feel uncertain later, you can look back and ask yourself, "Does this emphasize a core aspect or not?" Next, look at the creature's role in your game. + +Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if it's in a fight, if someone tries to talk to it, or if it's in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it? Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you'll use five at the same time, you'll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme. + +Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knock-down, drag-out fight? What can you give your creature to convey those characteristics? Note that much of this feel will come from your choice of the creature's special abilities or spells, rather than its raw numbers. + +With all this in mind, think about the specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from the _Bestiary_ or feats in the _Core Rulebook_, adjusting as needed, to save yourself time. It helps to think of a creature that's similar to yours and see what makes it tick—and what you can steal from it. Maybe you can just reskin that creature (page 58), instead of making a new one from scratch. + +Now that you understand your creature's concept, it's time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change and revisions. + +> [!pf2-brown] BUILDING CREATURES OVERVIEW +> +> This section details the creature-building process using the following steps. +> +> - **Develop the Concept (page 56)** Think about your creature, and make notes you can use in future steps. +> - **Build the Stat Block** Pick all the statistics for the creatures, going through the list below. + + - Level (page 58) + - Alignment, Size, and Traits (page 58) + - Ability Modifiers (page 59) + - Perception and Senses (page 60) + - Languages (page 60) + - Skills (page 60) + - Items, if necessary (page 61) + - AC (page 61) + - Saving Throws (page 62) + - Hit Points (page 62) + - Immunities, Weaknesses, and Resistances (page 63) + - Speed (page 64) + - Strikes, including their damage (page 64) + - Spells, if necessary (page 65) +> - **Design Abilities (page 67)** Create the special abilities your creature can use. +> - **Review Holistically (page 69)** Step back, take stock of your creature as a whole, and tweak as needed. +> +> ### TRAIT ABILITIES (PAGE 70) +> GMG p. 57 +> +> This section provides the abilities conveyed by certain traits, such as demon, dragon, and undead. You'll also find abilities typical of creatures with those traits to help guide you as you plan your creatures. +> +> ### DESIGNING NPCS (PAGE 72) +> GMG p. 57 +> +> Sometimes you'll design a creature that's meant to have abilities or characteristics similar to those of a PC. Maybe you need a bold champion, a sly rogue master criminal, or a wizened druid elder for your game. You also might need a common baker, who has little combat ability but great skill with dough and an oven. This section provides ways you might modify aspects of the creature-building process to fit those needs. + +### Understanding and Choosing Statistics +GMG p. 57 + +Most of the statistics in this section use a scale of extreme, high, moderate, and low—some use terrible values as well. + +**Extreme:** The creature is world class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from the _Bestiary_ include the succubus's [Diplomacy](compendium/skills.md#Diplomacy) and the lich's spell DC. + +**High:** Extremely capable but not world class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. An ogre warrior's attack bonus and a kobold scout's [Stealth](compendium/skills.md#Stealth) are high values. + +**Moderate:** A middle-of-the road statistic can cover anything unremarkable about the creature. Use this one often. + +**Low:** The creature is actively bad at this. Choose these intentionally to represent the creature's weak points. + +Most creatures should have at least one low statistic; an example is the goblin pyro's Will save. + +**Terrible:** Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isn't game-breakingly bad. A spider's Intelligence is terrible, as is a dero stalker's Will save. + +#### Push and Pull +GMG p. 57 + +When it comes to statistics, a creature should be balanced overall. That means if you're giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, you'd likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. There's no perfect system for making these decisions. If you've made a creature that has four high stats and nothing low, or vice-versa, take another look. A creature's strengths and weaknesses change the PCs' strategies for dealing with it, and that's what makes playing the game fun! + +> [!pf2-brown] RESKINNING A CREATURE +> +> Sometimes you need a creature with abilities that are almost exactly the same as those of a published creature. In that case, it can be more efficient to simply "reskin" the old creature rather than design a new one—that is, to change the description but keep the abilities mostly the same. Occasionally reskinning requires small mechanical adjustments. For instance, a fire cat that has immunity to fire, an aura that deals fire damage, and the ability to light people on fire with its jaws to deal [persistent fire damage](rules/conditions.md#Persistent%20Damage) could be reskinned as a caustic animate tree that has immunity to acid, an aura that deals acid damage, and branch attacks that smear acidic sap on a creature's body when they hit, dealing [persistent acid damage](rules/conditions.md#Persistent%20Damage). + +#### Extreme Increases +GMG p. 58 + +At the higher levels of the game, PCs have more tools at their disposal, so the creatures they face need to hit back harder! At higher levels, give each creature more extreme statistics. Having one extreme statistic becomes typical around 11th level. A creature of 15th level or higher typically has two extreme statistics, and one of 20th level or higher should have three or four. Keep in mind that these should be relevant to the encounters you expect them to have—extreme social skills aren't much use to a combatfocused creature. Be careful about giving multiple extreme statistics that are closely linked: a creature with extreme damage and Fortitude saves is one thing, but having an extreme attack bonus and extreme damage allows the creature to apply both extreme statistics to each attack. + +### Level +GMG p. 58 + +For most creatures you build, their level depends on the level of the party who will encounter it. Look at other creatures you think are similar in power to yours to determine its level. Note that level represents a creature's combat ability, so a creature that's more social might have, for example, 3rd-level combat statistics and 6th-level skills but remain a 3rd-level creature. Most such creatures are NPCs; for more information on this distinction and how to use it, see Non-Combat Level on page 72. + +Some abilities are hard for PCs to deal with at low levels. For instance, creatures that can fly and have ranged attacks should typically appear around 7th level, when PCs gain access to flight. Natural invisibility or at-will _invisibility_ as an innate spell should come at around 6th level, when PCs are more likely to prepare _see invisibility_ in lower-level spell slots, or 8th level, when some PCs get the Blind-Fight feat. + +The tables in this chapter go up to 24th level—the highest-level extreme encounter a party might face. + +### Alignment, Size, and Traits +GMG p. 58 + +Fill out the trait line of your creature's stat block. The alignment can be whatever suits your story, though some types of creatures must be or tend to be certain alignments. + +Creatures can be whatever size you need them to be, though you seldom find Large creatures below 1st level, Huge creatures below 5th level, or Gargantuan creatures below 10th level. Generally, you don't automatically adjust statistics for size, except for an exception to Strength modifiers for Large and bigger creatures, which you'll find in Ability Modifiers on the next page. + +Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, or undead. If you're making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements—air, earth, fire, and water—or types of energy—like acid, cold, and electricity—have those traits. + +Some abilities typical of creatures with the traits listed above can be found in Trait Abilities on page 70. As with the other steps, looking at similar creatures will give you an idea of what traits to use. + +Add any traits that have detailed rules attached to them, like amphibious, aquatic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as dinosaur or werecreature, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didn't add a trait the creature really should have, you can usually apply it retroactively. + +> [!pf2-brown] BASE ROAD MAPS +> +> You can use the following suggestions to set the baseline when creating your road map. For example, use brute for a big, tough creature like an ogre, and skirmisher for a darting enemy. Each entry is a starting point you can customize as you see fit. Any core statistic that isn't listed should typically use moderate numbers. You can set ability modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road maps on page 73. +> +> **Brute** low [Perception](compendium/skills.md#Perception); high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage +> +> **Magical Striker** high attack and high damage; moderate to high spell DCs; either a scattering of innate spells or prepared or spontaneous spells up to half the creature's level (rounded up) minus 1 +> +> **Skill Paragon** high or extreme ability modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creature's skills in combat +> +> **Skirmisher** high Dex modifier; low Fortitude, high Reflex; higher Speed than typical +> +> **Sniper** high [Perception](compendium/skills.md#Perception); high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged [Strikes](rules/actions/strike.md) have high attack bonus and damage or moderate attack bonus and extreme damage (melee [Strikes](rules/actions/strike.md) are weaker) +> +> **Soldier** high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; [Attack of Opportunity](rules/actions/attack-of-opportunity.md) or other tactical abilities +> +> **Spellcaster** high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creature's level (rounded up) + +### Ability Modifiers +GMG p. 59 + +Next, figure out your creature's ability modifiers, since these will suggest what their other statistics should be. + +You don't have to determine the exact numbers, but it's good to avoid creating creatures whose ability modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and very high [Perception](compendium/skills.md#Perception). Most of the time, you'll just be using ability modifiers for untrained skills, so they're useful as a guide but not crucial. + +Table 2–1 shows some benchmarks for your creatures. + +Use high for the creature's best ability modifiers, moderate for ones they're okay at, and low for the rest. + +If a creature has a truly bad ability, you can go as low as –5. That's the terrible range for ability modifiers, and doesn't really change by level. This is most common with animals, which have an Intelligence modifier of –4 (for dogs, dolphins, and such) or –5 (for more instinctual animals like spiders), and for mindless creatures, which have a –5 Intelligence modifier. + +Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a succubus or nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures. + +This happens with only Large or larger creatures from 1st to 5th level, only Huge or larger creatures from 6th to 9th level, and only Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn't gain an extreme Strength modifier from size alone. + +| Level | Extreme | High | Moderate | Low | +|-------|---------|------|----------|-----| +| –1 | — | +3 | +2 | +0 | +| 0 | — | +3 | +2 | +0 | +| 1 | +5 | +4 | +3 | +1 | +| 2 | +5 | +4 | +3 | +1 | +| 3 | +5 | +4 | +3 | +1 | +| 4 | +6 | +5 | +3 | +2 | +| 5 | +6 | +5 | +4 | +2 | +| 6 | +7 | +5 | +4 | +2 | +| 7 | +7 | +6 | +4 | +2 | +| 8 | +7 | +6 | +4 | +3 | +| 9 | +7 | +6 | +4 | +3 | +| 10 | +8 | +7 | +5 | +3 | +| 11 | +8 | +7 | +5 | +3 | +| 12 | +8 | +7 | +5 | +4 | +| 13 | +9 | +8 | +5 | +4 | +| 14 | +9 | +8 | +5 | +4 | +| 15 | +9 | +8 | +6 | +4 | +| 16 | +10 | +9 | +6 | +5 | +| 17 | +10 | +9 | +6 | +5 | +| 18 | +10 | +9 | +6 | +5 | +| 19 | +11 | +10 | +6 | +5 | +| 20 | +11 | +10 | +7 | +6 | +| 21 | +11 | +10 | +7 | +6 | +| 22 | +11 | +10 | +8 | +6 | +| 23 | +11 | +10 | +8 | +6 | +| 24 | +13 | +12 | +9 | +7 | + +### Perception +GMG p. 60 + +[Perception](compendium/skills.md#Perception) is a fairly straightforward statistic. Use Wisdom as a guide for setting it, and adjust to the high side if your creature has acute senses or extra training. If your creature has low Wisdom, for example, it would probably have a low [Perception](compendium/skills.md#Perception) modifier, or moderate if it's supposed to be a great hunter. Don't make your creature's [Perception](compendium/skills.md#Perception) higher just because it's often used for initiative; creatures with poor [Perception](compendium/skills.md#Perception) could use a skill check for initiative instead, such as [Stealth](compendium/skills.md#Stealth). + +#### Senses +GMG p. 60 + +Choose or design any special senses for your creature, such as [low-light vision](rules/abilities/low-light-vision.md), [darkvision](rules/abilities/darkvision.md), or [scent](rules/abilities/scent.md). If you're making a sense from scratch, simply decide what it senses, whether it has a range limit, and whether it's precise or imprecise. + +For example, a sinspawn has "sin scent (imprecise) 30 feet." This means it can smell creatures bearing its associated sin if they're within 30 feet, and the sense is imprecise—about as acute as human hearing. + +| Level | Extreme | High | Moderate | Low | Terrible | +|-------|---------|------|----------|-----|----------| +| –1 | +9 | +8 | +5 | +2 | +0 | +| 0 | +10 | +9 | +6 | +3 | +1 | +| 1 | +11 | +10 | +7 | +4 | +2 | +| 2 | +12 | +11 | +8 | +5 | +3 | +| 3 | +14 | +12 | +9 | +6 | +4 | +| 4 | +15 | +14 | +11 | +8 | +6 | +| 5 | +17 | +15 | +12 | +9 | +7 | +| 6 | +18 | +17 | +14 | +11 | +8 | +| 7 | +20 | +18 | +15 | +12 | +10 | +| 8 | +21 | +19 | +16 | +13 | +11 | +| 9 | +23 | +21 | +18 | +15 | +12 | +| 10 | +24 | +22 | +19 | +16 | +14 | +| 11 | +26 | +24 | +21 | +18 | +15 | +| 12 | +27 | +25 | +22 | +19 | +16 | +| 13 | +29 | +26 | +23 | +20 | +18 | +| 14 | +30 | +28 | +25 | +22 | +19 | +| 15 | +32 | +29 | +26 | +23 | +20 | +| 16 | +33 | +30 | +28 | +25 | +22 | +| 17 | +35 | +32 | +29 | +26 | +23 | +| 18 | +36 | +33 | +30 | +27 | +24 | +| 19 | +38 | +35 | +32 | +29 | +26 | +| 20 | +39 | +36 | +33 | +30 | +27 | +| 21 | +41 | +38 | +35 | +32 | +28 | +| 22 | +43 | +39 | +36 | +33 | +30 | +| 23 | +44 | +40 | +37 | +34 | +31 | +| 24 | +46 | +42 | +38 | +36 | +32 | + +### Languages +GMG p. 60 + +Think about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak Necril, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has Common; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesn't. Some creatures can understand language but can't vocalize; in this case, you can state that they can't speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them [tongues](compendium/spells/tongues.md) or a similar ability as a constant innate spell. + +### Skills +GMG p. 60 + +You have lots of flexibility in setting your creature's skills. + +Pick some skills you think are appropriate, and consider how good the creature is at them. High skills are roughly on par with a specialized PC of the creature's level, though they could be a little lower or higher. Most creatures have at least one high skill, but no more than three. The best skills should go with the best ability modifiers, and you might even want to estimate the creature's proficiency rank for these skills. Some skills can get a high bonus for free to fit the creature's theme, particularly [Lore](compendium/skills.md#Lore) skills. + +> [!pf2-brown] CONVERTING FIRST EDITION CREATURES +> +> If you're converting creatures from First Edition, you won't find a direct numerical conversion. Instead, use the original statistics to create your road map, giving a better AC to a creature that had a good AC in First Edition, and so on. +> +> Here are the main areas of difference that you'll want to keep in mind for your conversion. +> +> - Ability modifiers scale differently, so don't copy them over exactly. The highest modifiers tend not to get as high in Second Edition. You'll rarely see a +10 Strength modifier, for example. Creatures also tend to get better low statistics at higher levels than they used to, particularly for Dexterity and Wisdom. This is most evident in high-level First Edition creatures with awful Dexterity. +> - Low-Intelligence creatures, particularly animals, tend to have more special actions than they would have in First Edition. This is to make encounters with them more dynamic and distinct. Compare dinosaurs between the editions for good examples. +> - When converting spell-like abilities to innate spells, you might need to make some substitutions. Some spells will appear as heightened versions of spells (such as greater dispel magic now being heightened dispel magic), but others will require you to find something different. Also, don't feel like you need to keep every spell; focus on the most thematic and potent ones. The Spells section on page 65 has more advice on this subject. +> - Damage reduction has been replaced with two options: resistance to all damage (possibly with exceptions), or more HP and a weakness. Immunities, Weaknesses, and Resistances on page 63 describes the distinction. +> - If you want to convert spell resistance, you can give the creature a +1 status bonus to all saves against magic, or +2 if it had abnormally high spell resistance for its level. + +Most creatures don't have an extreme skill unless they are world class for their level, like a succubus's [Diplomacy](compendium/skills.md#Diplomacy). Having an extreme skill is less impactful than an extreme AC or attack bonus, but still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. There's no need for terrible skill modifiers, since an untrained skill usually represents that. + +| Level | Extreme | High | Moderate | Low | +|-------|---------|------|----------|-----| +| –1 | +8 | +5 | +4 | +2 to +1 | +| 0 | +9 | +6 | +5 | +3 to +2 | +| 1 | +10 | +7 | +6 | +4 to +3 | +| 2 | +11 | +8 | +7 | +5 to +4 | +| 3 | +13 | +10 | +9 | +7 to +5 | +| 4 | +15 | +12 | +10 | +8 to +7 | +| 5 | +16 | +13 | +12 | +10 to +8 | +| 6 | +18 | +15 | +13 | +11 to +9 | +| 7 | +20 | +17 | +15 | +13 to +11 | +| 8 | +21 | +18 | +16 | +14 to +12 | +| 9 | +23 | +20 | +18 | +16 to +13 | +| 10 | +25 | +22 | +19 | +17 to +15 | +| 11 | +26 | +23 | +21 | +19 to +16 | +| 12 | +28 | +25 | +22 | +20 to +17 | +| 13 | +30 | +27 | +24 | +22 to +19 | +| 14 | +31 | +28 | +25 | +23 to +20 | +| 15 | +33 | +30 | +27 | +25 to +21 | +| 16 | +35 | +32 | +28 | +26 to +23 | +| 17 | +36 | +33 | +30 | +28 to +24 | +| 18 | +38 | +35 | +31 | +29 to +25 | +| 19 | +40 | +37 | +33 | +31 to +27 | +| 20 | +41 | +38 | +34 | +32 to +28 | +| 21 | +43 | +40 | +36 | +34 to +29 | +| 22 | +45 | +42 | +37 | +35 to +31 | +| 23 | +46 | +43 | +38 | +36 to +32 | +| 24 | +48 | +45 | +40 | +38 to +33 | + +#### Special Modifiers +GMG p. 61 + +You can also add special, thematic modifiers for certain skill uses. For instance, you might give a creature that secretes adhesive "[Athletics](compendium/skills.md#Athletics) +7 (+9 to [Climb](rules/actions/climb.md) or [Grab](rules/abilities/grab.md))." This special bonus should still remain at or below the extreme number, especially if it has a combat purpose like the Grab bonus above. + +### Items +GMG p. 61 + +If you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 2–4: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a _+1 weapon_, that item's not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508–510 of the _Core Rulebook_. At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column. + +Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure's loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting. + +| Creature Level | Safe Item Level | +|----------------|-----------------| +| 3 or lower | 0 | +| 4—5 | 1 | +| 6 | 2 (+1 weapon) | +| 7 | 3 | +| 8 | 4 (+1 striking weapon) | +| 9 | 5 (+1 armor) | +| 10 | 6 | +| 11 | 7 | +| 12 | 8 (+1 resilient armor) | +| 13 | 9 | +| 14 | 10 (+2 striking weapon) | +| 15 | 11 (+2 resilient armor) | +| 16 | 12 (+2 greater striking weapon) | +| 17 | 13 | +| 18 | 14 (+2 greater resilient armor) | +| 19 | 15 | +| 20 | 16 (+3 greater striking weapon) | +| 21 | 17 | +| 22 | 18 (+3 greater resilient armor) | +| 23 | 19 (+3 major striking weapon) | +| 24 | 20 (+3 major resilient armor) | + +### Armor Class +GMG p. 61 + +Because AC is one of the most important combat stats, you need to be more careful with setting this number for any creature you expect will end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC—high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that is even better defended; these values are for creatures that have defenses similar in power to those of a champion or monk. + +| Level | Extreme | High | Moderate | Low | +|-------|---------|------|----------|-----| +| –1 | 18 | 15 | 14 | 12 | +| 0 | 19 | 16 | 15 | 13 | +| 1 | 19 | 16 | 15 | 13 | +| 2 | 21 | 18 | 17 | 15 | +| 3 | 22 | 19 | 18 | 16 | +| 4 | 24 | 21 | 20 | 18 | +| 5 | 25 | 22 | 21 | 19 | +| 6 | 27 | 24 | 23 | 21 | +| 7 | 28 | 25 | 24 | 22 | +| 8 | 30 | 27 | 26 | 24 | +| 9 | 31 | 28 | 27 | 25 | +| 10 | 33 | 30 | 29 | 27 | +| 11 | 34 | 31 | 30 | 28 | +| 12 | 36 | 33 | 32 | 30 | +| 13 | 37 | 34 | 33 | 31 | +| 14 | 39 | 36 | 35 | 33 | +| 15 | 40 | 37 | 36 | 34 | +| 16 | 42 | 39 | 38 | 36 | +| 17 | 43 | 40 | 39 | 37 | +| 18 | 45 | 42 | 41 | 39 | +| 19 | 46 | 43 | 42 | 40 | +| 20 | 48 | 45 | 44 | 42 | +| 21 | 49 | 46 | 45 | 43 | +| 22 | 51 | 48 | 47 | 45 | +| 23 | 52 | 49 | 48 | 46 | +| 24 | 54 | 51 | 50 | 48 | + +#### Compensating with Hp and Saves +GMG p. 62 + +You might adjust your creature's HP, AC, and saves in tandem. Almost no creature has great defenses in all areas, as such creatures often result in frustrating fights. A creature with higher AC might have fewer HP and weaker saves, and one that's easy to hit could have more HP and a strong Fortitude to compensate. This depends on the theme of the creature. An extreme AC might mean reducing the creature's HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere. + +> [!pf2-brown] IMPROVISING A CREATURE +> +> As you get more experienced, you might find that you don't need to build some creatures in advance. In many cases, especially for simple creatures, you can just select values from the relevant tables on the fly and track its HP. When you do, track which value you used as it came up. For instance, let's say you're improvising a 2nd-level kobold soldier. When it's time for initiative, you decide it has moderate [Perception](compendium/skills.md#Perception) and jot down "Per +8." Your group's fighter beats it at initiative and attacks. You decide the soldier has high AC—looking at Table 2–5, you see that's 18—and add this information to your note. +> +> The fighter's [Strike](rules/actions/strike.md) hits, and you select the low end of high HP: 36. Well, now it's 25. Your note says "Per +8, AC 18, HP 25." If it gets to take a turn, you can give it a [Strike](rules/actions/strike.md) then. + +### Saving Throws +GMG p. 62 + +You can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save off the listed number by 1 is rarely a big deal. Pay attention to the creature's Con, Dex, and Wis modifiers—these don't have to correspond to the creature's saves exactly, but should inform your choices. + +Extreme saves often pair with extreme or high ability modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point—for example, a nearly immobile creature would have a terrible Reflex save. + +| Level | Extreme | High | Moderate | Low | Terrible | +|-------|---------|------|----------|-----|----------| +| –1 | +9 | +8 | +5 | +2 | +0 | +| 0 | +10 | +9 | +6 | +3 | +1 | +| 1 | +11 | +10 | +7 | +4 | +2 | +| 2 | +12 | +11 | +8 | +5 | +3 | +| 3 | +14 | +12 | +9 | +6 | +4 | +| 4 | +15 | +14 | +11 | +8 | +6 | +| 5 | +17 | +15 | +12 | +9 | +7 | +| 6 | +18 | +17 | +14 | +11 | +8 | +| 7 | +20 | +18 | +15 | +12 | +10 | +| 8 | +21 | +19 | +16 | +13 | +11 | +| 9 | +23 | +21 | +18 | +15 | +12 | +| 10 | +24 | +22 | +19 | +16 | +14 | +| 11 | +26 | +24 | +21 | +18 | +15 | +| 12 | +27 | +25 | +22 | +19 | +16 | +| 13 | +29 | +26 | +23 | +20 | +18 | +| 14 | +30 | +28 | +25 | +22 | +19 | +| 15 | +32 | +29 | +26 | +23 | +20 | +| 16 | +33 | +30 | +28 | +25 | +22 | +| 17 | +35 | +32 | +29 | +26 | +23 | +| 18 | +36 | +33 | +30 | +27 | +24 | +| 19 | +38 | +35 | +32 | +29 | +26 | +| 20 | +39 | +36 | +33 | +30 | +27 | +| 21 | +41 | +38 | +35 | +32 | +28 | +| 22 | +43 | +39 | +36 | +33 | +30 | +| 23 | +44 | +40 | +37 | +34 | +31 | +| 24 | +46 | +42 | +38 | +36 | +32 | + +### Hit Points +GMG p. 62 + +Give a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, few tactical options, or other limitations. As mentioned in the Armor Class section above, you don't want a creature with extreme AC to have high HP too. + +Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP (page 63) + +#### Regeneration and Healing Abilities +GMG p. 62 + +Your creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals some number of hits each round—usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on Table 2–10: [Strike](rules/actions/strike.md) Damage (page 65) and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome—and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creature's total HP by double its regeneration value. Fast healing follows the same rules, but because it can't prevent a creature's death and there isn't always have a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple. + +If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An at-will healing ability should be based on a _heal_ spell 2 levels lower than the highest-level spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-level spells, so you would base its healing ability on a 4th-level _heal_ spell). If the ability both deals damage and heals, use that same baseline scale from above but with _vampiric touch_ instead of _heal_ + +| Level | High | Moderate | Low | +|-------|------|----------|-----| +| –1 | 9 | 8–7 | 6–5 | +| 0 | 20–17 | 16–14 | 13–11 | +| 1 | 26–24 | 21–19 | 16–14 | +| 2 | 40–36 | 32–28 | 25–21 | +| 3 | 59–53 | 48–42 | 37–31 | +| 4 | 78–72 | 63–57 | 48–42 | +| 5 | 97–91 | 78–72 | 59–53 | +| 6 | 123–115 | 99–91 | 75–67 | +| 7 | 148–140 | 119–111 | 90–82 | +| 8 | 173–165 | 139–131 | 105–97 | +| 9 | 198–190 | 159–151 | 120–112 | +| 10 | 223–215 | 179–171 | 135–127 | +| 11 | 248–240 | 199–191 | 150–142 | +| 12 | 273–265 | 219–211 | 165–157 | +| 13 | 298–290 | 239–231 | 180–172 | +| 14 | 323–315 | 259–251 | 195–187 | +| 15 | 348–340 | 279–271 | 210–202 | +| 16 | 373–365 | 299–291 | 225–217 | +| 17 | 398–390 | 319–311 | 240–232 | +| 18 | 423–415 | 339–331 | 255–247 | +| 19 | 448–440 | 359–351 | 270–262 | +| 20 | 473–465 | 379–371 | 285–277 | +| 21 | 505–495 | 405–395 | 305–295 | +| 22 | 544–532 | 436–424 | 329–317 | +| 23 | 581–569 | 466–454 | 351–339 | +| 24 | 633–617 | 508–492 | 383–367 | + +### Immunities, Weaknesses, and Resistances +GMG p. 63 + +If it's highly thematic for a creature to have an immunity, weakness, or resistance, consider adding it. Table 2–8 lists the ranges for weaknesses and resistances by level. + +Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creature's biology or construction would logically cause it to be unaffected (like a mindless creature's immunity to [mental](rules/traits/mental.md "Mental Effect Trait") effects) + +If the creature should be hard to affect with something but the conditions above aren't true, give it a resistance instead. For instance, a giant octopus isn't actually made of cold water, so it wouldn't be immune to cold, but its life in the ocean depths make it resistant to cold. You'll typically use the lower end of the value on Table 2–8 for a broad resistance that applies to a wide range of effects, like "physical 5 (except silver)" and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP. + +Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don't exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. + +A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less. + +| Level | Maximum | Minimum | +|-------|---------|---------| +| –1 | 1 | 1 | +| 0 | 3 | 1 | +| 1 | 3 | 2 | +| 2 | 5 | 2 | +| 3 | 6 | 3 | +| 4 | 7 | 4 | +| 5 | 8 | 4 | +| 6 | 9 | 5 | +| 7 | 10 | 5 | +| 8 | 11 | 6 | +| 9 | 12 | 6 | +| 10 | 13 | 7 | +| 11 | 14 | 7 | +| 12 | 15 | 8 | +| 13 | 16 | 8 | +| 14 | 17 | 9 | +| 15 | 18 | 9 | +| 16 | 19 | 9 | +| 17 | 19 | 10 | +| 18 | 20 | 10 | +| 19 | 21 | 11 | +| 20 | 22 | 11 | +| 21 | 23 | 12 | +| 22 | 24 | 12 | +| 23 | 25 | 13 | +| 24 | 26 | 13 | + +The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as "physical 5 (except silver)." If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Skeletons and zombies are a good example of the difference between these styles. Skeletons have resistances because they're bony and hard to hurt. Zombies, on the other hand, have more HP and a weakness to slashing damage—they're tougher, but their bodies aren't built to deflect weapon attacks, and slashing attacks can rip them up quickly. + +### Speed +GMG p. 64 + +Your creature's Speed should be 25 feet if it moves like a human. Beyond that, you can set the Speed to whatever makes sense. Remember that the creature can move up to triple this number if it spends its whole turn moving, so if you want the PCs to be able to chase the creature, its Speed can be only so high. Creatures at higher levels need ways to deal with flying PCs, speedy PCs, and PCs with more efficient actions that let them engage and retreat more easily. This might mean adding a fly Speed, giving the creature ranged attacks, and so forth. + +Creatures can have climb and swim Speeds even at low levels. While you can give your creature a fly Speed at those low levels, it's better to wait until around 7th level (when PCs gain access to _fly_) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely. + +### Strikes +GMG p. 64 + +When building your creature's selection of [Strikes](rules/actions/strike.md), use the following sections to set the [Strike](rules/actions/strike.md)'s attack bonus and damage. Give the attack all the normal traits if it's a weapon; for unarmed attacks or weapons you invent, give whatever traits you feel are appropriate. Note that these traits might influence the damage you give the [Strike](rules/actions/strike.md). + +You might want to make sure a creature has an unarmed attack if you think it's likely to get disarmed. At 7th level and higher, PCs might have the ability to fly, which makes it more important for creatures to have decent ranged [Strikes](rules/actions/strike.md) to make sure they aren't totally hopeless against flying PCs (though they could instead have fast fly Speeds or something similar) + +#### Strike Attack Bonus +GMG p. 64 + +Use a high attack bonus for combat creatures—fighter types—that also usually have high damage. A creature could have a higher attack bonus and lower damage, or vice versa (for instance, a moderate attack bonus and extreme damage might fit a creature that's more like a barbarian), instead of having a poor statistic in another category. Spellcasters typically have poor attack bonuses, potentially in exchange for extreme spell DCs. + +| Level | Extreme | High | Moderate | Low | +|-------|---------|------|----------|-----| +| –1 | +10 | +8 | +6 | +4 | +| 0 | +10 | +8 | +6 | +4 | +| 1 | +11 | +9 | +7 | +5 | +| 2 | +13 | +11 | +9 | +7 | +| 3 | +14 | +12 | +10 | +8 | +| 4 | +16 | +14 | +12 | +9 | +| 5 | +17 | +15 | +13 | +11 | +| 6 | +19 | +17 | +15 | +12 | +| 7 | +20 | +18 | +16 | +13 | +| 8 | +22 | +20 | +18 | +15 | +| 9 | +23 | +21 | +19 | +16 | +| 10 | +25 | +23 | +21 | +17 | +| 11 | +27 | +24 | +22 | +19 | +| 12 | +28 | +26 | +24 | +20 | +| 13 | +29 | +27 | +25 | +21 | +| 14 | +31 | +29 | +27 | +23 | +| 15 | +32 | +30 | +28 | +24 | +| 16 | +34 | +32 | +30 | +25 | +| 17 | +35 | +33 | +31 | +27 | +| 18 | +37 | +35 | +33 | +28 | +| 19 | +38 | +36 | +34 | +29 | +| 20 | +40 | +38 | +36 | +31 | +| 21 | +41 | +39 | +37 | +32 | +| 22 | +43 | +41 | +39 | +33 | +| 23 | +44 | +42 | +40 | +35 | +| 24 | +46 | +44 | +42 | +36 | + +#### Strike Damage +GMG p. 64 + +Table 2–10 on the next page gives the damage a creature should deal with a single [Strike](rules/actions/strike.md). You might use a lower category if the creature has better accuracy, or a higher category if its accuracy is lower. + +A creature that's meant to be primarily a combat threat uses high damage for its melee [Strikes](rules/actions/strike.md), or moderate for melee [Strikes](rules/actions/strike.md) that have the [agile](rules/traits/agile.md "Agile Weapon Trait") trait. Ranged attacks more typically use the moderate value, or even low. A creature that's meant to be highly damaging uses the extreme damage values, but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round. + +More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through [Strikes](rules/actions/strike.md), go one category lower: moderate for their main melee [Strikes](rules/actions/strike.md), low for agile and ranged [Strikes](rules/actions/strike.md). + +Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their [Strikes](rules/actions/strike.md). + +On Table 2–10, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like `1d6` fire from flaming attacks, that counts toward its total damage per [Strike](rules/actions/strike.md). Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per [Strike](rules/actions/strike.md) by giving the creature the ability to attack more efficiently or use other tricks. + +| Level | Extreme | High | Moderate | Low | +|-------|---------|------|----------|-----| +| –1 | `1d6+1` (4) | `1d4+1` (3) | `1d4` (3) | `1d4` (2) | +| 0 | `1d6+3` (6) | `1d6+2` (5) | `1d4+2` (4) | `1d4+1` (3) | +| 1 | `1d8+4` (8) | `1d6+3` (6) | `1d6+2` (5) | `1d4+2` (4) | +| 2 | `1d12+4` (11) | `1d10+4` (9) | `1d8+4` (8) | `1d6+3` (6) | +| 3 | `1d12+8` (15) | `1d10+6` (12) | `1d8+6` (10) | `1d6+5` (8) | +| 4 | `2d10+7` (18) | `2d8+5` (14) | `2d6+5` (12) | `2d4+4` (9) | +| 5 | `2d12+7` (20) | `2d8+7` (16) | `2d6+6` (13) | `2d4+6` (11) | +| 6 | `2d12+10` (23) | `2d8+9` (18) | `2d6+8` (15) | `2d4+7` (12) | +| 7 | `2d12+12` (25) | `2d10+9` (20) | `2d8+8` (17) | `2d6+6` (13) | +| 8 | `2d12+15` (28) | `2d10+11` (22) | `2d8+9` (18) | `2d6+8` (15) | +| 9 | `2d12+17` (30) | `2d10+13` (24) | `2d8+11` (20) | `2d6+9` (16) | +| 10 | `2d12+20` (33) | `2d12+13` (26) | `2d10+11` (22) | `2d6+10` (17) | +| 11 | `2d12+22` (35) | `2d12+15` (28) | `2d10+12` (23) | `2d8+10` (19) | +| 12 | `3d12+19` (38) | `3d10+14` (30) | `3d8+12` (25) | `3d6+10` (20) | +| 13 | `3d12+21` (40) | `3d10+16` (32) | `3d8+14` (27) | `3d6+11` (21) | +| 14 | `3d12+24` (43) | `3d10+18` (34) | `3d8+15` (28) | `3d6+13` (23) | +| 15 | `3d12+26` (45) | `3d12+17` (36) | `3d10+14` (30) | `3d6+14` (24) | +| 16 | `3d12+29` (48) | `3d12+18` (37) | `3d10+15` (31) | `3d6+15` (25) | +| 17 | `3d12+31` (50) | `3d12+19` (38) | `3d10+16` (32) | `3d6+16` (26) | +| 18 | `3d12+34` (53) | `3d12+20` (40) | `3d10+17` (33) | `3d6+17` (27) | +| 19 | `4d12+29` (55) | `4d10+20` (42) | `4d8+17` (35) | `4d6+14` (28) | +| 20 | `4d12+32` (58) | `4d10+22` (44) | `4d8+19` (37) | `4d6+15` (29) | +| 21 | `4d12+34` (60) | `4d10+24` (46) | `4d8+20` (38) | `4d6+17` (31) | +| 22 | `4d12+37` (63) | `4d10+26` (48) | `4d8+22` (40) | `4d6+18` (32) | +| 23 | `4d12+39` (65) | `4d12+24` (50) | `4d10+20` (42) | `4d6+19` (33) | +| 24 | `4d12+42` (68) | `4d12+26` (52) | `4d10+22` (44) | `4d6+21` (35) | + +> [!pf2-brown] MANUFACTURED WEAPONS +> +> As noted in Items on page 61, most creatures have less treasure than PCs, so those that rely on manufactured weapons are significantly weaker if you don't adjust the weapons' damage to compensate. The method for determining [Strike](rules/actions/strike.md) damage on page 64 abstracts over the sources of damage so you don't have to worry about adjusting the weapon's damage. If you do decide to calculate the weapon's damage, give your creature weapon specialization or greater weapon specialization much earlier than a PC would get it. You might also need to add sneak attack or similar abilities to make the creature deal more damage. +> +> On the flip side, you might want to use a one-off creature as a source of a particularly high-level piece of treasure, such as a magic weapon. In these cases, you might want to make the attack bonus higher for the potency rune or the damage higher for a potent striking rune so the PCs feel the weapon's effect before they obtain it. This will make the treasure feel more powerful, since they've already been on the receiving end. + +### Spells +GMG p. 65 + +Your creature might have magical abilities that are best represented by spells. If you're making a highly spellcasting-themed creature, give it prepared or spontaneous spells. For a creature that has spells due to its magical nature, especially if that magic isn't its core focus, consider giving it some innate spells instead. + +How many spells you should give a creature depends on how you expect it to spend its actions in combat. If it's primarily going to be making [Strikes](rules/actions/strike.md), it might not have any spells, or it might just have a few to help it move around better or protect against certain types of magic. + +When choosing spells, lean hard into the creature's theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells aren't one note—selecting _fireball_ for most of a creature's spell slots doesn't make for a compelling fire creature in the way a diverse selection of fire spells would. + +When choosing spells, some spells won't be very useful if cast at an extremely low level compared to the creature's levels. Most notably, damaging spells drop off in usefulness for a creature that's expected to last only a single fight. A damaging spell 2 levels below the highest level a creature of that level can cast is still potentially useful, but beyond that, don't bother. Spells that have the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait should be in the highest level slot if you want the creature to potentially get their full effect against PCs. + +#### Spell Dc and Spell Attack Roll +GMG p. 65 + +Set the creature's spell DC and spell attack roll using Table 2–11 on page 66. Most creatures use the same DC for all their spells, even if they have multiple types, such as a creature with both prepared spells and innate spells. + +Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat. + +At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and [Strikes](rules/actions/strike.md). + +Secondary spellcasters can go up to high numbers if they're above 15th level and have offensive spells. There is no low value—the creature shouldn't have any spells in the first place if it would be that bad at using them! + +#### Prepared and Spontaneous Spells +GMG p. 66 + +Spell slots work best for creatures that are meant to play like PC spellcasters. Choose the magical tradition best suited to the creature. You aren't strictly limited to that tradition's spell list, though sticking close to it will make your creature's connection to that tradition more clear. The decision to use prepared or spontaneous spellcasting should align with the creature's theme: a spontaneous spellcaster fits well as a one-off creature, since spontaneous spellcasting grants greater flexibility in the middle of battle, while a prepared spellcaster makes for a great recurring character who can change their spells between appearances. + +For a creature that can cast as many spells as a PC spellcaster, the highest spell level the creature can cast is half its level rounded up. It gets five cantrips. If the creature's level is odd, it gets two spell slots of the highest spell level (plus three spell slots of each lower level), or three spell slots of that level (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell level (plus three spell slots of each lower level), or four spell slots of that level (plus four spell slots of each lower level) + +Because creatures tend to be "on stage" for only a short time, you usually don't need to fill every spell slot. You can often fill just the top three levels of spells, pick cantrips, and slot in a few thematic backup spells in the fourth level down. + +For a recurring foe, you might give it a full complement. + +#### Innate Spells +GMG p. 66 + +Unlike prepared and spontaneous spells, innate spells can be of higher level than half the creature's level rounded up, and you can choose how often they're used—they can even be used at will or be constant effects. The most notable innate spells tend to be top-level ones that make a big impact but can be used only once, at-will spells that strongly reinforce the creature's theme, and constant spells that give it an ongoing benefit. A spell that's usable a limited number of times and falls at a lower level than the top tier is typically less likely to come up in combat; however, that's a great spot for utility and recovery spells, such as _dispel magic_ or _restoration_ + +Sometimes a strongly thematic innate spell is of a higher level than the creature would normally be able to cast, but it's so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the succubus's _dominate_ spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one. + +Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature spending its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature. + +| Level | Extreme DC | Extreme Spell Attack Bonus | High DC | High Spell Attack Bonus | Moderate DC | Moderate Spell Attack Bonus | +|-------|------------|----------------------------|---------|-------------------------|-------------|-----------------------------| +| –1 | 19 | +11 | 16 | +8 | 13 | +5 | +| 0 | 19 | +11 | 16 | +8 | 13 | +5 | +| 1 | 20 | +12 | 17 | +9 | 14 | +6 | +| 2 | 22 | +14 | 18 | +10 | 15 | +7 | +| 3 | 23 | +15 | 20 | +12 | 17 | +9 | +| 4 | 25 | +17 | 21 | +13 | 18 | +10 | +| 5 | 26 | +18 | 22 | +14 | 19 | +11 | +| 6 | 27 | +19 | 24 | +16 | 21 | +13 | +| 7 | 29 | +21 | 25 | +17 | 22 | +14 | +| 8 | 30 | +22 | 26 | +18 | 23 | +15 | +| 9 | 32 | +24 | 28 | +20 | 25 | +17 | +| 10 | 33 | +25 | 29 | +21 | 26 | +18 | +| 11 | 34 | +26 | 30 | +22 | 27 | +19 | +| 12 | 36 | +28 | 32 | +24 | 29 | +21 | +| 13 | 37 | +29 | 33 | +25 | 30 | +22 | +| 14 | 39 | +31 | 34 | +26 | 31 | +23 | +| 15 | 40 | +32 | 36 | +28 | 33 | +25 | +| 16 | 41 | +33 | 37 | +29 | 34 | +26 | +| 17 | 43 | +35 | 38 | +30 | 35 | +27 | +| 18 | 44 | +36 | 40 | +32 | 37 | +29 | +| 19 | 46 | +38 | 41 | +33 | 38 | +30 | +| 20 | 47 | +39 | 42 | +34 | 39 | +31 | +| 21 | 48 | +40 | 44 | +36 | 41 | +33 | +| 22 | 50 | +42 | 45 | +37 | 42 | +34 | +| 23 | 51 | +43 | 46 | +38 | 43 | +35 | +| 24 | 52 | +44 | 48 | +40 | 45 | +37 | + +#### Rituals +GMG p. 67 + +Since rituals happen during downtime, giving them to a creature is usually a purely thematic choice. You can skip even looking at rituals in most cases. If you decide a creature needs to have a ritual for your story, add in the ritual whenever you need it. + +> [!pf2-brown] FOCUS SPELLS +> +> Some creatures have focus spells, especially when those focus spells clearly fit a creature's theme. Simply give the creature the focus spells you like and between 1 and 3 Focus Points (you can also allow your creature to cast focus spells using spell slots). Use the same DC and spell attack roll as any other spell. +> +> A creature that has just 1 Focus Point is likely to cast a focus spell only once, unless it's a recurring enemy. If the creature has plenty of spells already, you might want to skip focus spells altogether, as they aren't as strong as top-level spell slots. + +### Design Abilities +GMG p. 67 + +In this step, you'll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from the _Bestiary_ and feats from the _Core Rulebook_ and use them as is or modify them to fit your needs. + +When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can't use them all anyway. Diversity of abilities gives the creature different ways to act in different situations, and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that's more defensive. + +#### Basics of Ability Design +GMG p. 67 + +There are a few principles of ability construction that you'll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything. + +- Respect the action economy. +- Make sure abilities are level appropriate. +- Avoid "invisible" abilities. + +##### Action Economy +GMG p. 67 + +Understanding a creature's action economy is key for making it work in play. Remember how short the lifespan of a typical combat creature is. Including a bunch of combat abilities might mean you spend time building actions the creature will never have time to use. Narrow your selections down to the smallest and most compelling set that makes sense. Also keep in mind that special actions will compete for time with any combat spells you gave the creature. + +Reactions can help, giving the creature a way to act when it's not its turn. See Reactive Abilities on page 69 for advice on designing these tricky abilities. + +Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have [Improved Grab](rules/abilities/improved-grab.md) instead of Grab, Speeds should be higher, and many abilities that would have cost an action at a lower level should be free actions. + +##### Level Appropriateness +GMG p. 67 + +The effects of an ability should be appropriate to the creature's level. For damaging abilities, that means they follow the damage guidelines on page 68. For others, take a look at spells and feats with a similar effect to see if they're level appropriate. For instance, say you're considering giving a 6th-level creature the ability to teleport a short distance. _Dimension door_ is comparable—that's a 4th-level spell, normally cast by a 7th-level or higher creature. That means 6th level probably isn't too low, but the creature shouldn't be able to use the ability more than once. You can also compare your creature to those in a _Bestiary_ volume to see if the special abilities seem similar in power to those of other creatures of the same level. + +##### Invisible Abilities +GMG p. 68 + +Avoid abilities that do nothing but change the creature's math, also known as "[invisible](rules/conditions.md#Invisible) abilities." These alter a creature's statistics in a way that's [invisible](rules/conditions.md#Invisible) to the players, which makes the creature less engaging because the players don't see it using its abilities in a tangible or evocative way. For example, an ability that allows a creature to use an action to increase its accuracy for the round with no outward sign (or worse, just grants a passive bonus to its accuracy) isn't that compelling, whereas one that increases its damage by lighting its arrows on fire is noticeable. + +These both work toward the same goal—dealing more damage this round—but one is far more memorable. + +#### Active Abilities +GMG p. 68 + +Abilities a creature uses on its turn have the most flexibility and scope. You can use Table 2–11 to determine active ability DCs as well as spell DCs. You can have an ability use 1 to 3 actions as needed (or be a free action in rare cases) and use just about any type of tactic. Feats, spells, and existing creature abilities provide a wide variety of examples, so look for something similar to your idea to use as a basis. + +Consider how you want your creature to spend its turns. + +Two-action activities pretty much define the creature's turn, and single actions work best for supplemental benefits or normal [Strikes](rules/actions/strike.md). And as you build out your idea of a creature's turn, don't forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with meleeonly creatures. You can give such creatures abilities similar to Sudden Charge or the deadly mantis's Leaping Grab. + +Use 3-action abilities sparingly, as a creature can't use them if it is [slowed](rules/conditions.md#Slowed) or [stunned](rules/conditions.md#Stunned)—making a creature's coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Don't make an ability use 3 actions as a way to balance it—saying "This can be more powerful than other abilities because it is less likely to work," is a recipe for frustration if you've made a cool ability that's too hard or even impossible for the creature to use. + +Be especially careful with activities when designing boss creatures. They're likely to get targeted with the PCs' most powerful detrimental effects, get [grabbed](rules/conditions.md#Grabbed), become [slowed](rules/conditions.md#Slowed), or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions. + +This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic. + +##### Free Actions +GMG p. 68 + +Use free actions that don't have triggers sparingly, and when you do, they should almost always be used for support or utility actions, not [Strikes](rules/actions/strike.md) or movement. If you come up with a free action, consider whether it should be its own action or part of a combo, such as drawing a weapon and attacking. In cases like the latter, you might be better off making a single action that allows the creature to draw a weapon and then [Strike](rules/actions/strike.md). + +##### Damage-Dealing Abilities +GMG p. 68 + +If a special action is a single action with only one target, you can often set damage using Table 2–10: [Strike](rules/actions/strike.md) Damage on page 65. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases. + +For abilities that deal damage in an area, use Table 2–12 below. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at-will) and limited-use ones (which can be used once or, like a Breath Weapon, once or twice but not on consecutive turns) + +You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the [Strike](rules/actions/strike.md) Damage section on page 64. If a high-level effect has a small area compared to similar abilities, you have it deal more damage. + +| Level | Unlimited Use | Limited Use | +|-------|---------------|-------------| +| –1 | `1d4` (2) | `1d6` (4) | +| 0 | `1d6` (4) | `1d10` (6) | +| 1 | `2d4` (5) | `2d6` (7) | +| 2 | `2d6` (7) | `3d6` (11) | +| 3 | `2d8` (9) | `4d6` (14) | +| 4 | `3d6` (11) | `5d6` (18) | +| 5 | `2d10` (12) | `6d6` (21) | +| 6 | `4d6` (14) | `7d6` (25) | +| 7 | `4d6` (15) | `8d6` (28) | +| 8 | `5d6` (17) | `9d6` (32) | +| 9 | `5d6` (18) | `10d6` (35) | +| 10 | `6d6` (20) | `11d6` (39) | +| 11 | `6d6` (21) | `12d6` (42) | +| 12 | `5d8` (23) | `13d6` (46) | +| 13 | `7d6` (24) | `14d6` (49) | +| 14 | `4d12` (26) | `15d6` (53) | +| 15 | `6d8` (27) | `16d6` (56) | +| 16 | `8d6` (28) | `17d6` (60) | +| 17 | `8d6` (29) | `18d6` (63) | +| 18 | `9d6` (30) | `19d6` (67) | +| 19 | `7d8` (32) | `20d6` (70) | +| 20 | `6d10` (33) | `21d6` (74) | +| 21 | `10d6` (35) | `22d6` (77) | +| 22 | `8d8` (36) | `23d6` (81) | +| 23 | `11d6` (38) | `24d6` (84) | +| 24 | `11d6` (39) | `25d6` (88) | + +#### Defensive Abilities +GMG p. 69 + +Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and [Shield Block](compendium/feats/shield-block.md) is usually plenty. Defensive abilities often run the risk of being [invisible](rules/conditions.md#Invisible) abilities. For examples of good defensive abilities, look at spells like _sanctuary_ for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options. + +#### Reactive Abilities +GMG p. 69 + +Reactions and free actions with triggers can give a creature an impact outside its turn. This can make the fight more interesting, but may also be risky. It's tempting to give every creature a reaction, but that's not necessarily a good idea. + +To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place—for instance, an ogre doesn't have [Attack of Opportunity](rules/actions/attack-of-opportunity.md) because it's a big oaf. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason. + +Second, look at the complexity of the encounter your creature is likely to appear in. If you'll have a large number of creatures, skipping reactions can make the fight flow faster. A creature that's more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party. + +When creating reactions, be careful with "gotcha" abilities—ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creature's core theme and the play style you want it to use in combat. For example, a creature that [Strikes](rules/actions/strike.md) as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like it's supposed to? This isn't the type of ability you'd give to any old creature— only an incredible duelist or something similar. + +Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to [Strike](rules/actions/strike.md) a creature is likely to be perceived by the players as uninteresting because it's so predictable. + +The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: [Shield Block](compendium/feats/shield-block.md). The creature raises its shield—an obvious action the PCs can see—so when it blocks damage from an attack, that makes perfect sense. + +Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, "Oh, I should have seen that coming." + +##### Reaction Damage +GMG p. 69 + +Reactions should use lower damage, usually that of a moderate [Strike](rules/actions/strike.md). A reaction that deals area damage might deal low damage, though use such reactions with caution. + +#### Constant and Automatic Abilities +GMG p. 69 + +Certain abilities shouldn't use any actions. Auras are a common constant ability, with frightful presence, an adult red dragon's dragon heat, and a xulgath's stench as notable examples. An aura needs a range, and if it needs a DC, you'll usually set it to the moderate spell DC unless the aura is one of the creature's defining concepts. For example, the xulgath's stench DC is significantly higher because the aura is such an iconic part of the creature. + +Abilities the creature has no control over should be automatic. For example, the living wildfire fire elemental explodes into flame when it dies. It has no option not to, so this wouldn't make sense as a reaction or free action. + +Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP. + +##### Constant and Automatic Damage +GMG p. 69 + +Much like for reactions, damage for a constant ability should be pretty low. Usually this value is just below low [Strike](rules/actions/strike.md) damage. Automatic abilities like the living wildfire's explosion ability tend to deal moderate [Strike](rules/actions/strike.md) damage or unlimited-use area damage, and can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat. + +#### Skill Abilities +GMG p. 69 + +A skilled creature might have abilities related to its skills. + +The skill feats in the _Core Rulebook_ make for a good baseline. Avoid giving your creature skill abilities that won't matter in its interactions with PCs. + +### Review Holistically +GMG p. 69 + +Now it's time to look over your completed creature as a whole and make sure it's living up to your concept. Can it do everything you wanted? Does it fit its intended role? Is there anything you could add or anything superfluous you could cut to get the creature where it needs to be? If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets [slowed](rules/conditions.md#Slowed)? Can it move into combat against the PCs effectively given their mobility options compared to its own? Does it have any abilities it'll never use given its other actions? When you're satisfied with your creation, it's ready to hit the table. But that's not necessarily the end! If you notice issues during the game, you can fix them on the spot. It's your game, and you can freely change what you wrote if you think differently later on. + +### Trait Abilities +GMG p. 70 + +Creatures with certain traits tend to have similar abilities to one another. Many of them appear here, to help you make your creatures match the theme of the trait when you build your own creatures. + +```ad-pf2-note +title: Aberration + +usually [darkvision](rules/abilities/darkvision.md) + +usually Aklo +``` + +```ad-pf2-note +title: Aeon + +[LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") + +usually Utopian and other planar languages; envisioning for true aeons + +chaotic + +Attacks always deal additional lawful damage. +``` + +```ad-pf2-note +title: Air + +usually Auran + +Many air creatures have fly Speeds. +``` + +```ad-pf2-note +title: Angel + +good (usually [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")), [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") + +Angels each have a unique aura based on how they serve as messengers and how they deliver those messages. + +usually has a fly Speed + +usually angelic messenger +``` + +```ad-pf2-note +title: Animal + +[N](rules/traits/n-b1.md "Neutral Alignment Trait") + +None + +–4 or –5 +``` + +```ad-pf2-note +title: Archon + +[LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") + +Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent. +``` + +```ad-pf2-note +title: Astral + +[darkvision](rules/abilities/darkvision.md) +``` + +```ad-pf2-note +title: Azata + +[CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") + +cold iron, evil + +Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent. +``` + +```ad-pf2-note +title: Beast + +–3 or higher +``` + +```ad-pf2-note +title: Celestial + +good + +[darkvision](rules/abilities/darkvision.md) + +Celestial + +often a +1 status bonus to all saves vs. magic + +evil + +Attacks always deal additional good damage. +``` + +```ad-pf2-note +title: Cold + +or **Resistances** cold +``` + +```ad-pf2-note +title: Construct + +Many constructs lack minds and have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait. + +bleed, death effects, diseased, [doomed](rules/conditions.md#Doomed), [drained](rules/conditions.md#Drained), [fatigued](rules/conditions.md#Fatigued), healing, necromancy, nonlethal attacks, [paralyzed](rules/conditions.md#Paralyzed), poison, [sickened](rules/conditions.md#Sickened), [unconscious](rules/conditions.md#Unconscious); if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), add mental +``` + +```ad-pf2-note +title: Daemon + +[NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") + +Daemonic, telepathy 100 feet + +death effects + +Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent. +``` + +```ad-pf2-note +title: Demon + +[CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") + +Abyssal, telepathy (usually 100 feet) + +cold iron, good + +typically high to account for their multiple weaknesses + +Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit. + +usually 5th-level [dimension door](compendium/spells/dimension-door.md) and at-will 4th-level [dimension door](compendium/spells/dimension-door.md) + +usually [Abyssal pact](compendium/spells/rituals/abyssal-pact-b1.md) + +Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others. +``` + +```ad-pf2-note +title: Devil + +[LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") + +Infernal, telepathy (usually 100 feet) + +fire + +physical (except silver), poison + +usually one 5th-level [dimension door](compendium/spells/dimension-door.md) and at-will 4th-level [dimension door](compendium/spells/dimension-door.md) + +usually [Infernal pact](compendium/spells/rituals/infernal-pact-b1.md) + +Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled, from the lowly lemure's Subservience to the gelugon's Tactician of Cocytus and the pit fiend's Devil Shaping. +``` + +```ad-pf2-note +title: Dragon + +[darkvision](rules/abilities/darkvision.md) + +usually Draconic + +usually has a fly Speed + +Many dragons have the Breath Weapon ability, with specifics determined by the theme of the dragon. +``` + +```ad-pf2-note +title: Earth + +often [tremorsense](rules/abilities/tremorsense.md) + +usually Terran + +usually has a burrow Speed +``` + +```ad-pf2-note +title: Elemental + +[darkvision](rules/abilities/darkvision.md) + +bleed, [paralyzed](rules/conditions.md#Paralyzed), poison, sleep +``` + +```ad-pf2-note +title: Ethereal + +[darkvision](rules/abilities/darkvision.md) +``` + +```ad-pf2-note +title: Fey + +[low-light vision](rules/abilities/low-light-vision.md) + +usually Aklo, Sylvan, or both + +cold iron +``` + +```ad-pf2-note +title: Fiend + +evil + +[darkvision](rules/abilities/darkvision.md) + +often a +1 status bonus to all saves vs. magic + +good + +Attacks always deal additional evil damage. +``` + +```ad-pf2-note +title: Fire + +usually Ignan + +fire + +cold +``` + +```ad-pf2-note +title: Fungus + +fungi without minds have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait + +if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), mental + +sometimes slashing or fire +``` + +```ad-pf2-note +title: Giant + +[Large](rules/traits/large-b1.md "Large Size Trait") or bigger, [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") + +[low-light vision](rules/abilities/low-light-vision.md) + +usually Jotun +``` + +```ad-pf2-note +title: Humanoid + +–3 or higher +``` + +```ad-pf2-note +title: Inevitable + +[LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [aeon](rules/traits/aeon-b1.md "Aeon Creature Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") + +death effects, disease, [emotion](rules/traits/emotion.md "Emotion Effect Trait"), poison, [unconscious](rules/conditions.md#Unconscious) + +Attacks always deal additional lawful damage. +``` + +```ad-pf2-note +title: Monitor + +neither [good](rules/traits/good.md "Good Alignment Trait") nor [evil](rules/traits/evil.md "Evil Alignment Trait") + +[darkvision](rules/abilities/darkvision.md) +``` + +```ad-pf2-note +title: Ooze + +Almost all oozes lack minds and have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait. + +typically motion sense (Bestiary 254) and no vision + +usually well below the low value for their level + +usually around double + +critical hits, precision, [unconscious](rules/conditions.md#Unconscious), often acid; if it has no vision, add visual effects; if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), add mental +``` + +```ad-pf2-note +title: Plant + +plants without minds have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait + +usually [low-light vision](rules/abilities/low-light-vision.md) + +if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), mental + +sometimes fire +``` + +```ad-pf2-note +title: Protean + +[CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") + +Protean + +lawful + +precision, protean anatomy + +(Bestiary 237) + +Attacks always deal additional chaotic damage. + +constant [freedom of movement](compendium/spells/freedom-of-movement.md) + + +``` + +```ad-pf2-note +title: Psychopomp + +[N](rules/traits/n-b1.md "Neutral Alignment Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") + +lifesense (typically 60 feet) + +Requian + +death effects, disease + +negative, poison + +spirit touch (Bestiary 270) +``` + +```ad-pf2-note +title: Rakshasa + +[LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") + +usually +2 status bonus to all saves vs. magic (+3 vs. divine magic) + +physical (except piercing) + + +``` + +```ad-pf2-note +title: Spirit + +[incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait"), often [undead](rules/traits/undead.md "Undead Creature Type Trait") +``` + +```ad-pf2-note +title: Swarm + +size based on the entire mass, usually [Large](rules/traits/large-b1.md "Large Size Trait") or bigger + +typically low + +precision, swarm mind + +area damage, splash damage + +physical, usually with one physical type having lower or no resistance +``` + +```ad-pf2-note +title: Undead + +Almost all undead are [evil](rules/traits/evil.md "Evil Alignment Trait"). Ghostly undead have the [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") trait. Undead without minds, such as most zombies, have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait. + +[darkvision](rules/abilities/darkvision.md) + +negative healing + +death effects, disease, [paralyzed](rules/conditions.md#Paralyzed), poison, sleep (or unconscious if it never rests at all); if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), add mental +``` + +```ad-pf2-note +title: Water + +usually Aquan + +usually has a swim Speed +``` + +### Designing Npcs +GMG p. 72 + +Creatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesn't mean you have to build an NPC exactly like a PC, though. + +You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class's proficiencies and ability modifiers to determine how strong the NPC's statistics should be. Class Road Maps on page 73 has prebuilt road maps for the _Core Rulebook_ classes to get you started. + +If the NPC isn't meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202–249. Compare your NPC to the existing ones to determine the NPC's level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPC's interactions with the PCs to express their theme and role in the story. These NPCs can be level –1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it. + +It's highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don't need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they're a skill-based NPC, and better proficiency in narrow areas of expertise, like [Engineering Lore](compendium/skills.md#Lore) for a tinker NPC. + +#### Non-Combat Level +GMG p. 72 + +An NPC's level should represent their combat prowess. + +A common person might not be a combat threat, even if they're important or highly skilled, and they consequently have a low level. However, that doesn't mean they can't present a challenge in other types of encounters. This is represented by a non-combat level, and tends to be specific to their area of expertise. For example, the barrister on page 232 of the NPC Gallery is a 4th-level creature in an encounter related to legal matters. + +This can go the other way as well, such as with a powerful combat creature that's not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind. + +Building an NPC's non-combat level is pretty simple. + +Choose the level you want the NPC to be for the type of challenge you have in mind, and use the skill numbers for that level—typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high [Perception](compendium/skills.md#Perception) and Will DC, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be. + +The Experience Points gained for besting an NPC depend on how the party overcame them, because XP comes from overcoming a specific challenge. If the PCs defeat the NPC in a non-combat setting of the NPC's specialty, the party gets XP based on the NPC's non-combat level. If they just beat the NPC up, the XP would be based on the NPC's creature level. Quite often, that means 0 XP and failure at the PCs' objective; for instance, during a baking contest, if the PCs murder the other baker, not only would they be disqualified, but they would likely be apprehended for their crime. + +#### Pc-Style Build +GMG p. 72 + +If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you had built them using the creature rules, but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if they're meant to engage in social or exploration endeavors rather than just battles. There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as you intend. + +- The creature's treasure should follow the Treasure for New Characters rules on page 510 of the _Core Rulebook_. You'll need to account for this in your campaign's overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level. +- You can expedite ability score generation by making the starting ability modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one [Lore](compendium/skills.md#Lore) skill, to represent the skills granted by a background. +- It's not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest. +- For general feats, Incredible Initiative and Toughness make good choices. +- Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-level slots. + +> [!pf2-brown] CLASS ROAD MAPS +> +> You can use these suggestions when creating your road map to emulate a PC class, customizing as you see fit. You'll still need to look through the class to pick feats, weapons, and the like. Any statistic that isn't specifically listed can use moderate numbers. +> +> - **Alchemist** low [Perception](compendium/skills.md#Perception); high [Crafting](compendium/skills.md#Crafting); high Int, moderate or better Dex or Str; low to moderate HP; moderate attack with bombs; infused alchemical items, Quick Bomber if a bomber alchemist, a few other alchemist abilities; it's usually easier to give the alchemist its bomb items rather than use [Quick Alchemy](rules/actions/quick-alchemy.md) on the spot. +> - **Barbarian** high [Athletics](compendium/skills.md#Athletics); high Str, high to moderate Con; high AC; high Fortitude; high HP; moderate attack and extreme damage (when raging); [Rage](rules/actions/rage.md) and a few barbarian abilities +> - **Bard** moderate [Occultism](compendium/skills.md#Occultism), high [Performance](compendium/skills.md#Performance), high Charisma-based skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a bard of their level; composition spells +> - **Champion** low [Perception](compendium/skills.md#Perception); moderate [Religion](compendium/skills.md#Religion); high Str or Dex, moderate Cha; extreme AC; low Reflex; moderate attack and high damage; champion's reaction, devotion spells, [Shield Block](compendium/feats/shield-block.md) +> - **Cleric (Cloistered Cleric)** high [Perception](compendium/skills.md#Perception); high [Religion](compendium/skills.md#Religion), moderate or high skill themed to deity; low AC; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared divine spellcasting as a cleric of their level; divine font; domain spells +> - **Cleric (Warpriest)** moderate [Perception](compendium/skills.md#Perception); moderate [Religion](compendium/skills.md#Religion), moderate or high skill themed to deity; high Str, moderate Wis; high AC; low Reflex, high Will; high spell DC; prepared divine spellcasting as a cleric of their level; divine font, [Shield Block](compendium/feats/shield-block.md) +> - **Druid** high [Perception](compendium/skills.md#Perception); high [Nature](compendium/skills.md#Nature), moderate or high skill from order; high Wis; high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared primal spellcasting as a druid of their level; order ability and order spell for their order; Shield Block; add an animal to the encounter for animal order +> - **Fighter** high [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics); high Str or Dex; high AC; low Will; high attack and high damage; [Attack of Opportunity](rules/actions/attack-of-opportunity.md), [Shield Block](compendium/feats/shield-block.md), a few fighter abilities +> - **Monk** high [Acrobatics](compendium/skills.md#Acrobatics), [Athletics](compendium/skills.md#Athletics), or both; high Str or Dex, moderate Wis; high or extreme AC; moderate attack and high damage; [Flurry of Blows](rules/actions/flurry-of-blows.md), a few monk abilities (possibly including ki spells) +> - **Ranger** high [Perception](compendium/skills.md#Perception); moderate [Nature](compendium/skills.md#Nature) and moderate to high [Survival](compendium/skills.md#Survival); high Str or Dex; high AC; moderate attack and high damage (or for a simpler ranger, remove [Hunt Prey](rules/actions/hunt-prey.md) and just use high attack and high damage); a few ranger abilities +> - **Rogue** high [Perception](compendium/skills.md#Perception); high Dex (or key ability score for a specific rogue's racket); high [Stealth](compendium/skills.md#Stealth) and [Thievery](compendium/skills.md#Thievery), plus more skills than usual; high AC; low Fortitude, high Reflex; low to moderate HP; moderate attack and low to moderate damage before sneak attack plus high or extreme damage with sneak attack; sneak attack, a few rogue abilities +> - **Sorcerer** low [Perception](compendium/skills.md#Perception); moderate bloodline skills and high Charisma-based bloodline skills; high Cha; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; spontaneous spellcasting of a tradition based on bloodline as a sorcerer of their level; bloodline spells +> - **Wizard** low [Perception](compendium/skills.md#Perception); high [Arcana](compendium/skills.md#Arcana); high Int; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a wizard of their level; [Drain Bonded Item](rules/actions/drain-bonded-item.md), school spells and additional slots for a specialist (or additional uses of [Drain Bonded Item](rules/actions/drain-bonded-item.md) for a universalist) + +> [!pf2-brown] CLASS ABILITIES +> +> You don't need to give an NPC all the abilities from its class— especially those that just alter numbers. The following abilities are good quick choices that make for more interesting encounters. +> +> - **Alchemist** Feats 1st: [Quick Bomber](compendium/feats/quick-bomber.md); 6th: [Debilitating Bomb](compendium/feats/debilitating-bomb.md); 8th: [Sticky Bomb](compendium/feats/sticky-bomb.md); 10th: [Expanded Splash](compendium/feats/expanded-splash.md), [Greater Debilitating Bomb](compendium/feats/greater-debilitating-bomb.md); 14th: [True Debilitating Bomb](compendium/feats/true-debilitating-bomb.md); 18th: [Miracle Worker](compendium/feats/miracle-worker.md) +> - **Barbarian** instinct ability and related feats, raging resistance; Feats 1st: [Raging Intimidation](compendium/feats/raging-intimidation.md); 2nd: [No Escape](compendium/feats/no-escape.md), [Shake it Off](compendium/feats/shake-it-off.md); 4th: [Fast Movement](compendium/feats/fast-movement.md), [Swipe (Barbarian)](compendium/feats/swipe-barbarian.md); 6th: [Attack of Opportunity (Barbarian)](compendium/feats/attack-of-opportunity-barbarian.md), [Cleave](compendium/feats/cleave.md); 8th: [Sudden Leap (Barbarian)](compendium/feats/sudden-leap-barbarian.md); 10th: [Come and Get Me](compendium/feats/come-and-get-me.md), [Knockback](compendium/feats/knockback.md), [Terrifying Howl](compendium/feats/terrifying-howl.md); 14th: [Awesome Blow](compendium/feats/awesome-blow.md), [Whirlwind Strike (Barbarian)](compendium/feats/whirlwind-strike-barbarian.md); 18th: [Vicious Evisceration](compendium/feats/vicious-evisceration.md) +> - **Bard** muse feats; Feats 4th: [Melodious Spell](compendium/feats/melodious-spell.md); 6th: [Dirge of Doom](compendium/feats/dirge-of-doom.md), [Steady Spellcasting (Bard)](compendium/feats/steady-spellcasting-bard.md); 10th: [Quickened Casting (Bard)](compendium/feats/quickened-casting-bard.md); 14th: [Allegro](compendium/feats/allegro.md), [Soothing Ballad](compendium/feats/soothing-ballad.md); 16th: [Effortless Concentration (Bard)](compendium/feats/effortless-concentration-bard.md); 20th: [Fatal Aria](compendium/feats/fatal-aria.md) +> - **Champion** divine ally and related feats, divine smite, exalt, feats based on cause; Feats 1st: [Deity's Domain](compendium/feats/deitys-domain.md); 2nd: [Divine Grace](compendium/feats/divine-grace.md); 4th: [Aura of Courage](compendium/feats/aura-of-courage.md), [Mercy](compendium/feats/mercy.md); 6th: [Attack of Opportunity (Champion)](compendium/feats/attack-of-opportunity-champion.md); 8th: [Greater Mercy](compendium/feats/greater-mercy.md); 12th: [Aura of Faith](compendium/feats/aura-of-faith.md); 14th: [Aura of Righteousness](compendium/feats/aura-of-righteousness.md), [Divine Reflexes](compendium/feats/divine-reflexes.md); 18th: [Celestial Form](compendium/feats/celestial-form.md), [Ultimate Mercy](compendium/feats/ultimate-mercy.md) +> - **Cleric** Feats 1st: [Harming Hands](compendium/feats/harming-hands.md), [Healing Hands](compendium/feats/healing-hands.md); 2nd: [Sap Life](compendium/feats/sap-life.md), [Turn Undead](compendium/feats/turn-undead.md); 4th: [Command Undead](compendium/feats/command-undead.md), [Necrotic Infusion](compendium/feats/necrotic-infusion.md); 6th: [Divine Weapon](compendium/feats/divine-weapon.md), [Selective Energy](compendium/feats/selective-energy.md); 8th: [Channeled Succor](compendium/feats/channeled-succor.md); 12th: [Defensive Recovery](compendium/feats/defensive-recovery.md); 14th: [Fast Channel](compendium/feats/fast-channel.md); 16th: [Eternal Bane](compendium/feats/eternal-bane.md), [Eternal Blessing](compendium/feats/eternal-blessing.md) +> - **Druid** order feats; Feats 6th: [Steady Spellcasting (Druid)](compendium/feats/steady-spellcasting-druid.md); 8th: [Fey Caller](compendium/feats/fey-caller.md) (only the added spells); 10th: [Overwhelming Energy (Druid)](compendium/feats/overwhelming-energy-druid.md); 12th: [Primal Summons](compendium/feats/primal-summons.md); 16th: [Effortless Concentration (Druid)](compendium/feats/effortless-concentration-druid.md), 20th: [Leyline Conduit](compendium/feats/leyline-conduit.md) +> - **Fighter** bravery, feats associated with a combat style; Feats 1st: [Power Attack](compendium/feats/power-attack.md), [Sudden Charge (Fighter)](compendium/feats/sudden-charge-fighter.md); 2nd: [Intimidating Strike](compendium/feats/intimidating-strike.md), [Lunge](compendium/feats/lunge.md); 4th: [Knockdown](compendium/feats/knockdown.md), [Swipe (Fighter)](compendium/feats/swipe-fighter.md); 6th: [Shatter Defenses](compendium/feats/shatter-defenses.md); 8th: [Blind-Fight (Fighter)](compendium/feats/blind-fight-fighter.md), [Felling Strike](compendium/feats/felling-strike.md), [Sudden Leap (Fighter)](compendium/feats/sudden-leap-fighter.md); 10th: [Certain Strike](compendium/feats/certain-strike.md), [Combat Reflexes](compendium/feats/combat-reflexes.md), [Disruptive Stance](compendium/feats/disruptive-stance.md), [Fearsome Brute](compendium/feats/fearsome-brute.md); 12th: [Spring Attack](compendium/feats/spring-attack.md); 14th: [Determination](compendium/feats/determination.md), [Whirlwind Strike (Fighter)](compendium/feats/whirlwind-strike-fighter.md); 20th: [Weapon Supremacy](compendium/feats/weapon-supremacy.md) +> - **Monk** metal strikes, mystic strikes, perfected form, stance and related feats; Feats 1st: [Ki Rush](compendium/feats/ki-rush.md), [Ki Strike](compendium/feats/ki-strike.md); 2nd: [Crushing Grab](compendium/feats/crushing-grab.md), [Stunning Fist](compendium/feats/stunning-fist.md); 4th: [Deflect Arrow](compendium/feats/deflect-arrow.md), [Flying Kick](compendium/feats/flying-kick.md); 6th: [Abundant Step](compendium/feats/abundant-step.md), [Ki Blast](compendium/feats/ki-blast.md), [Whirling Throw](compendium/feats/whirling-throw.md); 8th: [Wall Run](compendium/feats/wall-run.md); 10th: [Winding Flow](compendium/feats/winding-flow.md); 16th: [Quivering Palm](compendium/feats/quivering-palm.md), [Shattering Strike](compendium/feats/shattering-strike.md); 18th: [Diamond Fists](compendium/feats/diamond-fists.md), [Swift River](compendium/feats/swift-river.md); 20th: [Enduring Quickness](compendium/feats/enduring-quickness.md), Impossible Techniques +> - **Ranger** [Hunt Prey](rules/actions/hunt-prey.md), hunter's edge, nature's edge, masterful hunter, swift prey, companion or combat style and related feats; Feats 2nd: [Quick Draw (Ranger)](compendium/feats/quick-draw-ranger.md), [Wild Empathy](compendium/feats/wild-empathy.md); 4th: Scout's Warning; 6th: Skirmish Strike; 8th: [Blind-Fight (Ranger)](compendium/feats/blind-fight-ranger.md), [Warden's Boon](compendium/feats/wardens-boon.md); 10th: [Camouflage](compendium/feats/camouflage.md); 14th: Sense the Unseen; 18th: [Shadow Hunter](compendium/feats/shadow-hunter.md); 20th: [Ultimate Skirmisher](compendium/feats/ultimate-skirmisher.md) +> - **Rogue** surprise attack, deny advantage, debilitating strike, master strike, rogue's racket and related feats; Feats 1st: Nimble Dodge; 2nd: [Mobility](compendium/feats/mobility.md), [Quick Draw (Rogue)](compendium/feats/quick-draw-rogue.md); 4th: Scout's Warning; 6th: [Gang Up](compendium/feats/gang-up.md), Skirmish Strike, [Twist the Knife](compendium/feats/twist-the-knife.md); 8th: [Blind-Fight (Rogue)](compendium/feats/blind-fight-rogue.md), [Opportune Backstab](compendium/feats/opportune-backstab.md); 10th: [Sneak Savant](compendium/feats/sneak-savant.md); 12th: [Fantastic Leap](compendium/feats/fantastic-leap.md), [Spring from the Shadows](compendium/feats/spring-from-the-shadows.md); 14th: Sense the Unseen; 16th: [Dispelling Slice](compendium/feats/dispelling-slice.md), [Perfect Distraction](compendium/feats/perfect-distraction.md); 20th: [Hidden Paragon](compendium/feats/hidden-paragon.md), [Reactive Distraction](compendium/feats/reactive-distraction.md) +> - **Sorcerer** bloodline and related feats; Feats 1st: [Counterspell (Sorcerer)](compendium/feats/counterspell-sorcerer.md), [Dangerous Sorcery](compendium/feats/dangerous-sorcery.md); 4th: [Bespell Weapon (Sorcerer)](compendium/feats/bespell-weapon-sorcerer.md); 6th: [Steady Spellcasting (Sorcerer)](compendium/feats/steady-spellcasting-sorcerer.md); 10th: [Overwhelming Energy (Sorcerer)](compendium/feats/overwhelming-energy-sorcerer.md), [Quickened Casting (Sorcerer)](compendium/feats/quickened-casting-sorcerer.md); 16th: [Effortless Concentration (Sorcerer)](compendium/feats/effortless-concentration-sorcerer.md); 20th: [Metamagic Mastery (Sorcerer)](compendium/feats/metamagic-mastery-sorcerer.md) +> - **Wizard** school and related feats; Feats 1st: [Counterspell (Wizard)](compendium/feats/counterspell-wizard.md); 4th: [Bespell Weapon (Wizard)](compendium/feats/bespell-weapon-wizard.md); 6th: [Steady Spellcasting (Wizard)](compendium/feats/steady-spellcasting-wizard.md); 10th: [Overwhelming Energy (Wizard)](compendium/feats/overwhelming-energy-wizard.md), [Quickened Casting (Wizard)](compendium/feats/quickened-casting-wizard.md); 12th: [Clever Counterspell](compendium/feats/clever-counterspell.md); 14th: [Reflect Spell (Wizard)](compendium/feats/reflect-spell-wizard.md); 16th: [Effortless Concentration (Wizard)](compendium/feats/effortless-concentration-wizard.md); 18th: [Infinite Possibilities](compendium/feats/infinite-possibilities.md); 20th: [Metamagic Mastery (Wizard)](compendium/feats/metamagic-mastery-wizard.md), [Spell Combination](compendium/feats/spell-combination.md). + +## Building Hazards +GMG p. 74 + +### Concept +GMG p. 74 + +The first thing you'll need is a concept for your hazard. + +What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If it's a trap, is it mechanical, magical, or both? This is a good time to brainstorm the hazard's name and description, as this will help you decide how the hazard can be disabled. + +The following information builds on concepts from Building Creatures, which starts on page 56. + +#### Hazard Types +GMG p. 74 + +The three main types of hazards are traps, environmental hazards, and haunts. + +Traps are usually built or placed, though they can also form accidentally, such as if a magic portal, through millennia of disuse, malfunctions as its magic warps. Mechanical traps always have some physical component, whereas purely magical traps typically don't. Magical traps can usually be counteracted by _dispel magic_, and those without a listed proficiency rank for [Stealth](compendium/skills.md#Stealth) can be found using _detect magic_. [Thievery](compendium/skills.md#Thievery) is the most common skill used to disable traps. + +Environmental hazards are either living things, like dangerous spores and molds, or simply features of the terrain or environment, like avalanches or rockslides. While they are always physical, some environmental hazards can't reasonably be attacked or damaged, such as a cloud of poisonous gas or a patch of quicksand. [Survival](compendium/skills.md#Survival) is the most common skill used to disable environmental hazards. + +Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living being's demise. Because haunts lack matter, they rarely involve a physical component, and when they do, that component is generally incorporeal or might even be damaged only by positive energy. The skills and options used to disable haunts vary, though using [Religion](compendium/skills.md#Religion) for an exorcism is common. However, even with a successful check to disable a haunt, it can reoccur until its unfinished business is resolved. Typically, successfully disabling or enduring a haunt provides clues to determine what it would take to lay it to rest permanently. + +### Understanding and Choosing Statistics +GMG p. 74 + +Much like for creatures, hazard statistics can be extreme, high, or low (hazards don't need as much granularity, so they usually don't have moderate or terrible values for their statistics). While they are defined in creature creation, when building a hazard, you'll use the values slightly differently. + +**Extreme:** While extreme values remain world-class statistics that are extremely difficult to meet or exceed, unlike with monsters, almost all hazards have one extreme statistic because hazards normally activate only if they have gone [unnoticed](rules/conditions.md#Unnoticed) or if someone critically failed to disable them. Does it have an extreme [Stealth](compendium/skills.md#Stealth) DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard. + +**High:** This is a capable level, and can generally serve as a baseline value; this value for hazards covers what would be the high and moderate ranges for creatures. + +**Low:** If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures (pages 56–73), or just an incredibly low value. + +### Stealth and Disable +GMG p. 75 + +When determining a hazard's combat statistics, first decide how the hazard can be located and how hard it is to disable. + +A hazard where the main challenge is how difficult it is to find, like the _Core Rulebook's_ [hidden](rules/conditions.md#Hidden) pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the _Armageddon orb_ + +| Level | Extreme | High | Low | +|-------|---------|------|-----| +| –1 | 18 | 15 | 12 to 11 | +| 0 | 19 | 16 | 13 to 12 | +| 1 | 20 | 17 | 14 to 13 | +| 2 | 21 | 18 | 15 to 14 | +| 3 | 23 | 20 | 17 to 15 | +| 4 | 25 | 22 | 18 to 17 | +| 5 | 26 | 23 | 20 to 18 | +| 6 | 28 | 25 | 21 to 19 | +| 7 | 30 | 27 | 23 to 21 | +| 8 | 31 | 28 | 24 to 22 | +| 9 | 33 | 30 | 26 to 23 | +| 10 | 35 | 32 | 27 to 25 | +| 11 | 36 | 33 | 29 to 26 | +| 12 | 38 | 35 | 30 to 27 | +| 13 | 40 | 37 | 32 to 29 | +| 14 | 41 | 38 | 33 to 30 | +| 15 | 43 | 40 | 35 to 31 | +| 16 | 45 | 42 | 36 to 33 | +| 17 | 46 | 43 | 38 to 34 | +| 18 | 48 | 45 | 39 to 35 | +| 19 | 50 | 47 | 41 to 37 | +| 20 | 51 | 48 | 42 to 38 | +| 21 | 53 | 50 | 44 to 39 | +| 22 | 55 | 52 | 45 to 41 | +| 23 | 56 | 53 | 46 to 42 | +| 24 | 58 | 55 | 48 to 43 | + +When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You'll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. + +Remember, a hazard without a listed rank next to its [Stealth](compendium/skills.md#Stealth) DC is obvious enough that creatures can find it without [Searching](rules/actions/search.md), and magical hazards without a listed rank are not normally protected against _detect magic_. Most hazards built by intelligent creatures are [concealed](rules/conditions.md#Concealed) have at least a trained rank. Table 2–14 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the _Core Rulebook_ can be disabled with master [Religion](compendium/skills.md#Religion), or by a higher DC with expert [Diplomacy](compendium/skills.md#Diplomacy). + +If you need a [Stealth](compendium/skills.md#Stealth) modifier for a complex hazard, just subtract 10 from the listed DC. + +| Levels | High | Moderate | +|--------|------|----------| +| 0 or lower | Untrained | Untrained | +| 1-4 | Trained (expert for [Perception](compendium/skills.md#Perception)) | Trained | +| 5-8 | Expert | Trained | +| 9-18 | Master | Expert | +| 19 or higher | Legendary | Master | + +### Defenses +GMG p. 75 + +If there's a physical component that a character could break, you'll need to determine the hazard's AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section. + +| Level | EAC | HAC | LAC | E Save | H Save | L Save | Hardness | HP* | +|-------|-----|-----|-----|--------|--------|--------|----------|-----| +| –1 | 18 | 15 | 12 | +9 | +8 | +2 | 2–4 | 11–13 | +| 0 | 19 | 16 | 13 | +10 | +9 | +3 | 3–5 | 15–17 | +| 1 | 19 | 16 | 13 | +11 | +10 | +4 | 5–7 | 23–25 | +| 2 | 21 | 18 | 15 | +12 | +11 | +5 | 7–9 | 30–34 | +| 3 | 22 | 19 | 16 | +14 | +12 | +6 | 10–12 | 42–46 | +| 4 | 24 | 21 | 18 | +15 | +14 | +8 | 11–13 | 46–50 | +| 5 | 25 | 22 | 19 | +17 | +15 | +9 | 12–14 | 50–54 | +| 6 | 27 | 24 | 21 | +18 | +17 | +11 | 13–15 | 54–58 | +| 7 | 28 | 25 | 22 | +20 | +18 | +12 | 14–16 | 58–62 | +| 8 | 30 | 27 | 24 | +21 | +19 | +13 | 15–17 | 62–66 | +| 9 | 31 | 28 | 25 | +23 | +21 | +15 | 16–18 | 66–70 | +| 10 | 33 | 30 | 27 | +24 | +22 | +16 | 17–19 | 70–74 | +| 11 | 34 | 31 | 28 | +26 | +24 | +18 | 19–21 | 78–82 | +| 12 | 36 | 33 | 30 | +27 | +25 | +19 | 20–22 | 82–86 | +| 13 | 37 | 34 | 31 | +29 | +26 | +20 | 21–23 | 86–90 | +| 14 | 39 | 36 | 33 | +30 | +28 | +22 | 22–24 | 90–94 | +| 15 | 40 | 37 | 34 | +32 | +29 | +23 | 23–25 | 94–98 | +| 16 | 42 | 39 | 36 | +33 | +30 | +25 | 25–27 | 101–107 | +| 17 | 43 | 40 | 37 | +35 | +32 | +26 | 27–29 | 109–115 | +| 18 | 45 | 42 | 39 | +36 | +33 | +27 | 29–31 | 117–123 | +| 19 | 46 | 43 | 40 | +38 | +35 | +29 | 31–33 | 125–131 | +| 20 | 48 | 45 | 42 | +39 | +36 | +30 | 33–35 | 133–139 | +| 21 | 49 | 46 | 43 | +41 | +38 | +32 | 36–38 | 144–152 | +| 22 | 51 | 48 | 45 | +43 | +39 | +33 | 39–41 | 156–164 | +| 23 | 52 | 49 | 46 | +44 | +40 | +34 | 44–46 | 168–176 | +| 24 | 54 | 51 | 48 | +46 | +42 | +36 | 46–50 | 180–188 | + +* The Broken Threshold is usually half the hazard's HP. + +Some hazards, even high-level ones, don't make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 2–7: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility. + +### Offense +GMG p. 76 + +Almost all hazards need an attack bonus or a save DC, and hazards that deal damage need to list a damage value. Simple hazards deal about twice as much damage as complex hazards and have an attack bonus even higher than the extreme attack bonus for a creature (abbreviated as S. Atk in Table 2–16: Offense). Complex hazards usually have attack bonuses akin to a high attack bonus for a creature (abbreviated as C. Atk in Table 2–16). You can adjust them further using Table 2–9: Attack Bonus on page 64 if your hazard needs it. Simple hazard DCs aren't as high for their level as their attack bonuses are, since effects with DCs usually have some effect even on a successful saving throw; use the EDC and HDC columns for extreme and hard DCs on Table 2–16: Offense below. + +The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12. + +| Level | S. Atk | C. Atk | Simple Dmg | Complex Dmg | EDC | HDC | +|-------|--------|--------|------------|-------------|-----|-----| +| –1 | +10 | +8 | `2d4+1` (6) | `1d4+1` (3) | 19 | 16 | +| 0 | +11 | +8 | `2d6+3` (10) | `1d6+2` (5) | 19 | 16 | +| 1 | +13 | +9 | `2d6+5` (12) | `1d6+3` (6) | 20 | 17 | +| 2 | +14 | +11 | `2d10+7` (18) | `1d10+4` (9) | 22 | 18 | +| 3 | +16 | +12 | `2d10+13` (24) | `1d10+6` (12) | 23 | 20 | +| 4 | +17 | +14 | `4d8+10` (28) | `2d8+5` (14) | 25 | 21 | +| 5 | +19 | +15 | `4d8+14` (32) | `2d8+7` (16) | 26 | 22 | +| 6 | +20 | +17 | `4d8+18` (36) | `2d8+9` (18) | 27 | 24 | +| 7 | +22 | +18 | `4d10+18` (40) | `2d10+9` (20) | 29 | 25 | +| 8 | +23 | +20 | `4d10+22` (44) | `2d10+11` (22) | 30 | 26 | +| 9 | +25 | +21 | `4d10+26` (48) | `2d10+13` (24) | 32 | 28 | +| 10 | +26 | +23 | `4d12+26` (52) | `2d12+13` (26) | 33 | 29 | +| 11 | +28 | +24 | `4d12+30` (56) | `2d12+15` (28) | 34 | 30 | +| 12 | +29 | +26 | `6d10+27` (60) | `3d10+14` (30) | 36 | 32 | +| 13 | +31 | +27 | `6d10+31` (64) | `3d10+16` (32) | 37 | 33 | +| 14 | +32 | +29 | `6d10+35` (68) | `3d10+18` (34) | 39 | 34 | +| 15 | +34 | +30 | `6d12+33` (72) | `3d12+17` (36) | 40 | 36 | +| 16 | +35 | +32 | `6d12+35` (74) | `3d12+18` (37) | 41 | 37 | +| 17 | +37 | +33 | `6d12+37` (76) | `3d12+19` (38) | 43 | 38 | +| 18 | +38 | +35 | `6d12+41` (80) | `3d12+20` (40) | 44 | 40 | +| 19 | +40 | +36 | `8d10+40` (84) | `4d10+20` (42) | 46 | 41 | +| 20 | +41 | +38 | `8d10+44` (88) | `4d10+22` (44) | 47 | 42 | +| 21 | +43 | +39 | `8d10+48` (92) | `4d10+24` (46) | 48 | 44 | +| 22 | +44 | +41 | `8d10+52` (96) | `4d10+26` (48) | 50 | 45 | +| 23 | +46 | +42 | `8d12+48` (100) | `4d12+24` (50) | 51 | 46 | +| 24 | +47 | +44 | `8d12+52` (104) | `4d12+26` (52) | 52 | 48 | + +#### Designing Simple Hazards +GMG p. 76 + +When designing a simple hazard, make sure to select an appropriate trigger and effect. Often, a simple hazard that merely damages its target is little more than a speed bump that slows down the game without much added value, so think about the purpose of your hazard carefully, both in the story and in the game world, especially when it's a hazard that a creature intentionally built or placed in that location. A great simple hazard does something interesting, has a longer-lasting consequence, or integrates with the nearby inhabitants or even the encounters in some way (you can find more information on integrating hazards with encounters in Dynamic Encounters on page 48) + +#### Designing Complex Hazards +GMG p. 76 + +Unlike a simple hazard, a complex hazard can play the part of a creature in a battle, or can be an encounter all its own. Many of the concerns with damaging effects when designing a simple hazard don't apply when designing a complex hazard. A complex hazard can apply its damage over and over again, eventually killing its hapless victim, and isn't intended to be a quick-to-overcome obstacle. + +Complex hazards have a lot more in common with creatures than simple hazards do, and you'll see that a complex hazard's statistics are similar to those of a creature. + +A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the _Core Rulebook's_ poisoned dart gallery requires only one [Thievery](compendium/skills.md#Thievery) check to disable, the control panel is on the far end of the gallery, so a PC would need to make their way across first. + +##### Building Routines +GMG p. 76 + +A complex hazard has a routine each round, whether it stems from preprogrammed instructions built into a trap, instincts and residual emotions swirling around a complex haunt, or a force of nature like sinking in quicksand. Make sure to build a routine that makes sense for the hazard; an environmental lava chute that ejects lava into the area each round shouldn't be able to seek out and precisely target only the PCs, but it might spatter random areas within range or everything within range, depending on how you describe the hazard. However, a complex haunt might be able to recognize life force and target living creatures. + +If you create a hazard that can't consistently attack the PCs (like the _Core Rulebook's_ blade pillar, which moves in a random direction), you can make it deadlier than normal in other ways. + +The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazard's actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in a encounter alongside creatures. + +### Simple Hazards +GMG p. 77 + +A simple hazard uses its reaction when triggered. + +### Complex Hazards +GMG p. 80 + +Complex hazards roll initiative and act on their turn. + +## Building Items +GMG p. 82 + +New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time! + +### Concept and Role +GMG p. 82 + +First, come up with a concept for the item based on the role the item serves in your game and in the game's world. You might include a new item in an ancient ruin to hint at the its history and the people who used to live there. For instance, a Thassilonian ruin might have an item based on rune magic, while a Jistkan ruin might have an item related to golems. + +A new magic item might be important later in the story, or its role might be as simple as a fun wolf-themed item for the monk that uses Wolf Stance. Keep your concept in mind to guide you through the rest of the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless they're noticeably better, while consumable items don't have as big an impact on the story as permanent items. + +#### Item Level +GMG p. 82 + +A new item is typically going to be within a few levels of the PCs. If it's too low, it might not be interesting, and if it's too high, it might be too powerful or too lucrative to sell. + +#### Comparison +GMG p. 82 + +First, take a look at similar items. For example, if you want a permanent item that lets someone fly, look at the _broom of flying_, which moves of its own volition to a location and thus can't be used to gain a huge advantage during combat, and _winged boots_, which can. This will give you an idea of the right level range and the different specifics and limitations of existing items. You might even be able to just adjust one of those a bit to get what you want with minimal work. + +### Item Effects +GMG p. 82 + +Next, use the item's concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplay-inspiring. A magic item that does nothing more than deliver a bonus is far less interesting, even if the item does have a load-bearing item bonus, like a magic weapon. To determine the item's power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants. + +For specific advice for the type of magic item you are creating, check out Designing by Type on page 83. + +#### Special Abilities +GMG p. 82 + +When deciding what special abilities are appropriate for what level, it's best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest level spell a spellcaster of the item's level could cast. Scrolls are about the most efficient you can get—they're the same level the spellcaster would be—but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally. + +The most straightforward choice is a once-per-day ability. For this, the item's level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-level spell cast once per day (perhaps [haste](compendium/spells/haste.md)), then it should be at least a 7th-level item. A basic wand is a good example. However, a wand is flexible and can contain the most effective possible choice for its spell level (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn't grant such a spell could have additional powers or bonuses at the same price as a wand. + +If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it's ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you're certain of the consequences. + +Items that can be activated less often than once per day don't appear too often, and they usually fit best with abilities that make sense outside of encounters. It's still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones. + +##### Constant Abilities +GMG p. 82 + +If you want an effect to be constant, set the level and Price accordingly. For instance, let's say your group is 16th level and you want to give them an item themed around flying. + +A 7th-level [fly](compendium/spells/fly.md) spell lasts an hour already, so one casting covers a significant portion of the adventuring day. To keep it simpler, you decide to create a 16th-level cloak that lets the wearer constantly fly. Remember, some effects were never meant to be constant and could warp your game. + +##### Activation Actions +GMG p. 83 + +Watch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with "helper" spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast. + +##### Scaling Out of Usefulness +GMG p. 83 + +Some spells aren't appealing if their level is too low. For instance, an item that casts 1st-level _burning hands_ three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isn't effective compared to other actions a character could take. Err on the side of fewer, more impressive activations. + +#### Bonuses +GMG p. 83 + +If your item includes item bonuses, check the table below for the minimum item levels the game's math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isn't effectively permanent. If a character typically picks three or fewer locks a day, there's no difference between a +2 item bonus to pick all locks and an activation that gives a +2 item bonus to [Pick a Lock](rules/actions/pick-a-lock.md) three times per day. + +For attack bonuses, AC, and saves, the minimums match _magic weapons_ and _magic armor_. You can have other items with these bonuses (like _handwraps of mighty blows_), but keep in mind they compete with fundamental runes. + +Skill bonuses come on a wider range of items. Some are more broadly useful, so an [Athletics](compendium/skills.md#Athletics) item might be more expensive than an equivalent [Society](compendium/skills.md#Society) item. Gaining a bonus to [Perception](compendium/skills.md#Perception) is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn't mean the bonus should be the item's only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it's much higher, its abilities start to compete with the next bonus. + +| Statistic | +1 | +2 | +3 | +|-----------|----|----|----| +| Attack Bonus | 2 | 10 | 16 | +| AC | 5 | 11 | 18 | +| Save (resilient rune) | 8 | 14 | 20 | +| Skill/Perception | 3 | 9 | 17* | + +* This is also the minimum level for apex items. + +### Designing by Type +GMG p. 83 + +The following guidance applies to items of various types. + +#### Alchemical Items +GMG p. 83 + +Alchemical items are consumables. Because alchemists can make a large number for free, alchemical items tend to be on the weaker end for their level, with lower Prices. Avoid [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") effects that feel too much like magic. Alchemy is capable of fantastical things, but should have its own distinct feel; where you draw the line depends on your game. + +Alchemical bombs are like weapons for alchemists and should usually primarily deal damage, with small extra effects. Existing bombs are great models. Elixirs are varied; make sure not to duplicate potions, especially highly magical ones. Be careful with mutagen drawbacks; it's easy to make one that doesn't affect certain characters. Look at the serene mutagen. If its drawback didn't affect spells, Wisdom-based casters who didn't use weapons would have no drawback. + +Poisons are one of the trickier alchemical items to make, and it's usually best to just tweak one found in the _Core Rulebook_ to avoid making something that's overpowered; compare to poisons of the same type that have similar onset and stage duration, as longer onset and duration poisons tend to deal drastically more damage. Alchemical tools are best used for adding a little weirdness. They can be especially creative and interesting, but tend not to be powerful. + +#### Ammunition +GMG p. 83 + +Magic ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one, since otherwise the effect is essentially a free action on top of a [Strike](rules/actions/strike.md). This is particularly important for extremely low-level ammunition, since a high-level character could use that ammunition for every [Strike](rules/actions/strike.md) without noticing the gold cost. If the ammunition doesn't deal normal [Strike](rules/actions/strike.md) damage on a hit, remember to say that! Dealing damage is the default. + +#### Armor and Weapons +GMG p. 83 + +Specific armor and weapons replace the opportunity to add property runes, so you have a lot of space to design. Choose abilities that feel attached to the fact that they are weapons or armor; for instance, a fiery sword that you point at an enemy to shoot fire bolts is more on theme than a fiery sword that casts _wall of fire_ in an unconnected way. + +The specific item should cost more than the base armor or weapon would with just the fundamental runes, but you can often discount the cost of the additional components significantly as part of the specific item's special niche. Be careful about specific armor or weapons that include property runes in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal property runes system. That's not always bad, since it's still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isn't too drastic. + +If you just want to create armor or a weapon with runes and no extra special abilities, you can do so. The Price of such an item is the sum of all the runes' Prices, and its level is that of the highest-level rune on the item. + +When picking abilities, you can also consider taking from the relic gifts found on pages 96–105. Even if your game doesn't use relics, that section has plenty of choices sorted by theme. If you do, keep in mind that relic abilities are typically more powerful than usual for their level and that those abilities wouldn't scale on a normal magic item. + +#### Held Items +GMG p. 84 + +Usually, held items should require manipulation to use, with [Interact](rules/actions/interact.md) activations. They are most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like. + +Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters, like monks. A barbarian might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat. + +#### Oils +GMG p. 84 + +Oils are consumables you slather onto items or, rarely, creatures. They provide an interesting opportunity to apply effects to other items. Just remember not to accidentally make something that should be applied topically into a potion; for instance, a [petrified](rules/conditions.md#Petrified) character can't drink an anti-petrifying potion! The actions an oil takes to use depend on how thoroughly it needs to be applied. For one used outside of combat, it could take a minute or more. + +#### Potions +GMG p. 84 + +Potions are consumables in the truest sense; you literally consume them. Since the action of drinking isn't easy to split up, they take only a single action to activate. This advantage makes potions that replicate spell effects incredibly powerful, and it's the reason potions are nearly always higher level than scrolls with similar effects. + +#### Runes +GMG p. 84 + +Property runes are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining runes can make things overcomplicated. Compare to other properties to determine the right level. + +#### Scrolls +GMG p. 84 + +You'll never need to design a new scroll, but use them as a comparison when designing other types of consumables. If you're designing a consumable that seems like it's much better than a scroll of its level—or faster to activate—you should probably raise the item's level or adjust the effect. + +#### Shields +GMG p. 84 + +Use the _sturdy shields_ as benchmarks for the best possible shield Hardness, HP, and BT for a shield of that level. Your new shield should have less than those benchmarks since it also does something else, and you can use the magnitude of the reduction to build room for creative defensive abilities. + +#### Staves +GMG p. 84 + +You'll need to come up with a theme and curate a list of spells that stay close to that theme, typically one to three per spell level, all on one spell list. A staff is always at least 3 levels higher than the minimum level for a spellcaster to cast the highest-level spell it contains, so a staff with up to 4th-level spells would be at least a 10th-level item. + +#### Structures +GMG p. 84 + +Structures are evocative and make great tertiary items, quirky but not part of a combat build. This allows you to price them affordably, but make sure there isn't some [hidden](rules/conditions.md#Hidden) abuse where the structure drastically alters encounters. The [structure](rules/traits/structure.md "Structure General Trait") trait is intended to help as a starting point. + +#### Talismans +GMG p. 84 + +Because talismans are affixed ahead of time but don't take an action to retrieve, they reward forethought and planning. Those that can be activated as a free action also have the best action efficiency of any consumable. In the same way scrolls reward specific spellcasters, talisman requirements reward particular types of characters. Talismans might grant a single use of a feat, with an additional effect if the character already has that feat. Think of talismans as martial characters' answer to scrolls to expand on the options of the non-spellcasters at your table. + +#### Wands +GMG p. 84 + +You won't need to design basic _magic wands_, but you might want a special wand. When designing a new special wand, your wand's level will usually be 1 to 2 levels higher than the basic wand, depending on the magnitude of the special effect. Remember that if you make the wand 2 levels higher, it's now competing with wands of a spell a whole level higher, so the special effect should be worth that cost! + +#### Worn Items +GMG p. 84 + +Worn items vary wildly in their effects, but they all take up one of a character's 10 invested items. Remember to include the item's worn entry, if applicable (or — if you could imagine someone wearing 10 or more with no difficulty) + +> [!pf2-brown] POTIONS VS. ELIXIRS +> +> Alchemical items and magic items follow a similar price economy based on their level, but the effects of potions can be a bit broader and more directly magical. Alchemists can also make extremely large numbers of elixirs at an item level equal to their alchemist level, so if a 17th level elixir was competing with a 9th level spell for power, an alchemist would be packing the equivalent of over 40 9th level spells, and potentially [quickened](rules/conditions.md#Quickened) spells thanks to the single action activation. + +Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic. + +Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items. + +### Fill in the Numbers +GMG p. 85 + +You're almost done! The final step is to fill in the numbers. + +#### Dcs +GMG p. 85 + +Choose any DCs for the item's abilities. You can't go wrong with the typical DCs in Table 2–18. However, an item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower. + +The lower the DC, the quicker the item becomes obsolete. + +| Item Level | DC | +|------------|----| +| 1 | 15 | +| 2 | 16 | +| 3 | 17 | +| 4 | 18 | +| 5 | 19 | +| 6 | 20 | +| 7 | 23 | +| 8 | 24 | +| 9 | 25 | +| 10 | 27 | +| 11 | 28 | +| 12 | 29 | +| 13 | 30 | +| 14 | 31 | +| 15 | 34 | +| 16 | 35 | +| 17 | 37 | +| 18 | 38 | +| 19 | 41 | +| 20 | 43 | + +#### Item Prices +GMG p. 85 + +Use the following guidelines for pricing items. + +##### Permanent Items +GMG p. 85 + +Each item level has a price range. Based on the item's role and abilities, decide where in that range to place it. There's plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it. + +Primary items cost near the highest value for their level. + +They have a big impact on combat or player ability. This includes weapons, armor, and [Perception](compendium/skills.md#Perception) items. The highest price is for items like _magic weapons_, _magic armor_, and apex items. So a _+1 striking weapon_ is 100 gp at 4th level. + +Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like [Medicine](compendium/skills.md#Medicine) or [Crafting](compendium/skills.md#Crafting). + +Tertiary items, with low value, are weird or very specific items, ones not usually core to a character's build. + +Especially strange ones might fall into the gap between two levels. + +| Level | Price | Core Item | +|-------|-------|-----------| +| 1 | 10–20 gp | | +| 2 | 25–35 gp | +1 weapon | +| 3 | 45–60 gp | +1 skill item | +| 4 | 75–100 gp | +1 striking weapon | +| 5 | 125–160 gp | +1 armor | +| 6 | 200–250 gp | | +| 7 | 300–360 gp | | +| 8 | 415–500 gp | +1 resilient armor | +| 9 | 575–700 gp | +2 skill item | +| 10 | 820–1,000 gp | +2 striking weapon | +| 11 | 1,160–1,400 gp | +2 resilient armor | +| 12 | 1,640–2,000 gp | +2 greater striking weapon | +| 13 | 2,400–3,000 gp | | +| 14 | 3,600–4,500 gp | +2 greater resilient armor | +| 15 | 5,300–6,500 gp | | +| 16 | 7,900–10,000 gp | +3 greater striking weapon | +| 17 | 12,000–15,000 gp | +3 skill item, apex item | +| 18 | 18,600–24,000 gp | +3 greater resilient armor | +| 19 | 30,400–40,000 gp | +3 superior striking weapon | +| 20 | 52,000–70,000 gp | +3 superior resilient armor | + +#### Consumables +GMG p. 85 + +Consumables have a slightly narrower range, with topend items like scrolls, optimum healing potions, or super-useful consumables like a _potion of invisibility_ at the high end. + +| Level | Price | +|-------|-------| +| 1 | 3–4 gp | +| 2 | 5–7 gp | +| 3 | 8–12 gp | +| 4 | 13–20 gp | +| 5 | 21–30 gp | +| 6 | 31–50 gp | +| 7 | 51–70 gp | +| 8 | 71–100 gp | +| 9 | 101–150 gp | +| 10 | 151–200 gp | +| 11 | 201–300 gp | +| 12 | 301–400 gp | +| 13 | 401–600 gp | +| 14 | 601–900 gp | +| 15 | 901–1,300 gp | +| 16 | 1,301–2,000 gp | +| 17 | 2,001–3,000 gp | +| 18 | 3,001–5,000 gp | +| 19 | 5,001–8,000 gp | +| 20 | 8,001–14,000 gp | + +You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such. + +## Item Quirks +GMG p. 86 + +You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or –1 item penalty, and even then the statistic or check it applies to should be narrow. For a quirk that grants an item the ability to speak, you choose the language based on the history of the item, or your best guess of what that history might be. It's typically a language spoken by the item's creator. + +| d% | Quirk | Description | +|----|-------|-------------| +| 01 | Melodic | Faint music plays when in use. | +| 02 | Skin-altering | The user's skin color changes to a bright color such as blue or green. | +| 03 | Choral | Repeats everything the user says in a singing voice. | +| 04 | Mood coloration | User's mood affects the item's color. | +| 05 | Chatty | Happily engages in small talk. | +| 06 | Spoiling | Food within 1 foot spoils at twice the normal rate. | +| 07 | Friendly | Requests to be introduced to everyone the user meets. | +| 08 | Muffling | Nearby sounds are slightly quieter. | +| 09 | Runic | Runes appear on the user's skin. | +| 10 | Comfortable | Can serve as a pillow or blanket. | +| 11 | Rain-blocking | The user remains dry in the rain. | +| 12 | Clumsy | When unattended, knocks over other small items within 1 foot. | +| 13 | Elemental appearance | Seems made of flame, water, or another elemental material. | +| 14 | Magnetic | Small, ferrous objects of light Bulk or less adhere to it. | +| 15 | Aberrant | Has tentacles, teeth, or other off-putting features. | +| 16 | Dream-eating | Creatures asleep within 10 feet do not dream. | +| 17 | Clean | Remains pristine despite filth. | +| 18 | Hungry | Needs daily meals, often odd things like wood shavings. | +| 19 | Smelly | Smells like the last food the user ate. | +| 20 | Flamboyant | Flashes of light, sparks of color, and other effects shower from it. | +| 21 | Verdant trail | Small plants grow where the user walks, remaining for 1 hour. | +| 22 | Complaining | Grumbles when not in use. | +| 23 | Detecting | Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet. | +| 24 | Fibbing | Tells grandiose and obvious lies. | +| 25 | Compressing | User is slightly shorter. | +| 26 | Attentive | Turns to face the last creature to touch it. | +| 27 | Soprano | User's voice becomes higher. | +| 28 | Shrinking | Decreases in size when used. | +| 29 | Aromatic | Nearby air smells pleasant. | +| 30 | Temperate | Slight warmth spills from the item. | +| 31 | Slime trail | User leaves a trail of slime where they walk, remaining for 1 hour. | +| 32 | Tetrachromatic | Colors seem more vivid to the user. | +| 33 | Resounding | Nearby sounds are slightly louder. | +| 34 | Insect-attracting | Harmless insects swarm around it. | +| 35 | Ancient tongue | Speaks in a forgotten language. | +| 36 | Bloodthirsty | The sight of blood causes it to quiver in anticipation. | +| 37 | Polished | Highly reflective. | +| 38 | Scribing | Absorbs ink for 1 hour, allowing its points to be used as a pen. | +| 39 | Dirty | A layer of filth always remains. | +| 40 | Eye-altering | User's eye color changes. | +| 41 | Preserving | Food within 1 foot spoils at half rate. | +| 42 | Leafy | Small plants grow on or from it. | +| 43 | Wet | It and its user are always damp. | +| 44 | Encouraging | Offers encouragement when the user fails a check. | +| 45 | Loyal | Remains within 5 feet of the user, as if on a tether. | +| 46 | Ritualistic | Demands the user perform a simple act every morning. | +| 47 | Restless | Slowly moves and fidgets. | +| 48 | Displaced | Appears offset from where it is. | +| 49 | Caring | Provides advice and reminders. | +| 50 | Projecting | Light creates a kaleidoscopic effect. | +| 51 | Hair-altering | User's hair color changes. | +| 52 | Watchful | Staring eyes cover it. | +| 53 | Generous | Produces small, token gifts. | +| 54 | Bass | User's voice becomes lower. | +| 55 | Leaking | Secretes a harmless liquid. | +| 56 | Taste-altering | Food tastes different, such as tasting sweeter or saltier. | +| 57 | Bouncy | Bounces on collision. | +| 58 | Lucid | Creatures asleep within 10 feet see the item in their dreams. | +| 59 | Decorous | Insists the user use polite language. | +| 60 | Junky | Appears shoddy or made of scraps. | +| 61 | Cavorting | Dances in place when not in use. | +| 62 | Furry | Covered by a thin coat of fur. | +| 63 | Unusually colored | An outlandish color, such as a bright purple suit of armor. | +| 64 | Sonorous | Sounds a pure tone when struck. | +| 65 | Starry | Seems made of night sky. | +| 66 | Compact | Packs neatly into a smaller form. | +| 67 | Misting | Constantly leaking mist or steam. | +| 68 | Chirping | Coos and squeaks when used. | +| 69 | Balanced | Always remains perfectly upright. | +| 70 | Sun-blocking | User never receives sunburns. | +| 71 | Animal-attracting | Harmless animals follow the user. | +| 72 | Flaunting | Forces user to move dramatically. | +| 73 | Tracing | Followed by thin trails of color. | +| 74 | Monologuing | Recites long lectures or speeches. | +| 75 | Foretelling | Makes mysterious predictions. | +| 76 | Adhesive | Sticks slightly to any surface. | +| 77 | Levitating | Floats slightly above a surface. | +| 78 | Slimy | Covered by a thin layer of slime. | +| 79 | Commentating | Remarks on its surroundings. | +| 80 | Numbing | User is less sensitive to pain. | +| 81 | Time-telling | Announces the current time. | +| 82 | Towering | User is slightly taller. | +| 83 | Absorbent | Absorbs up to one pint of liquid. | +| 84 | Faceted | Appears made of crystal or gems. | +| 85 | Bubbly | Creates bubbles when used. | +| 86 | Image-flipping | User appears to be mirrored. | +| 87 | Hair-growing | User's hair grows at double rate. | +| 88 | Alternating | Appearance slowly changes. | +| 89 | Sweaty | Becomes damp and pungent when used extensively. | +| 90 | Glittering | Shimmers and glows with light. | +| 91 | Molting | Sheds a thick film every morning. | +| 92 | Echoing | Sounds around the user echo. | +| 93 | Shadowless | Item and user cast no shadow. | +| 94 | Storytelling | Is inscribed with a story or knows a tale it can recite on command. | +| 95 | Chilled | Slightly cool to the touch. | +| 96 | Color-washing | User's vision shifts to a given coloration, such as sepia or monochrome. | +| 97 | Growing | Increases in size when used. | +| 98 | Floating | Slowly descends when dropped. | +| 99 | Two quirks | Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100. | +| 100 | Three quirks | Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100. | + +## Intelligent Items +GMG p. 88 + +Intelligent items are a special kind of magic item that straddles the line between treasure and NPC. An intelligent item might be another type of item as well: it could be an artifact (like _Serithtial_ on page 112), a cursed item (page 90), or even a relic (page 94) that grows with its wielder. + +Introducing an intelligent item is an effective way to subtly alter the party dynamic. An intelligent item works well when its personality makes it a natural complement or foil for its partner: the PC investing, holding, or otherwise interacting with the item. An intelligent item that can communicate only with that particular PC is also a great way to engage players who are a bit quieter, or those slower to speak in a scene where all the PCs can talk to a particular NPC. Due to their inherently limited agency, intelligent items are at less of a risk for stealing the spotlight than other NPCs who travel along with the party. + +### Intelligent Item Rules +GMG p. 88 + +Every intelligent item has the [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") trait. Intelligent items can't be crafted by normal means—typically an accident, a divine act, or a major sacrifice on the part of the creator is required to grant the item the mental essence it needs for sentience, and in some rare cases the spiritual essence it needs to have a soul of its own. + +Because of this, intelligent items are always rare or unique. The normal statistics and rules for wearing or using an item of its type still apply to an intelligent item. In addition, intelligent items have a few statistics other items lack. + +#### Alignment +GMG p. 88 + +An intelligent item always has an alignment trait, just like any other creature, even if it isn't fully sapient. Few intelligent items are capable of growing and changing their alignment and fundamental nature; most are fixed at the time of their creation. + +#### Perception and Senses +GMG p. 88 + +An intelligent item that has any sense of the world around them has a [Perception](compendium/skills.md#Perception) modifier. Intelligent items have only the senses listed within their entry, rather than the assumed assortment of senses that most creatures have. If an intelligent item notices something its partner doesn't, it might be able to communicate with its partner and let them know. + +#### Communication and Languages +GMG p. 88 + +Intelligent items almost always have some means of communication—an easy way to demonstrate an item's intelligence! The most common ways are via empathy, speech, and telepathy. Speech and telepathy function as they do for any creature, while an empathic connection allows the item to share only emotions. Empathic and telepathic connections are often limited either to the item's partner or to a certain distance. + +If an intelligent item understands or speaks any languages, they are listed in parentheses in its Communication entry. If the item doesn't have speech listed, it can only understand the listed languages, not speak them. + +#### Skills +GMG p. 88 + +Intelligent items might have skill modifiers for Intelligence, Wisdom, or Charisma-based skills that fit their nature. + +#### Ability Scores +GMG p. 88 + +Intelligent items have Intelligence, Wisdom, and Charisma scores, though as inanimate objects, they don't have Strength, Dexterity, or Constitution entries. + +#### Will Save +GMG p. 88 + +Since they have their own minds, intelligent items might be subject to [mental](rules/traits/mental.md "Mental Effect Trait") effects that require a Will save. + +### Item Agency +GMG p. 88 + +As a default, intelligent items have control over all their own magic, meaning an intelligent magic weapon could deny the effects of its fundamental and property runes if it so chose, and intelligent items perform their own activations when they wish. Intelligent items can typically use 3 actions per turn, acting on their partner's turn. These actions don't count toward their partner's 3 actions. They have a reaction if any of their activations requires one. + +Beyond denying magic effects and communicating their displeasure, intelligent items can usually influence or hinder their partners only in subtle ways. If the item is a weapon or tool necessary for an action (like thieves' tools), it can at least be disruptive enough to make its partner take a –2 circumstance penalty to associated checks, much as if the partner were using an improvised weapon or tool. If an intelligent item can have a greater effect, such as seizing control of its partner's body for a time, the intelligent item's entry includes those abilities. + +### Designing Intelligent Items +GMG p. 89 + +When you first set out to create an intelligent item, ask yourself what role you expect the item will play in your game. Unlike any other item, the intelligent item is a character of its own and adds to the group dynamic, usually in ways similar to a minor NPC who follows the party throughout the adventure. That means it's important to have a clear role in mind. Is the item an ally in the PCs' dangerous quest? A kindred spirit and confidante? A foil for the PC? A morally ambiguous ally worth handling for its great power? Or perhaps a bit of comic relief? Once you know what you want in the item, you can develop its personality and abilities in parallel, coming up with thematic links between them. + +When choosing values for the intelligent item's statistics, you'll often want to use values suitable for a creature of its level. You could use much lower values if you want to give it a weakness, but keep in mind that a low Will modifier might make it particularly easy to control, which could be a problem if it can make life miserable for its partner. Because the item can usually activate its abilities on its own, the intelligent item is essentially adding a limited additional character to the PCs' team, so consider its effect on the encounters the PCs face. For example, a high-level normal item that lets a PC cast a 3rd-level _fireball_ every round might be reasonable given that it counts toward the PC's available actions, but an intelligent item is adding that _fireball_ on top of everything else the PCs can do. + +### Specific Intelligent Items +GMG p. 89 + +The following, as well as the intelligent artifact _Serithtial_ on page 112, are a few example intelligent items to get you started. + +## Cursed Items +GMG p. 90 + +Cursed items are almost never made intentionally; even those who set out to curse an item find the task incredibly difficult or even impossible. These items are the results of magical mishaps, shoddy crafting, or sinister forces interfering with the creation. Many specify how their curses work, but curses are fickle, and you as the GM determine how curses play out in your game. Due to these factors, an item with the [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") trait is always rare. + +**Identifying Cursed Items:** Cursed items often appear to be ordinary magical items, as the magic that warps their function also disguises their curses from detection. Unless you roll a critical success when Identifying a cursed item, it simply appears as something [helpful](rules/conditions.md#Helpful) or benign. A critical success reveals both the presence of the curse and the exact nature of the curse. + +**Removing Cursed Items:** Many cursed items can't be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term "fuse" to describe either situation.) In many cases, this feature reveals itself only after the cursed item has been triggered for the first time or after investing the item for the first time, allowing the user to develop a false sense of security. Fused cursed items can be removed by targeting the item's owner with a _remove curse_ spell or similar magic. If the spell is successful, the item can be discarded, but nothing prevents the item from cursing the same creature again if the conditions are met, so it's best to dispose of the item quickly. Invested cursed items that can't be removed continue to count against a character's invested items, even without reinvesting them each day. + +### Specific Cursed Items +GMG p. 90 + +The following are a few examples of cursed items. + +> [!pf2-note] +> Please visit the items page to view all cursed items. + +### Item Curses +GMG p. 92 + +Most curses alter a base item. Item curses alter their base item, much like a property rune, though they can't be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry. + +Curses typically can't be removed or transferred from the item, though at your discretion, either might be possible after the curse is [broken](rules/conditions.md#Broken). If the PCs manage to break the curse, the newly uncursed item could be quite valuable. + +> [!pf2-note] +> Please visit the items page to view all item curses. + +## Relics +GMG p. 94 + +Relics begin as a simple item, called a relic seed, which is little more than a functional item with a minor [magical](rules/traits/magical.md "Magical Item Trait") effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story. + +The decision to add relics to the game is entirely up to you as the GM. If you decide to add them, you'll need to adjust treasure somewhat. It's also wise to consider how many players you expect to end up with relics. Will they each get one? Or will there be just one or two tied to the theme of the campaign? + +### Discovering a Relic +GMG p. 94 + +Some relics might begin as ordinary items with a rich history. They might be part of a character's starting gear, only to have their true powers uncovered later during play. + +Other relics can be acquired during play as part of the ongoing story. Regardless of their origin, these powerful items might not appear to be much at first, but they contain the potential to become something truly great. + +For example, an old, tarnished amulet found around the neck of a buried king might turn out to be an item of deep historical significance that awakens to great power. + +The seemingly ordinary family sword, passed down to each new generation, might unlock [hidden](rules/conditions.md#Hidden) potential through the deeds of its owner. + +The PCs might immediately recognize a relic for its ability, or they might carry it for a time before its true nature becomes apparent. The story of a relic should be a tale of discovery. At first, a relic's wielder likely does not fully understand the item's power, or might be unable to use it, learning of its abilities only after a momentous event or fortuitous breakthrough. Ultimately, relics are powerful tools in service of the story, working as a valuable tie to the narrative, but their growth and development are in your hands. Because of the place relics hold in the story, they aren't available for purchase, nor can they be crafted. + +Pay attention to the characters' backstories for potential relics, and look for spots in your narrative that might be suitable for campaign relics. If you're planning to use relics in your game, let the players know in advance, since their ideas and plans can guide you and give them greater investment in the relics. + +#### Background Relics +GMG p. 94 + +A background relic is tied to the history of a character, and its form and abilities should draw inspiration from the story of their character's life or the past of the item. + +The relic could be a gift from a friend or mentor, an heirloom from the character's family, a found object from their upbringing, or even the first item they ever crafted. The player should select the form of the relic (a battered longsword, a copper ring, or a threadbare red cloak, for example) + +#### Campaign Relics +GMG p. 94 + +A campaign relic is drawn from the ongoing story of the campaign. You decide the entirety of the item, from its form to its aspects (described below) as part of the story of the campaign. Use campaign relics to reinforce and foreshadow the themes of your game. Relics come to those who need them to do great deeds, after all, so finding a relic with the perfect aspects for your future challenges is entirely likely. Unlike background relics, campaign relics typically have magical abilities when first found. + +### Relic Aspects +GMG p. 95 + +Each relic is associated with aspects—typically two—that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the flare bolt gift (which has the fire aspect), but not the rolling geode gift (which has the earth aspect) + +Usually you can determine at least one aspect of a relic easily by looking at the history of the item or personality of the character. For example, if a player decides that their background relic is a rusty mace wielded by the character's great grandmother in battle against rising undead hordes, the mace might have the life aspect, as it was used to slay countless undead creatures. There's no harm in letting the player choose an aspect for a background relic; through play, the item will reveal another aspect associated with it. In the previous example, the mace might reveal itself to have powers against demons as well, in which case its aspects might be celestial and life. + +### Advancing a Relic +GMG p. 95 + +As a relic's bearer performs mighty deeds and advances their story, the relic gets stronger. The most basic advancement for a relic is its level, which always matches that of its owner. Weapons and armor can gain fundamental runes normally. You decide what, if any, property runes can be added to a given relic; by default, they can't have property runes, like any other specific item. + +The more complex advancement comes from gifts. + +[Table 2–22: Relic Gifts](rules/tables/relic-gifts-gmg.md) shows the typical number of gifts a relic should have at a given level, but relics don't follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones. + +The gift types—minor, major, and grand—indicate their general power level. Again, the table indicates what's generally appropriate at certain levels, but you can alter them as you see fit. You should usually avoid giving a minor gift at 10th level or higher, because it just won't be that impressive, though some of them scale well enough to be interesting at higher levels. The Gold Piece Equivalent entry for each gift helps you determine how much you should reduce treasure when using relics (see Adjusting Treasure below) + +![Relic Gifts](rules/tables/relic-gifts-gmg.md) + +You decide what gifts a relic gains, generally by either selecting a single gift or offering two paths for the relic to grow and allowing the player to choose, but this should be informed by the story and the nature of the character bearing the relic. A relic should complement the bearer, bolstering the bearer's strengths and helping to overcome their weaknesses. Within that framework, you should try to maintain a cohesive theme for the relic. + +### Adjusting Treasure +GMG p. 95 + +When you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md) on page 509 of the _Core Rulebook_ should be replaced with relic seeds and gifts instead. You can use the relic's minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful. + +If you prefer, you can grant relics in addition to other rewards. This means PCs will be much more powerful, but you're rewarding their investment in the story. + +### Making Relic Seeds +GMG p. 95 + +A relic seed can be quite simple: imagine a standard item with two aspects and an appearance that matches the theme. You can also use an existing magic item for a campaign relic; pick two aspects for it, and tweak its appearance or characteristics to make it clearly different from other items of its type. You can choose a tradition for the seed and apply that trait to the seed and all the gifts of the seed. This tradition might be derived from the background of the item, or it might appear or change through story moments involving the relic. + +If you want a relic to have an additional special benefit, you can design it to grant a bonus to a skill, typically a +1 item bonus for a 3rd-level relic. + +> [!pf2-brown] Player-Driven Relics +> +> Though these rules assume you as the GM are providing relic gifts as a form of treasure with input from the players, you can instead have the players make all the decisions for their relics. Encourage the players to choose different styles of items and aspects to match their characters' themes, rather than simply choosing the most powerful combination of options. Have players describe how their relic gets more powerful in the story. What acts from previous sessions lent the relic power? What special meditations or practices did they perform to unlock new gifts? How does it feel to have the relic grow? +> +> As the item and the character level up, the player chooses which gifts the item gets from the list as a part of character advancement. You still adjust treasure as normal for incorporating relics into your game. In fact, if the player tries to optimize the combinations, they will likely be more powerful than under the standard method. + +### Relic Gifts +GMG p. 96 + +Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character's career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one. + +The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow. + +#### Gift Saves and Spell Attack Rolls +GMG p. 96 + +Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner's class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic's counteract modifier is equal to its owner's counteract modifier. + +> [!pf2-note] +> Please visit the relic gifts page to view all relic gifts. + +> [!pf2-brown] Runes as Gifts +> +> You can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the [Table 2–22](rules/tables/relic-gifts-gmg.md). If you're using the player-driven relics variant, it's recommended you do not include this option. + +## Artifacts +GMG p. 106 + +Stranger and more powerful than other magic items, artifacts can change the course of history in the right hands—or the wrong hands. Simply finding an artifact is a pivotal moment in your campaign, and its presence then ripples throughout your entire game, warping the story around it. Some entire adventures revolve around one artifact! Adding an artifact to your game should never be taken lightly. Artifacts shouldn't be found in normal treasure hoards, even at 20th level, and you'll need to structure moments in your plot that play into the artifact's presence. + +Prepare yourself for encounters being easily overcome by the artifact. That doesn't mean you shouldn't include such encounters, since part of the thrill of an artifact is that it breaks the normal rules! Though you should include an artifact mindfully, you should allow it to have its full impact so that it can do itself and the story of your game justice. + +### Artifact Rules +GMG p. 106 + +Every artifact is an item with the [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") trait. This trait means two things: the item can't be crafted by normal means, and it can't be damaged by normal means. + +Artifacts are always rare or unique. The ones found here are all 20th level or higher, which is typical for artifacts. + +The other rules for wearing or using the item still apply. + +#### Artifact Destruction +GMG p. 106 + +An artifact's stat block usually has a destruction entry. + +This details the extraordinary method needed to destroy the item. These entries can be highly specific. It could take completing an entire quest, or even an entire campaign, to finally destroy an artifact. However, the story of your game might require something different, so you can always change an artifact's destruction requirement for your game. + +### Creating an Artifact +GMG p. 106 + +Mechanically, an artifact functions in the game just like any other item—only the scope of its abilities is different. Artifacts can and should do things normal items can't, so you don't need to apply the normal limitations on creating items. + +When you're making an artifact, start by defining its role in the story. Is it meant to be a powerful weapon against the forces of darkness? A mercurial force injecting random chance? A terrible danger that needs to be destroyed? The artifact's role in the story affects the features you give it. Come up with some story beats that make sense for the item, then create abilities that enable those moments. An artifact can have more abilities than a typical item—just make sure they all fit its theme. + +Give your item the [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") trait and either the [rare](rules/traits/rare.md "Rare Rarity Trait") trait (if there multiple items of its kind), or the [unique](rules/traits/unique.md "Unique Rarity Trait") trait (if only one exists). Other traits work like they do for any other item. An artifact is usually 20th level or higher, but its specific level is up to you. Imagine who created it and what their level likely was. + +Though you can disregard most of the normal limitations on items, be careful not to create an artifact that will undermine your story. If your item's abilities are so useful or strong that the best option in any battle is to always use the artifact to annihilate the opposition, the artifact has taken over your story instead of serving it. A 5th-level character with access to 10th-level spells through an artifact can lead to incredible stories, but if the DC is so high that enemies are guaranteed to critically fail against those spells except on a natural 20, the item will probably distort play more than you intended. To avoid this, you might set the item's DCs, attack bonuses, and the spell levels of its offensive abilities significantly lower than they would be for an item of its level, especially if they can be used at will. You could also create artifacts that use the wielder's spell DC instead of having their own DC, to make them more broadly usable at a wider range of levels. In addition, an artifact's abilities should be somewhat narrow in their application; aim to make your artifacts very powerful in certain situations, rather than having broadly applicable abilities. For instance, the _orbs of dragonkind_ each work against only a certain kind of dragon, which makes them hugely powerful when facing that one creature, but not against every foe the PCs run across. + +### Artifacts +GMG p. 106 + +Countless artifacts have been created over the ages, only a few of which are described here. + +> [!pf2-note] +> Please visit the items page to view all artifacts. + +## Gems and Art Objects +GMG p. 114 + +Much like coins, gems and art objects are valuable currency worth their full Price when sold. When making a treasure hoard, you can choose gems or art objects you like, or roll randomly using percentile dice. + +### Gems +GMG p. 114 + +Gems are naturally occurring minerals, typically in a crystalline form, or, in a few cases, organic material such as amber, coral, and pearls. All but the largest gems weigh about half as much as a coin, so about 2,000 gems is 1 Bulk. Unworked gems are worth half the Price of a finished gem and can serve as the minimum raw materials necessary to [Craft](rules/actions/craft.md) the finished gem. Lesser semiprecious stones are level 0 items, moderate and greater semiprecious stones are 1st-level items, lesser and moderate precious stones are 4th-level items that require expert proficiency to [Craft](rules/actions/craft.md), and greater precious stones are 7th-level items that require master proficiency to [Craft](rules/actions/craft.md). + +### Art Objects +GMG p. 114 + +These pieces of artwork have listed values, but might be more valuable to a collector or someone with a personal connection. When including art objects, consider whether the PCs could discover this information and secure a greater reward. For instance, a dwarven crown might be worth 1,000 gp for its exquisite crafting, but even more to the dwarves who lost the crown of their first queen long ago. + +This could also be a plot hook for a later adventure. + +On the other hand, the materials used to make an art object, such as the paint and the canvas of a painting, are worth far less than the finished object. Some art objects on Table 2–24 include uncommon or rare precious materials, though usually not in large enough amounts for other crafting purposes. If you're rolling randomly and don't want to give out an uncommon or rare material, roll again or modify the description (for instance, you might change the mithral crown in the major art objects list to a gold crown) + +## Afflictions +GMG p. 55 + +Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses, diseases, and drugs for use in your game. A broad sampling of poisons can be found beginning on page 550 of the _Core Rulebook_, and the rules for afflictions start on 457. + +Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when it's part of a mystery. + +### Curses +GMG p. 116 + +A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions. + +Curses may come from a malicious action, such as a lich's Paralyzing Touch or a spell from an evil spellcaster. + +Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. + +Then, decide on a trigger for the curse—such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry. + +### Diseases +GMG p. 118 + +Exposure to disease can be a hazard, such as when PCs come into contact with a plague-ridden corpse; such hazards grant XP as a simple hazard of the disease's level. When a disease gives a [sickened](rules/conditions.md#Sickened) condition that can't be reduced until it runs its course, that typically means the disease has symptoms such as a difficulty swallowing, loss of appetite, or nausea that make eating and drinking difficult but not impossible. Despite the condition's prohibition on eating or drinking, a creature can slowly and carefully eat and drink as long as they aren't in an encounter. + +### Drugs +GMG p. 120 + +Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once. + +Certain drugs alter how addiction works for that drug, adding the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction. + +````ad-embed-disease +title: Addiction, _Disease , level varies_ +collapse: closed +# Addiction +*Disease , level varies* + +Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was. + +When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease. + +```ad-inline-affliction +title: Saving Throw: Fortitude (dc Equals That Of The Drug) + +- **Onset**: 1 day + +## Stages + +**Stage 1** [fatigued](rules/conditions.md#Fatigued) (1 week) + +**Stage 2** [fatigued](rules/conditions.md#Fatigued) and [sickened](rules/conditions.md#Sickened) (1 week) + +**Stage 3** [fatigued](rules/conditions.md#Fatigued), [drained](rules/conditions.md#Drained) and [sickened](rules/conditions.md#Sickened) (1 week) + +**Stage 4** [fatigued](rules/conditions.md#Fatigued), [drained](rules/conditions.md#Drained), [sickened](rules/conditions.md#Sickened) and [stupefied](rules/conditions.md#Stupefied) (1 week) +``` + +*Source: Gamemastery Guide p. 120* +```` + +> [!pf2-brown] DRUGS IN YOUR GAME +> +> Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic. +> +> If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug. + +## Building Worlds +GMG p. 122 + +Building your own campaign world can be a deeply fulfilling creative process, as it lets you bring to life the exact setting you envision. It gives you great flexibility, in that you can build only as much as you need for the next few adventures, and you can adapt the world on the fly to meet the demands of your story. It also gives you great control, allowing you to build precisely the setting you need for the story you want to tell. Finally, it bypasses some of the issues that can come with playing within an existing campaign setting, where you might create a narrative that contradicts published canon, or your players might stumble across major plot or setting spoilers. Whatever your world-building goals, this chapter guides you through the design process step by step. + +### Design Approach +GMG p. 122 + +World building can be approached in many ways, but it fundamentally comes down to a simple preference. Do you start at a high level and zoom in, or do you start small and build up? This section outlines a largely top-down approach, but you can design from the bottom up simply by starting at the end of this section and working backwards. Either way, you may find yourself skipping between sections as inspiration strikes—and that's OK! When building a world, there's a risk of becoming overwhelmed by the sheer number of decisions to be made. Remember that you don't need to make every decision for every aspect of your world all at once. Focus first on the elements you need for your story and the game, then add as much of the rest as you'd like. You'll also want to allow room for input from your players— gaming sessions are more memorable and engaging when the storytelling experience is shared between everyone at the table (page 32 has more information on players contributing to the narrative) + +Before you decide anything else, however, you should establish your concept and your goals. Do you envision a high-magic steampunk setting where humans are a tiny minority? A world where the only magic derives from squabbling pantheons of gods whose followers are caught up in their wars for power? A quaint town isolated from an otherwise-unknown world beyond a vast, impenetrable forest of mist-choked, skeletal trees? Are you designing a world for a multi-year campaign, or for a fast-paced one-shot adventure? Having an idea in mind will help steer your choices as you build your world, and knowing your goals will help you focus on building what you need. + +#### Top Down +GMG p. 122 + +The top-down approach is great if you have a lot of time to dedicate to world building. When designing a setting from the top down, your initial focus is on the big picture. + +You may already have an idea of the big movers and shakers of your world or your multiverse. You may want to chronicle a thousand years or more of the setting's history. You may have already sketched out a world map with continents, nations, and trade routes spanning the globe. This approach begins with broad generalities that get more detailed as you design and during play. + +#### Bottom Up +GMG p. 122 + +With a bottom-up approach to world building, you start small and local. Focus on the starting location and immediate needs of your campaign, then expand outward as the story unfolds. This strategy works well for those with less time to devote to world building, as you need to prepare only the minimum detail necessary to entice your players toward adventure, fleshing out your world only as the campaign requires it. + +### The World +GMG p. 122 + +While world building might include building much more than a single planet, most adventures occur entirely on one world. It's a good idea to have a broad understanding of that world as a whole. + +#### Planetary Basics +GMG p. 122 + +When designing the physical features of a campaign world, you'll want to determine its shape and the general distribution of landmasses. You can also establish the world's size, though note the scale of a world generally has a fairly small impact on the adventures taking place there. + +##### Shape +GMG p. 122 + +In a fantasy setting, the shape of your world need not be spherical as governed by the laws of physics. It could be any shape you desire, and it need not be a planet at all! + +**Globe:** Barring some catastrophe, worlds in our reality are roughly spherical due to the influence of gravity. + +**Hollow World:** What if the landmasses and civilizations of a world existed on the inner surface of a hollow sphere? In such a world, the horizon would climb upwards, permitting creatures to see landmarks at extraordinary distances. Light might emanate from a sun-like orb in the world's center, from various other natural or magical sources, or not at all. + +**Irregular:** What if your world is flat, a toroid, or shaped into a cylinder, cube, or other polyhedron? What if it's something even stranger? With such an unusual shape, you may need to decide how gravity, atmosphere, and other details function. + +##### Landmass +GMG p. 123 + +The next major step in world creation is to sketch out the planet's oceans and major landmasses. On Earth, these geological features are the result of plate tectonics. + +In a fantasy world, however, the oceans might have been cleaved from the land by the actions of titans, or the continents shaped to suit a god's whims. The following are some common landmass types. + +**Archipelago:** A stretch of vast ocean, dotted by chains of small island groups, atolls, and islets. + +**Major Islands:** A region of seas dominated by large islands, each several hundred miles across. + +**Island-Continent:** An enormous island nearly the size of a continent, surrounded by ocean. + +**Continent:** A substantial landform that (usually) rests on a tectonic plate and gradually shifts in position over geologic timescales. + +**Supercontinent:** An assembly of the world's continental blocks into a single immense landmass. + +#### Environment +GMG p. 123 + +The environment and terrain of a region can pose as much of a challenge to an adventuring party as any of the foes they face. The following section references the environment categories beginning on page 512 of the _Core Rulebook_ + +##### Common Environments +GMG p. 123 + +The following environments are common enough that they might appear in nearly any adventure or world. + +**Aquatic:** Oceans, seas, lakes, and other large waterways are aquatic environments. + +**Arctic:** Arctic environments usually appear near the northern and southern extremes of a world, though extreme elevation, unusually shaped worlds, and supernatural forces could result in arctic terrain elsewhere. + +**Desert:** Deserts can appear anywhere on a world where precipitation is scant, even along some oceans. Any large landmasses that entirely lack bodies of water are likely to be deserts. + +**Forest:** The composition of a forest depends on the climate and the elevation, with thick jungles more common near an equator, hardwood forests in more temperate zones, and evergreens at higher latitudes and elevations. Most worlds have a tree line—an elevation above which trees can't grow. + +**Mountain:** A world's highest peaks can stretch tens of thousands of feet above sea level. This category also includes hills, which are typically no more than 1,000 feet tall. + +**Plains:** Mostly flat and unobstructed, plains are usually at lower elevations, but they can also be found at higher elevation on plateaus. + +**Urban:** Cities and settlements are urban environments. These areas are detailed in Settlements, beginning on page 132. + +**Swamp:** Wide floodplains, shallow lakes, and marshes can appear at most latitudes. + +##### Extreme Environments +GMG p. 123 + +Some adventures lead to fantastic reaches of the world or the multiverse that are seldom tread by mortals. + +**Aerial:** A world might include windy realms of floating islands and castles in the clouds. + +**Glacier:** Massive sheets of dense ice, constantly moving under their own immense weight, glaciers are frozen wastelands riddled with columns of jagged ice and snow-covered crevasses. + +**Volcanic:** Hellish landscapes of molten lava, burning ash, and scorching temperatures pose immediate danger. + +**Undersea:** A subset of aquatic environments, undersea environments are those areas submerged beneath the waves. + +**Underground:** Some worlds have deep natural caverns, while others have extensive winding tunnels and expansive realms below the surface. + +#### Mapping a World +GMG p. 123 + +Many Game Masters like to have an overland map for their local region, nation, or even the whole world. The primary goal of this scale of map is to designate sites of import to the campaign; you need not detail every hamlet or woodland grove, but having a sense of the major features can help you and the other players visualize the world in which they're playing. + +**Step 1. Coastlines:** The easiest first step is to separate land from sea. Regional maps may only have a single shoreline, if any. At larger map scales, consider the placement of major islands, archipelago chains, atolls, and islets. A world map should consider the size and placement of continents. + +**Step 2. Topography:** Pencil in a rough ridgeline for each mountain range in the region. Mountain ranges are common along coastlines where continental plates push together. If extended into the sea, mountain ranges typically result in a chain of offshore islands. Indicate hills in the regions adjacent to the mountains and elsewhere as necessary to demonstrate elevation. Unmarked terrain on an overland map is usually lowland plains. + +**Step 3. Watercourses:** It's important to keep in mind that rivers flow downstream, from high elevation toward the sea, always taking the path of least resistance. + +Powerful watercourses might carve canyons or gorges over millennia, but they should never cross through mountain ranges. On a similar note, watercourses don't branch—tributaries join into rivers as they flow downstream. + +**Step 4. Terrain and Environment:** Sketch in interesting terrain features such as forests, deserts, or tundra. You may want to differentiate these environs, separating coniferous and deciduous forests from tropical jungles or arctic taiga. Environs not specifically called out on an overland map are typically presumed to be some variety of grassland. + +**Step 5. Civilization:** Now you're ready to place the elements of civilization. Major cities should typically be located near fresh water and natural resources. Major roads connect larger settlements, circumventing forests and other difficult environs, but they may wind through mountain passes when lucrative commerce demands it. Add smaller settlements along your roads, further connected by smaller roads and trails. Finally, draw political boundaries and mark other sites of interest. + +> [!pf2-brown] CAMPAIGN REFERENCE +> +> Before the campaign starts, you might want to begin the outline for a campaign reference: a living document that you can easily review and annotate during gameplay and that records the geography, factions, history, characters, and plots central to your campaign. + +### Civilization +GMG p. 124 + +With the major geographical features and terrain of your world decided, you'll next want to establish significant nations and settlements. + +When it comes to designing a world's cultures, you might want to focus primarily on those areas the party is likely to explore first. This allows you to establish the details and depth of one region's peoples before expanding out to address others. That's not to say you shouldn't have ideas about the cultures beyond your starting settlement—it just means you don't need to decide every detail of every culture all at once. + +As always, you don't need to demarcate every realm on the globe or indicate every town, hamlet, and thorp. + +Keep your focus on what you need for your story and your adventure—leaving terra incognita can lead to stories down the road as the party ventures further from home. + +#### Societal Benchmarks +GMG p. 124 + +The following sections can help you establish certain truths about your world as a whole. From there, you can decide the details of specific cultural groups, including whether they deviate from these global standards. + +##### Technology +GMG p. 124 + +Throughout history, a major driver of world culture has been the continuous advancement of technology in warfare, agriculture, and industry. The following categories roughly approximate real-world technological levels, but progress might vary on your world. What heights of technology have been achieved? Have any groups fallen behind or leaped ahead? **Primeval:** Weapons and tools in this early era are crafted primarily from bone, wood, or stone. Knowledge of stonecutting allows early civilizations to raise stone walls and buildings. + +**Ancient:** Advancements in mining and metallurgy lead to weapons and tools made from bronze. Crop rotation and storage in granaries ensure greater survival in times of famine. Trade between river and coastal settlements is aided by oar- and sail-powered galleys. Chariots come into strong use during warfare. + +**Classical:** Superior military tactics and engineered roads allow for rapid deployment of infantry wielding iron weapons and aided by mounted cavalry. Advances in complex irrigation and construction of aqueducts lead to an abundance of harvest foods and dramatic improvements to sanitation. + +**Medieval:** Warfare in this era is defined by iron armor, crossbows, and weapons forged of fine steel. + +**Enlightenment:** The development of black powder and muzzle-loaded, single-shot firearms greatly changes warfare, making plate armor mostly obsolete. Larger ships permit ocean crossings and long-range trade to distant shores. The printing press speeds literacy and the dissemination of new ideas. + +**Steam:** Steam engines replace conveyances drawn by animal power or sail, leading to a significant shift from wood fuel to coal. Further advances in science lead to dirigible airships and observation balloons. Simple firearms are replaced by repeating revolvers and bolt action rifles. + +##### Divine Involvement +GMG p. 124 + +What is the nature of the gods? Do they even exist? If so, are they omnipotent and omniscient? How does a follower request their divine favor? The answers to these questions will help you determine how strongly divine faith impacts the cultures of your world. + +**None:** Deities do not exist in this world, or if they do, they are oblivious to or completely unconcerned with mortal affairs. If they exist, they don't make their presence known, nor do they grant power to their worshippers. + +**Limited:** Deities exist, though they remain aloof from the mortal world and make their divine presence known only to a chosen few. + +**Accepted:** Divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars may appear in the world during extreme circumstances. + +**Ubiquitous:** Deities live among mortals, exerting their divine will directly. Gods rule entire nations, commanding absolute obedience from their faithful followers. + +##### Magic +GMG p. 124 + +Does magic exist? If so, which traditions are available? What are the sources of a spellcaster's power, and how do they gain and channel that magic? + +**No Magic:** Magic of any kind does not exist in this world. Spells and magic effects do not function. Consider the variants on page 196 to handle the lack of magic items. + +**Low Magic:** Magic is mysterious and taboo. The few practitioners of the mystical arts are feared or shunned. + +Again, consider the variants on page 196 to handle the relative scarcity of magic items. + +**Common:** Magic is an accepted fact of everyday life, though its mysteries are beyond the reach of most people. + +Magic portals and gates can whisk travelers "in the know" halfway across the world or to the other side of the multiverse. + +**High Magic:** Magic and magical items are commonplace in society. It may be as easy to learn spellcasting as it is to learn a new language. Magical objects simulate various modern technologies. + +#### Designing Nations +GMG p. 125 + +For any nation you establish in your setting, you'll want to provide at least a minimal description—the core concept of that nation. The amount of additional detail you provide depends on the needs of your story. You likely want to establish enough information to create a stat block (page 130) for the nation your adventurers are from, any nations they're likely to spend significant time in, and those nations' main allied and enemy nations, if they are likely to become part of the plot. + +When building a nation, remember that the various elements connect to the history of the land and its people, its relationships with nearby nations, and the current residents. This interconnectedness will help you build a wealth of story hooks and provide immersive detail for your players. + +Beyond those basic details, the following considerations can help flesh out the nations in your setting. + +##### Location, Size, and Population +GMG p. 125 + +Major geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a realm. Depending on its leadership, culture, and the resources available, a country may be as small as a city-state or as large as a continent-sweeping empire. + +Barring widely available technological or magical travel and communication, most nations remain relatively small (only a few hundred miles across), simply because it becomes too difficult for a single governing entity to oversee and maintain the entirety of a larger state. + +National populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, famine, or plague can devastate it. As a rule, smaller nation-states have a population around a hundred thousand, while a continent-spanning empire could swell to well over a hundred million. + +Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumping-off points when dreaming up how the nation was founded and its later history. + +##### Cultural Hallmarks +GMG p. 126 + +What elements of the nation's predominant culture stand out? A nation might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other nations in your region. These hallmarks can inform your decisions about many other aspects of the nation. + +##### History +GMG p. 126 + +How did the nation come to be? Has it stood since time immemorial, a bastion of stability while the rest of the world changes around it? Perhaps it was built over the ruins of another civilization, destroyed by some forgotten calamity. Or perhaps it is a young nation, born recently amid ongoing strife in your world. What remnants of the past can be found, or has the past been deliberately [hidden](rules/conditions.md#Hidden)? How have the residents of the nation adapted to change, and in what ways have they failed to do so? + +##### Economy and Political Stances +GMG p. 126 + +Determine the key resources and industries that drive the nation's economy. The availability of natural resources can establish national boundaries, local industry, and other elements of the resident society. For example, an area with few resources might have a nomadic society, while a nation rich in resources might develop an opulent mercantile class. + +These resources can also affect international relationships. + +An area poor in a specific resource might have a strong trade relationship with a nearby nation that has it, or they might be at war! Nations also disagree about political structures, public policy, religion, and any number of other factors. + +You'll also want to consider the significant NPCs of each nation. This includes the official ruler, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes. + +> [!pf2-brown] CONSCIENTIOUS CULTURE DESIGN +> +> Creating fantasy cultures is a delicate topic, as it can be all too easy to create a culture or a group based on damaging stereotypes or simplistic reductions of real-world groups. +> +> Creating entire cultures out of harmful genre tropes such as "jungle savage" or "noble samurai" reduces real-world cultures to caricatures and perpetuates stereotypes about people from those cultures. Taking inspiration from the real world is wonderful—our world is filled with an incredible diversity of cultures and peoples—but you should do so with care and respect for those sources. + +#### Building Settlements +GMG p. 126 + +In Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness. + +The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlement's campaign role will inform many of the other decisions you make about the place. + +Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways. + +While it may be easier to create a village or city merely to serve the characters' needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories. + +Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community. + +##### Mapping a Settlement +GMG p. 126 + +Don't underestimate the usefulness of sketching a map of significant settlements, like the one where your adventure starts. This isn't intended to be a picture-perfect rendition drawn to scale, but rather to outline the rough shape and size of the settlement. Be sure to highlight a few key structures useful to the campaign. For more inspiration, see the section on Drawing Maps (page 52) + +**Step 1. City Layout:** The layout of a settlement is as unique as the terrain upon which it is settled. First, decide the major trade route for the settlement. This is typically a river, which brings fresh water, fish, and fast transport to the populace. Larger cities can sustain additional growth with access to a deep-water harbor or a major overland trade road. Even settlements conceived with a grid plan tend to stretch along established trade routes before expanding outwards. + +**Step 2. Districts:** Towns with a population over a thousand typically have defensive walls. As a settlement grows further in size and population, additional stone fortifications are often constructed beyond the city center, which further segment the city into districts or boroughs. A metropolis, for example, might have several distinct neighborhoods: Castle Ward, Noble Quarter, Temple Hill, the Gardens, Scholars' Court, Artisan Plaza, the docks, the slums, and so forth. + +**Step 3. Markets and Shops:** Designate one or more open spaces in the settlement for a market square. This marketplace typically grows in the city center, along a major road intersecting the settlement's primary trade route. Lining the perimeter of the temporary tents and stalls of a bazaar are permanent retail shops offering pricier goods and services. Here in the beating heart of city commerce, adventurers can arm themselves for upcoming expeditions or sell their ill-gotten gains once making it back to the settlement. + +**Step 4. Inns:** Heroes need a place to celebrate and recover between adventures. In addition to both public and private lodging, a settlement's inns often serve food and drink. As with the town market, inns are commonly built in central locations where trade roads meet. In your campaign, inns are ideal locations to spread gossip, introduce notable NPCs, and initiate quests. For the right price, innkeepers might rent strongboxes to secure money and other valuables between adventures. + +**Step 5. Landmarks:** To give your cities a sense of personality and local flavor, design a handful of iconic landmarks for the PCs to visit. Memorable names make these landmarks more interesting. A random observatory might be noteworthy, but the Celestial Watchtower has an air of intrigue that could lead to a fun adventure hook. + +### Religion +GMG p. 127 + +The greatest stories from myth and legend speak of immortals with incredible powers of creation and destruction. Some meddle in the affairs of mortals, shaping heroes and history at a whim, while others remain aloof or oblivious to the mortal world. Regardless of the world you're building, religion (or even the absence thereof) shapes the people and the stories you tell. + +#### Theology +GMG p. 127 + +Religious traditions are commonly categorized by their belief in one or more divine entities. + +**Polytheism:** This belief system posits the existence of many gods. Polytheistic gods typically espouse particular areas of concern and often reflect the appearance of their worshippers. The primary religious philosophy of the Age of Lost Omens is polytheistic. + +**Dualism:** This philosophy espouses an enduring conflict between two diametrically opposed cosmic forces; most commonly good and evil or law and chaos. Acolytes of each faith almost always see themselves as righteous, and those of the contrasting belief as false. + +**Monotheism:** A monotheistic doctrine recognizes the existence of only one true god. The supreme deity may exhibit more than one aspect yet remain a single entity, like Gozreh from the Age of Lost Omens. + +**Pantheism:** Divine power arises from the universe itself, or as a byproduct of the collective power of many deities sharing some common facet, either way forming a vast, all-encompassing divine entity. Worshippers sometimes appeal to or devote themselves to specific fundamental concepts or aspects of the universe. + +**Animism:** Rather than worshipping gods associated with souls and spiritual essence from beyond, animism sees the life force in each part of the world, whether it be the trees of an old-growth forest or a towering waterfall. + +An example of animism in the Age of Lost Omens is the connection between the Shoanti people and their totems, which they forge a relationship with when they come of age. + +**Atheism:** In some campaign worlds, the gods have all died, abandoned their worshippers, or never existed at all. Mortals of this world may still cling to belief and establish religions in the name of the divine, but there are no true deities to answer their prayers. + +#### Pantheons +GMG p. 127 + +In polytheistic traditions, a pantheon is a divine hierarchy of multiple (or even all) deities. + +**Universal:** All deities in the setting belong to a single pantheon. Different cultures might have their own names for the god of magic, for instance, but only a single deity answers their prayers. + +**Ancestral or Regional:** Each ancestry or region worships its own distinct pantheon. These pantheons coexist in the same cosmology but establish control in separate divine realms. Across the cosmos, several gods from disparate pantheons may share the same area of concern, but they seldom compete for worshippers from rival pantheons. + +**Competitive:** The world contains smaller regional pantheons competing for mortal worship. Only one deity of a specific area of concern may ascend to greater power across all the pantheons. As such, deities typically have little loyalty to their own pantheons and may actually switch to another pantheon if it earns them additional worshippers. + +**None:** The deities of this multiverse act as individuals with no familial ties or common agenda binding them to each other. + +#### Deities +GMG p. 127 + +These immortal beings command vast power and influence fueled by the faith and souls of mortal worshippers. In Pathfinder, deities also dictate some of the abilities of those champions and clerics who channel their power. + +When designing deities, you'll need to include the divine statistics and devotee benefits described below. + +##### Divine Rank +GMG p. 127 + +Gods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power. + +**God:** Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded. + +**Demigod:** Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god. + +**Quasi Deity:** The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own. + +##### Divine Statistics +GMG p. 128 + +In Pathfinder, deities are not only a narrative element of the world, but also a mechanical component of some classes. + +**Alignment:** A deity's alignment reflects their innate moral and ethical outlook. In the Lost Omens setting, most deities maintain realms tied to the Outer Plane that matches their alignment. + +**Areas of Concern:** Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern may work in common cause or against each other, depending on their goals and divine rank. + +**Edicts:** Every deity has edicts, which are those tenets they require their faithful—especially divinely empowered clergy like champions and clerics—to promote in the world. A deity usually has one to three simple and straightforward edicts. + +**Anathema:** The opposite of edicts, anathema are those things a deity will not abide. Champions and clerics must avoid their deity's anathema or risk losing their divine powers, and even lay worshippers usually feel guilty for performing such acts, as they will be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema. + +**Follower Alignments:** Champions and clerics can gain power from deities only if they share a compatible moral disposition. Usually these allowed alignments are chosen from those within one step of the deity's alignments, with NG, LN, CN, or NE deities rarely allowing N champions and clerics. Less restrictive deities are rarer and occur most often when the deity has multiple aspects or a particularly wide view of things. + +##### Devotee Benefits +GMG p. 128 + +Deities grant favored status and special power to the most fervent and influential of their flock. + +**Divine Font:** Clerics channel a deity's divine power as a font of negative or positive energy. Most often, good-aligned deities grant _heal_ while evil deities grant _harm_, with neutral deities most often offering a choice between the two. However, there's nothing inherently good about positive energy or evil about negative energy, so a specific deity's divine font may vary based on their areas of concern. + +**Divine Skill:** Champions and clerics automatically gain the trained proficiency rank in their deity's divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, [Intimidation](compendium/skills.md#Intimidation) would be appropriate for a god of tyranny, or [Deception](compendium/skills.md#Deception) for a goddess of trickery. + +**Favored Weapon:** Clerics gain access to their deity's favored weapon as well as the trained proficiency rank with it; warpriest clerics gain additional benefits. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one. + +**Domains:** Each deity grants a number of domains that reflect their divine areas of concern. Champions and clerics can learn the domain spells from their deity's domains. Pathfinder's deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deity's portfolio and give players sufficient options, you can give your deities as many domains as you like. + +**Cleric Spells:** When preparing spells, clerics can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1st-level spell and usually two others, all chosen from non-divine spell lists. The exact number of spells a deity grants can vary—a magic-focused deity might grant one spell per level—though this shouldn't exceed one spell per level. + +### Cosmology +GMG p. 128 + +An enduring curiosity among many cultures is to ask what wonders lie beyond the night sky. Does anyone gaze back from the moon above? What realms do the gods call home, and what is it like to walk in their divine presence? Is the mortal world at the center of the universe, or is all life utterly insignificant? Spiritual ponderings like these are central to belief systems across the globe. As a world builder, you get to answer those enduring questions by designing the multiverse in all its inexplicable grandeur. + +The following are some aspects of your cosmology you might consider, but as you decide these, you should also consider how many of these details are known in your world—and by whom. + +#### The Universe +GMG p. 128 + +The reality in which mortals live out their short existence is known to sages and scholars by many names—the universe, the Material Plane, or the mortal realm, among others. The structure of the physical universe might follow any of the following models, or it might be something completely different. + +**Vast:** The universe is an unimaginably sparse void of infinite space, littered with stars, planets, and various bits of detritus. + +**Limited:** The physical universe in your campaign world may be smaller in scope yet far more fanciful. + +For example, in Hinduism, the cosmos is supported on the backs of four elephants, themselves standing upon the shell of a world-sized tortoise, whereas Norse cosmology describes nine worlds connected by an immense ash tree. + +**Bizarre:** Sometimes the universe is more complex than the previous two categories, or possibly nested within multiple realities. What if the universe the PCs first know is in fact a magical or mechanical simulation of such complexity that its inhabitants are unaware that they themselves exist as an artificial consciousness? + +#### Composition of Outer Space +GMG p. 129 + +The spaces between the stars can also affect the stories told in that world. + +**Vacuum:** In conventional astronomy, outer space is an immense void existing in a near-perfect vacuum. In some settings—including the Age of Lost Omens, where it is known as the Dark Tapestry—the trackless firmament between the stars is an ominous expanse home only to terrible beings of incomprehensible malice. + +**Endless Sky:** What if the blue sky overhead extended outward forever? One need only fly high enough and far enough to reach another world. + +**Celestial Spheres:** The ancient Greeks posited that planets, stars, are more were embedded like jewels within celestial orbs of quintessence nested within one another. + +#### Solar System +GMG p. 129 + +What is the shape and structure of the solar system containing your game world? **Heliocentric:** Physics dictate that all planets in a system orbit the sun. + +**Geocentric:** What if your game world is in fact the center of the star system, or perhaps even the center of the known universe? **Dyson Sphere:** Perhaps a solar system has been enclosed in an artificial structure designed to harness the power of the sun. + +#### Planets and Moons +GMG p. 129 + +In antiquity, astronomers noticed that some of the twinkling lights in the night sky moved differently than the others. In time, these celestial wanderers would come to be known as planets, many with their own complement of orbiting moons. Are there other planets orbiting your world's sun? Are they terrestrial, gas giants, or something less common? How many moons are there? The characters may never venture there, but celestial bodies can have a strong influence on a culture and help you describe your world in an evocative and distinctive way. + +#### The Multiverse +GMG p. 129 + +In Pathfinder, the physical universe of your world is one plane within a much broader multiverse. The Planes, on page 136, details how planes work and the multiverse of the Age of Lost Omens, but you can fit planes to your story and world, or even build a new multiverse from scratch! Perhaps there are only two planes beyond the material universe, diametrically opposed and fighting over mortal souls, or the multiverse consists only of a series of infinite alternate realities. The options are truly infinite, limited only by your imagination and the story you want to tell. + +## Nations +GMG p. 130 + +Nations vary tremendously, from massive empires to isolated island realms, and their characteristics can give flavor and depth to your story and the PCs' adventures. An encounter in shadowy Nidal, where allegiance to Zon-Kuthon has literally blocked the sun from the sky, is going to have a very different tone than one in sun-drenched Thuvia. A nation working to overcome generations of xenophobia, like Kyonin, might have a different reaction to adventurers than a long-established empire like Taldor. A journey into a new nation can introduce the heroes to a new people (if the party visits the hobgoblin nation of Oprak), a new philosophy (such as the materialistic Prophecies of Kalistrade in Druma), or a new foe (as visitors to the undead-ridden Gravelands will certainly learn) + +Nations can also provide adventuring inspiration and hooks. When the heroes are caught in the crossfire between two nations in conflict, national concerns become their own. Learning more about a nation's history or practices might lead to a great finding—or a loathsome practice the characters want to eradicate. A party might get involved in the political machinations of a nation's elite power mongers, or they might fall out of favor and find themselves on the run from the law! Nations also influence a character's story on a personal level. A nation can suggest a character's ancestry, inform the languages they speak, and influence their choice of deity. As a GM, the relationship between a character and a nation can provide opportunities to better hook that character into your campaign. Has the character always lived there, or have they emigrated from elsewhere—and why? A character who fled due to political persecution might have long-standing enemies, while a hero who left due to ideological differences might have friends and family who seek to return them to the fold. + +### Nation Stat Block +GMG p. 130 + +The stat block for a nation presents the core information about a nation in a simple, streamlined format. + +#### Nations of Lost Omens +GMG p. 131 + +Presented below are stat blocks for two nations from the Lost Omens Campaign Setting. You can use these as examples when building your own nation stat blocks. + +## Settlements +GMG p. 132 + +For some players, a settlement may be nothing more than a convenient place to purchase gear and sell loot. + +For others, a settlement might be a beloved home they're willing to risk everything to protect. And sometimes, an entire campaign takes place entirely within the walls of a single city. + +### Settlements in a Game +GMG p. 132 + +Given the variety of roles a settlement can play in an adventure, a Game Master should have a firm understanding of how they work in the game and how to best use them. Virtually every settlement uses the rules for urban environments presented starting on page 514 of the _Pathfinder Core Rulebook_. Those rules are primarily intended for encounter mode, however, and so the following guidance can help you best use a settlement in the broader narrative of your game. + +#### Settlement Adventures +GMG p. 132 + +Designing adventures in a settlement generally follows the guidelines presented in Adventure Design on page 40. + +However, a settlement's greater population density also allows for a number of adventure styles and elements that aren't as common beyond the city walls. + +Social encounters are one of the most common interactions within a settlement, starting with the guards at the city gates all the way to an audience with the queen. The influence and reputation subsystems (pages 151 and 164, respectively) can facilitate these interactions in a more structured way. Chase scenes, using the rules starting on page 156, are an iconic component of a settlement adventure, especially in a larger city, where dense buildings and a variety of structures make for an exciting series of obstacles. A settlement is also an ideal place for a party to conduct an infiltration (page 160) + +Since most libraries, archives, and similar repositories of information are located within settlements, you might make use of the research rules (page 154). Ambitious characters might want to build up their own organizations using the leadership subsystem (page 168) + +##### Modes of Play +GMG p. 132 + +Just like in other adventure locations, all three modes of play can happen in settlements. Since a settlement presents far more opportunities for noncombat activities than most other environments, characters likely spend most of their time in exploration mode. Downtime almost exclusively takes place within a settlement. + +#### Marketplaces +GMG p. 132 + +Where there are people, there is commerce. The Buying and Selling section on page 24 provides several sets of guidelines for handling commerce in your game, but it can also be [helpful](rules/conditions.md#Helpful) to have a sense of what items and economic power a given settlement has on its own merits. + +In a given settlement, a character can usually purchase any common item (including formulas, alchemical items, and magic items) that is of the same or lower level than the settlement's. Usually, fewer of the highest-level items are available—you can use Table 10–9: Party Treasure by Level on page 509 of the _Core Rulebook_ as a guideline for how many of the highest-level items might be available, using the Permanent Items and Consumables entries for a level 1 lower than the settlement's actual level. Inhabitants of a settlement can usually purchase items from PCs as long as those items are the same or lower level than the settlement, with limitations on higher-level items similar to those available for sale. If a settlement's population is significantly smaller than its level would suggest, its ability to provide and purchase items may be more limited. + +If a character's level is higher than the settlement's, that character can usually use their own influence and leverage to acquire higher-level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled. + +Spellcasting services are available in many settlements. Barring a powerful spellcasting NPC in the city with whom the party could negotiate for services, a character can find someone to cast common spells up to a level that could be cast by an NPC of the settlement's level. For example, a character in a 9th-level city can typically find and pay someone to cast a 5th-level common spell—the highest spell available to a 9th-level spellcaster. + +Some settlements have access to uncommon items, formulas, and spells. If a settlement could reasonably be considered to meet the Access entry for an item or spell, that item or spell is available just like any common item. + +For example, the dwarven settlement of Kraggodan has plenty of dwarf weapons available. + +#### Power Structures +GMG p. 132 + +Outside of city limits, adventurers spend much of their time operating on their own terms, accountable only to their own moral code. But in a settlement, the heroes become part of a larger system with its own codified laws, procedures, and enforcement. The details of a settlement's power structures shape the party's interactions within that settlement. + +##### Government +GMG p. 133 + +The government of a settlement often reflects the nature of that settlement. A lawful, militaristic city likely has a hierarchical government with a single figure at the top, a crossroads market town might be under the control of its wealthiest merchant families, and a farming community might simply look to the oldest residents for leadership as necessary. + +That said, the lawful and publicly recognized ruler of a settlement isn't always the one calling the shots. They may merely be a puppet to a secret entity that silently pulls the strings from the shadows. Some settlements are ruled by [hidden](rules/conditions.md#Hidden) cabals, from strange religious sects to thieves' guilds. A settlement might be swayed by politically powerful residents, such an occult vizier or a political savvy high priest. In some cases, the legitimate authority may seem to govern but has actually been replaced by a faceless stalker, a devil in disguise, or another powerful shapechanger. + +##### Legal Codes +GMG p. 133 + +Most civilizations agree that laws are necessary to ensure a functioning society. The specific laws range from one settlement to another, and they might be as simple as a prohibition against murder and theft to exceptionally convoluted regulatory schemes dictating everything from clothing details to available confections. How well known these laws are can further flavor a party's interactions with that settlement, as it's likely easier to navigate a well-documented system than one in which the rules are learned only through experience and word of mouth. + +Much like a government, the legal codes reflect the settlement's alignment and overall nature. Generally speaking, a more lawful settlement is likely to have more complex laws, and a more lax locale to have fewer and simpler laws. + +##### Law Enforcement +GMG p. 133 + +Most settlements have systems in place to enforce their laws. In a small village, the residents might just police themselves, holding one another accountable to their shared values. Towns and larger settlements usually have some system of guards, whether that's a post filled by a rotation of volunteers or a city guard of professionals paid by the city's government to maintain order. Most settlements have some way of dealing with criminals, from fines to public stocks to prison cells, as well as individuals responsible for meting out those sentences. + +##### Organizations, Churches, and Factions +GMG p. 133 + +The government isn't the only influential factor in a settlement. Prestigious organizations, prominent churches, and specialized factions all wield power as well, often in conflict with the official government or one another. + +Religious congregations usually wield significant power in communities where faith is strong. A wizard, sorcerer, or bard of even moderate magical talent would be a rare and influential member of society in a small settlement. + +An organization can wield overt influence over the community where they're based, or subtle control, as the Pathfinder Society does in Absalom. Other notable factions may include noble houses, wealthy merchants, innkeepers, and retired soldiers and adventurers. + +##### Corruption +GMG p. 134 + +In any settlement, it's possible for officials to put their own interests before those of the people they serve. + +Corruption might be as simple as a clerk willing to accept a bribe to expedite some paperwork, or it might be as sinister as selling civilians into slavery. + +> [!pf2-brown] COMMON NPCS +> +> Several categories of NPCs are quite common in settlements, if not exclusive to them. The following sections from the NPC Gallery of this book provide statistics and additional useful information for running settlements. +> +> - **Courtiers** (page 206) The upper crust of society is most common in larger settlements. +> - **Magistrates** (page 224) These public officials create and implement the law. +> - **Officers** (page 232) Officers are responsible for enforcing the law in a settlement. +> - **Performers** (page 236) Performers are most common in settlements, where there are large audiences. +> - **Publicans** (page 238) Nearly every settlement has at least one gathering place and its regulars. +> - **Scholars** (page 240) Most repositories of lore are located within settlements. +> - **Tradespeople** (page 244) Tradespeople provide the skilled labor that keeps a town supplied and running. + +### Settlement Stat Block +GMG p. 134 + +A settlement's stat block consolidates the basic information about a settlement into a centralized format. + +#### Sample Settlement Abilities +GMG p. 134 + +Here are some common settlement abilities you can use to customize a settlement of your own creation. + +**Artists' Haven:** Residents of this city have a deep appreciation for fine art. It's easier to find higher-level tasks involving [Performance](compendium/skills.md#Performance) or art, as well as buyers willing to pay more for art objects. + +**City of Artisans:** Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons. + +**Magical Academy:** The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell. + +**Religious Bias:** This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deity's foes take a –1 circumstance penalty to the same actions. + +**Scholarly:** An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject (Core Rulebook 291) before attempting to Recall Knowledge. + +#### Changing a Settlement +GMG p. 135 + +Sometimes the characters spend a long period of time in a single settlement. Perhaps it's their home base, where they spend their downtime between adventures, or perhaps the entire adventure takes place there. In these cases, you might find you need to update your settlement stat block as it changes over time. + +Several elements of the settlement stat block are simple to update; you change the population as it grows or shrinks, and you change the leaders on your stat block as different people move between those positions. But you also might make changes that reflect the results of the PCs' adventures. If the heroes eliminated a major threat facing the settlement, you should remove that threat from the stat block—but if they drew the wrath of a new foe in doing so, you might add that new threat! You can also update the stat block's abilities, should the PCs' actions have that large an influence on the city. For example, if the party (using the leadership subsystem on page 168) built up a wizard school focused on crafting magical items, you might add an ability to the settlement stat block that increased the availability of magic items in the settlement's markets. + +#### Settlements of Lost Omens +GMG p. 135 + +## The Planes +GMG p. 136 + +Exploring the planes offers several opportunities for high adventure, as well chances to discover the secrets of creation. + +### Planar Traits +GMG p. 136 + +Each plane, dimension, and demiplane has its own properties and attributes. Planar traits can be [broken](rules/conditions.md#Broken) down into six categories: alignment, scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the plane's traits entry, though any trait that matches the Material Plane (described in the Normal entry in each section below) is omitted. + +#### Enhanced and Impeded Magic +GMG p. 136 + +Some planes enhance certain magic and impede opposing effects. A plane that enhances a particular type of magic grants anyone [Casting a Spell](rules/actions/cast-a-spell.md) with that trait a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Impeded magic means a character who [Casts a Spell](rules/actions/cast-a-spell.md) or Activates an Item with the specified trait must succeed at a DC 6 flat check or lose the spell or activation. + +#### Alignment Trait +GMG p. 136 + +Certain planes, particularly in the Outer Sphere, are attuned to an alignment. Most inhabitants share that alignment— even powerful creatures such as deities. Planes with the neutral alignment trait are more often a mix of alignments than strongly neutral, and planes with no alignment affinity simply don't have an alignment trait, rather than being neutral. Alignments are given as an abbreviation (_Pathfinder Bestiary_ 345), which appears first in the plane's list of traits. + +Spells that share any of the plane's alignment traits are enhanced, and those with opposing traits are impeded. For instance, in the chaotic evil Abyss, chaotic and evil spells are enhanced, and lawful and good spells are impeded. + +#### Scope Trait +GMG p. 136 + +Most planes are immeasurable, so immense they are impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the [finite](rules/traits/finite-gmg.md "Finite Planar Trait") or [unbounded](rules/traits/unbounded-gmg.md "Unbounded Planar Trait") trait. + +**Finite:** Finite planes consist of a limited amount of space. + +**Immeasurable:** Immeasurable planes are immeasurably large, perhaps infinite. + +**Unbounded:** Unbounded planes loop back on themselves when a creature reaches the plane's "edge." + +#### Gravity Traits +GMG p. 136 + +Many planes have unusual gravity. + +**Normal:** Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body. + +**High Gravity:** As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell. + +**Low Gravity:** As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell. + +**Microgravity:** There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane. + +**Strange Gravity:** All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself. + +**Subjective Gravity:** All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the concentration trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](rules/actions/fly.md) action. + +#### Time Traits +GMG p. 137 + +Time flows differently on many planes. + +**Normal:** Time passes the same way it does on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane. + +**Erratic:** Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. + +> [!success-degree] +> - **Success** Time passed normally on the erratic time plane. +> - **Failure** For each hour spent on the erratic time plane, 1 day passed on the normal time plane. +> - **Critical Failure** For each round spent on the erratic time plane, 1 day passed on the normal time plane. + +**Flowing:** The flow of time is consistently faster or slower. + +A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane. + +**Timeless:** Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another [time](rules/traits/time-b2.md "Time Creature Type Trait") trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the [timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age. + +#### Morphic Traits +GMG p. 137 + +This trait describes how easily the physical nature of the plane can be changed. The Material Plane is the norm, but other planes can warp through the plane's own sentient designs or be manipulated by extremely powerful creatures. + +**Normal:** Objects remain where they are (and what they are) unless affected by physical force or magic. Creatures can change the immediate environment as a result of tangible effort, such as by digging a hole. + +**Metamorphic:** Things change by means other than physical force or magic. Sometimes spells have morphic effects. Other times, the plane's nature is under the control of a deity or power, or the plane simply changes at random. + +**Sentient:** The plane changes based on its own whims. + +**Static:** Visitors can't affect living residents of the plane or objects the denizens carry in any way. Any spells that would affect those on the plane have no effect unless the [static](rules/traits/static-gmg.md "Static Planar Trait") trait is somehow removed or suppressed. + +#### Planar Essence Traits +GMG p. 137 + +Planar essence traits describe a plane's fundamental nature. For example, many of the Inner Sphere's planes are infused with an element or energy, each of which affects magic on those planes, and the Shadow Plane is awash with shadow. Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs. + +**Air:** Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and earth magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings. + +**Earth:** These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and air magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens. + +**Fire:** Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely [hostile](rules/conditions.md#Hostile) to non-fire creatures. + +Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage. + +**Water:** These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round. + +**Negative:** Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, [drained](rules/conditions.md#Drained) of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the [death](rules/traits/death.md "Death Effect Trait") trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith (_Bestiary_ 335). Negative magic is enhanced, and positive magic is impeded. + +**Positive:** These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and negative magic is impeded. + +**Shadow:** Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of [light](compendium/spells/light.md) spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded. + +### Planar Stat Blocks +GMG p. 138 + +Each of the planes listed in the following pages includes a short stat block of key information. The plane's type— whether it is a plane, dimension, or demiplane—appears in the stat block's heading, followed by the traits that define that plane. The following entries also provide important information about each plane. + +**Category:** This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension. + +**Divinities:** A list of all of the deities, demigods, and other powers that call this realm their home. + +**Native Inhabitants:** A sample of typical inhabitants of the plane. Also listed are the plane's petitioners, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led. More information on petitioners can be found in _Pathfinder Bestiary 2_ + +#### Inner Sphere Planes +GMG p. 138 + +The planes of the Inner Sphere form the heart of the cosmos. They are the home of mortal life, the focus of divine attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself. Arranged in a nested series of shells, like layers of an onion, the planes of the Inner Sphere include, from outer to inner: the Elemental Planes of Fire, Earth, Water, and Air; the universe of the Material Plane; and at the very core of this cosmological ensemble, the raw forces of creation and destruction of the Positive and Negative Energy Planes. + +#### Transitive Planes +GMG p. 140 + +At a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The mists of the Ethereal Plane overlap the planes of the Inner Sphere, while the Astral Plane borders every other plane in existence like the backstage of the cosmos. + +Bright and dark mirrors of the Material Plane, the First World and Shadow Plane overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Material Plane or rapidly cross vast distances through much swifter travel. + +#### Outer Sphere Planes +GMG p. 141 + +The planes of the Outer Sphere are the manifest realms of alignment: chaos, evil, good, law, neutrality, and their admixtures, populated by celestials, fiends, monitors, and others who promote these moral concepts. These planes are the backdrop upon which the mortal afterlife reaches its apparent conclusion, and the end destination of the River of Souls. The Outer Planes are regions of stability adrift in the raw, chaotic quintessence of the primordial Maelstrom, its tides forever gnawing at their edges even as mortal souls sustain them. The Abyss manifests as cracks in the Outer Sphere's fabric, while rising from the metropolitan Axis is the Boneyard's spire, the location where mortal souls are judged and then sent to their final destinations, be they reward, suffering, or oblivion. The Outer Planes are places of majesty, wonder, terror, and danger outstripping anything mortal adventurers might encounter anywhere else. + +#### Dimensions +GMG p. 144 + +Existing in the metaphorical space between the Transitive Planes and smaller, finite demiplanes, dimensions are a category unto themselves, defying the neat categorization of planar scholars and adventurers. Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once—including one another—dimensions and planes are most significantly differentiated in how each of them breaks the commonly held rules of the other. Although some scholars include other extraplanar realms within the ranks of dimensions, only two such realms are uniformly agreed upon and classified as such. The Dreamlands, also known as the Dimension of Dreams, is readily accessed by mortal dreamers, while the Dimension of Time is notorious for the near impossibility of accessing it as well as the bizarre, often deadly restrictions upon travel to and within its bounds. + +### Demiplanes +GMG p. 145 + +Demiplanes are much smaller and more limited than planes or dimensions, and they come into being more easily. They may arise naturally where the raw chaos of the Maelstrom churns at the border of the Astral, crystallize around shed memories of dead mortals on their way to judgment, or coalesce within the mists of the Ethereal set into motion by the forces of the Positive and Negative Energy Planes. They can also be crafted by will and powerful magic to suit their designers' whims. Almost innumerable, each is distinctly finite, with their own nature and rules set at their creation. + +Desna's demiplanar realm of Cynosure exists as Golarion's literal north star, silently visible in the night skies, hosting her servitors and petitioners in her divine realm at its heart. Other demiplanes are crafted by mortals, such as the Refuge of Nex, created by the titular archmage seeking respite and solitude, and the Hao-Jin Tapestry, a demiplane stocked with its creator's collection and accessed through a literal tapestry artifact she fashioned as its entrance. + +Created not by gods or mortals, the Akashic Record is a demiplane thought to exist deep within the Astral as a repository of the collective knowledge and memories of the cosmos, secure and unchanging, but so difficult to access that most doubt its very existence. Other demiplanes serve darker purposes and are perhaps best left forgotten, though their mysteries often tempt the ignorant, the foolish, and the desperate. The Prison of the Laughing Fiend serves to bottle its enigmatic and godlike occupant, Tegresin the Laughing Fiend, bound by nameless divinities whose nature and reason changes with each telling of the story, while the Dead Vault was crafted at Golarion's core by the gods themselves to forever bottle Rovagug the Rough Beast, lest he escape and devour all existence. \ No newline at end of file diff --git a/rules/gamemastery-guide/chapter-3-subsystems.md b/rules/gamemastery-guide/chapter-3-subsystems.md new file mode 100644 index 000000000..c5244ea02 --- /dev/null +++ b/rules/gamemastery-guide/chapter-3-subsystems.md @@ -0,0 +1,1441 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/gmg +aliases: ["chapter-3-subsystems"] +--- +# Chapter 3: Subsystems +GMG p. 147 + +> [!pf2-sidebar] COMBINING SUBSYSTEMS +> +> Some of the subsystems in this chapter could interact in interesting ways when combined. For instance, the influence subsystem could be part of how you build up reputation, or a piece of the plan in an infiltration. Or you could have a hexploration chase with a rival adventuring group, encountering obstacles in each hex as you race for the prize—while using vehicles to travel faster! Ultimately, it's up to you to decide how two combined subsystems should interact to tell your group's particular story, though a good rule of thumb is to have a backdrop subsystem that you're tracking on a longer term to which the shorter-term subsystem contributes. + +Subsystems are a great way to add depth to aspects of your game that don't occur in combat but still have high stakes. This chapter begins with Victory Points, a structure that underlies much of the chapter, to help you build your own subsystems. Next are some of the most common subsystems you might need in your game, with advice on how to use and modify them. This chapter is organized into the following sections. + +- **Victory Points** (page 148) provides you a framework with which to build your own subsystems, detailing the fundamental structure that Pathfinder uses for its subsystems. +- **Influence** (page 151) gives rules for more in-depth social encounters involving influencing NPCs. +- **Research** (page 154) shows you how to build an interesting structure for scenes where PCs research information. +- **Chases** (page 156) are designed to represent the fast-paced feel of movie chase scenes. +- **Infiltration** (page 160) allows you to build infiltrations and heists where careful planning helps the PCs maintain an edge against their adversaries and pull off incredible capers. +- **Reputation** (page 164) breathes life into the world around the PCs, as various groups of NPCs react favorably or unfavorably to the PCs actions, and PCs' status with those groups changes. +- **Duels** (page 166) provides a simple architecture for one-on-one showdowns between adversaries. +- **Leadership** (page 168) allows PCs to attract people to a cause, giving them cohorts and organizations to look after. +- **Hexploration** (page 170) teaches you how to build exploration maps on a hexagonal grid to give your PCs the thrill of discovering secrets within uncharted or unfamiliar territory. +- **Vehicles** (page 174) allows you to run encounters involving vehicles and capitalize on their potential to help PCs explore on a larger scale and at a faster pace. + +## Deciding to Use a Subsystem +GMG p. 147 + +When you have an exciting subsystem available, it can be tempting to use it anytime it can possibly come up (for instance, replacing every social scene with the influence subsystem). However, subsystems are most effective when used with intention. + +Subsystems are best when used for a component of the game that's meant to be at least a significant portion of a single session. Think about whether you want a different style of play than normal before you decide to use a subsystem, since that's what subsystems are best suited for. You should avoid using a particular subsystem if many members of your group don't like it, or if use of a subsystem during play devolves into the PCs making a series of rolls that don't contribute to telling an interesting story. + +It's important to leave enough time and mental energy to make the subsystem feel special and to bring all the components and elements of the subsystem to life in the game world. A subsystem stripped of all its life and story depth can become nothing more than a large number of die rolls, and the last thing you want is to lose the magic, especially with a subsystem the PCs enjoy. Sometimes, a simple check is the right way to handle the scene, and that's okay! The subsystems will be there when you need them to spice up an adventure or really dive deep into a particular element or scene. + +## Victory Points +GMG p. 148 + +Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story. + +### Naming Your Victory Points +GMG p. 148 + +It can be fun to rename your Victory Points, to better reflect the subsystem they track. + +The term "Victory Points" is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word "Points" if you prefer, though this section often retains it while describing how Victory Points can be used. + +### Victory Point Subsystem Structures +GMG p. 148 + +There are a few common structures for tracking Victory Points that you might use for your new subsystem. + +You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way you're running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points. + +#### Accumulating Victory Points +GMG p. 148 + +The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC. + +In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target—either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since it's dynamic and less at risk of resulting in a stalemate. + +You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end. + +##### Accumulating Rolls +GMG p. 148 + +In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases. + +> [!success-degree] +> - **Critical Success** The PCs gain 2 Victory Points. +> - **Success** The PCs gain 1 Victory Point. +> - **Critical Failure** The PCs lose 1 Victory Point. + +This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare-brained schemes have a fair chance of losing the PCs 1 Victory Point. + +#### Diminishing Victory Points +GMG p. 149 + +Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it's great at conveying the urgency of a situation as the PCs lose points. Sometimes it's necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs. + +If they're on a timer, the final results might be better the more points they manage to keep before the time runs out. + +##### Diminishing Rolls +GMG p. 149 + +Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows. + +> [!success-degree] +> - **Critical Success** If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success. +> - **Success** The PCs avoid losing any Victory Points. +> - **Failure** The PCs lose 1 Victory Point. +> - **Critical Failure** The PCs lose 2 Victory Points. + +#### Multiple Point Subsystems +GMG p. 149 + +In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins! + +Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure. + +Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate. + +### Obstacles and Dcs +GMG p. 149 + +When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below) + +Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge. + +> [!pf2-brown] ENEMY VICTORY POINTS +> +> In addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, it's usually best to increase or reduce the enemy's Victory Points based on just the PCs' actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foe's Victory Points. +> +> Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies' Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but "damages" the enemies' VP instead of gaining VP for the PCs' side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story. + +### Setting Your Scale +GMG p. 149 + +The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if it's meant to take up most or all of a game session. The Table 3–1 (page 150) suggests possible values for your Victory Point scale. The "adventure-wide" scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds. + +This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the "adventure-wide, sideline" value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all. + +The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time. + +| Duration of Challenge | VP End Point | VP Threshold | +|-----------------------|--------------|--------------| +| Quick Encounter | 3-5 | — | +| Long Encounter | 7-10 | 4 | +| Most of a session | 15-25 | 5, 10, 15 | +| Adventure-wide, sideline | 15-20 | 5, 10, 15 | +| Adventure-wide, forefront | 25-50 | 10, 20, 30, 40 | + +The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points—such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use. + +### Running Your Subsystem +GMG p. 150 + +When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check. + +You can even have challenges that require all the PCs to participate. For instance, if the party's host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to [Impersonate](rules/actions/impersonate.md) or [Sneak](rules/actions/sneak.md). You'll likely find that some approaches should be automatic successes if they're well-suited to the task, or automatic failures for ideas that are likely impossible. + +### Rewards +GMG p. 150 + +How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem that's fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs' patron will become based on the PCs' decisions, you might not give XP directly from the subsystem, since in that case "success" is undefined. + +## Influence +GMG p. 151 + +Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence. + +These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. It's perfect for a single social gathering—whether it's a party, a treaty negotiation, or even an attempt to persuade various members of a panel of judges. Because of the variety of Influence skill options and the ability to use [Perception](compendium/skills.md#Perception) to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has [Diplomacy](compendium/skills.md#Diplomacy). + +The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical. During each round, each PC can act once to either Influence or Discover. + +```ad-pf2-note +title: Influence +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") + +You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block). + +> [!success-degree] +> - **Critical Success** You gain 2 Influence Points with the chosen NPC. +> - **Success** You gain 1 Influence Point with the chosen NPC. +> - **Failure** You gain no Influence Points with the chosen NPC. +> - **Critical Failure** You lose 1 Influence Point with the chosen NPC. +``` + +```ad-pf2-note +title: Discover +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") + +You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block. + +> [!success-degree] +> - **Critical Success** Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. +> - **Success** Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses. +> - **Failure** You learn no information. +> - **Critical Failure** Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery. +``` + +### Influence Stat Blocks +GMG p. 152 + +NPCs in the influence subsystem have little need for many of the statistics you'll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight. + +Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC's [Perception](compendium/skills.md#Perception) and Will modifiers. + +After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, [hidden](rules/conditions.md#Hidden) agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter) + +```ad-pf2-note +title: NPC Name +traits + +A succinct description of the NPC, such as "Famous musician" or "Popular baron." + +The NPC's Perception modifier, plus potentially relevant spells such as true sight. + +The NPC's Will modifier, plus any special adjustments. + +The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs. + +The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). [Diplomacy](compendium/skills.md#Diplomacy) should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC's interests. + +The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds. + +Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPC's resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible. + +Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it's a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC's weakness, it typically decreases the associated Influence check's DC by 2 (or 5 for stronger weaknesses), but it could have farther-ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far. +``` + +#### Setting Dcs +GMG p. 153 + +When setting DCs, it's often good to start with a "social level" for the NPC and set their DCs accordingly. + +Use the DC adjustments from page 504 of the _Core Rulebook_ just like you normally would. A good starting place is setting the NPC's Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work. + +For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say that's the DC for [Diplomacy](compendium/skills.md#Diplomacy) but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the [Intimidation](compendium/skills.md#Intimidation) DC 24. Maybe you also determine that she loves different varieties of wine, resulting in an incredibly easy DC adjustment to get DC 12 for [Alcohol Lore](compendium/skills.md#Lore). + +> [!pf2-brown] SAMPLE STAT BLOCK +> +> In this example, the PCs try to convince a grizzled landlord to not evict a theatrical troupe from a dilapidated building he owns. It's a 3rd-level challenge. He is a busy, practical man and gives the PCs only 45 minutes (3 rounds) to make their case. +> +> ```ad-pf2-note +> title: Danphy Mollwether +> [human](rules/traits/human.md "Human Ancestry & Heritage Trait") [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") [le](rules/traits/le-b1.md "Lawful Evil Alignment Trait") [medium](rules/traits/medium-b1.md "Medium Size Trait") +> +> Penny-pinching landlord +> +> +9||Perception +> +> +11||Will +> +> DC 13 [Mercantile Lore](compendium/skills.md#Lore), DC 18 [Perception](compendium/skills.md#Perception), DC 16 [Society](compendium/skills.md#Society) +> +> DC 16 [Accounting Lore](compendium/skills.md#Lore) (noting how the theater could be made profitable), DC 16 [Crafting](compendium/skills.md#Crafting) (volunteering to repair the building), DC 20 [Intimidation](compendium/skills.md#Intimidation), DC 20 [Performance](compendium/skills.md#Performance), DC 22 [Diplomacy](compendium/skills.md#Diplomacy), DC 24 [Deception](compendium/skills.md#Deception) +> +> Mr. Mollwether gives the troupe 1 week to get him his back rent, with interest, before evicting them. +> +> Mr. Mollwether gives the troupe 1 month to get him his back rent before evicting them. +> +> Mr. Mollwether allows the troupe to stay, reduces their rent, and forgives half their debt. +> +> The landlord thinks in practical terms, with little patience for the "good-for-nothings" of the troupe. Appeals directed at sympathy alone increase the check's DC by 2. +> +> Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the [Performance](compendium/skills.md#Performance) DC by 2. +> +> - **Background** Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive. +> - **Appearance** An elderly man in cheap dress clothes, Mr. Mollwether looks like he's never felt a moment of love for anyone in his whole life. +> - **Personality** Impatient, crotchety, skeptical +> - **Penalty** Antagonizing Mr. Mollwether by "sermonizing" or "wasting his time" causes him to cut the meeting short, reducing it to 2 rounds instead of 3. +> ``` + +### Running an Influence Encounter +GMG p. 153 + +When running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. It's up to you to make sure every NPC is distinct, react to the PCs' interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks. + +Think about how the number of rounds of a social encounter relate to the overall event. For instance, if you have a four-course banquet and 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change help makes the NPC feel a bit more real and helps break up any repetition in your encounter. + +## Research +GMG p. 154 + +In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. Use this subsystem if the PCs face a time constraint, rival research group, or other form of external pressure or condition that could end the PCs' efforts early. Otherwise, you can simply use the rules in the _Core Rulebook_, since the PCs are free to keep rolling until they uncover everything there is to find. + +In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian. + +```ad-embed-ability +title: Research +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") + +You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. + +> [!success-degree] +> - **Critical Success** You gain 2 RP. +> - **Success** You gain 1 RP. +> - **Critical Failure** You make a false discovery and lose 1 RP. +%% #trait/concentrate #trait/exploration #trait/linguistic %% +``` + +### Building a Library +GMG p. 154 + +"Library" is the general term the research subsystem uses to designate the setting of the PCs' research. Despite the name, the library doesn't necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a collection of iconographic artwork, or even a group the party is questioning. In most cases, to engage the whole party and add a little decision-making to the research, you'll want to give your research topic or library at least one variable or subdivision that the PCs need to decide how to handle. For instance, you might give the PCs three different research topics to study, each using different skills and providing different rewards. The library might have several rooms or sections with different challenges to research, allowing you to reward PCs with skills that aren't typically associated with research; perhaps the books on aeromancy are all flying above the top shelves of towering bookcases, requiring a round of [Athletics](compendium/skills.md#Athletics) checks to represent climbing up and down ladders to retrieve them and reach the first threshold. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research session, rather than just a string of die rolls by the wizard. + +#### Choosing Thresholds +GMG p. 154 + +Once you've decided what your library looks like and how the library and research options are structured, it's time to set the research thresholds for each topic. Thresholds are your opportunity to reveal intriguing new information and introduce different types of challenges. Each threshold should provide interesting information; if it doesn't, you should probably have fewer thresholds. + +Thresholds can change the state of the library (perhaps the first threshold is simply cleaning and organizing the library so the PCs can find the tomes they need), reveal information, give the PCs a reward (like access to an ancient uncommon or rare feat or spell they discover in library's depths), trigger an encounter, alter the skills or DCs for further research, or anything else you can imagine, but they should always do something. + +If your library covers multiple topics, each has its own set of thresholds. You'll typically want to require fewer Research Points to reach each one and use fewer thresholds per topic. + +Think about the constraints preventing the PCs from researching as long as they want, and use those constraints to determine how many Research Points they must earn to reach each threshold. You don't need to evenly space thresholds—you could require very few Research Points to learn crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward. + +#### Library Stat Block +GMG p. 155 + +When you build a library, you can use a stat block to organize the information. In a published adventure, you'll find libraries presented in the format below. There's no need to include entries that aren't applicable for your library. + +```ad-pf2-note +title: Library's Name *Library (Level)* +traits + +Whether it's a section of a physical library, one of several research topics the PCs are studying, or something more creative, this is the name of one of the library's divisions. If the divisions are separate topics, they'll each have their own thresholds, but if the divisions are separate areas all related to the same topic or topics, they might have RP maximums instead, after which the PCs have exhausted the information in that area. Repeat these sections for the library's other divisions; if using RP maximums, make sure the divisions provide enough Research Points to reach the final threshold. + +The skills or other checks the PCs can attempt to Research the division are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player provides a strong narrative explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries. + +Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold). +``` + +Beneath the stat block, you can list any events that occur based on timing rather than the PCs' RP total (such as a threatening message arriving on the third day), as well as any other important details. + +### Running Research +GMG p. 155 + +When running the research subsystem, think about the two factors that set the pace of the research and allow you to break it up: the length of each round of research, and the thresholds in the research. Use both of these in tandem to breathe life into the session and draw the players into the game. Ideally the PCs are aware of whatever pressure requires them to finish the research, so as rounds pass, the tension increases. As long as the PCs are able to get the information they came for, it's fine if they don't learn everything the library has to offer; in fact, you might intentionally create a situation allowing the PCs time to glean only some of a list of special rewards, forcing them to prioritize their favorites. + +> [!pf2-brown] SAMPLE STAT BLOCK +> +> In this example, the PCs are trying to research [hidden](rules/conditions.md#Hidden) occult secrets about hags known only to the fey of a strange sylvan library. It's a 7th-level challenge. If you'd like to use this sample library for a different research topic, just change the results of each threshold and replace any [Occultism](compendium/skills.md#Occultism) Research checks with checks appropriate to the new topic! +> +> ```ad-pf2-note +> title: Gade of Forgotten Time *Library 7* +> [fey](rules/traits/fey.md "Fey Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") +> +> Five-foot stems open up into colorful petaled tomes +> +> 10 +> +> DC 18 [Academia Lore](compendium/skills.md#Lore) or [Library Lore](compendium/skills.md#Lore), DC 23 [Occultism](compendium/skills.md#Occultism) +> +> A powerful intelligence slumbers deep within this ancient oak, awakened by communion or music +> +> 15 +> +> DC 21 [Performance](compendium/skills.md#Performance), DC 23 [Nature](compendium/skills.md#Nature), DC 25 [Occultism](compendium/skills.md#Occultism) +> +> Thousands of iridescent sprites flit about, eager to offer tidbits of information, though it is not always reliable +> +> 5 +> +> DC 23 [Diplomacy](compendium/skills.md#Diplomacy), DC 23 [Occultism](compendium/skills.md#Occultism), DC 25 [Society](compendium/skills.md#Society), DC 28 [Perception](compendium/skills.md#Perception) +> +> The PCs learn apocryphal fey legends that the first hags were once cruel fey queens twisted by inner corruption. They learn details about hag reproduction, changelings, and the hag mother's Call. +> +> The PCs learn the location of an ancient, twisted grove in the First World rumored to hold a secret treasure connected to hags. Attaining this knowledge comes at a cost: hag malice solidifies into two will-o'-wisps and animates some of the glade's plant matter into a shambler. The three creatures attack the PCs together. +> +> The PCs learn a variety of occult folk divinations said to detect the presence of nearby hags. Among them is a functioning uncommon spell: [read omens](compendium/spells/read-omens.md). +> +> The loremother tree stirs and partially awakens, issuing the PCs a dire warning about danger in the knowledge they seek. Replace the loremother tree's [Performance](compendium/skills.md#Performance) Research check with a DC 28 [Diplomacy](compendium/skills.md#Diplomacy) check to convince the tree to share further knowledge. +> +> The whole glade goes quiet, and the PCs feel a pall fall over their hearts. The PCs are close, but all Research check DCs increase by 2. +> +> The PCs learn even more esoteric wisdom about hags. However, they have drawn the attention of a coven of annis hags, who materialize to destroy the party and their newfound knowledge. If the PCs run out of time before reaching this point, the coven erases any further information before attacking the PCs out of spite. +> ``` + +## Chases +GMG p. 156 + +The _Core Rulebook's_ Speed rules work well for short sprints through fairly clear terrain. Over longer distances through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit so you can create a thrilling chase scene. + +Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point. + +Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days? + +### Obstacles +GMG p. 156 + +During a chase, all the characters must overcome a series of obstacles that represent challenges—from locked doors to deceptive bogs—during the different legs of the pursuit. + +These obstacles aren't separated by specific distances; the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle. + +Each obstacle requires a certain number of Chase Points to overcome—typically 1 per party member for a standard obstacle, though particularly challenging obstacles might require more (listed in an obstacle's Chase Points entry) + +Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach typically requires a skill check or [Perception](compendium/skills.md#Perception) check, but sometimes a saving throw, an attack roll, or something even more unusual, like a casting a certain spell (listed in an obstacle's Overcome entry) + +On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains. + +> [!success-degree] +> - **Critical Success** The PCs gain 2 Chase Points. +> - **Success** The PCs gain 1 Chase Point. +> - **Critical Failure** The PCs lose 1 Chase Point. + +If the means of bypassing the obstacle helps automatically without requiring a check—such as using a certain spell to assist—the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful. + +Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using [Acrobatics](compendium/skills.md#Acrobatics) to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful. + +Once the PCs accumulate enough Chase Points to overcome the obstacle, they immediately move to the next. Extra Chase Points don't carry over to the next obstacle— each requires its own number of Chase Points to overcome. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0. + +It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows. + +```ad-pf2-note +title: Crowd *Obstacle 1* + +4 + +DC 15 [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) to weave or push through, DC 13 [Society](compendium/skills.md#Society) to follow the flow + +Throngs of people crowd the streets, making it difficult to continue the chase. +``` + +### Building a Chase +GMG p. 156 + +When building a chase, first build your obstacles and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than 1 Chase Point per character to overcome. + +Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses [Stealth](compendium/skills.md#Stealth), selecting [Thievery](compendium/skills.md#Thievery) as the other option doesn't really offer opportunities for different types of characters, since those who are good at [Thievery](compendium/skills.md#Thievery) are very likely the same ones who are good at [Stealth](compendium/skills.md#Stealth). On the other hand, offering [Athletics](compendium/skills.md#Athletics) as an alternative gives a champion who's terrible at [Stealth](compendium/skills.md#Stealth) a way to help. The group can help cover for a character who is less capable at a particular obstacle, but it's more fun for players to present substantially different options for each obstacle. + +Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles. + +**Short:** 6 obstacles, about 10–20 minutes of game time + +**Medium:** 8 obstacles, about 15–25 minutes of game time + +**Long:** 10 obstacles, about 20–30 minutes of game time. + +#### Setting Obstacle Dcs +GMG p. 157 + +When you set the DCs for an obstacle, you'll typically be using simple DCs. Use a proficiency rank that's generally appropriate for the PCs' level if you want the obstacle to be a significant one. As noted earlier, you'll typically want to select a couple different ways the group can get past an obstacle. At least one check should be have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases you might use something other than a simple DC; for example, if a specific NPC has put up a magical barrier, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully! If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC of the check to be easy or very easy, because the PC is likely to be good at the skill they've chosen to use. + +#### Shortcuts and Split Paths +GMG p. 157 + +You might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a [Perception](compendium/skills.md#Perception) check to find a faster path along a canal, without the obstacles of a busy street. This can be fun, but can also split up the group. Familiarize yourself with the Solo Chases sidebar above to make similar adjustments for a divided group. + +> [!pf2-brown] SOLO CHASES +> +> Sometimes circumstances might require you to run a chase where the PCs are each progressing individually, rather than as a group, such as if they get split up. The danger therein is that a player can easily become frustrated if their character is stuck at an obstacle where it's extremely difficult to succeed at either choice, and no allies can help them. In these chases, it's best to allow even a single success be enough for a character to progress to the next obstacle, and have a critical success give the character a +2 circumstance bonus on their first check against the next obstacle. + +#### Ending Chases +GMG p. 157 + +Once you have the obstacles, decide the end conditions. + +Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, it's less clear when to end a chase otherwise. It's typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds, because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens. + +#### Types of Chases +GMG p. 157 + +- **Chase Down:** The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape. +- **Run Away:** The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of their foes at the end of a round. +- **Beat the Clock:** The PCs try to get through all the obstacles before a certain number of rounds passes, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually be equal to the number of rounds. +- **Competitive Chase:** The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there is more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate.) + +### Running a Chase +GMG p. 158 + +When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing, and how they're helping their comrades overcome each obstacle. + +Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the least, you should indicate the relative difficulty of the clear paths. The PCs are adventurers, so they're experienced at assessing which path is going to be easier or harder. + +Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment, as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them. + +#### Visual Aids +GMG p. 158 + +It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance. + +#### If the Pcs Get Stuck +GMG p. 158 + +Sometimes despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it's a good idea to just say they found another way around it. If the obstacle requires more or fewer Chase Points, you can change the number of rounds before letting them get past it. If presenting another way around the obstacle just doesn't make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost. + +### Sample Obstacles +GMG p. 158 + +You can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group they're best suited for, and many include both a basic version for lower levels and a higher-level version. + +| Crumbling Corridor (1st) | DC 13 [Acrobatics](compendium/skills.md#Acrobatics) to avoid disturbing the walls, DC 15 [Crafting](compendium/skills.md#Crafting) to shore up the walls; **Quaking Corridor (11th)** DC 25 [Acrobatics](compendium/skills.md#Acrobatics), DC 30 [Crafting](compendium/skills.md#Crafting) | +| Fungus Grotto (1st) | DC 15 Fortitude to endure poisonous spore, DC 13 [Survival](compendium/skills.md#Survival) to avoid the mushrooms; **Virulent Fungi (5th)** DC 20 Fortitude, DC 18 [Survival](compendium/skills.md#Survival) | +| Pit Trap (1st) | DC 13 [Athletics](compendium/skills.md#Athletics) to quickly climb out, DC 15 Perception to spot the trap before it's triggered; **Exceptional Pit Trap (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 Perception | +| Wandering Gelatinous Cube (1st) | DC 18 [Occultism](compendium/skills.md#Occultism) to identify its deficiencies, DC 15 [Stealth](compendium/skills.md#Stealth) to sneak past; **Wandering Black Pudding (7th)** DC 24 [Occultism](compendium/skills.md#Occultism), DC 19 [Stealth](compendium/skills.md#Stealth) | +| Collapsed Tunnel (5th) | DC 20 [Athletics](compendium/skills.md#Athletics) to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 [Athletics](compendium/skills.md#Athletics), DC 28 Perception | +| Pendulum Trap (5th) | DC 20 Reflex to dodge the blades, DC 15 [Thievery](compendium/skills.md#Thievery) to disable the tap; **Panoply of Pendulums (12th)** DC 30 Reflex, DC 28 [Thievery](compendium/skills.md#Thievery) | +| Wooden Portcullis (8th) | DC 25 [Acrobatics](compendium/skills.md#Acrobatics) to squeeze through, DC 20 [Athletics](compendium/skills.md#Athletics) to lift the gate; **Iron Portcullis (11th)** DC 25 [Acrobatics](compendium/skills.md#Acrobatics), DC 30 [Athletics](compendium/skills.md#Athletics) | + +| Crowd (1st) | DC 15 [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) to weave or push through, DC 13 [Society](compendium/skills.md#Society) to follow the flow; **Festival Crowd (4th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 [Society](compendium/skills.md#Society) | +| Fruit Cart (1st) | DC 13 [Athletics](compendium/skills.md#Athletics) to vault over or smash through, DC 15 [Intimidation](compendium/skills.md#Intimidation) to make the merchant move it; **Merchant Pavilion (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 22 [Intimidation](compendium/skills.md#Intimidation) | +| Guard Dog (1st) | DC 14 [Nature](compendium/skills.md#Nature) to calm, DC 16 [Stealth](compendium/skills.md#Stealth) to sneak past; **Guard Roc (9th)** DC 26 [Nature](compendium/skills.md#Nature), DC 28 [Stealth](compendium/skills.md#Stealth) | +| Rickety Rooftops (1st) | DC 15 [Acrobatics](compendium/skills.md#Acrobatics) to cross clotheslines, DC 13 [Athletics](compendium/skills.md#Athletics) to jump from roof to roof; **Crumbling, Steep Rooftops (5th)** DC 18 [Acrobatics](compendium/skills.md#Acrobatics), DC 20 [Athletics](compendium/skills.md#Athletics) | +| Wooden Fence (1st) | DC 13 [Athletics](compendium/skills.md#Athletics) to climb over, DC 15 [Thievery](compendium/skills.md#Thievery) to unlock a gate; **High Iron Fence (8th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 25 [Thievery](compendium/skills.md#Thievery) | +| Gang of Hooligans (2nd) | DC 13 [Deception](compendium/skills.md#Deception) to trick, DC 15 [Stealth](compendium/skills.md#Stealth) to sneak past; **Elite Criminals (12th)** DC 28 [Deception](compendium/skills.md#Deception), DC 30 [Stealth](compendium/skills.md#Stealth) | +| Twisting Alleyways (2nd) | DC 17 Perception to find a path, DC 13 [Society](compendium/skills.md#Society) to recall a map; **Multi-Story Maze (7th)** DC 22 Perception, DC 20 [Society](compendium/skills.md#Society) | + +| Deep Mud (1st) | DC 15 [Athletics](compendium/skills.md#Athletics) to slog through, DC 13 Perception to find a path; **Horrid Bog (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 Perception | +| Downpour (1st) | DC 13 Fortitude to push through, DC 15 [Nature](compendium/skills.md#Nature) to predict the weather; **Magical Thunderstorm (5th)** DC 30 Fortitude, DC 25 [Nature](compendium/skills.md#Nature) | +| Rope Bridge (1st) | DC 15 [Acrobatics](compendium/skills.md#Acrobatics) to cross carefully, DC 13 [Crafting](compendium/skills.md#Crafting) to make repairs; **Solitary Frayed Rope (11th)** DC 25 [Acrobatics](compendium/skills.md#Acrobatics), DC 30 [Crafting](compendium/skills.md#Crafting) | +| Rushing River (1st) | DC 15 [Athletics](compendium/skills.md#Athletics) to swim or hop across stones, DC 13 [Survival](compendium/skills.md#Survival) to find a ford nearby;**Flash Flood (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 [Survival](compendium/skills.md#Survival) | +| Steep Hills (1st) | DC 13 [Athletics](compendium/skills.md#Athletics) to climb across, DC 15 Perception to find easier path; **Rugged Mountain (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 Perception | +| Swarm of Wasps (1st) | DC 15 Fortitude to endure stings, DC 13 [Survival](compendium/skills.md#Survival) to smoke them out; **Those Aren't Wasps! (5th)** DC 20 Fortitude, DC 18 [Survival](compendium/skills.md#Survival) | +| Tangled Forest (2nd) | DC 17 Perception to find the way, DC 13 [Survival](compendium/skills.md#Survival) to plot a path; **Enchanted Forest (5th)** DC 20 Perception, DC 18 [Survival](compendium/skills.md#Survival) | + +## Infiltration +GMG p. 160 + +An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs' goal might be sneaking into a den of thieves to relieve them of ill-gotten gains, navigating the winding passages of the city watch headquarters to break a friend out of prison, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the members of a thieves' guild, the prison guards, or the invited guests at an upscale gala. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out—in any case, blocked from accomplishing their goal. + +An infiltration is fundamentally a roleplaying activity. The players narrate their characters' actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though it's up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different depending on the story and your group's preferences. + +### Building an Infiltration +GMG p. 160 + +When creating an infiltration, you'll want to start with the party's broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table. + +#### Objective +GMG p. 160 + +The first thing you'll need to determine is the party's objective, or broad goal. Maybe the PCs need to find their way into some [hidden](rules/conditions.md#Hidden) sanctum, find a particular person within an organization, locate and get away with a bit of treasure, or plant a piece of evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence—the PCs might first need to find a way to enter the cult's sanctum, then open the vault, and then escape with the relic. + +To achieve an objective, the PCs must overcome a certain number of obstacles—specific challenges the PCs face, such as getting across a moat or past a nosy butler. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several. + +It's a good idea to offer more obstacles as options than the characters need to overcome, and the PCs don't all have to choose the same ones. This represents the fact that there's more than one way into a castle, and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective. + +Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success! + +While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs' actions, and apply to the party as a whole. As the PCs' Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they are found out and their infiltration fails altogether! + +#### Obstacles +GMG p. 160 + +Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a character's progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome—typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways—usually through a skill or [Perception](compendium/skills.md#Perception) check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacle's Overcome entry. Unlike obstacles for chases, these use a difficulty band for the PCs' level, rather than using set DCs. + +The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a guildhall for clues, and once one PC has picked a lock, everyone can enter. + +A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once. + +##### Obstacles in Play +GMG p. 161 + +On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle—or whether they instead raise suspicions and accrue Awareness Points! + +> [!success-degree] +> - **Critical Success** The PC gains 2 Infiltration Points. +> - **Success** The PC gains 1 Infiltration Point. +> - **Failure** The PCs accrue 1 Awareness Point. +> - **Critical Failure** The PCs accrue 2 Awareness Points. + +If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly [helpful](rules/conditions.md#Helpful) actions. + +Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 162) allow PCs to spend their turn helping others overcome a tricky obstacle. + +##### Pacing +GMG p. 161 + +The number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for. + +##### Sample Obstacles +GMG p. 161 + +While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points. + +```ad-pf2-note +title: Guard Post *Obstacle* + +2 (individual); + +standard, hard, or very hard [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or Stealth + +Guards cluster at a checkpoint, alert for unusual activity. +``` + +```ad-pf2-note +title: Locked Door *Obstacle* + +1 (group); + +hard or very hard [Athletics](compendium/skills.md#Athletics) or Thievery + +A locked door separates the heroes from their target. +``` + +```ad-pf2-note +title: Trap *Obstacle* + +3 (group); + +hard or very hard Thievery + +A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure. + +> [!success-degree] +> - **Critical Failure** The PCs accrue 2 AP as normal, and the PC who critically fails the [Thievery](compendium/skills.md#Thievery) check also triggers the trap. +``` + +> [!pf2-brown] SETTING INFILTRATION SKILLS AND DCS +> +> Many of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 10–6: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for [Stealth](compendium/skills.md#Stealth) (because it's easier to scout when [unnoticed](rules/conditions.md#Unnoticed)), a hard one for [Perception](compendium/skills.md#Perception) (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for [Society](compendium/skills.md#Society) (because walking in like you belong is difficult if you don't have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise. + +#### Awareness Points +GMG p. 161 + +The trick of any infiltration is to get it done before anyone notices. Awareness Points measure the opposition's awareness of the PCs' efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants. + +Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure) Other failed checks during the infiltration typically don't increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion. + +The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails. + +Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesn't have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way. + +This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game. + +**5 Awareness Points:** Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs. + +**10 Awareness Points:** The first time the PCs reach this tier, a complication occurs. + +**15 Awareness Points:** Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs. + +**20 Awareness Points:** The infiltration fails. + +#### Complications +GMG p. 162 + +Sometimes when a plan goes sour and seems like it can't get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions—maybe the wizard's castle has various wards, each triggered when a PC attempts to use a different kind of magic. + +Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of guards who try to stop, capture, or even kill the PCs. When this happens, the infiltration may briefly shift into encounter mode as the PCs attempt to defeat their assailants—hopefully taking care not to arouse more suspicions. The sounds of battle are loud, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat noise causes them to gain Awareness Points, at the very least. + +When you create a complication, decide on the details of how it will play out. Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and you'll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a character's turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle. + +Don't overwhelm the characters with complications. Typically, you'll want to aim for two complications per AP threshold. Otherwise, the PCs may end up spending more time on the complications than on the heist itself, and the chance of failure may be too high. + +The following example is a common complication that could occur in almost any infiltration. + +```ad-pf2-note +title: Do I Know You? *Complication* + +The PCs reach 5 Awareness Points for the first time. + +standard, hard, or very hard [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Performance](compendium/skills.md#Performance), or Stealth + +Someone thinks they recognize you, and you must either convince them otherwise before slipping away or find a way to dodge the person entirely. + +> [!success-degree] +> - **Success** You convince or otherwise dodge the person. +> - **Failure** You are recognized, and the party accrues 1 AP. +> - **Critical Failure** As failure, but the party accrues 2 AP. +``` + +#### Opportunities +GMG p. 162 + +Not everything that happens during an infiltration is a challenge that must be solved—sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they don't provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a magical password to disable security features further along, reducing the party's Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks—failing can increase the PCs' Awareness Points or trigger complications. You'll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the guard's keys only once, but can cause a distraction several times. + +Some opportunities might be available at almost any time in any infiltration, like this example. + +```ad-pf2-note +title: Smooth The Path *Opportunity* + +The PC has successfully completed an individual objective and some other PCs have not. + +Having completed your objective, you help an ally who is still trying to reach that goal. Describe how you are helping. This gives the ally the benefits of [Following the Expert](rules/actions/follow-the-expert.md). In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead. +``` + +### PC Preparations +GMG p. 162 + +Sometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, forged documents, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points—but in this case, before the infiltration even begins! + +Typically, you'll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs aren't entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity—most activities should grant their benefits only once. + +You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story. + +#### Edge Points +GMG p. 163 + +Edge Points (EP) represent advantages the party gains by proper planning, quick thinking, the intervention of an ally, or some other benefit. They are typically gained by pursuing opportunities in previous infiltrations or through preparation before the infiltration. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances—for instance, no matter how well you forge documents, it won't help you unlock a door—so consider using unique tokens to represent such Edge Points. + +#### Preparation Activities +GMG p. 163 + +```ad-embed-ability +title: Bribe Contact +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") + +- **Cost**: A bribe worth at least one-tenth of the Currency per Additional PC listed on [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md). Doubling this amount grants a +2 circumstance bonus to the check. +- **Requirements**: You've successfully [Gained a Contact](rules/actions/gain-contact-gmg.md). + +**Effect** You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check. + +> [!success-degree] +> - **Success** The contact accepts the bribe and you gain 1 EP. +> - **Failure** You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story. +> - **Critical Failure** As failure, but adding 2 AP to the infiltration. +%% #trait/downtime #trait/secret %% +``` + +```ad-embed-ability +title: Forge Documents +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") + +You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check. + +> [!success-degree] +> - **Success** You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. +> - **Failure** You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. +> - **Critical Failure** As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure. +%% #trait/downtime #trait/secret %% +``` + +```ad-embed-ability +title: Gain Contact +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") + +You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC [Diplomacy](compendium/skills.md#Diplomacy) or Society check, or a check using a Lore skill appropriate to your prospective contact. + +> [!success-degree] +> - **Success** You make contact and gain 1 EP. +> - **Failure** You fail to make contact. +> - **Critical Failure** You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. +%% #trait/downtime %% +``` + +```ad-embed-ability +title: Gossip +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") + +You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard [Diplomacy](compendium/skills.md#Diplomacy) check. + +> [!success-degree] +> - **Critical Success** You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus. +> - **Success** You gain inside information about the place or group you're attempting to infiltrate that aids your planning. +> - **Failure** You learn nothing. +> - **Critical Failure** You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1. +%% #trait/downtime #trait/secret %% +``` + +```ad-embed-ability +title: Scout Location +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") + +You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or [Stealth](compendium/skills.md#Stealth) check. + +> [!success-degree] +> - **Success** You make observations that provide 1 EP. +> - **Failure** You learn nothing particularly noteworthy. +> - **Critical Failure** You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure. +%% #trait/downtime #trait/secret %% +``` + +```ad-embed-ability +title: Secure Disguises +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") + +You seek to procure or create disguises. Attempt a normal, hard, or very hard [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), [Performance](compendium/skills.md#Performance), or Society check. + +> [!success-degree] +> - **Success** You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity. +> - **Failure** Your efforts result in an unusable disguise. +%% #trait/downtime %% +``` + +> [!pf2-brown] BUILDING AN INFILTRATION +> +> For most infiltrations, you'll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization—or, most likely, both. You likely need to know the party's objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected! + +## Reputation +GMG p. 164 + +Reputation is a mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people, whether it be a guild, a government, a church, a village, or anything else you can think of. The PCs gain Reputation Points by performing favors for the organization, to a maximum of 50 Reputation Points, and lose Reputation Points by doing disservices, to a minimum of –50 Reputation Points. + +### Favors +GMG p. 164 + +Each favor the PCs perform for a group normally grants the PCs Reputation Points with that group. + +- Minor favors are simple, basic tasks that don't take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point. +- Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points. +- Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points. + +### Disservices +GMG p. 164 + +On the flip side, disservices are a catchall for ways the PCs might make a group angry, whether it's through actual malice and planning on the PCs' part or simply by accident. Unlike favors, disservices don't have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points. + +- Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point. +- Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the group's efforts or violating a fundamental tenet of the group's beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points. +- Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabal's apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and _then_ lose 5 more Reputation Points. + +### Reputations +GMG p. 164 + +PCs generally start with a reputation of "ignored" with most groups, as most groups have never heard of them. + +If they are particularly famous or infamous among related groups, the PCs might start at a different reputation of your choice. The reputation is generalized to the whole group—an individual NPC can hold a different opinion. + +| Reputation | Reputation Points | Raised By | Lowered By | +|------------|-------------------|-----------|------------| +| Revered | 30 to 50 | Major favor | Moderate or major disservice | +| Admired | 15 to 29 | Major favor | Any disservice | +| Liked | 5 to 14 | Moderate or major favor | Any disservice | +| Ignored | –4 to 4 | Any favor | Any disservice | +| Disliked | –5 to –14 | Any favor | Moderate or major disservice | +| Hated | –15 to –29 | Any favor | Major disservice | +| Hunted | –30 to –50 | Moderate or major favor | Major disservice. | + +#### Ignored +GMG p. 164 + +The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them. + +This is the default for most PCs with most groups, and it carries no special benefits or detriments. + +#### Liked +GMG p. 164 + +The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually [friendly](rules/conditions.md#Friendly) to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further. + +#### Admired +GMG p. 164 + +The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are [helpful](rules/conditions.md#Helpful) toward the PCs, and those who aren't are [friendly](rules/conditions.md#Friendly). Only major favors accrue Reputation Points. + +#### Revered +GMG p. 164 + +The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is [helpful](rules/conditions.md#Helpful) toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them. + +#### Disliked +GMG p. 165 + +The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually [unfriendly](rules/conditions.md#Unfriendly) to them. At this reputation, only moderate and major disservices reduce Reputation Points. + +#### Hated +GMG p. 165 + +The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are [hostile](rules/conditions.md#Hostile) toward the PCs, and those who aren't are [unfriendly](rules/conditions.md#Unfriendly). When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points. + +#### Hunted +GMG p. 165 + +The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is [hostile](rules/conditions.md#Hostile) toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them. + +### Running Reputation +GMG p. 165 + +Using Reputation Points in the background allows you to track the PCs' status with a variety of groups or factions in your campaign based on the PCs' actions and choices. This is especially useful for a sandbox campaign or other structure with numerous possibilities, helping you build a reactive structure and track how PCs are doing with groups they interact with only occasionally. When the point totals don't fit the story, use common sense. For instance, if the PCs are hunted by the town guard due to a corrupt mayor, but then perform a major quest revealing the mayor's wrongdoing and saving the town, that might jump them from the worst negative reputation to a much more positive reputation. Similarly, the PCs' foes could frame them, harming the PCs' reputation though they've done no disservice. + +> [!pf2-brown] REPUTATION IN PATHFINDER SOCIETY ORGANIZED PLAY +> +> Pathfinder Society Organized Play uses a version of the reputation subsystem with various factions to offer unique benefits for different characters, with different Reputation Point thresholds that adapted to the Organized Play structure. Check it out for inspiration for reputation in your own game! + +## Duels +GMG p. 166 + +### Setting Up a Duel +GMG p. 166 + +Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules. + +#### Compete Alone +GMG p. 166 + +It's customary that each participant must compete alone and may receive no help from outside sources. + +However, some duels pit pairs of combatants against one another (either all together or as tag teams) + +#### Limited Tools +GMG p. 166 + +The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy. + +#### Duration +GMG p. 166 + +Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability. + +#### Adjudication +GMG p. 166 + +Most duels are overseen by a third party who ensures the duelists don't break the duel's rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge. + +### Combat Duels +GMG p. 166 + +Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat. + +#### Initiative and Dueling Actions +GMG p. 167 + +Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use [Deception](compendium/skills.md#Deception), [Intimidation](compendium/skills.md#Intimidation), or [Perception](compendium/skills.md#Perception) when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round. + +If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for [Intimidation](compendium/skills.md#Intimidation), Deceptive Sidestep for [Deception](compendium/skills.md#Deception), or Sense Weakness for [Perception](compendium/skills.md#Perception). Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders. + +```ad-embed-ability +title: Bullying Press [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[flourish](rules/traits/flourish.md "Flourish Combat Trait") + +- **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. +- **Requirements**: You're in a duel, you're trained in [Intimidation](compendium/skills.md#Intimidation), and you rolled an [Intimidation](compendium/skills.md#Intimidation) check for initiative this round. + +**Effect** If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead. +%% #trait/flourish %% +``` + +```ad-embed-ability +title: Deceptive Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") + +- **Trigger**: An opponent hits, but does not critically hit you, with a melee Strike. +- **Requirements**: You're in a duel, you're trained in [Deception](compendium/skills.md#Deception), and you rolled a [Deception](compendium/skills.md#Deception) check for initiative this round. + +**Effect** You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using [Intimidation](compendium/skills.md#Intimidation) for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll. +%% #trait/misfortune %% +``` + +```ad-embed-ability +title: Sense Weakness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. +- **Requirements**: You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round. + +**Effect** You pick a precise moment to attack, giving you an edge. Your opponent is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If your opponent is using [Deception](compendium/skills.md#Deception) for initiative when this ability is used, they are instead [flat-footed](rules/conditions.md#Flat-footed) until the start of their next turn. +``` + +#### Ending the Duel +GMG p. 167 + +The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat. + +### Spellcasting Duels +GMG p. 167 + +Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can. + +#### Initiative and Dueling Actions +GMG p. 167 + +In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check instead of [Perception](compendium/skills.md#Perception). If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell. + +They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition. + +Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders. + +When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels. + +```ad-embed-ability +title: Dueling Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[magical](rules/traits/magical.md "Magical Item Trait") + +- **Trigger**: Your opponent [Casts a Spell](rules/actions/cast-a-spell.md) from the same tradition as your tradition focus. +- **Requirements**: You are in a duel and have a tradition focus. + +**Effect** Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell. +%% #trait/magical %% +``` + +```ad-embed-ability +title: Change Tradition Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You are in a duel and are trained in the skill for the tradition you're changing your focus to ([Arcana](compendium/skills.md#Arcana) for arcane, [Occultism](compendium/skills.md#Occultism) for occult, [Nature](compendium/skills.md#Nature) for primal, or [Religion](compendium/skills.md#Religion) for divine). + +**Effect** You change your tradition focus to another magical tradition. +``` + +#### Ending the Duel +GMG p. 167 + +Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat. + +## Leadership +GMG p. 168 + +Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign. + +### Organization Levels +GMG p. 168 + +Every organization has a level from 1 to 20. Any organization below level 1 has no followers; it's just an ordinary group of PCs. Unlike many other subsystems in this chapter, leveling up an organization in the leadership subsystem does not involve accumulating points. Instead, the process of growing the organization itself is what causes it to level up! As a reward for quests, roleplaying scenes, or succeeding at other subsystems (particularly influence or reputation), the PCs can add an NPC follower to their organization. At first, only a few level 0 NPCs follow the PCs, but as the party builds up more followers, they can also gain followers of higher and higher level, as well as a small number of higher-level lieutenants to lead groups of followers. Once an organization has recruited enough followers, the organization itself levels up, which increases the maximum level of followers, the number of lieutenants, and the level range of those lieutenants. + +| Level | Followers | Max Follower Level | Lieutenants | Lieutenants Levels | +|-------|-----------|--------------------|-------------|--------------------| +| 1 | 1–2 | 0 | — | — | +| 2 | 3–4 | 0 | — | — | +| 3 | 5–6 | 0 | 1 | 1 | +| 4 | 7–9 | 0 | 1 | 1 | +| 5 | 10–13 | 0 | 1 | 1 | +| 6 | 14–18 | 1 | 2 | 2 | +| 7 | 19–27 | 1 | 2 | 2 | +| 8 | 28–36 | 1 | 3 | 2–3 | +| 9 | 37–53 | 1 | 4–5 | 2–3 | +| 10 | 54–75 | 2 | 6–7 | 3–4 | +| 11 | 76–99 | 2 | 8–10 | 3–4 | +| 12 | 100–150 | 2 | 11–15 | 3–5 | +| 13 | 151–215 | 2 | 16–22 | 3–5 | +| 14 | 216–300 | 3 | 23–30 | 4–6 | +| 15 | 301–425 | 3 | 31–42 | 4–6 | +| 16 | 426–600 | 3 | 43–60 | 4–7 | +| 17 | 601–850 | 3 | 61–85 | 4–7 | +| 18 | 851–1,200 | 4 | 86–120 | 5–8 | +| 19 | 1,201–1,700 | 4 | 121–170 | 5–8 | +| 20 | 1,701–2,400 | 4 | 171–240 | 5–9 | + +### Base of Operations +GMG p. 168 + +Beyond the very smallest organizations, PCs need some kind of base of operations the organization calls home. This allows the organization to function and grow in its intended role. For instance, if the PCs run a mercenary army, it might have a keep for training and as a base for defending the nearby area. While organizations usually gain a base of operations early in their existence, they must have one by 6th level unless the story of the organization demands otherwise. A base of operations is not necessarily immobile; a caravan, circus, or flagship (or fleet, for a larger organization) could serve well for wandering organizations. + +### Organization Npcs +GMG p. 168 + +Followers and lieutenants are noncombatant NPCs of the levels indicated on Table 3–3: Organization Statistics by Level. When an organization has followers or lieutenants of several levels, most of them are at the lowest possible level. As a rule of thumb, an organization has twice as many NPCs of a given level than of the next-higher level. This allows you to quickly estimate the level composition of the organization's members, but you can of course change the levels of various followers as much as you like. When the minimum level for lieutenants increases, either the lower-level lieutenants level up to the new minimum, or they become followers of more powerful lieutenants the PCs recruit, whichever fits best with the story. + +Followers and lieutenants are loyal to the PCs and their organization, working to maintain the organization, its base of operations, and their own way of life. Because of this work, PCs don't need to pay for basic upkeep of their base of operations or for expansions to house the burgeoning activity as their organization grows in level— the followers and lieutenants take care of all of that. But similarly, these followers and lieutenants never get involved in the PCs' adventuring, nor do they provide a source of free magic or labor. + +#### Cohorts and New Pcs +GMG p. 168 + +While the followers and lieutenants who define an organization's advancement don't accompany the PCs on adventures, sometimes the organization is the perfect plot hook to introduce an NPC who will be traveling along with the party or a new PC hoping to join the party. For instance, if the PCs are running a mercenary army, a rising officer might become a new PC. Treat such NPC cohorts and PCs just like any other additional characters in the party, with an enriched story that ties them to the PCs. + +### Running Leadership +GMG p. 169 + +When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate—sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization. + +#### Leadership Events +GMG p. 169 + +During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories. + +**Opportunity:** An opportunity offers the PCs a chance to steer the ship for their organization by making a decision that shapes the organization moving forward, with consequences generally ranging from neutral to a mix of good and bad. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin. + +**Trouble:** Something's gone wrong with the organization, requiring the PCs' attention or assistance to solve. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out. + +**Windfall:** The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas. + +## Hexploration +GMG p. 170 + +While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers. + +The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies. + +Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit. + +### Designing a Hexploration Map +GMG p. 170 + +The best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain. + +When designing your hex map, it's best to have each hex represent one primary terrain type. This doesn't mean that's the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference. + +But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours. + +#### Populating Hexes +GMG p. 170 + +When populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first—or if they'll explore those areas at all. Because hexploration leads to nonlinear, player-guided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below). + +##### Set Encounters +GMG p. 170 + +Even a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs' exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next. + +##### Random Encounters +GMG p. 170 + +You can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). It's often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap. + +A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm. + +Hazard encounters can include those located in the Hazards section on pages 520–529 of the _Core Rulebook_ and pages 77–81 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74. + +Creature encounters can use the creatures found in the _Bestiary_, or you can create your own using the rules found in Building Creatures on page 56. + +Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs' current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, don't adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156) + +##### Terrain +GMG p. 171 + +While each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512–519 of the _Core Rulebook_. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172) + +#### Generating Random Hex Maps +GMG p. 171 + +If you'd like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 3–4: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling `1d20` on Table 3–4 and Table 3–5: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert—though figuring out a way for that to occur could lead to an interesting encounter or subplot later on. + +| `1d20` | Result | +|--------|--------| +| 1–3 | Plains | +| 4–5 | Desert | +| 6–7 | Aquatic (lake, sea, or ocean) | +| 8–9 | Mountain | +| 10–11 | Forest | +| 12 | Swamp | +| 13 | Arctic | +| 14–20 | Match the previous hex | + +| `1d20` | Result | +|--------|--------| +| 1–3 | **Landmark** A feature of some significance that distinguishes the hex as noteworthy. | +| 4–6 | **Secret** The hex contains a secret the party uncovers upon exploring the hex. | +| 7–9 | **Resource** The hex contains some valuable resource appropriate to the terrain. | +| 10–20 | **Standard** A standard representation of the terrain type. | + +> [!pf2-brown] TYPES OF TERRAIN +> +> The following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or greater difficult terrain) and the potential resources and secrets found there. +> +> ### AQUATIC +> GMG p. 172 +> +> - **Terrain** typically requires a boat or a swim speed; depends on the strengths of currents and the weather +> - **Resources** seafood, coral, pearls, shipwrecks +> - **Secrets** remote islands filled with monsters, isolated communities, pirates, flooded or underwater cities of aquatic creatures +> +> ### ARCTIC +> GMG p. 172 +> +> - **Terrain** typically difficult or greater difficult terrain +> - **Resources** scarce food (broken ice floes that allow for fishing, breeding grounds for seals or whales) +> - **Secret** thawed passes that allow ship travel, hidden caverns, isolated communities of arctic dwellers +> +> ### DESERT +> GMG p. 172 +> +> - **Terrain** typically difficult or greater difficult terrain +> - **Resources** water sources (underground springs, oases, and streams), mineral wealth +> - **Secrets** forgotten civilizations beneath the dunes +> +> ### FOREST +> GMG p. 172 +> +> - **Terrain** typically difficult terrain, or greater difficult terrain for a dense jungle +> - **Resources** diverse flora and fauna, natural remedies, plentiful game +> - **Secrets** bandit encampment, druid's henge, fey-touched glade or mushroom circle +> +> ### MOUNTAIN +> GMG p. 172 +> +> - **Terrain** typically greater difficult terrain, or difficult terrain for hills +> - **Resources** minerals (including gold, silver, and gemstones) +> - **Secrets** hidden pass, watchtower or waypoint constructed by a nearby empire, dragon's lair, bandit hideout +> +> ### PLAIN +> GMG p. 172 +> +> - **Terrain** open terrain +> - **Resources** useful plants (flax or cotton) +> - **Secrets** artifacts abandoned after a historic battle, valuables buried by outlaws for later retrieval +> +> ### SWAMP +> GMG p. 172 +> +> - **Terrain** typically greater difficult terrain +> - **Resources** materials useful for medicine or poison +> - **Secrets** river raider camps, remains and gear of unlucky travelers, sites of mystic significance. + +### Running Hexploration +GMG p. 172 + +Once you have your hexploration map ready, it's time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day. + +These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it can't even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity. + +| Speed | Activities per Day | +|-------|--------------------| +| 10 feet or less | 1/2 | +| 15–25 feet | 1 | +| 30–40 feet | 2 | +| 45–55 feet | 3 | +| 60 feet or more | 4 | + +This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is [fatigued](rules/conditions.md#Fatigued). Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the character's Constitution modifier (minimum 1 day). Any additional days of forced march make the character [fatigued](rules/conditions.md#Fatigued) until they spend an entire day of downtime resting. + +#### Group Activities +GMG p. 172 + +Group activities require the entire party to work together in order to be effective; these activities each count as one of the day's hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter. + +```ad-pf2-note +title: Travel +[move](rules/traits/move.md "Move Combat Trait") + +You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain. + +The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain. +``` + +```ad-pf2-note +title: Reconnoiter +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") + +You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex—1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex (see below). You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features. + +For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery. +``` + +#### Individual Activities +GMG p. 173 + +Not all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to Travel or Reconnoiter, each individual group member can instead perform one of these individual activities. + +```ad-pf2-note +title: Fortify Camp + +You can spend time fortifying your camp for defense with a successful [Crafting](compendium/skills.md#Crafting) check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp. +``` + +```ad-pf2-note +title: Map The Area +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") + +As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful [Survival](compendium/skills.md#Survival) check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2. +``` + +##### Existing Activities +GMG p. 173 + +Characters can use the [Subsist](rules/actions/subsist.md) downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to [Subsist](rules/actions/subsist.md) normally still apply here. + +In general, the various exploration activities found in the sidebar on page 498 of the _Core Rulebook_ (except [Hustle](rules/actions/hustle.md)) can be used as individual hexploration activities, as can skill actions in Chapter 4 of the _Core Rulebook_, at the GM's discretion. + +#### Random Encounters +GMG p. 173 + +When exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 3–7: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 3–8: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own. + +| Terrain Type | Flat Check DC* | +|--------------|----------------| +| Aquatic | 17 | +| Arctic | 17 | +| Desert | 17 | +| Forest | 14 | +| Mountain | 16 | +| Plains | 12 | +| Swamp | 14 | + +* On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs. + +| `1d10` | Encounter | +|--------|-----------| +| 1–5 | Harmless | +| 6–7 | Hazard | +| 8–10 | Creature | + +#### Switching Out of Hexploration +GMG p. 173 + +Most short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, you'll want to deduct the time from their available hexploration activities. For the story's sake, it's best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning. + +## Vehicles +GMG p. 174 + +Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the party's home and its primary weapon. + +The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and even downtime play. + +### Vehicle Basics +GMG p. 174 + +Ultimately, vehicles are objects. They have object immunities (_Core Rulebook_ 273), and they can't act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. Vehicles also have specialized movement rules. + +#### Size, Space, and Capacity +GMG p. 174 + +Vehicles have size traits, but they don't occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block. + +Most vehicles are Large or larger, and many vehicles are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. A draft horse or similar creature can usually pull around 100 Bulk of goods consistently throughout the day, so pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as ships, have limits that are more based on volume than weight; a ship can hold upwards of 1,000 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne. + +#### Movement and Heading +GMG p. 174 + +A vehicle's movement type is determined by the vehicle itself, while its movement each round is based on the pilot's actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers. + +Creatures can rotate and turn freely, so when you play a creature, you usually don't need to keep track of which way it's facing. However, vehicles can't turn on a dime, so when controlling a vehicle, you need to keep track of which direction it's facing. This is called the vehicle's heading. + +When a vehicle moves, it must move in the direction of its heading—it can't move backwards or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long carriage could turn left in only 10 feet. A 100-foot-long warship, however, would need 100 feet to make the same turn; given the warship's 30-foot Speed, turning typically requires several actions' worth of movement. + +Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicle's front edge, and it can skew up to 45 degrees from the vehicle's current heading. + +When using a vehicle in exploration mode, the vehicle's Speed determines its travel speed just like a creature (for more information, see Table 9–2: Travel Speed on page 479 of the _Core Rulebook_). No Drive actions or piloting checks are necessary to pilot a vehicle at these speeds. + +#### Propulsion +GMG p. 174 + +Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion—the way in which their movement is powered—and this propulsion often has additional considerations. + +There are five main types of propulsion: alchemical, magical, pulled, rowed, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. For instance, a galley has both the rowed and the wind propulsion traits, meaning it can sail when the winds are favorable, but the crew can also lower the sails and row the ship when necessary. The vehicle's means of propulsion informs the skills a pilot can use for piloting checks (page 175), and some means of propulsion have additional rules. + +##### Alchemical +GMG p. 174 + +Powered by the reactions of alchemical reagents, [controlled](rules/conditions.md#Controlled) internal combustion, lighter-than-air gases, or steam, vehicles with alchemical propulsion tend to be powerful but have the potential to be wildly unpredictable. Alchemical vehicles can often be piloted using the [Crafting](compendium/skills.md#Crafting) skill. + +##### Magical +GMG p. 174 + +Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like _dispel magic_, using the vehicle's level and a standard DC for that level for the counteract check. A creature can use [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) (depending on the type of magic) for a magical vehicle's piloting checks. + +##### Pulled +GMG p. 175 + +This method of propulsion is perhaps the most common, wherein a wheeled conveyance (such as a carriage or wagon) is pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle don't act on their own; they instead act as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot. + +When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control. + +For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use [Nature](compendium/skills.md#Nature) for piloting checks; for sapient pulling creatures, the pilot can instead use [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) for piloting checks. + +##### Rowed +GMG p. 175 + +These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover) + +When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle, but usually doesn't damage the vehicle. + +A pilot on a vehicle rowed by other people can use [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) for piloting checks. + +##### Wind +GMG p. 175 + +Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Wind vehicles that rely on cloth sails typically have weakness to fire. Pilots of wind-powered vehicles can use [Nature](compendium/skills.md#Nature) for piloting checks. + +### Piloting a Vehicle +GMG p. 175 + +In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round. + +#### Vehicle Momentum +GMG p. 175 + +A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles on page 176. + +#### Piloting Checks +GMG p. 175 + +Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use [Driving Lore](compendium/skills.md#Lore) or [Piloting Lore](compendium/skills.md#Lore) along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative. + +The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through difficult terrain increases the DC to a hard DC for its level, and moving through greater difficult terrain increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures pulling a pulled vehicle, or rough seas for a water-based vehicle could all increase the DC of a vehicle's piloting checks. + +#### Piloting Actions +GMG p. 175 + +Characters use the actions listed below to move and interact with vehicles. The effects of the [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") trait appear on page 176. + +```ad-embed-ability +title: Board [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md "Move Combat Trait") + +- **Requirements**: You are adjacent to a point of entry on the vehicle you are attempting to board. + +**Effect** You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check with a DC equal to the vehicle's AC. +%% #trait/move %% +``` + +```ad-embed-ability +title: Drive [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +[move](rules/traits/move.md "Move Combat Trait") + +- **Requirements**: You are piloting a vehicle. + +**Effect** You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies. + +[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. + +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. + +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. +%% #trait/move %% +``` + +```ad-embed-ability +title: Run Over [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +[move](rules/traits/move.md "Move Combat Trait") [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") + +- **Requirements**: You are piloting a vehicle. + +**Effect** You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger. + +Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends. +%% #trait/move #trait/reckless %% +``` + +```ad-embed-ability +title: Stop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") + +- **Requirements**: You are piloting a vehicle in motion. + +**Effect** You bring the vehicle to a stop. +%% #trait/manipulate %% +``` + +```ad-embed-ability +title: Take Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md "Manipulate General Trait") + +- **Requirements**: You are aboard the vehicle and adjacent to its controls. + +**Effect** You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity. +%% #trait/manipulate %% +``` + +#### Reckless Piloting +GMG p. 176 + +Actions that have the [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself. + +**Success** The action occurs as described. + +**Failure** The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled. + +#### Uncontrolled Vehicles +GMG p. 176 + +Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) that knocks the pilot [unconscious](rules/conditions.md#Unconscious) or paralyzes them, the vehicle becomes uncontrolled. + +An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, difficult terrain, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds. + +An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action. + +#### Vehicles in Combat +GMG p. 177 + +Whether driving a chariot in an arena or fighting off a boarding party, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a –2 penalty, or a –4 penalty if the vehicle is uncontrolled or any action in the last round had the [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") trait. + +While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a chariot or a keelboat, usually provides lesser cover, or standard cover from an attacker on the ground. + +An enclosed vehicle, such as a carriage, provides greater cover or may prevent attacks entirely. Breaking the vehicle can reduce the cover it provides. + +Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a crossbow, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction. + +#### Broken Vehicles +GMG p. 177 + +When a vehicle is [broken](rules/conditions.md#Broken), it becomes harder to use. It takes a –2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The [broken](rules/conditions.md#Broken) vehicle's Speeds are halved. + +A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion it's using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage. + +### Vehicle Statistics +GMG p. 177 + +Vehicles can be as simple as a farmer's cart, or as large and complex as an airship. Whatever the size or complexity of a vehicle, it uses the following stat block format. + +### Sample Vehicles +GMG p. 177 + +Presented here is a sample of the many vehicles that can be found throughout Golarion. \ No newline at end of file diff --git a/rules/gamemastery-guide/chapter-4-variant-rules.md b/rules/gamemastery-guide/chapter-4-variant-rules.md new file mode 100644 index 000000000..9955ce3fb --- /dev/null +++ b/rules/gamemastery-guide/chapter-4-variant-rules.md @@ -0,0 +1,887 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/gmg +aliases: ["chapter-4-variant-rules"] +--- +# Chapter 4: Variant Rules +GMG p. 181 + +Most of the variant rules in this chapter involve characters, how they progress, and how those pieces fit together. The variants included in this chapter are divided into the following sections. + +- **Ability Score Variants** (page 182) includes an alternate ability score system that works entirely through Ability Points, plus ways to distribute what each ability score impacts more evenly. +- **Alignment Variants** (page 184) contains options for removing alignment and an incremental alignment system. +- **Deep Backgrounds** (page 186) replace simply selecting a background with a series of steps that flesh out more of the character's backstory. +- **Feats and Features** (page 192) shows how to build characters who gain feats and class features in different ways, from dual-classed characters with all the options of two classes to characters with a free archetype or more ancestry feats. +- **Level 0 Characters** (page 195) can play through the characters' adventures before they take on character classes. +- **Magic Item Variants** (page 196) contains rules deconstructing the magic item bonuses, allowing you to progress them automatically or via craftsmanship to more easily run a lower-magic game. +- **Proficiency without Level** (page 198) changes the fundamental math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman. +- **Skill Points** (page 199) offers a more granular system for characters to choose and hone their skills. +- **Stamina** (page 200) grants characters a pool of Stamina Points that they lose before Hit Points and can recover with by resting to catch their breath. + +## Choosing Variant Rules +GMG p. 181 + +When you and your group are deciding which variant rules to use, think about the types of stories you want to tell together, including the genre, themes, and characters, and use that information to choose which variant rules might be the best fit. If different players think different variant options would work best for the game, let each of them make their point, but ultimately you as the GM make the final call. + +You might discover that your game requires variant rules beyond those listed here—and that's okay! In fact, it's to be expected. Use these options as a starting point for some of the most commonly [helpful](rules/conditions.md#Helpful) tools, but you and your group should work together to build your own variant rules whenever you want a different experience. Don't be afraid to deviate from the baseline—you and your group know what you like and what you're looking for better than a baseline rules set ever could. More about creating your own house rules can be found on page 29. + +If you're not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if they're causing unexpected side effects or not working as you intended. When you're playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations and ensures they don't feel ambushed by any variant rules the first time they're encountered in the game, which is important for making sure there is a feeling of fairness among your players. + +## Ability Score Variants +GMG p. 182 + +### Gradual Ability Boosts +GMG p. 182 + +In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character can't boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set). + +This spreads out the ability boosts, and using them earlier means a character can increase their most important ability modifiers at a lower level. This makes characters slightly more powerful on average, but it makes levels 5, 10, 15, and 20 less important since characters usually choose the least important ability boost of the set at those levels. + +### Point Buy +GMG p. 182 + +This alternative ability score generation method replaces ability boosts and flaws with a number of Ability Points. Players determine their ability scores by investing Ability Points into each score, as seen in Table 4–1: Cost for an Ability Score. These give players more customization in their ability scores and can allow a player to really prioritize their favorite ones, but the system is significantly more complicated to use. + +#### Step 1: Decrease Starting Scores +GMG p. 182 + +All of a character's ability scores start at 10. If the PC's ancestry has ability flaws, decrease those ability scores to 8. A player can also voluntarily lower any ability score to below 10 to gain more Ability Points to use in Step 2. They gain 1 Ability Point for lowering an ability score to 9, or 2 Ability Points for lowering a score to 8. + +#### Step 2: Spend Points +GMG p. 182 + +Now that each player has set their minimum scores, they'll spend Ability Points to increase their ability scores. Ability Points come in two categories: dedicated and flexible. Dedicated Ability Points can be spent only on specified ability scores, but flexible Ability Points can be used to increase any scores. These Ability Points replace all the ability boosts a character would normally get. + +The total number of Ability Points spent determines the character's starting ability score, as shown on Table 4–1: Cost for an Ability Score. The maximum score a player can buy at character creation is 18. Raising a score costs 2 points more than the listed value if the score started at an 8 after Step 1, or 1 point more if the score started at a 9. Any Ability Points not spent during character creation are lost. + +- **Dedicated Ability Points:** A character gets 2 dedicated Ability Points for each ability score their ancestry gives predetermined ability boosts to. Human characters, or those with another ancestry that grants two free ability boosts, get 2 more flexible Ability Points instead. Each character also gets 2 dedicated Ability Points for one of their background's choices of predetermined ability scores, and 2 dedicated Ability Points for their class's key ability score. +- **Flexible Ability Points:** Each character gets 15 flexible Ability Points, plus any gained for voluntarily lowering ability scores below 10 in Step 1. + +| Total Ability Points Spent | Ability Score | +|----------------------------|---------------| +| -2 | 8 | +| -1 | 9 | +| 0 | 10 | +| 1 | 11 | +| 2 | 12 | +| 3 | 13 | +| 5 | 14 | +| 7 | 15 | +| 10 | 16 | +| 13 | 17 | +| 17 | 18 | + +#### Increasing Scores at Higher Levels +GMG p. 182 + +When a character levels up, they gain Ability Points at each level, as shown on Table 4–2: Ability Points Gained. Unlike the Ability Points from character creation, a player can save these to buy a more expensive increase, and they can increase ability scores to a maximum of 22. When a player is ready to increase one or more ability scores, they spend the number of Ability Points listed on Table 4–3: Raising an Ability Score and increase the ability score accordingly. A player can increase a score more than once at a given time, but they must pay for each increase individually, such as going from 14 to 16 by spending 2 points to increase from 14 to 15, and then 3 points to increase from 15 to 16. For most games, it's best to increase scores when leveling up, between game sessions, or during downtime. + +Apex items work as described in the Core Rulebook. They can increase an ability score to a maximum of 24. + +| Level | Ability Points Gained | +|-------|-----------------------| +| 1 | Starting points | +| 2 | 2 | +| 3 | 2 | +| 4 | 2 | +| 5 | 2 | +| 6 | 3 | +| 7 | 3 | +| 8 | 3 | +| 9 | 3 | +| 10 | 3 | +| 11 | 4 | +| 12 | 4 | +| 13 | 4 | +| 14 | 4 | +| 15 | 4 | +| 16 | 5 | +| 17 | 5 | +| 18 | 5 | +| 19 | 5 | +| 20 | 5 | + +| Current Ability Score | Cost to Raise by 1 | +|-----------------------|--------------------| +| 8 | 1 | +| 9 | 1 | +| 10 | 1 | +| 11 | 1 | +| 12 | 1 | +| 13 | 2 | +| 14 | 2 | +| 15 | 3 | +| 16 | 3 | +| 17 | 4 | +| 18 | 5 | +| 19 | 6 | +| 20 | 7 | +| 21 | 8 | + +#### Example +GMG p. 183 + +Merisiel is an elven rogue with the criminal background. She starts with 10 in all ability scores and reduces her Constitution to 8 for being an elf. She decides to voluntarily lower her Strength and Intelligence to 8 each, gaining 4 flexible Ability Points. She has now set her minimum scores: Str 8, Dex 10, Con 8, Int 8, Wis 10, and Cha 10. + +In Step 2, she starts by determining how many points she has to spend. She gains 2 dedicated Ability Points in Intelligence and Dexterity for being an elf, 2 in Dexterity for being a criminal, and 2 more in Dexterity for being a rogue. She also has 19 flexible points to spend: 15 plus 4 for the two ability scores she voluntarily lowered to 8. + +Merisiel purchases an 18 in Dexterity, which costs her the 6 dedicated Ability Points plus 11 flexible Ability Points. Spending her 2 dedicated Ability Points in Intelligence brings her to a 10, which she's happy with. She now has 8 flexible Ability Points left. She's worried she'll be too frail with a Constitution score of only 8, so she spends 4 flexible Ability Points to increase it to 12, leaving her with 4 Ability Points left over. Finally, she raises Wisdom and Charisma each to 12 because it's inexpensive but still grants her bonuses; this uses all her Ability Points, leaving her with Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 12. + +When she reaches 2nd level, she gains 2 Ability Points. She decides to save these until 3rd level, when she gains 2 more. She then spends 3 of her 4 Ability Points to raise her Constitution from 12 to 14. She then saves up for more Dexterity, gaining 2 Ability Points each at 4th and 5th levels, then 3 each at 6th and 7th levels. She spends all 11 Ability Points at 7th level to gain a 20 in Dexterity! Unless it helps her to have an odd score (for example, to satisfy a feat prerequisite), it's usually best to wait until she has enough Ability Points that increasing a score will increase her modifier—just in case she changes her mind. + +### Alternative Scores +GMG p. 183 + +The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other. + +Make the following changes. + +- **Strength** does everything that both Strength and Constitution do in the _Core Rulebook_, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, [Athletics](compendium/skills.md#Athletics), Hit Points, Fortitude saves, and so on. +- **Dexterity** splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with [finesse](rules/traits/finesse.md "Finesse Weapon Trait") attacks (if better than Strength), and [Thievery](compendium/skills.md#Thievery) checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, [Acrobatics](compendium/skills.md#Acrobatics) checks, and [Stealth](compendium/skills.md#Stealth) checks. +- **Charisma** applies to Will saves instead of Wisdom. +- **Wisdom** is otherwise unchanged. +- **Intelligence** is unchanged. + +You'll need a small number of gameplay tweaks. [Anklets of alacrity](compendium/equipment/items/anklets-of-alacrity.md) become an Agility apex item, both the [belt of giant strength](compendium/equipment/items/belt-of-giant-strength.md) and [belt of regeneration](compendium/equipment/items/belt-of-regeneration.md) become Strength apex items, and so on. The rogue's thief racket is obsolete, so you might allow rogues to choose a different racket but still gain [Thievery](compendium/skills.md#Thievery). For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with you group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary. + +## Alignment Variants +GMG p. 184 + +Pathfinder's alignment system summarizes a character's ideals, signals that some of the players' opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesn't simulate the nuance and complexity of real-world moral issues, which are often not so easily categorized. What is considered "good" may be heavily influenced by societal norms or religious beliefs. It's not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games. + +### Minor Changes +GMG p. 184 + +If you want to keep parts of the existing alignment system, you can use either of the following variants to make changes without entirely removing or replacing alignment. Alignment-based effects still exist in both of these variants, but they might not be as useful as in standard Pathfinder. + +#### Extreme Good and Evil +GMG p. 184 + +In this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only fiends, celestials, and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions— such as the cleric and champion restrictions—but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary. + +#### Incremental Alignment +GMG p. 184 + +Changing character alignment can be extremely dramatic under the Core Rulebook rules. Sometimes, this comes as a surprise to the player, as they find out they and the GM had differing ideas on how their acts impact alignment. The incremental alignment variant breaks each axis of alignment into seven steps that reflect how close a character is to shifting alignments. + +This lets you and the player better understand where the character falls, and it allows a player who wants to play a character living on the edge between alignments to see that represented in the rules. This is not meant to be a highly granular system or one a player can exploit by repeatedly making trivial gestures toward a given alignment. It's meant to indicate the trends of a character's behavior and foreshadow any alignment change that might occur over time. It's typically harder to reach the ends of the scale through minor acts, especially for the evil versus good axis. A character who commits multiple minor acts toward an alignment might shift one step, but it would take a truly reprehensible act to shift them fully to evil all at once— and to recover it could take a long-term atonement and commitment to good. + +If a rule depends on a character's alignment, disregard the "fully" and "somewhat" distinctions. A protection spell keyed against evil works against both somewhat and fully evil characters. However, some spells, like detect alignment, might give more precise information. + +| 1 | 2 | 3 | 4 | 5 | 6 | 7 | +|---|---|---|---|---|---|---| +| FULLY LAWFUL | SOMEWHAT LAWFUL | SOMEWHAT NEUTRAL | FULLY NEUTRAL | SOMEWHAT NEUTRAL | SOMEWHAT CHAOTIC | FULLY CHAOTIC | +^changing-alignment-4-4-2 + +| 1 | 2 | 3 | 4 | 5 | 6 | 7 | +|---|---|---|---|---|---|---| +| FULLY GOOD | SOMEWHAT GOOD | SOMEWHAT NEUTRAL | FULLY NEUTRAL | SOMEWHAT NEUTRAL | SOMEWHAT EVIL | FULLY EVIL | + +### Major Changes +GMG p. 184 + +These two variants massively change how the alignment system works. In fact, one removes it entirely! + +#### No Alignment +GMG p. 184 + +The simplest variant is to not use the alignment system at all. To many players, this feels like the variant closest to real-world morality. Creatures, NPCs, and players have complex and many-layered beliefs and motivations, just like humans in the real world. Not using the alignment system simultaneously embraces complexity and variance in what is seen as moral behavior. For example, worshippers of a powerful sun god might feel that spreading their deity's light is virtuous behavior. Some might go so far as to say this means they should conquer their neighbors in order to achieve this. Another example might be a large and powerful government placing safety and security as its foremost concern, drawing the conclusion that it's acceptable to sacrifice some individual liberties in favor of increasing the safety of its citizens. + +#### Moral Intentions +GMG p. 185 + +> [!pf2-sidebar] Example Moral Intentions +> +> - I will never let my companions down. +> - I will avenge my family. +> - I will protect the natural world. +> - I will achieve great wealth. +> - I will spread the word of my deity. +> - I will help others in need. +> - I will spread the rule of the rightful government. + +In this variant, every character, NPC, and monster selects one or more closely held beliefs, intentions, or loyalties. Simple statements about a character's intentions, like the examples listed in the sidebar, flesh out characters and enliven roleplaying scenes. This system requires some back-and-forth between the GM and the other players, and more thought on the part of everyone at the table. + +Typically, specifying three intentions or loyalties works well to define a character. These personal intentions cover broad spectra of behavior and in large part define the subjective definition of good for that individual. Intentions could be as abstract as acting with honor or as concrete as devotion to the character's mother. A person following their core beliefs or intentions feels like they are acting in a good manner, and they are likely to view actions against or restrictions to these beliefs as evil. For example, a character who believes strongly in the law would see allowing a crime to go unpunished as evil. + +A specific individual will likely have different levels of commitment for each of their intentions. Determine a relative order of commitment by considering what the character would do if these intentions came into conflict. + +#### Rules Adjustments +GMG p. 185 + +Alignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments. + +##### Aligned Damage +GMG p. 185 + +If you're using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like "radiant" and "shadow" that don't have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters' maximum Hit Points, and call it good. No matter what you do with creatures, you'll also have to replace abilities like the champion's that deal aligned damage in a similar way, or remove those abilities. + +If you're using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM. + +##### Detection +GMG p. 185 + +Alignment-detecting effects don't exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability. + +##### Traits +GMG p. 185 + +Alignment traits don't exist, and anything that has those traits loses them. Effects that require the traits to function, like [protection](compendium/spells/protection.md), don't exist. + +## Deep Backgrounds +GMG p. 186 + +### Using Deep Backgrounds +GMG p. 186 + +This variant replaces Step 4 of Character Creation (Core Rulebook page 25). The player rolls on the tables in this section to determine their character's family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the player's background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their character's background. At the end of the process, they select the following from among the options written down. + +- Two ability boosts, each to a different ability score. +- Training in a [Lore](compendium/skills.md#Lore) skill. +- One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as [Quick Identification](compendium/feats/quick-identification.md)). If the random results include a feat that isn't a skill feat and the player selects that feat, they don't gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive. + +#### Rerolling and Selecting +GMG p. 186 + +At your discretion, the players don't have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they don't like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you don't), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the Core Rulebook and the Age of Lost Omens setting—if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting. + +### Generating Deep Backgrounds +GMG p. 186 + +As a player, follow the steps below to generate your character's deep background. + +#### Step 1: Family Background +GMG p. 186 + +The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll 1d% on the following table. Use the medium family for most ancestries, small if you're a half-elf or half-orc, and large if you're a goblin or halfling. For ancestries other than those in the _Core Rulebook_, use the column that best suits the ancestry. It's up to you whether these family members are parents, siblings, grandparents, or other close relatives. + +| d% | Small Family | Medium Family | Large Family | +|----|--------------|---------------|--------------| +| 1-4 | 0 | 0 | 0 | +| 5-8 | 0 | 0 | 1 | +| 9-20 | 0 | 0 | 2 | +| 21-34 | 0 | 1 | 3 | +| 35-39 | 1 | 2 | 3 | +| 40-50 | 1 | 2 | 4 | +| 51-60 | 2 | 3 | 4 | +| 61-65 | 2 | 3 | 5 | +| 66-69 | 2 | 4 | 5 | +| 70-78 | 3 | 4 | 5 | +| 79-80 | 4 | 4 | 6 | +| 81-87 | 4 | 5 | 6 | +| 88-90 | 5 | 5 | 6 | +| 91-93 | 5 | 6 | 7 | +| 94-95 | 6 | 6 | 7 | +| 96-97 | 6 | 7 | 7 | +| 98-99 | 7 | 7 | 8+ | +| 100 | 8+ | 8+ | 8+ | + +- If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options. +- If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options. +- If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options. + +#### Step 2: Homeland +GMG p. 186 + +Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a dwarf, subtract 3; if an elf, add 2; if a goblin, subtract 4. For ancestries other than those in the _Core Rulebook_, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a [Lore](compendium/skills.md#Lore) skill based on your homeland's terrain to your background options, such as [Forest Lore](compendium/skills.md#Lore) for a wooded frontier or [Absalom Lore](compendium/skills.md#Lore) if you grew up in that city. + +| `1d20 + 0` | Result | +|------------|--------| +| 1 or less | **Underground** You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add [Engineering Lore](compendium/skills.md#Lore), [Labor Lore](compendium/skills.md#Lore), and [Mining Lore](compendium/skills.md#Lore) to your background options. | +| 2-3 | **Frontier** You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add [Farming Lore](compendium/skills.md#Lore), [Fishing Lore](compendium/skills.md#Lore), [Hunting Lore](compendium/skills.md#Lore), [Scouting Lore](compendium/skills.md#Lore), and [Lore](compendium/skills.md#Lore) pertaining to a type of creature that threatened your homeland regularly (such as [Giant Lore](compendium/skills.md#Lore)) to your background options. | +| 4-5 | **Trade Town** People frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add [Accounting Lore](compendium/skills.md#Lore), [Guild Lore](compendium/skills.md#Lore), [Mercantile Lore](compendium/skills.md#Lore), [Stabling Lore](compendium/skills.md#Lore), and [Lore](compendium/skills.md#Lore) of a common ancestry (such as [Dwarf Lore](compendium/skills.md#Lore)) to your background options. | +| 6-7 | **Simple Village** You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add [Herbalism Lore](compendium/skills.md#Lore), [Midwifery Lore](compendium/skills.md#Lore), [Milling Lore](compendium/skills.md#Lore), [Tanning Lore](compendium/skills.md#Lore), and [Lore](compendium/skills.md#Lore) of a type of food, drink, or product the village was known for producing (such as [Alcohol Lore](compendium/skills.md#Lore) or [Wagon Lore](compendium/skills.md#Lore)) to your background options. | +| 8-9 | **Cosmopolitan City** You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add [Art Lore](compendium/skills.md#Lore), [Guild Lore](compendium/skills.md#Lore), [Legal Lore](compendium/skills.md#Lore), and [Underworld Lore](compendium/skills.md#Lore) to your background options. | +| 10-11 | **Metropolis** You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add [Architecture Lore](compendium/skills.md#Lore), [Gladiatorial Lore](compendium/skills.md#Lore), [Guild Lore](compendium/skills.md#Lore), [Legal Lore](compendium/skills.md#Lore), and [Theater Lore](compendium/skills.md#Lore) to your background options. | +| 12 | **Front Lines** You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add [Heraldry Lore](compendium/skills.md#Lore), [Scouting Lore](compendium/skills.md#Lore), and [Warfare Lore](compendium/skills.md#Lore) to your background options. | +| 13-14 | **Itinerant** You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add [Circus Lore](compendium/skills.md#Lore), Fortune-[Telling Lore](compendium/skills.md#Lore), [Games Lore](compendium/skills.md#Lore), [Labor Lore](compendium/skills.md#Lore), and [Underworld Lore](compendium/skills.md#Lore) to your background options. | +| 15 | **Another Ancestry's Settlement** Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the [Adopted Ancestry](compendium/feats/adopted-ancestry.md) feat and the [Lore](compendium/skills.md#Lore) skill related to your adopted ancestry (such as [Dwarf Lore](compendium/skills.md#Lore)) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill. | +| 16 | **Coastal Community** You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add [Fishing Lore](compendium/skills.md#Lore), [Sailing Lore](compendium/skills.md#Lore), and [Lore](compendium/skills.md#Lore) of a specific type of sea creature (such as [Shark Lore](compendium/skills.md#Lore)) to your background options. | +| 17-18 | **Religious Community** You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add [Art Lore](compendium/skills.md#Lore), [Scribing Lore](compendium/skills.md#Lore), Lore about a deity that was the focus or enemy of your community (such as [Pharasma Lore](compendium/skills.md#Lore)), and [Lore](compendium/skills.md#Lore) about a plane (other than the Material Plane) where that deity resides to your background options. | +| 19+ | **Academic Community** You were raised in or near a university, academy, or other center of learning. Add [Academia Lore](compendium/skills.md#Lore), [Genealogy Lore](compendium/skills.md#Lore), [Library Lore](compendium/skills.md#Lore), and [Scribing Lore](compendium/skills.md#Lore) to your background options. | + +#### Step 3: Major Childhood Event +GMG p. 186 + +During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you. + +| `1d20` | Result | +|--------|--------| +| 1 | **Abandoned in a Distant Land** Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the [Multilingual](compendium/feats/multilingual.md) skill feat to your background options. | +| 2 | **Academy Trained** You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the [Additional Lore](compendium/feats/additional-lore.md) skill feat to your background options. If you select [Additional Lore](compendium/feats/additional-lore.md) as your skill feat, instead of becoming trained in [Lore](compendium/skills.md#Lore), you become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Society](compendium/skills.md#Society). | +| 3 | **Attained a Magical Gift** When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the [Arcane Sense](compendium/feats/arcane-sense.md) skill feat to your background options. | +| 4 | **Betrayed** A friend or family member whom you trusted more than anyone else betrayed you. Add the [Lie to Me](compendium/feats/lie-to-me.md) skill feat to your background options. | +| 5 | **Bullied** In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat to your background options. | +| 6 | **Captured by Giants** You were captured by marauding giants and fought your way free. Add the [Titan Wrestler](compendium/feats/titan-wrestler.md) skill feat to your background options. | +| 7 | **Claimed an Inheritance** You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in [Society](compendium/skills.md#Society). | +| 8 | **Died** You died or came so close that you walked the boundary between life and death. Add the [Diehard](compendium/feats/diehard.md) feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill. | +| 9 | **Fell In with a Bad Crowd** In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the [Experienced Smuggler](compendium/feats/experienced-smuggler.md) skill feat to your background options. | +| 10 | **Had an Ordinary Childhood** Your childhood was fairly ordinary, with no major catastrophe—a stark contrast to most adventurers. Add the [Assurance](compendium/feats/assurance.md) skill feat for a skill of your choice to your background options. | +| 11 | **Had Your First Kill** You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in [Athletics](compendium/skills.md#Athletics). | +| 12 | **Kidnapped** You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat to your background options. | +| 13 | **Lost in the Wilderness** Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the [Survey Wildlife](compendium/feats/survey-wildlife.md) skill feat to your background options. | +| 14 | **Met a Fantastic Creature** When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat to your background options. | +| 15 | **Raided** A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in [Medicine](compendium/skills.md#Medicine). | +| 16 | **Robbed** Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the [Snare Crafting](compendium/feats/snare-crafting.md) skill feat to your background options. | +| 17 | **Survived a Disaster** You witnessed and survived a major disaster in your childhood years—such as a great fire, flood, earthquake, volcano, or storm—by relying on what was at hand. Add the [Quick Repair](compendium/feats/quick-repair.md) skill feat to your background options. | +| 18 | **Trained by a Mentor** A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the [Experienced Professional](compendium/feats/experienced-professional.md) skill feat to your background options. | +| 19 | **Witnessed War** You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the [Battle Medicine](compendium/feats/battle-medicine.md) skill feat to your background options. | +| 20 | **Won a Competition** You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the [Fascinating Performance](compendium/feats/fascinating-performance.md) skill feat to your background options. | + +#### Step 4: Influencial Associate +GMG p. 186 + +You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid. + +| `1d20` | Result | +|--------|--------| +| 1 | **The Academic **One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options. | +| 2 | **The Boss** You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options. | +| 3 | **The Champion** You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options. | +| 4 | **The Confidante** You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about another's perspective became second nature to you. Add an Intelligence ability boost to your background options. | +| 5 | **The Crafter** One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options. | +| 6 | **The Criminal** One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins—perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options. | +| 7 | **The Dead One** One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options. | +| 8 | **The Fiend** You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options. | +| 9 | **The Fool** One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery—a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options. | +| 10 | **The Hunter** This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options. | +| 11 | **The Liege Lord** You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, you're used to dealing with and being close to power. Add a Charisma ability boost to your background options. | +| 12 | **The Lover** You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options. | +| 13 | **The Mentor** You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options. | +| 14 | **The Mercenary** With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options. | +| 15 | **The Mystic** You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options. | +| 16 | **The Pariah** You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options. | +| 17 | **The Relative** You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options. | +| 18 | **The Seer** You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer's influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options. | +| 19 | **The Wanderer** You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options. | +| 20 | **The Well-Connected Friend** In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options. | + +#### Step 5: Relationships +GMG p. 186 + +This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right. + +Other players can reject a relationship connection they don't feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options. + +| `1d12` | Result | +|--------|--------| +| 1 | **Animal Helpers** When you and this character were younger, you worked together to nurse sick animals back to health. Add the Train Animal skill feat to your background options. | +| 2 | **Comrade-in-Arms** You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the [Assurance](compendium/feats/assurance.md) skill feat for [Athletics](compendium/skills.md#Athletics) to your background options. | +| 3 | **Desperate Intimidation** You had to frighten off pirates or slavers looking to capture you and this character. Add the [Group Coercion](compendium/feats/group-coercion.md) skill feat to your background options. | +| 4 | **Homelessness** At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the [Streetwise](compendium/feats/streetwise.md) skill feat to your background options. | +| 5 | **Kindly Witch** This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the [Natural Medicine](compendium/feats/natural-medicine.md) skill feat to your background options. | +| 6 | **Liberators** You and this character worked together to free some captives—including one of your friends or relatives—from a gang of slavers. Add the [Lengthy Diversion](compendium/feats/lengthy-diversion.md) skill feat to your background options. | +| 7 | **Magician** This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the [Subtle Theft](compendium/feats/subtle-theft.md) skill feat to your background options. | +| 8 | **Missing Child** When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the [Hobnobber](compendium/feats/hobnobber.md) skill feat to your background options. | +| 9 | **Patron of the Arts** This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the [Virtuosic Performer](compendium/feats/virtuosic-performer.md) skill feat to your background options. | +| 10 | **Religious Students** You and this character shared some religious training in the past, even if you didn't stick with it, and you admired their piety. Add the [Student of the Canon](compendium/feats/student-of-the-canon.md) skill feat to your background options. | +| 11 | **Timely Cure** When a family member of yours was dying and there didn't seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to your background options. | +| 12 | **Wasteland Survivors** You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you're still not certain that either of you would have survived the ordeal without the other's aid. Add the [Forager](compendium/feats/forager.md) skill feat to your background options. | + +| `1d12` | Result | +|--------|--------| +| 1 | **Accidental Fall** This character once inadvertently shoved you off a ledge or balcony. You're mostly certain it was a mistake, but the fall was terrifying, and you've resolved to never be caught unaware like that again. Add the [Cat Fall](compendium/feats/cat-fall.md) skill feat to your background options. | +| 2 | **Accusation of Theft** You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasn't in fact to blame and you'd only misplaced the item. Add the [Pickpocket](compendium/feats/pickpocket.md) skill feat to your background options. | +| 3 | **Called Before Judges** Information provided by this character—either intentionally or inadvertently given—required you to justify yourself in front of a group of bureaucrats or magistrates. Add the [Group Impression](compendium/feats/group-impression.md) skill feat to your background options. | +| 4 | **Matter of Might** You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you aren't physically imposing. Add the [Hefty Hauler](compendium/feats/hefty-hauler.md) skill feat to your background options. | +| 5 | **Mercantile Expertise** To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didn't work; the employer hired this character anyway. Add the [Bargain Hunter](compendium/feats/bargain-hunter.md) skill feat to your background options. | +| 6 | **Privileged Position** You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentor's favorite, no matter how hard you tried. Add the [Quick Identification](compendium/feats/quick-identification.md) skill feat to your background options. | +| 7 | **Relationship Ender** You once warned off an admirer seeking this character's affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the [Quick Coercion](compendium/feats/quick-coercion.md) skill feat to your background options. | +| 8 | **Rival Trackers** You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the [Experienced Tracker](compendium/feats/experienced-tracker.md) skill feat to your background options. | +| 9 | **Seeking Accolades** You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the [Impressive Performance](compendium/feats/impressive-performance.md) skill feat to your background options. | +| 10 | **Slander** You and this character were rivals for the same person's affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the [Charming Liar](compendium/feats/charming-liar.md) skill feat to your background options. | +| 11 | **Social Maneuvering** You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat to your background options | +| 12 | **Spy** You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the [Read Lips](compendium/feats/read-lips.md) skill feat to your background options. | + +## Feats and Features +GMG p. 192 + +### Dual-Class PCs +GMG p. 192 + +Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes. + +#### Building a Dual-Class Character +GMG p. 192 + +When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your character's ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves. + +Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a cleric of [Shelyn](compendium/setting/deities/shelyn.md)/ranger would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Survival](compendium/skills.md#Survival) from ranger and [Religion](compendium/skills.md#Religion) and either [Crafting](compendium/skills.md#Crafting) or [Performance](compendium/skills.md#Performance) from [cleric](compendium/skills.md#Cleric), and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the deity|Cleric||1, divine spellcasting|Cleric||1, divine font|Cleric||1, and doctrine|Cleric||1 class features from cleric plus the Hunt Prey|Ranger||1, hunter's edge|Ranger||1, and ranger feats|Ranger||1||ranger feat class features from ranger. + +##### Spells +GMG p. 192 + +Dual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a sorcerer/wizard gets five cantrips in their spell repertoire from sorcerer, five prepared cantrips from wizard, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition. + +Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points. + +##### Character Advancement +GMG p. 192 + +A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn't provide them.) + +If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the cleric gets Alertness|Cleric||5 at 5th level, they wouldn't change their [Perception](compendium/skills.md#Perception) rank, since it was already expert due to the ranger's initial proficiencies|Ranger||1. + +#### Playing with Dual-Class Characters +GMG p. 192 + +Playing a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the party's longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty. + +Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a fighter/ranger with the flurry hunter's edge gains access to incredibly accurate press actions, and a barbarian/fighter has the barbarian's high damage plus the fighter's high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the character's flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes. + +Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has. + +### Free Archetype +GMG p. 194 + +Sometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that character's existing choices. It can also provide a lighter version of dual-class characters by giving everyone a free multiclass archetype. + +#### Building a Character +GMG p. 194 + +The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game. + +If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character. + +#### Playing with Free Archetypes +GMG p. 194 + +Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters' increased access to archetype feats, you should place a limit on the number of feats that scale based on a character's number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate, as this is the maximum number of feats you could use to take archetype feats without this variant. + +### Ancestry Paragon +GMG p. 194 + +Most characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that it's of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant. + +#### Building an Ancestry Paragon Character +GMG p. 194 + +When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats. + +#### Playing with Ancestry Paragon Characters +GMG p. 194 + +Ancestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. It's unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes. + +### Simplified Ancestries +GMG p. 194 + +The variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a character's ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go. + +#### Building a Simplified Ancestry Character +GMG p. 194 + +When choosing an ancestry for a simplified ancestry character, you gain the ancestry's normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat ([Dwarven Lore](compendium/skills.md#Lore) for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats. + +### Simplified Ancestries +GMG p. 194 + +The standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their class's core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making. + +#### Building a Simplified Skill Feat Character +GMG p. 194 + +Simplified skill feat characters don't receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement. + +#### Playing with Simplified Skill Feat Characters +GMG p. 194 + +While you probably won't need to adjust combat challenges at all for simplified skill feat characters, skillbased challenges—especially social challenges—will be tougher, especially at higher levels where it's expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly. + +## Level 0 Characters +GMG p. 195 + +### Building Characters +GMG p. 195 + +Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free ability boosts from Step 6 of the normal character creation process, but not the class ability boost. + +#### Initial Proficiencies +GMG p. 195 + +A level 0 character is trained in [Perception](compendium/skills.md#Perception), all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2. + +#### Hit Points +GMG p. 195 + +A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points. + +#### Starting Money +GMG p. 195 + +A level 0 character starts with 5 gp (50 sp) to spend on equipment. + +#### Apprentice Option +GMG p. 195 + +If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as [Occultism](compendium/skills.md#Occultism) and [Performance](compendium/skills.md#Performance) for a bard) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class. + +##### Alchemist +GMG p. 195 + +An apprentice alchemist gains the advanced alchemy|Alchemist|CRB|1 ability of the alchemy|Alchemist|CRB|1 class feature. Their advanced alchemy level is 1, and they have one batch of infused reagents each day. They can make only infused alchemical items. + +##### Monk +GMG p. 195 + +An apprentice monk gains the powerful fist|Monk|CRB|1 class feature. + +##### Other Martial Class +GMG p. 195 + +An apprentice of another martial class (barbarian, champion, fighter, ranger, or rogue) is trained in light armor, all simple weapons, and one martial weapon listed in the class's initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training (as the monk does), give it a different ability as well. + +##### Spellcaster +GMG p. 195 + +An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster can't change these cantrips each day. + +### Gameplay +GMG p. 195 + +Combat can be especially dangerous for level 0 characters. For safety's sake, you might treat the characters as level –1 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task. + +If you're playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level. + +#### Treasure +GMG p. 195 + +As the characters start with 5 gp, their adventures up to 1st level should account for the rest of a 1st-level character's starting money. That means you'll distribute treasure worth 10 gp × the number of PCs, a large percentage of which should be in currency. + +## Magic Item Variants +GMG p. 196 + +### Automatic Bonus Progression +GMG p. 196 + +This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus—potency—to reflect a character's innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases. + +#### Special Class Features +GMG p. 196 + +Every character automatically gains the class features on [Table 4–11: Automatic Bonus Progression](rules/tables/automatic-bonus-progression-gmg.md). + +| Level | Benefits | +|-------|----------| +| 1 | – | +| 2 | Attack potency +1 | +| 3 | Skill potency (one at +1) | +| 4 | Devastating attacks (two dice) | +| 5 | Defense potency +1 | +| 6 | Skill potency (two at +1 each) | +| 7 | Perception potency +1 | +| 8 | Saving throw potency +1 | +| 9 | Skill potency (one at +2, one at +1) | +| 10 | Attack potency +2 | +| 11 | Defense potency +2 | +| 12 | Devastating attacks (three dice) | +| 13 | Perception potency +2; skill potency (two at +2, one at +1) | +| 14 | Saving throw potency +2 | +| 15 | Skill potency (three at +2 each, one at +1) | +| 16 | Attack potency +3 | +| 17 | Ability apex; skill potency (one at +3, two at +2 each, two at +1 each) | +| 18 | Defense potency +3 | +| 19 | Devastating attacks (four dice), Perception potency +3 | +| 20 | Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each) | + +##### Attack Potency +GMG p. 196 + +Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level. + +##### Skill Potency +GMG p. 196 + +At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time. + +##### Devastating Attacks +GMG p. 196 + +At 4th level, your weapon and unarmed [Strikes](rules/actions/strike.md) deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level. + +##### Defense Potency +GMG p. 196 + +At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3. + +##### Perception Potency +GMG p. 196 + +At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19. + +##### Saving Throw Potency +GMG p. 196 + +At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20. + +##### Ability Apex +GMG p. 196 + +At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score). + +#### Adjusting Items and Treasure +GMG p. 196 + +With this variant, you can ignore as much of [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md) on page 509 of the Core Rulebook as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands. + +Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on [Table 10–9](rules/tables/party-treasure-by-level.md) of the Core Rulebook. + +If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or [holy](compendium/equipment/items/holy.md). If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses. + +### High-Quality +GMG p. 197 + +In this variant, gear can provide bonuses even if it's not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in [Crafting](compendium/skills.md#Crafting) to [Craft](rules/actions/craft.md). + +| Quality | Item Bonus | Property Rune Slots | Item Level | Price | +|---------|------------|---------------------|------------|-------| +| Expert | +1 | 1 | 2 | 35 gp | +| Master | +2 | 2 | 10 | 935 gp | +| Legendary | +3 | 3 | 16 | 8,935 gp | + +| Quality | Bonus Increase | Property Rune Slots | Item Level | Price | +|---------|----------------|---------------------|------------|-------| +| Expert | +1 | 1 | 5 | 160 gp | +| Master | +2 | 2 | 11 | 1,060 gp | +| Legendary | +3 | 3 | 18 | 20,560 gp | + +| Quality | Item Bonus | Damage Dice | Property Rune Slots | Item Level | Price | +|---------|------------|-------------|---------------------|------------|-------| +| Expert | +1 | 1 | 1 | 2 | 35 gp | +| Expert devastating | +1 | 2 | 1 | 4 | 100 gp | +| Master | +2 | 2 | 2 | 10 | 1,000 gp | +| Master devastating | +2 | 3 | 2 | 12 | 2,000 gp | +| Legendary | +3 | 3 | 3 | 16 | 10,000 gp | +| Legendary devastating | +3 | 4 | 3 | 19 | 40,000 gp | + +| Quality | Bonus Increase | Save Bonus | Property Rune Slots | Item Level | Price | +|---------|----------------|------------|---------------------|------------|-------| +| Expert | +1 | – | 1 | 5 | 160 gp | +| Expert resilient | +1 | +1 | 1 | 8 | 500 gp | +| Master | +2 | +1 | 2 | 11 | 1,400 gp | +| Master resilient | +2 | +2 | 2 | 14 | 4,500 gp | +| Legendary | +3 | +2 | 3 | 18 | 24,000 gp | +| Legendary resilient | +3 | +3 | 3 | 20 | 70,000 gp | + +#### High-Quality Weapons and Armor +GMG p. 197 + +High-quality weapons and armor give the same benefits as weapon and armor potency runes ([Tables 4–12](rules/tables/high-quality-weapons-gmg.md) and [4–13](rules/tables/high-quality-armor-gmg.md)). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the automatic bonus progression variant, or you can have quality also provide the effects of striking and resilient runes, using [Table 4–14](rules/tables/devastating-weapons-gmg.md) and [Table 4–15](rules/tables/resilient-armor-gmg.md). If you choose to still have magic weapons and armor, the effects don't stack with quality. + +#### High-Quality Skill Items +GMG p. 197 + +Items with skill or [Perception](compendium/skills.md#Perception) bonuses don't have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can [Craft](rules/actions/craft.md) or buy a non-magical item to boost [Perception](compendium/skills.md#Perception) or a skill using the table below. + +| Quality | Item Bonus | Item Level | Price | +|---------|------------|------------|-------| +| Expert | +1 | 3 | 40 gp | +| Master | +2 | 9 | 550 gp | +| Legendary | +3 | 17 | 11,000 gp | + +## Proficiency Without Level +GMG p. 198 + +The proficiency rank progression in the _Core Rulebook_ is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the character's level from the proficiency bonus. + +The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a –2 proficiency modifier instead of a +0 proficiency bonus. + +Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells. + +Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the DC tables on page 503 of the _Core Rulebook_, or you can reference [Table 4–17: Simple Skill DCs (No Level)](rules/tables/simple-skill-dcs-no-level-gmg.md) for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the Core Rulebook, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves. + +| Proficiency Rank | DC | +|------------------|----| +| Untrained | 10 | +| Trained | 15 | +| Expert | 20 | +| Master | 25 | +| Legendary | 30 | + +### Adjusting Encounters +GMG p. 198 + +Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards. + +Under the math in the _Core Rulebook_, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in [Table 4–18: Creature XP (No Level)](rules/tables/creature-xp-no-level-gmg.md). You'll still use the same XP budget for a given threat level as shown on [Table 10–1: Encounter Budget](rules/tables/encounter-budget.md) (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on). + +| Creature's Level | XP | +|------------------|----| +| Party level – 7 | 9 | +| Party level – 6 | 12 | +| Party level – 5 | 14 | +| Party level – 4 | 18 | +| Party level – 3 | 21 | +| Party level – 2 | 26 | +| Party level – 1 | 32 | +| Party level | 40 | +| Party level + 1 | 48 | +| Party level + 2 | 60 | +| Party level + 3 | 72 | +| Party level + 4 | 90 | +| Party level + 5 | 108 | +| Party level + 6 | 135 | +| Party level + 7 | 160 | + +While the XP values in [Table 4–18](rules/tables/creature-xp-no-level-gmg.md) work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though it's outnumbered. + +### Adjusting Treasure +GMG p. 198 + +Treasure and the cost of items in the Core Rulebook are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the automatic item bonus progression. + +## Skill Points +GMG p. 199 + +### Assigning Skill Points +GMG p. 199 + +At 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the Core Rulebook. However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on [Table 4–19: Skill Points by Level](rules/tables/skill-points-by-level-gmg.md). The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on [Table 4–20: Cost to Increase Rank](rules/tables/cost-to-increase-rank-gmg.md). A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on. + +| Level | Skill Points Gained | +|-------|---------------------| +| 1 | Initial proficiencies | +| 2-5 | 1 | +| 6-13 | 2 | +| 14-20 | 4 | + +| Rank | Minimum Level | Skill Point Cost | +|------|---------------|------------------| +| Untrained to trained | 1 | 1 | +| Trained to expert | 3 | 2 | +| Expert to master | 7 | 4 | +| Master to legendary | 15 | 8 | + +#### Rogues +GMG p. 199 + +Because rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on [Table 4–19](rules/tables/skill-points-by-level-gmg.md). + +#### Retraining +GMG p. 199 + +A character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime. + +### Skill Points in Play +GMG p. 199 + +Players using Skill Points have more flexibility to build characters with a broader range of skills in which they're trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldn't have a big enough effect on a group's capabilities that you need to make any significant adjustments when you run the game. + +## Stamina +GMG p. 200 + +> [!pf2-sidebar] Stamina's Impact +> +> The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via [Taking a Breather](rules/actions/take-a-breather-gmg.md) and [Treating Wounds](rules/actions/treat-wounds.md) as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies. +> +> Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle. + +> [!pf2-sidebar] No-Limit Stamina +> +> If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make [Taking a Breather](rules/actions/take-a-breather-gmg.md) and [Rally](rules/actions/rally-gmg.md) free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to [Take a Breather](rules/actions/take-a-breather-gmg.md) before they can [Steel their Resolve](compendium/feats/steel-your-resolve-gmg.md) again. + +### Stamina Points +GMG p. 200 + +Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points. + +Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A [heal](compendium/spells/heal.md) spell restores Hit Points, not Stamina Points, and the actions described below (like [Take a Breather](rules/actions/take-a-breather-gmg.md)) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have. + +In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of [Table 4–21](rules/tables/stamina-and-hit-points-by-class-gmg.md) at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game. + +| Normal Class HP | Class Stamina Points | Class Hit Points | Classes | +|-----------------|----------------------|------------------|---------| +| 6 + Con modifier | 3 + Con modifier | 3 | Sorcerer, wizard | +| 8 + Con modifier | 4 + Con modifier | 4 | Alchemist, bard, cleric, druid, rogue | +| 10 + Con modifier | 5 + Con modifier | 5 | Champion, fighter, monk, ranger | +| 12 + Con modifier | 6 + Con modifier | 6 | Barbarian | + +### Resolve Points +GMG p. 200 + +In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way. + +#### Stabilize +GMG p. 200 + +If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize. + +### Stamina Actions +GMG p. 200 + +```ad-embed-action +title: Take a Breather +collapse: closed +# Take a Breather +[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") +*Source: Gamemastery Guide p. 200* + +- **Cost**: 1 Resolve Point + +You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points. +``` + +```ad-embed-action +title: Rally +collapse: closed +# Rally +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +*Source: Gamemastery Guide p. 201* + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), [Performance](compendium/skills.md#Performance) + +You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the [Performance](compendium/skills.md#Performance) skill, the GM might adjust the traits for this action to match the traits for your type of performance. + +Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat. + +> [!success-degree] +> - **Critical Success** The ally can spend 1 Resolve Point to regain all their Stamina Points. +> - **Success** You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points. +> - **Critical Failure** The ally takes `1d8` mental damage, but this can reduce only Stamina Points, never Hit Points. +``` + +### Stamina Feats +GMG p. 200 + +```ad-embed-feat +title: Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2* +collapse: closed +# Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[auditory](rules/traits/auditory.md "Auditory Effect Trait") [general](rules/traits/general.md "General Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) +- **Requirements**: The target ally lost Stamina Points within the last round. +- **Activity** Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) + +You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a [Diplomacy](compendium/skills.md#Diplomacy) check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in [Diplomacy](compendium/skills.md#Diplomacy), you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day. + +> [!success-degree] +> - **Critical Success** The ally recovers `2d8` Stamina Points. +> - **Success** The ally recovers `1d8` Stamina Points. +> - **Critical Failure** The ally takes `1d8` mental damage, but this can reduce only Stamina Points, never Hit Points. + +*Source: Gamemastery Guide p. 201* +%% #compendium/src/pf2e/gmg #trait/auditory #trait/general #trait/linguistic #trait/mental #trait/skill %% +``` + +```ad-embed-feat +title: Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 3* +collapse: closed +# Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 3* +[general](rules/traits/general.md "General Feat Trait") + +- **Cost**: 1 Resolve Point +- **Activity** Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) + +Regain Stamina Points equal to half your maximum. + +*Source: Gamemastery Guide p. 201* +%% #compendium/src/pf2e/gmg #trait/general %% +``` + +### Other Creatures +GMG p. 200 + +There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate. \ No newline at end of file diff --git a/rules/gamemastery-guide/chapter-5-npc-gallery.md b/rules/gamemastery-guide/chapter-5-npc-gallery.md new file mode 100644 index 000000000..d64b3cc69 --- /dev/null +++ b/rules/gamemastery-guide/chapter-5-npc-gallery.md @@ -0,0 +1,761 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/gmg +aliases: ["chapter-5-npc-gallery"] +--- +# Chapter 5: Npc Gallery +GMG p. 203 + +## Using the Npc Gallery +GMG p. 203 + +In this section, you'll find all kinds of NPCs across a variety of categories and roles for you to use in your game. Their levels span from –1 to 8, the range you most often need for stock characters. Since high-level opponents, major villains, ruling monarchs, and the like tend to be unique individuals, you'll likely create those NPCs specifically for the role they serve, using the rules for Building Creatures on page 56. But you can never have too many lower-level NPCs on hand when the PCs unexpectedly take an unusually keen interest in an NPC or pick a fight at a roadside tavern. + +The level listed on an NPC's stat block is their level assuming they're used in combat; they should be able to hold their own as well as any other creature of that level. But many of these NPCs are primarily noncombatants who are much more skilled in their occupation than they ever would be in combat. To that end, those specialist NPCs' entries also mention a higher level that you would use when the PCs have to compete against them in their area of expertise. + +### Customizing Npcs +GMG p. 203 + +The NPCs in this gallery are all humans with no languages besides Common. In some cases, such as human-centric Taldor where Common is the official language, you can most likely use the NPCs in this section as written. But more often, you'll need to make minor adjustments to the details to portray a particular NPC. Since these stat blocks present the most basic possible version for each character, you shouldn't need to remove any statistics or abilities unless your NPC can't speak Common. + +The next few sections provide guidelines and ancestry adjustments you can use to quickly customize a default NPC. + +### Adjusting Level +GMG p. 203 + +Sometimes you'll need an NPC that fills a particular role—say an angry drunk— but the level in the stat block presented isn't the right fit for your group. You can start by applying the elite or weak adjustments on page 6 of the _Bestiary_ to adjust the NPC's level by 1 in either direction. + +If you need to change the NPC's level beyond that, use the values from the tables in Building Creatures in Chapter 2, and add or remove special abilities as necessary to suit the NPC's new level. + +### Changing Alignment +GMG p. 203 + +Aside from some obviously aligned NPCs, like the villains, most of the NPCs in this gallery are presented as neutral. If you want to change an NPC's alignment, all you have to do is change their alignment trait. You might consider how the new alignment affects the NPC's personality and adjust their skills accordingly; for instance, a lawful evil teacher might have a higher modifier for [Intimidation](compendium/skills.md#Intimidation) than [Diplomacy](compendium/skills.md#Diplomacy). + +### Changing Languages +GMG p. 203 + +If you need a human character who speaks more languages to fit their backstory, nation of origin, or role, simply add those languages. + +### Npc Ancestry Adjustments +GMG p. 204 + +To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like [darkvision](rules/abilities/darkvision.md), altered Speed, and unique abilities like a halfling's keen eyes. For other ancestries, you can create similar templates following the same format. + +In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry's strengths and weaknesses. + +For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect. + +#### Dwarf +GMG p. 204 + +Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait"). + +- Add Dwarven to the NPC's languages. +- Add [darkvision](rules/abilities/darkvision.md). +- Decrease the NPC's Speed by 5 feet. If the NPC already has a reduced Speed due to their armor, consider applying the [Unburdened Iron](compendium/feats/unburdened-iron.md) ancestry feat. + +#### Elf +GMG p. 204 + +Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait"). + +- Add Elven to the NPC's languages. +- Add [low-light vision](rules/abilities/low-light-vision.md). +- Increase the NPC's Speed by 5 feet. + +#### Gnome +GMG p. 204 + +Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait"). + +- Add Gnomish and Sylvan to the NPC's languages. +- Add [low-light vision](rules/abilities/low-light-vision.md). + +#### Goblin +GMG p. 204 + +Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait"). + +- Add Goblin to the NPC's languages. +- Add [darkvision](rules/abilities/darkvision.md). + +#### Halfling +GMG p. 204 + +Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait"). + +- Add Halfling to the NPC's languages. +- Add the keen eyes ability below. + +```ad-embed-ability +title: Keen Eyes + +Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. +``` + +### Making a Specialist +GMG p. 204 + +These NPCs contain several specialists, such as barristers and navigators, who are a higher-level challenge at their specialty than in combat, and often have a special ability related to it. To make your own specialists, you can easily switch out skills, but you might want to use the following special abilities to make those NPCs more evocative! + +```ad-embed-ability +title: Butter Up +[emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") + +When someone eats a dish or treat made by this NPC, the NPC can attempt a Baking Lore, Cooking Lore, or similar check against that creature's Will DC, with the same results as the Make an Impression action of [Diplomacy](compendium/skills.md#Diplomacy). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. +%% #trait/emotion #trait/mental %% +``` + +```ad-embed-ability +title: Call Your Bluff + +When gambling, the NPC may use Games Lore to Sense Motive instead of Perception. +``` + +```ad-embed-ability +title: Child Care + +When treating infants, the NPC can use their Midwifery Lore skill in place of [Medicine](compendium/skills.md#Medicine), and can use [Medicine](compendium/skills.md#Medicine)'s trained actions on infants. +``` + +```ad-embed-ability +title: Find Footing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") + +The NPC attempts an Architecture Lore, Engineering Lore, or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](compendium/skills.md#Acrobatics) checks to Balance across that ground. +%% #trait/concentrate %% +``` + +```ad-embed-ability +title: Gone Fishing + +The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them. +``` + +```ad-embed-ability +title: Local Lore + +When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement. +``` + +```ad-embed-ability +title: Quick Transcription + +The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a Scribing Lore check, completing the task in half the time on a success (onequarter on a critical success). +``` + +| NPC | Level | Page | +|-----|-------|------| +| Acolyte of Nethys | 1 | 212 | +| Acrobat | 2 | 236 | +| Adept | –1 | 228 | +| Advisor | 5 | 207 | +| Antipaladin | 5 | 247 | +| Apothecary | –1 (3)* | 220 | +| Apprentice | –1 | 244 | +| Archer sentry | 2 | 233 | +| Assassin | 8 | 211 | +| Astronomer | 2 | 241 | +| Bandit | 2 | 208 | +| Barkeep | 1 | 238 | +| Barrister | –1 (4)* | 232 | +| Beast tamer | 4 | 237 | +| Beggar | –1 | 214 | +| Bodyguard | 1 | 226 | +| Bosun | 3 | 243 | +| Bounty hunter | 4 | 226 | +| Burglar | 4 | 210 | +| Captain of the guard | 6 | 234 | +| Charlatan | 3 | 209 | +| Chronicler | 3 | 216 | +| Commoner | –1 | 214 | +| Cult leader | 7 | 230 | +| Cultist | 1 | 228 | +| Dancer | 1 | 236 | +| Demonologist | 7 | 231 | +| Despot | 5 | 248 | +| Dockhand | 0 | 222 | +| Drunkard | 2 | 239 | +| Executioner | 6 | 235 | +| False priest | 4 | 229 | +| Farmer | 0 | 222 | +| Fence | 5 | 210 | +| Gang leader | 7 | 249 | +| Grave robber | 1 | 208 | +| Gravedigger | 1 | 223 | +| Guard | 1 | 232 | +| Guide | 4 | 216 | +| Guildmaster | 8 (12)* | 245 | +| Harbormaster | 3 | 225 | +| Harrow reader | –1 (3)* | 228 | +| Hunter | 7 | 219 | +| Innkeeper | 1 | 239 | +| Jailer | 3 | 233 | +| Judge | –1 (6)* | 224 | +| Librarian | –1 (3)* | 240 | +| Mage for hire | 3 | 226 | +| Mastermind | 4 (7)* | 246 | +| Merchant | –1 (4)* | 244 | +| Miner | 0 | 223 | +| Monster hunter | 6 | 227 | +| Navigator | 2 (4)* | 242 | +| Necromancer | 5 | 230 | +| Noble | 3 | 206 | +| Palace guard | 4 | 206 | +| Physician | –1 (4)* | 220 | +| Pirate | 2 | 242 | +| Plague doctor | 5 | 221 | +| Poacher | 2 | 218 | +| Priest of Pharasma | 6 | 213 | +| Prisoner | 1 | 215 | +| Prophet | 2 | 212 | +| Reckless scientist | 6 | 248 | +| Ruffian | 2 | 209 | +| Saboteur | 2 | 246 | +| Sage | 6 | 241 | +| Servant | –1 | 222 | +| Server | –1 | 238 | +| Ship captain | 6 | 243 | +| Smith | 3 (6)* | 245 | +| Spy | 6 | 207 | +| Surgeon | 2 (6)* | 220 | +| Tax collector | –1 (3)* | 224 | +| Teacher | –1 (4)* | 240 | +| Tomb raider | 5 | 217 | +| Torchbearer | 0 | 216 | +| Tracker | 3 | 218 | +| Troubadour | 3 | 237 | +| Urchin | –1 | 215 | +| Warden | 6 | 225 | +| Watch officer | 3 | 234 | +| Zealot of Asmodeus | 4 | 212 | + +* This NPC is a higher-level challenge in their area of expertise. The NPC's level during such a challenge is listed in parentheses. + +## Courtiers +GMG p. 207 + +Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court. + +### Noble +GMG p. 207 + +Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear—along with a healthy dose of suspicion. + +### Palace Guard +GMG p. 207 + +Every palace has its gatekeepers. Often the younger offspring of minor nobility or those from long lines of trusted staff, the palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles to various locations, and keeping those in their charge as safe as possible. The statistics below are for the lowest rank-and-file member of a small nation's palace guards; they also work well for elite guards of a lesser noble. + +### Advisor +GMG p. 208 + +Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom—for good or ill. + +### Spy +GMG p. 208 + +No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder. + +## Criminals +GMG p. 209 + +Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures. + +### Grave Robber +GMG p. 209 + +Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for—or fear of—the dead. + +### Bandit +GMG p. 209 + +By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. + +Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses. + +### Ruffian +GMG p. 210 + +Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences. + +### Charlatan +GMG p. 210 + +Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and [confused](rules/conditions.md#Confused). Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts. + +### Burglar +GMG p. 211 + +Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining [undetected](rules/conditions.md#Undetected) all the while. + +### Fence +GMG p. 211 + +The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers. + +### Assassin +GMG p. 212 + +Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both. + +## Devotees +GMG p. 212 + +Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives. + +### Acolyte +GMG p. 212 + +Underling clerics are still learning the tenets of their faith and answer to a superior priest. Their days are spent in devotion and learning, sequestered in temples. + +### Prophet +GMG p. 212 + +The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets have not received true divine missives, but have misinterpreted normal dreams. + +### Zealot +GMG p. 212 + +Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve [Abadar](compendium/setting/deities/abadar.md), Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse (_Bestiary_ 209) wearing light barding. This horse is an additional monster in the fight. + +### Priest +GMG p. 213 + +Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation. + +## Downtrodden +GMG p. 214 + +Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes—due to economic downturn, famine, or war—the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain. + +### Beggar +GMG p. 214 + +Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society—folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap—sometimes by choice, but often not. + +### Commoner +GMG p. 214 + +Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. + +Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect. + +### Urchin +GMG p. 215 + +Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their bellies, theft becomes a viable survival tactic. Many underworld powers also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers. + +### Prisoner +GMG p. 215 + +Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through interminable days of boredom and deprivation. Some, however, may use their time on the inside to strengthen their criminal connections. Using force and intimidation to gain status among other prisoners, they create makeshift weapons to take down their enemies and give them an edge if escape becomes possible. Even for prisoners who don't become involved in the world of prison politics, learning to stand up for themselves and projecting an air of toughness can become essential for survival in a place where people have little left to lose. + +## Explorers +GMG p. 216 + +The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land. + +### Torchbearer +GMG p. 216 + +Torchbearers carry a light sources for seasoned explorers and serve as apprentices. + +### Chronicler +GMG p. 216 + +Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds. + +### Guide +GMG p. 216 + +Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards. + +### Tomb Raider +GMG p. 217 + +Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time. + +## Foresters +GMG p. 219 + +From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there. + +### Poacher +GMG p. 219 + +Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Poachers violate those laws— sometimes out of greed, sometimes out of desperation, and sometimes for sport. + +Although penalties against poaching often include public shaming (see Penalties for Poaching), in lean times a successful poacher is a local hero. + +### Tracker +GMG p. 219 + +The forest offers dangerous creatures—whether they walk on four legs or two—a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair. + +### Hunter +GMG p. 220 + +As is reflected in the many depictions of an elk-headed Erastil, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain. + +## Healers +GMG p. 221 + +The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others. + +### Apothecary +GMG p. 221 + +Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge. + +### Physician +GMG p. 221 + +The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a 4th-level challenge. + +### Surgeon +GMG p. 221 + +The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon. + +While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a 6th-level challenge. + +### Plague Doctor +GMG p. 222 + +These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land—and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague. + +## Laborers +GMG p. 223 + +Every day, laborers perform backbreaking physical work. + +### Servant +GMG p. 223 + +Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers. + +### Dockhand +GMG p. 223 + +Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Some do celebrate the end of their work day with rowdy drinking. + +### Farmer +GMG p. 223 + +Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and their skill with both plants and animals. + +### Miner +GMG p. 224 + +Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe. + +### Gravedigger +GMG p. 224 + +An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They are commonly strong and tough from their long hours of backbreaking labor, and they tend to have a unique perspective on life and death. + +## Magistrates +GMG p. 224 + +Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo. + +### Judge +GMG p. 224 + +These magistrates have the final say on the intent and spirit of the law. Properly exercised, the duty of a judge is the strict adherence to the law regardless of station, with minimal sentimentality toward rationalization and justification of why the law was broken. Yet expectations and practice are not always the same thing. For every unbiased justice, there is one who is zealously confident in their own agenda. + +In a court case or other legal proceeding, the judge is a 6th-level challenge. + +### Tax Collector +GMG p. 224 + +Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it is collected, and to whom is it disbursed are their main concerns; the collector is unconcerned with whether the taxed can afford it or take a loan to make up for any shortfall. However, tax collectors aren't immune to corruption: arrangements can be made, deals discussed, documents altered, or coin misappropriated. When dealing with matters of taxes and finance, the tax collector is a 3rd-level challenge. + +### Harbormaster +GMG p. 225 + +There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation. + +### Warden +GMG p. 225 + +Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant eye out for outside threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or upon the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes. + +## Mercenaries +GMG p. 226 + +A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it. + +### Bodyguard +GMG p. 226 + +Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons. + +### Mage for Hire +GMG p. 226 + +Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage. + +### Bounty Hunter +GMG p. 226 + +Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows. + +### Monster Hunter +GMG p. 227 + +Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame. + +## Mystics +GMG p. 228 + +Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom. + +### Adept +GMG p. 228 + +Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual. + +### Harrow Reader +GMG p. 228 + +A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge. + +### Cultist +GMG p. 228 + +Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form. + +### False Priest +GMG p. 229 + +Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic. + +### Necromancer +GMG p. 230 + +Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death. + +### Cult Leader +GMG p. 230 + +A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position. + +### Demonologist +GMG p. 231 + +Demonologists can pull a creature from the Abyss and bend it to their will... for a time. + +## Officers +GMG p. 233 + +Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy. + +### Barrister +GMG p. 233 + +Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a 4th-level challenge. + +### Guard +GMG p. 233 + +Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats. + +### Archer Sentry +GMG p. 234 + +Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants. + +### Jailer +GMG p. 234 + +A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape. + +### Watch Officer +GMG p. 235 + +Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness. + +### Captain of the Guard +GMG p. 235 + +The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. + +A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward. + +### Executioner +GMG p. 236 + +Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands. + +## Performers +GMG p. 237 + +[Performance](compendium/skills.md#Performance)s can serve as entertainment, expressions of beauty, or part of a shared culture. + +### Dancer +GMG p. 237 + +Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. The dancer is a 5th-level challenge for dance contests. + +### Acrobat +GMG p. 237 + +Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like. + +### Troubadour +GMG p. 238 + +Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events. + +### Beast Tamer +GMG p. 238 + +Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences. + +## Publicans +GMG p. 238 + +Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres. + +### Server +GMG p. 238 + +Always on the move from patron to patron, servers are the backbone of any tavern or eatery. Their work hones both their agility and their diplomacy. + +### Barkeep +GMG p. 238 + +Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice. + +### Innkeeper +GMG p. 239 + +The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or settling in new lodgers. Innkeepers keep an eye on their neighbors' doings and are often excellent sources of information. + +### Drunkard +GMG p. 239 + +Every tavern has one—that person who drinks a little too much and starts a fight. While many drunkards are relatively harmless, a few have a hair trigger, and when they're set off come, no one—even the drunkard themself—can tell you what started the row. + +## Scholars +GMG p. 240 + +True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons. + +### Librarian +GMG p. 240 + +Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again to record how events truly unfolded. A librarian typically knows four to six additional languages, often including Elven and Draconic. A librarian is a 3rd-level challenge for encounters involving research. + +### Teacher +GMG p. 240 + +The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations with literacy, history, and advanced sciences, but most of all with inspiration. Most teachers provide general knowledge so their students are well rounded, but some are experts or even masters of a single discipline. A teacher typically knows three languages in addition to Common. For academic encounters, a teacher is a 4th-level challenge. + +### Astronomer +GMG p. 241 + +Different cultures have created stories of the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales—they desire truth. + +### Sage +GMG p. 241 + +The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of individuals who are valued for their experiences. Sages serve their people as much as their sovereigns. They educate and try to prevent their people from straying from their cultures' acceptable norms and traditions. Sages rarely take power for themselves, as they take their responsibility seriously to guide wisely and empower those they serve. + +## Seafarers +GMG p. 242 + +Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements. + +### Navigator +GMG p. 242 + +A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a 4th-level challenge. + +### Pirate +GMG p. 242 + +These scourges of the seas are a threat to anyone who spends time away from land. + +### Bosun +GMG p. 243 + +A ship's boatswain, or bosun, leads the deckhands who maintain the ship. + +### Ship Captain +GMG p. 243 + +The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship. + +## Tradespeople +GMG p. 244 + +Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments. + +### Apprentice +GMG p. 244 + +Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves. + +Depicted below is an apprentice cartographer. + +### Merchant +GMG p. 244 + +Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. + +Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce. + +For encounters involving negotiation or mercantile skill, a merchant is a 4thlevel challenge. A merchant might have an additional [Lore](compendium/skills.md#Lore) skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than [Mercantile Lore](compendium/skills.md#Lore). + +### Smith +GMG p. 245 + +Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks. + +### Guildmaster +GMG p. 245 + +In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining with business owners, and lobby local governments for favorable laws. The guildmaster—often a master artisan in their own right—also acts as an administrator and politician, advocating for artisans in their trade. The guildmaster is a 12th-level challenge when competing in crafting or their area of expertise (architecture in the example below) + +## Villains +GMG p. 246 + +Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way. + +### Saboteur +GMG p. 246 + +Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies. + +### Mastermind +GMG p. 246 + +Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a 7th-level challenge. + +### Antipaladin +GMG p. 247 + +There is perhaps nothing more anathematic to peace than an antipaladin. + +Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good. + +### Despot +GMG p. 248 + +Despots live to amass and exploit power over others. + +### Reckless Scientist +GMG p. 248 + +It's the reckless scientist's job to break the rules of reality, no matter the cost. + +### Gang Leader +GMG p. 249 + +Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader. \ No newline at end of file diff --git a/rules/gamemastery-guide/gamemastery-guide.md b/rules/gamemastery-guide/gamemastery-guide.md new file mode 100644 index 000000000..a5f3e26be --- /dev/null +++ b/rules/gamemastery-guide/gamemastery-guide.md @@ -0,0 +1,74 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- book-core-gamemastery-guide +- compendium/src/pf2e/gmg +aliases: ["Gamemastery Guide"] +--- +**[Introduction](rules/gamemastery-guide/introduction.md)** + +- [The Game Master](rules/gamemastery-guide/introduction.md#The%20Game%20Master) +- [How to Use This Book](rules/gamemastery-guide/introduction.md#How%20to%20Use%20This%20Book) +- [Choosing Your Tools](rules/gamemastery-guide/introduction.md#Choosing%20Your%20Tools) + +**[Chapter 1: Gamemastery Basics](rules/gamemastery-guide/chapter-1-gamemastery-basics.md)** + +- [General Advice](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#General%20Advice) +- [Running Encounters](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Running%20Encounters) +- [Running Exploration](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Running%20Exploration) +- [Running Downtime](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Running%20Downtime) +- [Adjudicating Rules](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Adjudicating%20Rules) +- [Resolving Problems](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Resolving%20Problems) +- [Narrative Collaboration](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Narrative%20Collaboration) +- [Special Circumstances](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Special%20Circumstances) +- [Rarity in Your Game](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Rarity%20in%20Your%20Game) +- [Campaign Structure](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Campaign%20Structure) +- [Adventure Design](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Adventure%20Design) +- [Encounter Design](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Encounter%20Design) +- [Drawing Maps](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Drawing%20Maps) + +**[Chapter 2: Tools](rules/gamemastery-guide/chapter-2-tools.md)** + +- [Building Creatures](rules/gamemastery-guide/chapter-2-tools.md#Building%20Creatures) +- [Building Hazards](rules/gamemastery-guide/chapter-2-tools.md#Building%20Hazards) +- [Building Items](rules/gamemastery-guide/chapter-2-tools.md#Building%20Items) +- [Item Quirks](rules/gamemastery-guide/chapter-2-tools.md#Item%20Quirks) +- [Intelligent Items](rules/gamemastery-guide/chapter-2-tools.md#Intelligent%20Items) +- [Relics](rules/gamemastery-guide/chapter-2-tools.md#Relics) +- [Artifacts](rules/gamemastery-guide/chapter-2-tools.md#Artifacts) +- [Gems and Art Objects](rules/gamemastery-guide/chapter-2-tools.md#Gems%20and%20Art%20Objects) +- [Afflictions](rules/gamemastery-guide/chapter-2-tools.md#Afflictions) +- [Building Worlds](rules/gamemastery-guide/chapter-2-tools.md#Building%20Worlds) +- [Nations](rules/gamemastery-guide/chapter-2-tools.md#Nations) +- [Settlements](rules/gamemastery-guide/chapter-2-tools.md#Settlements) +- [The Planes](rules/gamemastery-guide/chapter-2-tools.md#The%20Planes) + +**[Chapter 3: Subsystems](rules/gamemastery-guide/chapter-3-subsystems.md)** + +- [Victory Points](rules/gamemastery-guide/chapter-3-subsystems.md#Victory%20Points) +- [Influence](rules/gamemastery-guide/chapter-3-subsystems.md#Influence) +- [Research](rules/gamemastery-guide/chapter-3-subsystems.md#Research) +- [Chases](rules/gamemastery-guide/chapter-3-subsystems.md#Chases) +- [Infiltration](rules/gamemastery-guide/chapter-3-subsystems.md#Infiltration) +- [Reputation](rules/gamemastery-guide/chapter-3-subsystems.md#Reputation) +- [Duels](rules/gamemastery-guide/chapter-3-subsystems.md#Duels) +- [Leadership](rules/gamemastery-guide/chapter-3-subsystems.md#Leadership) +- [Hexploration](rules/gamemastery-guide/chapter-3-subsystems.md#Hexploration) +- [Vehicles](rules/gamemastery-guide/chapter-3-subsystems.md#Vehicles) + +**[Chapter 4: Variant Rules](rules/gamemastery-guide/chapter-4-variant-rules.md)** + +- [Ability Score Variants](rules/gamemastery-guide/chapter-4-variant-rules.md#Ability%20Score%20Variants) +- [Alignment Variants](rules/gamemastery-guide/chapter-4-variant-rules.md#Alignment%20Variants) +- [Deep Backgrounds](rules/gamemastery-guide/chapter-4-variant-rules.md#Deep%20Backgrounds) +- [Feats and Features](rules/gamemastery-guide/chapter-4-variant-rules.md#Feats%20and%20Features) +- [Level 0 Characters](rules/gamemastery-guide/chapter-4-variant-rules.md#Level%200%20Characters) +- [Magic Item Variants](rules/gamemastery-guide/chapter-4-variant-rules.md#Magic%20Item%20Variants) +- [Proficiency Without Level](rules/gamemastery-guide/chapter-4-variant-rules.md#Proficiency%20Without%20Level) +- [Skill Points](rules/gamemastery-guide/chapter-4-variant-rules.md#Skill%20Points) +- [Stamina](rules/gamemastery-guide/chapter-4-variant-rules.md#Stamina) + +**[Chapter 5: Npc Gallery](rules/gamemastery-guide/chapter-5-npc-gallery.md)** + +- [Using the Npc Gallery](rules/gamemastery-guide/chapter-5-npc-gallery.md#Using%20the%20Npc%20Gallery) \ No newline at end of file diff --git a/rules/gamemastery-guide/introduction.md b/rules/gamemastery-guide/introduction.md new file mode 100644 index 000000000..6cd26ec6c --- /dev/null +++ b/rules/gamemastery-guide/introduction.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/gmg +aliases: ["introduction"] +--- +# Introduction +GMG p. 4 + +## The Game Master +GMG p. 4 + +In a game of Pathfinder, the Game Master (often abbreviated GM) is the player in charge of the story and the world the other players are exploring with their characters. As the GM, you set the stage for the adventure, show how the rest of the world responds to the player characters' actions, and guide the action along an engaging storyline. It falls to you to describe the characters' surroundings, the threats facing them, and the creatures they interact with. You're presenting the challenges the heroes must overcome, whether that's a deadly trap of haunted blades in a lost tomb full of ancient treasures or a vicious troll threatening the heroes' home village. It also comes to you to interpret and adjudicate the rules. Game Mastering involves many more components than playing a character, but it's a fun and tremendously rewarding experience. + +Though the word "master" is in the GM's title, it's not a role that requires or even benefits from absolutism. + +Pathfinder is a collaborative experience, and while your role as the Game Master is one of an adjudicator or a moderator, it doesn't mean you control everything at the table—especially not the players and their characters. + +Nor does the role require mastery, either of the rules or the setting. You'll need to understand the game, but you don't need to have every rule memorized. When everyone shares the goal of having fun and telling a story together, the details will fall into place. + +## How to Use This Book +GMG p. 4 + +The _Gamemastery Guide_ is one of the central rule books for Pathfinder. It's not required to play the game, but it builds upon the basic guidelines provided in the Game Mastering chapter of the _Pathfinder Core Rulebook_, and you'll find it [helpful](rules/conditions.md#Helpful) to read that chapter before delving into this book. This book provides more detail on those topics, as well as many more tools to help you make your game a fun and memorable experience for everyone involved. + +Throughout most of this book, "you" refers to the Game Master. In some sections of player-facing material, however, such as some player-focused variant rules and the actions for certain subsystems, "you" instead refers to the player using that material. + +Pathfinder as a game is all about customization, and this book provides you as the Game Master ways to customize your game just as a player customizes their character. The toolbox nature of the _Gamemastery Guide_ makes it easy to take and use whatever components you need for the game you're running at any time. As with any toolbox, you won't need to use everything at once! + +## Choosing Your Tools +GMG p. 5 + +The tools of this book you'll use most depend on what kind of Game Master you are, what your players want, and the story you're telling together. + +No two Game Masters are the same. Perhaps you're a veteran Game Master who's looking for new ways to customize the game and tailor it to suit your interests and those of your players. Or perhaps you're a brand new GM and looking for guidance to feel comfortable leading a game of your own. Maybe you've been a Game Master for years, but this is your first time running a Pathfinder game. No matter where you are as a Game Master, this book is a valuable tool that can help you tell the stories you want to tell with your players. + +If you're a newer Game Master, you'll find a wealth of information to help you feel confident in running your games. Chapter 1 in particular can help you better understand how to run a game in the different modes of play, how to adjudicate the rules quickly and fairly, and what to do when special circumstances or problems crop up at your table. This chapter also contains advice on using and determining rarity in your game, working with your players to create a collaborative story, and adapting your game to meet the needs of the players at your table. + +You'll also find the NPC Gallery in Chapter 5 useful as a source of stock NPCs to play a role in your game and also for examples to compare against when using the rules in Chapter 2 to build your own monsters and NPCs. + +If you're a Game Master running a published Pathfinder adventure, you'll find guidance in Chapter 1 specifically for running published adventures, and much of the advice in that chapter about running a game applies to published adventures. A number of adventures— especially scenarios in the Pathfinder Society Organized Play campaign and Pathfinder Adventure Path volumes— use the subsystems in Chapter 3. The Victory Points subsystem is the most fundamental of these, but many adventures also use the other subsystems found here, such as vehicles, chases, and influence. + +If you are looking to create your own Pathfinder adventures, Chapter 1 provides you design guidance ranging from the broad strokes of an entire campaign, to individual adventures, and then to the particular considerations of any given encounter. Chapter 2 is a veritable toolbox you can use to build the creatures, hazards, items, and other elements you want to use in your adventures. If you plan to set your adventures in a world of your own design, the world-building section of Chapter 2 can guide that process and help you establish the details you'll need to ensure your setting is a vibrant backdrop for fantastic adventure. The NPC Gallery in Chapter 5 can help populate your story and world so that you don't have to create every element from scratch. + +If you're an experienced Game Master, you will find a wealth of customization options to tailor your games to the needs of players. The advice in Chapter 1, such as the guidance to make encounters more dynamic, can help you fine-tune your GM skills and enrich your game. Using the tools in Chapter 2, you'll be able to build precisely the option you need for any game. Chapter 3 offers a variety of rules subsystems that provide a framework for specific endeavors and situations, from chases and duels to social influence and overland exploration. In Chapter 4, you'll find variant rules options that let you tweak specific elements of the game, from backgrounds to the entire mathematical underpinning of the game, to suit your preferences or the needs of a particular setting or story. + +### Remember the First Rule +GMG p. 5 + +The first rule of Pathfinder is that this game is yours. The rest of the rules exist for you to use to tell the stories you want to tell and share exciting adventures with your friends. There are plenty of rules in this book, but none of them overrule that first rule. Take the rules that help you make the game you want, change those that don't do quite what you need them to, and leave the ones that aren't helping. It's your game. There's no right or wrong way to GM so long as everyone is having fun—and that includes you! \ No newline at end of file diff --git a/rules/lost-omens-gods-magic/character-options.md b/rules/lost-omens-gods-magic/character-options.md index b2bd00803..f154449d2 100644 --- a/rules/lost-omens-gods-magic/character-options.md +++ b/rules/lost-omens-gods-magic/character-options.md @@ -8,7 +8,7 @@ aliases: ["character-options"] # Character Options LOGM p. 102 -A character's faith or philosophy can shape them in powerful ways both fundamental and peripheral, from the cleric who receives spells by the grace of their deity to a champion who fights tyranny wielding a weapon imbued with divine power to a raging barbarian who cares only that their companions' [divine](rules/traits/divine.md) healing keeps them in the fight. In a world rife with [divine](rules/traits/divine.md) magic, only a few rare individuals live without considering how faith affects their lives—even if that consideration means working in opposition to the divine. The gifts and curses of the gods filter down through all aspects of life, from the truly world-shaking powers of the mightiest clerics to the minor miracles performed by righteous crusaders and wicked priests to the everyday minutiae of a common acolyte. +A character's faith or philosophy can shape them in powerful ways both fundamental and peripheral, from the cleric who receives spells by the grace of their deity to a champion who fights tyranny wielding a weapon imbued with divine power to a raging barbarian who cares only that their companions' [divine](rules/traits/divine.md "Divine Tradition Trait") healing keeps them in the fight. In a world rife with [divine](rules/traits/divine.md "Divine Tradition Trait") magic, only a few rare individuals live without considering how faith affects their lives—even if that consideration means working in opposition to the divine. The gifts and curses of the gods filter down through all aspects of life, from the truly world-shaking powers of the mightiest clerics to the minor miracles performed by righteous crusaders and wicked priests to the everyday minutiae of a common acolyte. While any character can express their faith through their actions, the options presented in this chapter provide ways for a character to incorporate their convictions into their abilities as well. New domains and domain spells expand a cleric's options beyond those listed in the _Pathfinder Core Rulebook_. New spells grant specialized abilities to clerics and other spellcasters, while new feats, weapons, and gear provide ways for characters of any class and philosophy to embrace and express their ideology. @@ -24,7 +24,7 @@ Feats can be used to customize a character in several specific ways, whether by ## Spells LOGM p. 103 -Divine spellcasters can call a deity's might to their fingertips, acting as a worldly conduit for divine wrath or redemption—but not just anyone can call the power of the gods. Some of the spells in this section are new additions to the [divine](rules/traits/divine.md) spell list, and thus they can be cast by any clerics, sorcerers whose bloodlines grant [divine](rules/traits/divine.md) spells, or other characters with access to [divine](rules/traits/divine.md) spells. Others are more commonly used by bards, druids, sorcerers, wizards, and other characters with access to spellcasting, but can be granted to worshippers of a specific deity as a blessing to the faithful. +Divine spellcasters can call a deity's might to their fingertips, acting as a worldly conduit for divine wrath or redemption—but not just anyone can call the power of the gods. Some of the spells in this section are new additions to the [divine](rules/traits/divine.md "Divine Tradition Trait") spell list, and thus they can be cast by any clerics, sorcerers whose bloodlines grant [divine](rules/traits/divine.md "Divine Tradition Trait") spells, or other characters with access to [divine](rules/traits/divine.md "Divine Tradition Trait") spells. Others are more commonly used by bards, druids, sorcerers, wizards, and other characters with access to spellcasting, but can be granted to worshippers of a specific deity as a blessing to the faithful. ## Domains and Domain Spells LOGM p. 103 diff --git a/rules/lost-omens-gods-magic/lost-omens-gods-magic.md b/rules/lost-omens-gods-magic/lost-omens-gods-magic.md index a8bc07689..48e5e0704 100644 --- a/rules/lost-omens-gods-magic/lost-omens-gods-magic.md +++ b/rules/lost-omens-gods-magic/lost-omens-gods-magic.md @@ -2,7 +2,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: -- book/lost-omens/lost-omens-gods-magic +- book-lost-omens-lost-omens-gods-magic - compendium/src/pf2e/logm aliases: ["Lost Omens: Gods & Magic"] --- diff --git a/rules/lost-omens-gods-magic/overview.md b/rules/lost-omens-gods-magic/overview.md index 12a16df55..8d1ce886b 100644 --- a/rules/lost-omens-gods-magic/overview.md +++ b/rules/lost-omens-gods-magic/overview.md @@ -98,8 +98,8 @@ Theme templates (introduced in the _Lost Omens Character Guide_) allow a GM to r **4th Level or Higher:** The creature can cast the initial domain spell of one of the deity's domains and gains a pool of 1 Focus Point. -**7th Level or Higher:** The creature can cast the 1st-level spell the deity grants clerics three times per day as a [divine](rules/traits/divine.md) innate spell. +**7th Level or Higher:** The creature can cast the 1st-level spell the deity grants clerics three times per day as a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell. **12th Level or Higher:** The creature can cast the advanced domain spell of the domain you chose for 4th level or higher, and its focus pool increases to 2 Focus Points. -**17th Level or Higher:** The creature has been truly blessed. Either the creature can cast the deity's other deity spells of up to 7th level once per day each as [divine](rules/traits/divine.md) innate spells, or, at the GM's discretion, the creature gains the benefits of one of the deity's boons. \ No newline at end of file +**17th Level or Higher:** The creature has been truly blessed. Either the creature can cast the deity's other deity spells of up to 7th level once per day each as [divine](rules/traits/divine.md "Divine Tradition Trait") innate spells, or, at the GM's discretion, the creature gains the benefits of one of the deity's boons. \ No newline at end of file diff --git a/rules/lost-omens-world-guide/lost-omens-world-guide.md b/rules/lost-omens-world-guide/lost-omens-world-guide.md index e625da5ea..f0015c46c 100644 --- a/rules/lost-omens-world-guide/lost-omens-world-guide.md +++ b/rules/lost-omens-world-guide/lost-omens-world-guide.md @@ -2,8 +2,8 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: +- book-lost-omens-lost-omens-world-guide - compendium/src/pf2e/lowg -- book/lost-omens/lost-omens-world-guide aliases: ["Lost Omens: World Guide"] --- **[Chapter 1: Overview](rules/lost-omens-world-guide/chapter-1-overview.md)** diff --git a/rules/secrets-of-magic/chapter-2-classes.md b/rules/secrets-of-magic/chapter-2-classes.md index 80e0ca4ea..3b85b599a 100644 --- a/rules/secrets-of-magic/chapter-2-classes.md +++ b/rules/secrets-of-magic/chapter-2-classes.md @@ -25,7 +25,7 @@ Each archetype's dedication feat represents a certain portion of your character' Sometimes an archetype feat lets you gain another feat, such as the summoner's [Basic Synergy](compendium/feats/basic-synergy-som.md). You must still meet the prerequisites of that feat. -Archetypes with the [multiclass](rules/traits/multiclass.md) trait, like both the magus and summoner archetypes, represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a magus can't select the [Magus Dedication](compendium/feats/magus-dedication-som.md) feat). +Archetypes with the [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") trait, like both the magus and summoner archetypes, represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a magus can't select the [Magus Dedication](compendium/feats/magus-dedication-som.md) feat). ### Bounded Spellcasting Archetype SoM p. 74 diff --git a/rules/secrets-of-magic/chapter-4-magic-items.md b/rules/secrets-of-magic/chapter-4-magic-items.md index f312e9a21..b318592c1 100644 --- a/rules/secrets-of-magic/chapter-4-magic-items.md +++ b/rules/secrets-of-magic/chapter-4-magic-items.md @@ -50,9 +50,9 @@ Many regional variants of fulus, each of which carries a different name, exist t ### Fulu Rules SoM p. 158 -**[Fulu](rules/traits/fulu-som.md):** Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. +**[Fulu](rules/traits/fulu-som.md "Fulu Item Trait"):** Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. -All fulus have the [fulu](rules/traits/fulu-som.md) and [consumable](rules/traits/consumable.md) traits. Fulus also have a tradition trait—either [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) or [primal](rules/traits/primal.md)—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the [divine](rules/traits/divine.md) trait, whereas a witch who dabbles in fate might create a fulu with the [occult](rules/traits/occult.md) trait. Some fulus also have the [talisman](rules/traits/talisman.md) trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. +All fulus have the [fulu](rules/traits/fulu-som.md "Fulu Item Trait") and [consumable](rules/traits/consumable.md "Consumable Item Trait") traits. Fulus also have a tradition trait—either [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") or [primal](rules/traits/primal.md "Primal Tradition Trait")—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the [divine](rules/traits/divine.md "Divine Tradition Trait") trait, whereas a witch who dabbles in fate might create a fulu with the [occult](rules/traits/occult.md "Occult Tradition Trait") trait. Some fulus also have the [talisman](rules/traits/talisman.md "Talisman Item Trait") trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the [Affix a Fulu](rules/actions/affix-a-fulu-som.md) activity, or the [Affix a Talisman](rules/actions/affix-a-talisman.md) action instead if the fulu is also a talisman. @@ -150,7 +150,7 @@ Inking a magical tattoo onto a creature is much like etching a rune onto an item #### The Tattoo Trait SoM p. 164 -A magical tattoo has the [tattoo](rules/traits/tattoo-lowg.md) trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the [invested](rules/traits/invested.md) trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like [dispel magic](compendium/spells/dispel-magic.md) or [disjunction](compendium/spells/disjunction.md). If destroyed, the tattoo fades from the skin. +A magical tattoo has the [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the [invested](rules/traits/invested.md "Invested Item Trait") trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like [dispel magic](compendium/spells/dispel-magic.md) or [disjunction](compendium/spells/disjunction.md). If destroyed, the tattoo fades from the skin. If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they [Craft](rules/actions/craft.md) a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be 11 into their greater versions by having a tattooist add to or modify the existing tattoo. @@ -184,7 +184,7 @@ Your level sets a personal staff's maximum item level, which determines the Pric #### Picking Your Spells SoM p. 166 -Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your undine sorcerer might create a _deep sea staff_ themed around the [water](rules/traits/water.md) trait, inscribing it with spells such as [create water](compendium/spells/create-water.md) and [hydraulic push](compendium/spells/hydraulic-push.md). +Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your undine sorcerer might create a _deep sea staff_ themed around the [water](rules/traits/water.md "Water Energy & Element Trait") trait, inscribing it with spells such as [create water](compendium/spells/create-water.md) and [hydraulic push](compendium/spells/hydraulic-push.md). You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using [Trick Magic Item](compendium/feats/trick-magic-item.md); however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters. @@ -216,14 +216,14 @@ Once you've themed and designed your staff, you can craft it with the following As with normal staves, one casting of all listed levels of all spells in the staff must be provided during [Crafting](rules/actions/craft.md). -Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the [magical](rules/traits/magical.md) trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list. +Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the [magical](rules/traits/magical.md "Magical Item Trait") trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list. -You still need to [Craft](rules/actions/craft.md) the staff. If you're not good at [Crafting](compendium/skills.md#Crafting), you can have somebody use the [Craft](rules/actions/craft.md) activity for you, but you must be present the whole time. Since the creation of a custom staff is [rare](rules/traits/rare.md), you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story. +You still need to [Craft](rules/actions/craft.md) the staff. If you're not good at [Crafting](compendium/skills.md#Crafting), you can have somebody use the [Craft](rules/actions/craft.md) activity for you, but you must be present the whole time. Since the creation of a custom staff is [rare](rules/traits/rare.md "Rare Rarity Trait"), you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story. ##### Example SoM p. 167 -Lini selected mostly transmutation spells for her staff, so she chooses the [transmutation](rules/traits/transmutation.md) trait. She could give it the primal trait, but choses to keep it open with the [magical](rules/traits/magical.md) trait, much like the [verdant staff](compendium/equipment/items/verdant-staff.md) in the Core Rulebook. +Lini selected mostly transmutation spells for her staff, so she chooses the [transmutation](rules/traits/transmutation.md "Transmutation School Trait") trait. She could give it the primal trait, but choses to keep it open with the [magical](rules/traits/magical.md "Magical Item Trait") trait, much like the [verdant staff](compendium/equipment/items/verdant-staff.md) in the Core Rulebook. To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a [Crafting](compendium/skills.md#Crafting) check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements. @@ -251,7 +251,7 @@ Upgrading the staff is similar to 11 an item to a higher-level version. Decide t ## Spell Catalysts SoM p. 167 -Items with the [catalyst](rules/traits/catalyst-som.md) trait are consumable material spell components that alter or magnify specific spells. [Activating](rules/actions/activate-an-item.md) a catalyst is part of [Casting the Spell](rules/actions/cast-a-spell.md). The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](rules/actions/cast-a-spell.md). +Items with the [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") trait are consumable material spell components that alter or magnify specific spells. [Activating](rules/actions/activate-an-item.md) a catalyst is part of [Casting the Spell](rules/actions/cast-a-spell.md). The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](rules/actions/cast-a-spell.md). - [Dazzling Rosary](compendium/equipment/items/dazzling-rosary-som.md) - [Dimensional Knot](compendium/equipment/items/dimensional-knot-som.md) @@ -268,7 +268,7 @@ Items with the [catalyst](rules/traits/catalyst-som.md) trait are consumable mat Unlike talismans, a spellheart can be used repeatedly, and doesn't burn out after use. Each spellheart can be attached to different items, giving a benefit depending on your choice, which means you can plan ahead in facing expected dangers. They have the spellheart trait. -**[Spellheart](rules/traits/spellheart-som.md)**: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the [Affix a Spellheart](rules/actions/affix-a-talisman.md) activity, which is otherwise identical to [Affix a Talisman](rules/actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. The rules related to talismans and affixing them are on page 565 of the Core Rulebook. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](rules/actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](compendium/spells/air-walk.md), gale blast, and [wall of wind](compendium/spells/wall-of-wind.md). +**[Spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait")**: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the [Affix a Spellheart](rules/actions/affix-a-talisman.md) activity, which is otherwise identical to [Affix a Talisman](rules/actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. The rules related to talismans and affixing them are on page 565 of the Core Rulebook. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](rules/actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](compendium/spells/air-walk.md), gale blast, and [wall of wind](compendium/spells/wall-of-wind.md). - [Five-Feather Wreath](compendium/equipment/items/five-feather-wreath-som.md) - [Flaming Star](compendium/equipment/items/flaming-star-som.md) diff --git a/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md b/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md index 2ed7b69e8..1807af76d 100644 --- a/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md +++ b/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md @@ -50,7 +50,7 @@ This chapter provides you with a wide variety of unusual magical practices and c ## Cathartic Magic SoM p. 194 -**Rarity:** [Uncommon](rules/traits/uncommon.md) +**Rarity:** [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Catharsis, the process of purging pent-up emotions, places a cathartic mage in a heightened emotional state much like a barbarian's rage. Magical energy pours out, often manifesting in visible displays that cascade off the mage. This can even produce a faint echo of the released emotion within those nearby. Though it seems reasonable that the caster's pent-up emotion would be one that they normally repress, this is by no means required. A cathartic mage could be a generally happy and positive person who still enters an enhanced state as a magical wave of joy overwhelms them. @@ -189,7 +189,7 @@ Your unbridled enthusiasm and positive attitude can lead you to success, but you **Catharsis Activation** Reduce the value of any [frightened](rules/conditions.md#Frightened) or [stupefied](rules/conditions.md#Stupefied) condition you have by 1 and end any [persistent mental damage](rules/conditions.md#Persistent%20Damage) you have. -**Emotional Fervor** You gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and to the spell attack rolls of [emotion](rules/traits/emotion.md) spells, and enemies take a –1 status penalty to saves against your [emotion](rules/traits/emotion.md) spells. Spell: [hideous laughter](compendium/spells/hideous-laughter.md) +**Emotional Fervor** You gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and to the spell attack rolls of [emotion](rules/traits/emotion.md "Emotion Effect Trait") spells, and enemies take a –1 status penalty to saves against your [emotion](rules/traits/emotion.md "Emotion Effect Trait") spells. Spell: [hideous laughter](compendium/spells/hideous-laughter.md) **Emotional Fallout** You become [fatigued](rules/conditions.md#Fatigued) until you Settle your Emotions. @@ -263,7 +263,7 @@ You attempt to overcome your failings, but your guilt stays with you. Elementalists eschew traditional magical divisions in favor of the elemental quaternity and rarely attempt a formal education. Instead, they travel Golarion, learning from the environment and elemental masters. These sojourns are referred to as pilgrimages, and the lessons learned along the way are called exposures or forms. -Druids are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the storm order that focuses on [air](rules/traits/air.md), a sizable contingent of druids devote themselves fully to elemental magic, choosing the [elementalist](compendium/character/archetypes/elementalist-som.md) class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element. +Druids are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the storm order that focuses on [air](rules/traits/air.md "Air Energy & Element Trait"), a sizable contingent of druids devote themselves fully to elemental magic, choosing the [elementalist](compendium/character/archetypes/elementalist-som.md) class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element. Elementalist druids are more common in regions with strong traditions involving the cycle of elements, such as Jalmeray. @@ -361,7 +361,7 @@ If you're a sorcerer with the elemental bloodline, you can replace your [initial **Druid Elementalist Adjustments:** If you're a druid of the storm order, you can choose to replace your starting order spell, [tempest surge](compendium/spells/tempest-surge.md), with [updraft](compendium/spells/updraft-som.md). -**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](rules/traits/air.md) trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](compendium/feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. +**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](rules/traits/air.md "Air Energy & Element Trait") trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](compendium/feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. **Additional Feats:** **4th** [Familiar](compendium/feats/familiar-sorcerer.md), **6th** [Enhanced Familiar](compendium/feats/enhanced-familiar-sorcerer.md), **8th** [Current Spell](compendium/feats/current-spell-apg.md), [Water Step](compendium/feats/water-step.md). @@ -553,16 +553,16 @@ The following represent a number of different types of ley lines, each of which ```ad-pf2-note title: Basic Ley Line * 2* -[evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md) trait as appropriate. +Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), or [primal](rules/traits/primal.md "Primal Tradition Trait") trait as appropriate. > [!success-degree] ``` ```ad-pf2-note title: Energy Ley Line * 4* -[evocation](rules/traits/evocation.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the Positive Energy Plane, or the Negative Energy Plane) seeps across a planar boundary. An energy ley line can be attuned to acid, cold, electricity, fire, force, positive, negative, or sonic energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater persistent damage on the benefit and greater damage on the backlash, usually `1d8` per 4 levels. @@ -571,7 +571,7 @@ Energy ley lines are attuned to a specific type of energy and enhance that energ ```ad-pf2-note title: Focused Ley Line * 10* -[arcane](rules/traits/arcane.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [occult](rules/traits/occult.md) [primal](rules/traits/primal.md) [rare](rules/traits/rare.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day. @@ -580,7 +580,7 @@ Focused ley lines are concentrated points of magical energy which are even more ```ad-pf2-note title: Haunted Ley Line * 12* -[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) [rare](rules/traits/rare.md) +[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level [blink](compendium/spells/blink.md) spell. @@ -589,7 +589,7 @@ Some ley lines form at sites of significant death. This results in haunted ley l ```ad-pf2-note title: Specialized Ley Line * 14* -[arcane](rules/traits/arcane.md) [rare](rules/traits/rare.md) +[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once. @@ -605,7 +605,7 @@ Those who build a stronghold on a ley line might use rituals to increase their a title: Empower Ley Line collapse: closed # Empower Ley Line *Ritual 7* -[evocation](rules/traits/evocation.md) [rare](rules/traits/rare.md) +[evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** 1 day - **Cost** magical foci worth a total value of 50 gp × the spell level × the target's level @@ -615,7 +615,7 @@ collapse: closed - **Range**10 feet - **Targets**1 ley line or ley line node up to double this ritual's level -You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md) and [negative](rules/traits/negative.md) effects. +You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md "Positive Energy & Element Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success) @@ -634,7 +634,7 @@ You take double the damage if you fail to Tap a Ley Line that's empowered and do title: Establish Nexus collapse: closed # Establish Nexus *Ritual 5* -[consecration](rules/traits/consecration.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) +[consecration](rules/traits/consecration.md "Consecration Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Cast** 1 day - **Cost** magical foci worth 100 gp × the spell level × the node's level @@ -660,7 +660,7 @@ The ley line nexus grows out from the node in a 20-foot radius. The ley line nex ## Pervasive Magic SoM p. 218 -**Rarity:** [Rare](rules/traits/rare.md) +**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting). @@ -675,11 +675,11 @@ Every creature in a pervasive magic campaign, including PCs, has a trait associa Creatures (including PCs) gain the following: -- A trait associated with one of the magic traditions: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md). +- A trait associated with one of the magic traditions: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), or [primal](rules/traits/primal.md "Primal Tradition Trait"). - The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait. - The [Cast a Spell](rules/actions/cast-a-spell.md) activity. - Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic. -- Access to backgrounds and feats with the [pervasive magic](rules/traits/pervasive-magic-som.md) trait (see below). +- Access to backgrounds and feats with the [pervasive magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") trait (see below). ### Magical Backgrounds SoM p. 218 @@ -708,7 +708,7 @@ In a world of pervasive magic, creatures gain at least one trait associated with #### Arcane Adjustments SoM p. 218 -The creature gains the [arcane](rules/traits/arcane.md) trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. +The creature gains the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. | Creature Level | Spell Level (Statistics) | Suggested Spells | |----------------|--------------------------|------------------| @@ -727,7 +727,7 @@ The creature gains the [arcane](rules/traits/arcane.md) trait and can cast a sin #### Divine Adjustments SoM p. 218 -The creature gains the [divine](rules/traits/divine.md) trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. +The creature gains the [divine](rules/traits/divine.md "Divine Tradition Trait") trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. | Creature Level | Spell Level (Statistics) | Suggested Spells | |----------------|--------------------------|------------------| @@ -746,7 +746,7 @@ The creature gains the [divine](rules/traits/divine.md) trait and can cast a sin #### Occult Adjustments SoM p. 218 -The creature gains the [occult](rules/traits/occult.md) trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. +The creature gains the [occult](rules/traits/occult.md "Occult Tradition Trait") trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. | Creature Level | Spell Level (Statistics) | Suggested Spells | |----------------|--------------------------|------------------| @@ -765,7 +765,7 @@ The creature gains the [occult](rules/traits/occult.md) trait and can cast a sin #### Primal Adjustments SoM p. 218 -The creature gains the [primal](rules/traits/primal.md) trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. +The creature gains the [primal](rules/traits/primal.md "Primal Tradition Trait") trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. | Creature Level | Spell Level (Statistics) | Suggested Spells | |----------------|--------------------------|------------------| @@ -801,7 +801,7 @@ This type of terrain heightens spells cast within it. An area of heightened terr #### Metamagic Terrain SoM p. 218 -Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically [Reach Spell](compendium/feats/reach-spell-druid.md) or [Widen Spell](compendium/feats/widen-spell-druid.md). If the caster uses a [metamagic](rules/traits/metamagic.md) action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin [Casting a Spell](rules/actions/cast-a-spell.md). +Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically [Reach Spell](compendium/feats/reach-spell-druid.md) or [Widen Spell](compendium/feats/widen-spell-druid.md). If the caster uses a [metamagic](rules/traits/metamagic.md "Metamagic General Trait") action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin [Casting a Spell](rules/actions/cast-a-spell.md). #### Occult Magic Terrain SoM p. 218 @@ -849,7 +849,7 @@ There are many places on Golarion that could fit thematically in campaigns inclu #### Absalom and Starstone Isle SoM p. 218 -Traces of the dead god Aroden's divine power might create areas of pervasive magic. Creatures of any type might gain the [divine](rules/traits/divine.md) trait. +Traces of the dead god Aroden's divine power might create areas of pervasive magic. Creatures of any type might gain the [divine](rules/traits/divine.md "Divine Tradition Trait") trait. **Starstone Cathedral:** The magic of the Starstone could make this divine spell-touched terrain. @@ -858,7 +858,7 @@ Traces of the dead god Aroden's divine power might create areas of pervasive mag #### Broken Lands SoM p. 218 -The Broken Lands are marked by areas where primal magic flourishes. Wild creatures from these regions might show [primal](rules/traits/primal.md) traits. +The Broken Lands are marked by areas where primal magic flourishes. Wild creatures from these regions might show [primal](rules/traits/primal.md "Primal Tradition Trait") traits. **River Kingdoms:** The River Kingdoms, like other places with powerful First World connections, might feature areas of magical terrain with primal surges or areas where primal spells are heightened. @@ -869,7 +869,7 @@ The Broken Lands are marked by areas where primal magic flourishes. Wild creatur The Eye of Dread region has seen multiple events of immense magical power, and pockets of pervasive magic could riddle the entire region. -**Gallowspire:** The broken fortress of Tar-Baphon still teems with power. It might heighten necromantic magic and imbue undead inhabitants with the [arcane](rules/traits/arcane.md) trait. +**Gallowspire:** The broken fortress of Tar-Baphon still teems with power. It might heighten necromantic magic and imbue undead inhabitants with the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait. **Nirmathas:** Nirmathas has strong First World connections through the Fangwood forest and could be filled with primal magic near portals to the First World. @@ -878,7 +878,7 @@ The Eye of Dread region has seen multiple events of immense magical power, and p Mostly due to the influence of Ancient Osirion, divine spell-touched terrain might appear in the region. -**Black Desert:** The power of unlife flourishes in this Vault deep in the Darklands. All necromancy spells could be heightened, and undead creatures from this area might gain the [divine](rules/traits/divine.md) trait. +**Black Desert:** The power of unlife flourishes in this Vault deep in the Darklands. All necromancy spells could be heightened, and undead creatures from this area might gain the [divine](rules/traits/divine.md "Divine Tradition Trait") trait. #### High Seas SoM p. 218 @@ -887,7 +887,7 @@ Even the waters of the High Seas could hold locations where magic is pervasive. **Azlanti Ruins:** The various ruins of Azlant might contain several variations of pervasive magic effects, most likely enhancing or affecting arcane magic. -**Eye of Abendego:** The unceasing storm might heighten and enhance air- or wind-affecting magic. Creatures in the area might gain the [primal](rules/traits/primal.md) magic trait. +**Eye of Abendego:** The unceasing storm might heighten and enhance air- or wind-affecting magic. Creatures in the area might gain the [primal](rules/traits/primal.md "Primal Tradition Trait") magic trait. #### Impossible Lands SoM p. 218 @@ -898,16 +898,16 @@ The Impossible Lands is the most magic-infused region in the Inner Sea. Many typ **Jalmeray:** The island nation might have energy surge terrain or other such areas that heighten elemental magic. -**Nex:** Several prominent locations within the magical kingdom might heighten [arcane](rules/traits/arcane.md) magic. +**Nex:** Several prominent locations within the magical kingdom might heighten [arcane](rules/traits/arcane.md "Arcane Tradition Trait") magic. #### Mwangi Expanse SoM p. 218 The Mwangi Expanse is a verdant region, and it could have pockets of primal magic terrain secreted throughout its wild lands. -**Mzali:** The temple-city of Mzali was once the center of an empire ruled by divine sun kings. A few creatures in this area might have the [divine](rules/traits/divine.md) trait, and divine magic could be heightened in parts of the city proper. +**Mzali:** The temple-city of Mzali was once the center of an empire ruled by divine sun kings. A few creatures in this area might have the [divine](rules/traits/divine.md "Divine Tradition Trait") trait, and divine magic could be heightened in parts of the city proper. -**Ruins of Kho:** These ruins of the first Shory flying city, smashed to the earth by the Tarrasque, still sputter with magical energies. Creatures from areas near the fallen city might gain the [arcane](rules/traits/arcane.md) trait, and [arcane](rules/traits/arcane.md) magic could be heightened in the area. Specific spots among the ruins might feature various types of energy surge terrain. +**Ruins of Kho:** These ruins of the first Shory flying city, smashed to the earth by the Tarrasque, still sputter with magical energies. Creatures from areas near the fallen city might gain the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait, and [arcane](rules/traits/arcane.md "Arcane Tradition Trait") magic could be heightened in the area. Specific spots among the ruins might feature various types of energy surge terrain. #### Old Cheliax SoM p. 218 @@ -923,7 +923,7 @@ Cheliax's connection to Hell and Nidal's ties to Zon-Kuthon might manifest as ar The Saga Lands are potential places for pervasive magic that enhances primal spells. Additionally, Thassilonian ruins might enhance magic associated with a particular school of magic (excluding divination). -**Lands of the Linnorm Kings:** Places with potent First World connections might qualify as [primal](rules/traits/primal.md) magic terrain. +**Lands of the Linnorm Kings:** Places with potent First World connections might qualify as [primal](rules/traits/primal.md "Primal Tradition Trait") magic terrain. #### Shining Kingdoms SoM p. 218 @@ -935,7 +935,7 @@ Many small areas of the Shining Kingdoms contain portals to the First World, and ## Shadow Magic SoM p. 224 -**Rarity:** [Uncommon](rules/traits/uncommon.md) +**Rarity:** [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark. @@ -969,7 +969,7 @@ Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are gui #### Shade Specialization SoM p. 228 -The shade specialization is an alternative to the specialization benefits included on page 217 of the Core Rulebook, such as ambusher or tracker, that draws an animal companion closer to shadow. This specialization is [uncommon](rules/traits/uncommon.md), though you gain access to it if you're a shadowcaster. +The shade specialization is an alternative to the specialization benefits included on page 217 of the Core Rulebook, such as ambusher or tracker, that draws an animal companion closer to shadow. This specialization is [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait"), though you gain access to it if you're a shadowcaster. ##### Shade SoM p. 228 @@ -1005,18 +1005,18 @@ Shadow familiars use these additional familiar abilities. A shadowcaster, howeve ```ad-embed-ability title: Shadow Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](rules/traits/conjuration.md) [shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Requirements**: The familiar is in dim light or darkness. -**Effect** The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or [occult](rules/traits/occult.md) if you aren't a spellcaster. +**Effect** The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or [occult](rules/traits/occult.md "Occult Tradition Trait") if you aren't a spellcaster. %% #trait/conjuration #trait/shadow #trait/teleportation %% ``` ## Soul Seeds SoM p. 230 -**Rarity:** [Rare](rules/traits/rare.md) +**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") Soul seeds are a special type of intangible 3, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have [Interact](rules/actions/interact.md) activations. @@ -1040,7 +1040,7 @@ The GM should follow the same 3 for granting soul seeds as for relics. They can ## Soulforged Armaments SoM p. 232 -**Rarity:** [Uncommon](rules/traits/uncommon.md) +**Rarity:** [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a dagger forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets—only to see them crossed out or fade from view as each is eliminated. @@ -1133,7 +1133,7 @@ Your devotion to a cause unifies your soul with an armament tethered to the very ## Thassilonian Rune Magic SoM p. 238 -**Rarity:** [Rare](rules/traits/rare.md) +**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") Xin and the rest of the runelords focused their studies on the discernible fragments of magic's raw nature, expanding upon the use and understanding of runes from the Azlanti tradition to raise rune magic as paramount to their new empire. Xin began with relatively high-minded intentions. He focused his research on seven powerful runes that he believed represented entire schools of magic, and on associated mental schemas and mindsets that would allow a wizard to truly master those schools. Xin taught these seven mindsets as virtues corresponding to each of the seven schools of Thassilonian magic, such as confidence rooted in humility, and passion steeped in love. Later, he offered a list of seven rewards for the appropriate usage of magic from each school. @@ -1215,7 +1215,7 @@ You also learn to use polearms, the signature weapons of the runelords, and can ## True Names SoM p. 244 -**Rarity:** [Rare](rules/traits/rare.md) +**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") The older and more complicated a thing is, the more likely it has more than one name. A single person acquires many names: names they inherit, names they're given at birth, names they choose, and nicknames bequeathed by others. The magic of true names, however, postulates there's a final, secret name—a true name known to no one, or to only a few—that best represents us in all our complexity. @@ -1259,7 +1259,7 @@ Sometimes the GM doesn't have time to create a library or use the research subsy title: Learn Name collapse: closed # Learn Name -[downtime](rules/traits/downtime.md) [rare](rules/traits/rare.md) [secret](rules/traits/secret.md) +[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Secrets of Magic p. 245* @@ -1311,7 +1311,7 @@ Namers have hidden their special techniques, spells, and items for millennia. ## Wellspring Magic SoM p. 248 -**Rarity:** [Rare](rules/traits/rare.md) +**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") Your wellspring, by definition, lies outside your full control. The inherent contradiction is that you have greater potential for power, but you can't use it exactly as you wish. Regardless of whether you see it as a boon or a curse, it demands of you a degree of surrender if you're to use your magic at all. @@ -1357,23 +1357,23 @@ A wellspring surge always has the trait of your magical tradition, plus any trai | `d20` | Effect | |-------|--------| -| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | -| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | -| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | -| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md) or a [minion](rules/traits/minion.md). | -| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md), [morph](rules/traits/morph.md), [transmutation](rules/traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | -| 6 | **Sudden Gale** ([air](rules/traits/air.md), [evocation](rules/traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | -| 7 | **Tremor** ([earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | -| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md), [mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | -| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | -| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | -| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md), [divination](rules/traits/divination.md), [mental](rules/traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | -| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md), [plant](rules/traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | -| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | -| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | -| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md)) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | -| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | -| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md), [visual](rules/traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | -| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | -| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md), [water](rules/traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | +| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md "Evocation School Trait")) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | +| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md "Healing Effect Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [positive](rules/traits/positive.md "Positive Energy & Element Trait")) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | +| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | +| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait")) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md "Summoned Creature Trait") or a [minion](rules/traits/minion.md "Minion Creature Trait"). | +| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md "Mental Effect Trait"), [morph](rules/traits/morph.md "Morph Effect Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | +| 6 | **Sudden Gale** ([air](rules/traits/air.md "Air Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | +| 7 | **Tremor** ([earth](rules/traits/earth.md "Earth Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | +| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md "Divination School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | +| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md "Illusion School Trait")) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | +| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | +| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md "Detection Effect Trait"), [divination](rules/traits/divination.md "Divination School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | +| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait")) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | +| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [fear](rules/traits/fear.md "Fear Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | +| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [illusion](rules/traits/illusion.md "Illusion School Trait")) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | +| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait")) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | +| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | +| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md "Illusion School Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | +| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | +| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | | 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | \ No newline at end of file diff --git a/rules/secrets-of-magic/secrets-of-magic.md b/rules/secrets-of-magic/secrets-of-magic.md index aa296bb1d..a9749607c 100644 --- a/rules/secrets-of-magic/secrets-of-magic.md +++ b/rules/secrets-of-magic/secrets-of-magic.md @@ -2,8 +2,8 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: +- book-core-secrets-of-magic - compendium/src/pf2e/som -- book/core/secrets-of-magic aliases: ["Secrets of Magic"] --- **[Introduction](rules/secrets-of-magic/introduction.md)** diff --git a/rules/tables/adventuring-gear.md b/rules/tables/adventuring-gear.md index bf6a62511..022aa685a 100644 --- a/rules/tables/adventuring-gear.md +++ b/rules/tables/adventuring-gear.md @@ -11,11 +11,11 @@ aliases: ["Adventuring Gear"] | Item | Price | Bulk | Hands | |------|-------|------|-------| | [Adventurer's pack](compendium/equipment/items/adventurers-pack.md) | 15 sp | 1 | — | -| [Alchemist's lab](compendium/equipment/items/alchemists-lab.md) | 5 gp | 6 | 2 | -| Expanded alchemist's lab (level 3) | 55 gp | 6 | 2 | +| multiRow | | +| multiRow | | | [Alchemist's tools](compendium/equipment/items/alchemists-tools.md) | 3 gp | 1 | 2 | -| [Artisan's tools](compendium/equipment/items/artisans-tools.md) | 4 gp | 2 | 2 | -| Sterling artisan's tools (level 3) | 50 gp | 2 | 2 | +| multiRow | | +| multiRow | | | [Backpack](compendium/equipment/items/backpack.md) | 1 sp | — | — | | [Basic crafter's book](compendium/equipment/items/basic-crafters-book.md) | 1 sp | L | 2 | | [Bedroll](compendium/equipment/items/bedroll.md) | 2 cp | L | — | @@ -24,92 +24,92 @@ aliases: ["Adventuring Gear"] | [Chain (10 feet)](compendium/equipment/items/chain-10-feet.md) | 4 gp | 1 | 2 | | [Chalk (10)](compendium/equipment/items/chalk-10.md) | 1 cp | — | 1 | | [Chest](compendium/equipment/items/chest.md) | 6 sp | 2 | 2 | -| [Climbing kit](compendium/equipment/items/climbing-kit.md) | 5 sp | 1 | 2 | -| Extreme climbing kit (level 3) | 40 gp | 1 | 2 | -| [Clothing](compendium/equipment/items/clothing.md) | | | | -| Ordinary | 1 sp | — | — | -| [Explorer's](compendium/equipment/items/explorers-clothing.md) | 1 sp | L | — | -| Fine | 2 gp | L | — | -| High-fashion fine (level 3) | 55 gp | L | — | -| Winter | 4 sp | L | — | -| [Compass](compendium/equipment/items/compass.md) | 1 gp | — | 1 | -| Lensatic compass (level 3) | 20 gp | — | 1 | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | [Cookware](compendium/equipment/items/cookware.md) | 1 gp | 2 | 2 | -| [Crowbar](compendium/equipment/items/crowbar.md) | 5 sp | L | 2 | -| Levered crowbar (level 3) | 20 gp | L | 2 | -| [Disguise kit](compendium/equipment/items/disguise-kit.md) | 2 gp | L | 2 | -| [Replacement cosmetics](compendium/equipment/items/replacement-cosmetics.md) | 1 sp | — | — | -| Elite disguise kit (level 3) | 40 gp | L | 2 | -| Elite cosmetics (level 3) | 5 sp | — | — | -| [Fishing tackle](compendium/equipment/items/fishing-tackle.md) | 8 sp | 1 | 2 | -| Professional fishing tackle (level 3) | 20 gp | 1 | 2 | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | [Flint and steel](compendium/equipment/items/flint-and-steel.md) | 5 cp | — | 2 | | [Formula book (blank)](compendium/equipment/items/formula-book-blank.md) | 1 gp | L | 1 | | [Grappling hook](compendium/equipment/items/grappling-hook.md) | 1 sp | L | 1 | | [Hammer](compendium/equipment/items/hammer.md) | 1 sp | L | 1 | -| [Healer's tools](compendium/equipment/items/healers-tools.md) | 5 gp | 1 | 2 | -| Expanded healer's tools (level 3) | 50 gp | 1 | 2 | +| multiRow | | +| multiRow | | | [Holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md) | 0 | — | 1 | | [Hourglass](compendium/equipment/items/hourglass.md) | 3 gp | L | 1 | | [Ladder (10-foot)](compendium/equipment/items/ladder-10-foot.md) | 3 cp | 3 | 2 | -| Lantern | | | | -| Bull's eye | 1 gp | 1 | 1 | -| Hooded | 7 sp | L | 1 | -| Lock | | | | -| Poor lock (level 0) | 2 sp | — | 2 | -| Simple lock (level 1) | 2 gp | — | 2 | -| Average lock (level 3) | 15 gp | — | 2 | -| Good lock (level 9) | 200 gp | — | 2 | -| Superior lock (level 17) | 4,500 gp | — | 2 | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | [Magnifying glass](compendium/equipment/items/magnifying-glass.md) (level 3) | 40 gp | — | 1 | -| Manacles | | | | -| Poor manacles (level 0) | 2 sp | — | 2 | -| Simple manacles (level 1) | 3 gp | — | 2 | -| Average manacles (level 3) | 20 gp | — | 2 | -| Good manacles (level 9) | 250 gp | — | 2 | -| Superior manacles (level 17) | 5,000 gp | — | 2 | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | [Material component pouch](compendium/equipment/items/material-component-pouch.md) | 5 sp | L | 1 | | [Merchant's scale](compendium/equipment/items/merchants-scale.md) | 2 sp | L | 2 | | [Mirror](compendium/equipment/items/mirror.md) | 1 gp | — | 1 | | [Mug](compendium/equipment/items/mug.md) | 1 cp | — | 1 | -| Musical instrument | | | | -| Handheld | 8 sp | 1 | 2 | -| Virtuoso handheld (level 3) | 50 gp | 1 | 2 | -| Heavy | 2 gp | 16 | 2 | -| Virtuoso heavy (level 3) | 100 gp | 16 | 2 | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | [Oil (1 pint)](compendium/equipment/items/oil-1-pint.md) | 1 cp | — | 2 | | [Piton](compendium/equipment/items/piton.md) | 1 cp | — | 1 | | [Rations (1 week)](compendium/equipment/items/rations-1-week.md) | 4 sp | L | 1 | -| Religious symbol | | | | -| Wooden | 1 sp | L | 1 | -| Silver | 2 gp | L | 1 | +| multiRow | | +| multiRow | | +| multiRow | | | [Religious text](compendium/equipment/items/religious-text.md) | 1 gp | L | 1 | -| [Repair kit](compendium/equipment/items/repair-kit.md) | 2 gp | 1 | 2 | -| Superb repair kit (level 3) | 25 gp | 1 | 2 | +| multiRow | | +| multiRow | | | [Rope (50 feet)](compendium/equipment/items/rope-50-feet.md) | 5 sp | L | 2 | | [Sack (5)](compendium/equipment/items/sack-5.md) | 1 cp | L | 1 | | [Saddlebags](compendium/equipment/items/saddlebags.md) | 2 sp | L | 2 | | [Signal whistle](compendium/equipment/items/signal-whistle.md) | 8 cp | — | 1 | -| [Snare kit](compendium/equipment/items/snare-kit.md) | 5 gp | 2 | 2 | -| Specialist snare kit (level 3) | 55 gp | 2 | 2 | +| multiRow | | +| multiRow | | | [Soap](compendium/equipment/items/soap.md) | 2 cp | — | 1 | | [Spellbook (blank)](compendium/equipment/items/spellbook-blank.md) | 1 gp | L | 1 | -| [Spyglass](compendium/equipment/items/spyglass.md) | 20 gp | L | 2 | -| Fine spyglass (level 4) | 80 gp | L | 2 | +| multiRow | | +| multiRow | | | [Tack](compendium/equipment/items/tack.md) | 4 gp | 1 | — | | [Ten-foot pole](compendium/equipment/items/ten-foot-pole.md) | 1 cp | 1 | 2 | -| Tent | | | | -| Pup | 8 sp | L | 2 | -| Four-person | 5 gp | 1 | 2 | -| Pavilion (level 2) | 40 gp | 12 | 2 | -| [Thieves' tools](compendium/equipment/items/thieves-tools.md) | 3 gp | L | 2 | -| [Replacement picks](compendium/equipment/items/replacement-picks.md) | 3 sp | — | — | -| Infiltrator thieves' tools (level 3) | 50 gp | L | 2 | -| Infiltrator picks (level 3) | 3 gp | — | — | -| Tool | | | | -| Long tool | 1 gp | 1 | 2 | -| Short tool | 4 sp | L | 1 or 2 | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | [Torch](compendium/equipment/items/torch.md) | 1 cp | L | 1 | | [Waterskin](compendium/equipment/items/waterskin.md) | 5 cp | L | 1 | -| [Writing set](compendium/equipment/items/writing-set.md) | 1 gp | L | 2 | -| [Extra ink and paper](compendium/equipment/items/extra-ink-and-paper.md) | 1 sp | — | — | \ No newline at end of file +| multiRow | | +| multiRow | | \ No newline at end of file diff --git a/rules/tables/alkenstar-services-ooa1.md b/rules/tables/alkenstar-services-ooa1.md index ee01c4e43..df32da38c 100644 --- a/rules/tables/alkenstar-services-ooa1.md +++ b/rules/tables/alkenstar-services-ooa1.md @@ -12,15 +12,15 @@ aliases: ["Alkenstar Services"] |---------|-------| | Black powder tattoo (per 4 hours) | 5 gp | | Bulletworks use (per day) | 1 gp | -| Clockwork rentals (per day) | | -| Clockwork lookout | 1 sp | -| Clockwork pack mule | 2 sp | -| Clockwork servant | 1 gp | -| Clockwork mount | 2 gp | -| Clockwork carriage | 8 gp | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | Firearm repair (per day) | 2 gp | | Spellcasting services | ×2* | -| Workshop rental (per day) | 1 gp | -| Including expert assistance | 3 gp | +| multiRow | | +| multiRow | | * Spellcasting services in Alkenstar usually cost twice the amount listed on [Table 6–15: Spellcasting Services](rules/tables/spellcasting-services.md). \ No newline at end of file diff --git a/rules/tables/animal-instincts.md b/rules/tables/animal-instincts.md index 1f0285929..40ce6ed32 100644 --- a/rules/tables/animal-instincts.md +++ b/rules/tables/animal-instincts.md @@ -10,15 +10,15 @@ aliases: ["Animal Instincts"] | Animal | Attack | Damage | Traits | |--------|--------|--------|--------| -| Ape | Fist | `1d10` B | [Grapple](rules/traits/grapple.md), [unarmed](rules/traits/unarmed.md) | -| Bear | Jaws | `1d10` P | [Unarmed](rules/traits/unarmed.md) | -| | Claws | `1d6` S | [Agile](rules/traits/agile.md), [unarmed](rules/traits/unarmed.md) | -| Bull | Horn | `1d10` P | [Shove](rules/traits/shove.md), [unarmed](rules/traits/unarmed.md) | -| Cat | Jaws | `1d10` P | [Unarmed](rules/traits/unarmed.md) | -| | Claws | `1d6` S | [Agile](rules/traits/agile.md), [unarmed](rules/traits/unarmed.md) | -| Deer | Antler | `1d10` P | [Grapple](rules/traits/grapple.md), [unarmed](rules/traits/unarmed.md) | -| Frog | Jaws | `1d10` B | [Unarmed](rules/traits/unarmed.md) | -| | Tongue | `1d4` B | [Agile](rules/traits/agile.md), [unarmed](rules/traits/unarmed.md) | -| Shark | Jaws | `1d10` P | [Grapple](rules/traits/grapple.md), [unarmed](rules/traits/unarmed.md) | -| Snake | Fangs | `1d10` P | [Grapple](rules/traits/grapple.md), [unarmed](rules/traits/unarmed.md) | -| Wolf | Jaws | `1d10` P | [Trip](rules/traits/trip.md), [Unarmed](rules/traits/unarmed.md) | \ No newline at end of file +| Ape | Fist | `1d10` B | [Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| multiRow | | +| multiRow | | +| Bull | Horn | `1d10` P | [Shove](rules/traits/shove.md "Shove Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| multiRow | | +| multiRow | | +| Deer | Antler | `1d10` P | [Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| multiRow | | +| multiRow | | +| Shark | Jaws | `1d10` P | [Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Snake | Fangs | `1d10` P | [Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Wolf | Jaws | `1d10` P | [Trip](rules/traits/trip.md "Trip Weapon Trait"), [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | \ No newline at end of file diff --git a/rules/tables/animals.md b/rules/tables/animals.md index 052df8943..cd776e3f5 100644 --- a/rules/tables/animals.md +++ b/rules/tables/animals.md @@ -10,15 +10,15 @@ aliases: ["Animals"] | Animal | Rental Price* (per day) | Purchase Price | |--------|-------------------------|----------------| -| Dog | | | -| Guard dog | 1 cp per day | 2 sp | -| Riding dog | 6 cp per day | 4 gp | -| Horse | | | -| Riding horse | 1 sp per day | 8 gp | -| Warhorse | 1 gp per day | 30 gp (level 2) | -| Pack animal | 2 cp per day | 2 gp | -| Pony | | | -| Riding pony | 8 cp per day | 7 gp | -| Warpony | 8 sp per day | 24 gp (level 2) | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | * Might require a deposit equal to the purchase Price. \ No newline at end of file diff --git a/rules/tables/armor.md b/rules/tables/armor.md index aa5735dcb..aabd92a8b 100644 --- a/rules/tables/armor.md +++ b/rules/tables/armor.md @@ -10,17 +10,17 @@ aliases: ["Armor"] | Light Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | |-------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Padded Armor](compendium/equipment/items/padded-armor.md) | 2 sp | +1 | +3 | — | — | 10 | L | Cloth | [Comfort](rules/traits/comfort.md) | +| [Padded Armor](compendium/equipment/items/padded-armor.md) | 2 sp | +1 | +3 | — | — | 10 | L | Cloth | [Comfort](rules/traits/comfort.md "Comfort Armor Trait") | | [Leather](compendium/equipment/items/leather.md) | 2 gp | +1 | +4 | -1 | — | 10 | 1 | Leather | — | | [Studded Leather](compendium/equipment/items/studded-leather.md) | 3 gp | +2 | +3 | -1 | — | 12 | 1 | Leather | — | -| [Chain shirt](compendium/equipment/items/chain-shirt.md) | 5 gp | +2 | +3 | -1 | — | 12 | 1 | Chain | [Flexible](rules/traits/flexible.md), [Noisy](rules/traits/noisy.md) | +| [Chain shirt](compendium/equipment/items/chain-shirt.md) | 5 gp | +2 | +3 | -1 | — | 12 | 1 | Chain | [Flexible](rules/traits/flexible.md "Flexible Armor Trait"), [Noisy](rules/traits/noisy.md "Noisy Armor Trait") | ^armor-6-4-5 | Medium Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | |--------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| | [Hide](compendium/equipment/items/hide.md) | 2 gp | +3 | +2 | –2 | –5 ft. | 14 | 2 | Leather | — | | [Scale mail](compendium/equipment/items/scale-mail.md) | 4 gp | +3 | +2 | –2 | –5 ft. | 14 | 2 | Composite | — | -| [Chain mail](compendium/equipment/items/chain-mail.md) | 6 gp | +4 | +1 | –2 | –5 ft. | 16 | 2 | Chain | [Flexible](rules/traits/flexible.md), [Noisy](rules/traits/noisy.md) | +| [Chain mail](compendium/equipment/items/chain-mail.md) | 6 gp | +4 | +1 | –2 | –5 ft. | 16 | 2 | Chain | [Flexible](rules/traits/flexible.md "Flexible Armor Trait"), [Noisy](rules/traits/noisy.md "Noisy Armor Trait") | | [Breastplate](compendium/equipment/items/breastplate.md) | 8 gp | +4 | +1 | -2 | -5 ft. | 16 | 2 | Plate | — | ^armor-6-4-10 @@ -28,4 +28,4 @@ aliases: ["Armor"] |-------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| | [Splint mail](compendium/equipment/items/splint-mail.md) (level 1) | 13 gp | +5 | +1 | -3 | -10 ft. | 16 | 3 | Composite | — | | [Half plate](compendium/equipment/items/half-plate.md) (level 1) | 18 gp | +5 | +1 | -3 | -10 ft. | 16 | 3 | Plate | — | -| [Full plate](compendium/equipment/items/full-plate.md) (level 2) | 30 gp | +6 | +0 | -3 | -10 ft. | 18 | 4 | Plate | [Bulwark](rules/traits/bulwark.md) | \ No newline at end of file +| [Full plate](compendium/equipment/items/full-plate.md) (level 2) | 30 gp | +6 | +0 | -3 | -10 ft. | 18 | 4 | Plate | [Bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") | \ No newline at end of file diff --git a/rules/tables/basic-services-and-consumables.md b/rules/tables/basic-services-and-consumables.md index 600a4d0d9..76860b473 100644 --- a/rules/tables/basic-services-and-consumables.md +++ b/rules/tables/basic-services-and-consumables.md @@ -10,28 +10,28 @@ aliases: ["Basic Services and Consumables"] | Item | Price | Bulk | Hands | |------|-------|------|-------| -| Beverages | | | | -| Mug of ale | 1 cp | L | 1 | -| Keg of ale | 2 sp | 2 | 2 | -| Pot of coffee or tea | 2 cp | L | 1 | -| Bottle of wine | 1 sp | L | 1 | -| Bottle of fine wine | 1 gp | L | 1 | -| Hireling (1 day) | | | | -| Unskilled | 1 sp | | | -| Skilled | 5 sp | | | -| Lodging (1 day) | | | | -| Floor space | 3 cp | | | -| Bed (for 1) | 1 sp | | | -| Private room (for 2) | 8 sp | | | -| Extravagant suite (for 6) | 10 gp | | | -| Meals | | | | -| Poor meal | 1 cp | L | 2 | -| Square meal | 3 cp | L | 2 | -| Fine dining | 1 gp | L | 2 | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | Stabling (1 day) | 2 cp | | | | Toll | at least 1 cp | | | -| Transportation (per 5 miles) | | | | -| Caravan | 3 cp | | | -| Carriage | 2 sp | | | -| Ferry or riverboat | 4 cp | | | -| Sailing ship | 6 cp | | | \ No newline at end of file +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | \ No newline at end of file diff --git a/rules/tables/bulk-of-creatures.md b/rules/tables/bulk-of-creatures.md index 0b1d81935..c3515bbe1 100644 --- a/rules/tables/bulk-of-creatures.md +++ b/rules/tables/bulk-of-creatures.md @@ -10,9 +10,9 @@ aliases: ["Bulk of Creatures"] | Size of Creature | Bulk | |------------------|------| -| [Tiny](rules/traits/tiny-b1.md) | 1 | -| [Small](rules/traits/small-b1.md) | 3 | -| [Medium](rules/traits/medium-b1.md) | 6 | -| [Large](rules/traits/large-b1.md) | 12 | -| [Huge](rules/traits/huge-b1.md) | 24 | -| [Gargantuan](rules/traits/gargantuan-b1.md) | 48 | \ No newline at end of file +| [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") | 1 | +| [Small](rules/traits/small-b1.md "Small Size Trait") | 3 | +| [Medium](rules/traits/medium-b1.md "Medium Size Trait") | 6 | +| [Large](rules/traits/large-b1.md "Large Size Trait") | 12 | +| [Huge](rules/traits/huge-b1.md "Huge Size Trait") | 24 | +| [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") | 48 | \ No newline at end of file diff --git a/rules/tables/critical-fumble-deck-melee-cfd.md b/rules/tables/critical-fumble-deck-melee-cfd.md index 6410d31f1..401c64b3d 100644 --- a/rules/tables/critical-fumble-deck-melee-cfd.md +++ b/rules/tables/critical-fumble-deck-melee-cfd.md @@ -27,7 +27,7 @@ aliases: ["Critical Fumble Deck: Melee"] | 15 | **Broken Weapon** Your weapon's current Hit Point are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | | 16 | **Fling** You drop the weapon you used for the attack. It lands `1d6x5` feet away from your in a random direction. | | 17 | **Pulled Muscle** Until healed, you are [enfeebled](rules/conditions.md#Enfeebled). | -| 18 | **Overextended** You trigger reactions as if you had used a [move](rules/traits/move.md) action. | +| 18 | **Overextended** You trigger reactions as if you had used a [move](rules/traits/move.md "Move Combat Trait") action. | | 19 | **Awkward Attack** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | | 20 | **This Sword Is Heavy** You are [fatigued](rules/conditions.md#Fatigued). | | 21 | **Backswing** You deal the attack's normal damage to yourself instead of the target. | @@ -59,7 +59,7 @@ aliases: ["Critical Fumble Deck: Melee"] | 47 | **Decision Paralysis** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | | 48 | **Catastrophic Failure** You fall [unconscious](rules/conditions.md#Unconscious) until you awake up or the end of your next turn. | | 49 | **Pointy End Goes There** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | -| 50 | **Broken Haft** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. If your weapon is a [reach](rules/traits/reach.md) weapon, it loses [reach](rules/traits/reach.md). | +| 50 | **Broken Haft** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. If your weapon is a [reach](rules/traits/reach.md "Reach Weapon Trait") weapon, it loses [reach](rules/traits/reach.md "Reach Weapon Trait"). | | 51 | **Fog of War** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | | 52 | **Go for the Eyes** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | | 53 | **Punt** Your weapon files `1d4x5` feet in a random direction (determined by the GM). | diff --git a/rules/tables/critical-fumble-deck-ranged-cfd.md b/rules/tables/critical-fumble-deck-ranged-cfd.md index f34148a26..053055eaa 100644 --- a/rules/tables/critical-fumble-deck-ranged-cfd.md +++ b/rules/tables/critical-fumble-deck-ranged-cfd.md @@ -38,7 +38,7 @@ aliases: ["Critical Fumble Deck: Ranged"] | 26 | **Klutz** You drop the weapon you used. | | 27 | **Spilled Ammo** The ammunition from the weapon you're using falls from its container onto the ground. You can spend 1 [Interact](rules/actions/interact.md) action to pick up one piece of ammunition spilled this way. | | 28 | **Lost Grip** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 29 | **Wrong Weapon** If you made a [thrown](rules/traits/thrown.md) attack, you instead throw an object from your gear (determined randomly by the GM). | +| 29 | **Wrong Weapon** If you made a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") attack, you instead throw an object from your gear (determined randomly by the GM). | | 30 | **Kickback Like a Mule** You fall [prone](rules/conditions.md#Prone). | | 31 | **Archer's Elbow** Until healed, you take a -2 circumstance penalty to ranged attacks. | | 32 | **Double Miss** If this attack uses ammunition, you use twice the amount of ammunition on this attack. | @@ -47,17 +47,17 @@ aliases: ["Critical Fumble Deck: Ranged"] | 35 | **Shot Your Foot** Until healed, you are [clumsy](rules/conditions.md#Clumsy) and take a -5-foot circumstance penalty to your land speed. | | 36 | **Lost the Target** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | | 37 | **Weapon Problem** If the attack used a projectile weapon, something on the weapon malfunctions, requiring you to spend 2 [Interact](rules/actions/interact.md) actions to fix. | -| 38 | **Lowered Guard** You provoke reactions as if you used a [move](rules/traits/move.md) action. | +| 38 | **Lowered Guard** You provoke reactions as if you used a [move](rules/traits/move.md "Move Combat Trait") action. | | 39 | **In the Line of Fire** You critically hit your nearest ally. | | 40 | **Insecure** You take a -1 circumstance penalty to attacks rolls until you score a critical hit. | | 41 | **Close to the Ear** You are [deafened](rules/conditions.md#Deafened) until the end of your next turn. | | 42 | **Bad Alignment** You take a -2 circumstance penalty to attacks using this weapon until the end of your next turn. | | 43 | **Everything You Got** You are [fatigued](rules/conditions.md#Fatigued). | | 44 | **Broken** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | -| 45 | **What Are the Odds?** If this is a [thrown](rules/traits/thrown.md) weapon attack and the target can hold the weapon, the target snatches the weapon out of the air and wields it. | +| 45 | **What Are the Odds?** If this is a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon attack and the target can hold the weapon, the target snatches the weapon out of the air and wields it. | | 46 | **Oopsie!** You hit yourself instead of the target. | | 47 | **Torn Tendon** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | -| 48 | **Overthrow** If the attack used a [thrown](rules/traits/thrown.md) weapon, the weapon travels three times its range increment in a random direction (determined by the GM). | +| 48 | **Overthrow** If the attack used a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon, the weapon travels three times its range increment in a random direction (determined by the GM). | | 49 | **Tunnel Vision** For 3 rounds, you gain a +1 circumstance bonus to attack rolls, but you are [flat-footed](rules/conditions.md#Flat-footed). | | 50 | **All Thumbs** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | | 51 | **Bull's Eye** Your attack ricochets and hits you near the eye. You are [blinded](rules/conditions.md#Blinded) until the end of your next turn. | diff --git a/rules/tables/critical-fumble-deck-spell-cfd.md b/rules/tables/critical-fumble-deck-spell-cfd.md index fbc8b4856..485823ab5 100644 --- a/rules/tables/critical-fumble-deck-spell-cfd.md +++ b/rules/tables/critical-fumble-deck-spell-cfd.md @@ -50,7 +50,7 @@ aliases: ["Critical Fumble Deck: Spell"] | 38 | **The Magic is Gone** You take a -1 circumstance penalty to attack rolls until you score a critical hit. | | 39 | **Can You Hear Me Now?** Until healed, you are [deafened](rules/conditions.md#Deafened). | | 40 | **Error!** You deal the spell's normal damage to yourself instead of the target. | -| 41 | **Why Me?** You provoke reactions as if you used a [move](rules/traits/move.md) action. | +| 41 | **Why Me?** You provoke reactions as if you used a [move](rules/traits/move.md "Move Combat Trait") action. | | 42 | **Poor Trade** You hit, but you lose a prepared spell or spell slot of the highest level available (you choose the spell). | | 43 | **You Made 'em Tougher** The target gains resistance 5 to all damage until the start of its next turn. | | 44 | **You Made 'em Faster** The target is [quickened](rules/conditions.md#Quickened) for 2 rounds. | diff --git a/rules/tables/critical-fumble-deck-unarmed-cfd.md b/rules/tables/critical-fumble-deck-unarmed-cfd.md index e418e7c54..513aeb0b0 100644 --- a/rules/tables/critical-fumble-deck-unarmed-cfd.md +++ b/rules/tables/critical-fumble-deck-unarmed-cfd.md @@ -25,7 +25,7 @@ aliases: ["Critical Fumble Deck: Unarmed"] | 13 | **Torn Muscle** Until healed, you are [enfeebled](rules/conditions.md#Enfeebled). | | 14 | **Hit the Wall** You are [fatigued](rules/conditions.md#Fatigued). | | 15 | **Frustration** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | -| 16 | **Overextended** You trigger reactions as if you had used a [move](rules/traits/move.md) action. | +| 16 | **Overextended** You trigger reactions as if you had used a [move](rules/traits/move.md "Move Combat Trait") action. | | 17 | **Bit Your Tongue!** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | | 18 | **Upset Stomach** You are [sickened](rules/conditions.md#Sickened). | | 19 | **Tiring Attack** You are [fatigued](rules/conditions.md#Fatigued). | diff --git a/rules/tables/critical-hit-deck-bludgeoning-chd.md b/rules/tables/critical-hit-deck-bludgeoning-chd.md index 6cab25ddf..567a6a2dc 100644 --- a/rules/tables/critical-hit-deck-bludgeoning-chd.md +++ b/rules/tables/critical-hit-deck-bludgeoning-chd.md @@ -12,7 +12,7 @@ aliases: ["Critical Hit Deck: Bludgeoning"] |-------|--------| | 1 | **Crunch** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened). | | 2 | **Where Am I?** Normal damage. _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | -| 3 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an [attack](rules/traits/attack.md) action against the target. | +| 3 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an [attack](rules/traits/attack.md "Attack Combat Trait") action against the target. | | 4 | **Cracked Rib** The target is [fatigued](rules/conditions.md#Fatigued). | | 5 | **Feeble Parry** _Crit Effect:_ The target drops one weapon it's wielding determined by the GM. | | 6 | **Cracked Knee** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -5-foot status penalty to land Speed. | @@ -33,8 +33,8 @@ aliases: ["Critical Hit Deck: Bludgeoning"] | 21 | **Collapsed Lung** Normal damage. _Crit Effect:_ Until healed, t he target is [enfeebled](rules/conditions.md#Enfeebled) and [fatigued](rules/conditions.md#Fatigued). | | 22 | **Bony Masher** Normal damage. _Crit Effect:_ Either the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed or is [clumsy](rules/conditions.md#Clumsy) and can't use one of its arms (your choice). Either effect last until healed. | | 23 | **Overwhelming Smash** Triple damage. | -| 24 | **Ruptured Spleen** Normal damage. _Crit Effect:_ The target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) that can't be removed until the target has been subject to [magical](rules/traits/magical.md) healing. | -| 25 | **Off Balance** Normal damage. The target triggers reactions as if it just used a [move](rules/traits/move.md) action. It is also [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 24 | **Ruptured Spleen** Normal damage. _Crit Effect:_ The target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) that can't be removed until the target has been subject to [magical](rules/traits/magical.md "Magical Item Trait") healing. | +| 25 | **Off Balance** Normal damage. The target triggers reactions as if it just used a [move](rules/traits/move.md "Move Combat Trait") action. It is also [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | | 26 | **Crushed Intestines** Normal damage. _Crit Effect:_ The target is [wounded](rules/conditions.md#Wounded) and [enfeebled](rules/conditions.md#Enfeebled) until it is no longer wounded. | | 27 | **Crushed Trachea** _Crit Effect:_ The target is suffocating until subject to magical healing. It can't speak while it is suffocating. | | 28 | **Skull Crush** _Crit Effect:_ The target is [stupefied](rules/conditions.md#Stupefied) until healed. | diff --git a/rules/tables/critical-hit-deck-bomb-or-spell-chd.md b/rules/tables/critical-hit-deck-bomb-or-spell-chd.md index a9f520ab1..c5735bea6 100644 --- a/rules/tables/critical-hit-deck-bomb-or-spell-chd.md +++ b/rules/tables/critical-hit-deck-bomb-or-spell-chd.md @@ -25,12 +25,12 @@ aliases: ["Critical Hit Deck: Bomb or Spell"] | 13 | **Life Leech** If this is a spell, the target becomes [doomed](rules/conditions.md#Doomed) and you regain `1d8` Hit Points. | | 14 | **Vampiric Feedback** Normal damage. You regain Hit Points equal half the damage you dealt. | | 15 | **Knockback** Push the target up to 10 feet. | -| 16 | **Electrocuted** If this is a [electricity](rules/traits/electricity.md) spell or bomb, the target takes double damage, and at the start of its next turn, it takes normal damage. Any other bomb or spell deals double damage. | -| 17 | **Frozen** If this is a [cold](rules/traits/cold.md) bomb or spell, the target takes triple damage and is [slowed](rules/conditions.md#Slowed) for 1 round. Any other bomb or spell deals double damage. | +| 16 | **Electrocuted** If this is a [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") spell or bomb, the target takes double damage, and at the start of its next turn, it takes normal damage. Any other bomb or spell deals double damage. | +| 17 | **Frozen** If this is a [cold](rules/traits/cold.md "Cold Energy & Element Trait") bomb or spell, the target takes triple damage and is [slowed](rules/conditions.md#Slowed) for 1 round. Any other bomb or spell deals double damage. | | 18 | **Power Surge** Triple damage. | | 19 | **Devastating Strike** Triple damage. The target is [stunned](rules/conditions.md#Stunned). | | 20 | **Eyeburn** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | -| 21 | **Transposition** If this is a spell attack, you and the target switch places. This is a [teleportation](rules/traits/teleportation.md) effect. | +| 21 | **Transposition** If this is a spell attack, you and the target switch places. This is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. | | 22 | **Hypnotic Link** If this is a spell, the target takes normal damage and is [controlled](rules/conditions.md#Controlled) by you until the end of its next turn. | | 23 | **Distraction** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | | 24 | **Funny Bone** The target laughs uncontrollably until the end of its next turn. While laughing, it is [slowed](rules/conditions.md#Slowed) and can't use reactions. | @@ -38,18 +38,18 @@ aliases: ["Critical Hit Deck: Bomb or Spell"] | 26 | **Psychic Overflow** The target takes `1d8` mental damage. | | 27 | **Vulnerability** The target gains weakness 5 to any damage types dealt by the bomb or spell for 1 minute. | | 28 | **Lingering Damage** The target takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type as the bomb or spell's damage. | -| 29 | **Unnatural Selection** Triple damage to [aberrations](rules/traits/aberration.md), [celestials](rules/traits/celestial.md), [fiends](rules/traits/fiend.md), and [monitors](rules/traits/monitor.md). Double damage to all other creatures. | -| 30 | **Hoarder's Wrath** Triple damage to [dragons](rules/traits/dragon.md). Double damage to all other creatures. | +| 29 | **Unnatural Selection** Triple damage to aberrations, celestials, fiends, and monitors. Double damage to all other creatures. | +| 30 | **Hoarder's Wrath** Triple damage to dragons. Double damage to all other creatures. | | 31 | **Slowed Down** The target is [slowed](rules/conditions.md#Slowed) for 1 round. | | 32 | **Doomed!** The target is [slowed](rules/conditions.md#Slowed) for 1 round, and is also [doomed](rules/conditions.md#Doomed). | | 33 | **Forceful Blast** The bomb or spell deals and additional `1d8` force damage. | | 34 | **Terrifying Display** The target is [frightened](rules/conditions.md#Frightened). | | 35 | **Returning Spell** If a spell attack, the spell or spell slot is not expended. | -| 36 | **Call of the Wild** Triple damage to [animals](rules/traits/animal.md), [beasts](rules/traits/beast.md), and [fey](rules/traits/fey.md). Double damage to all other creatures. | -| 37 | **Corrosive** If this is an [acid](rules/traits/acid.md) bomb or spell, the target takes triple damage and `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | +| 36 | **Call of the Wild** Triple damage to animals, beasts, and fey. Double damage to all other creatures. | +| 37 | **Corrosive** If this is an [acid](rules/traits/acid.md "Acid Energy & Element Trait") bomb or spell, the target takes triple damage and `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | | 38 | **Magical Glow** The target glows for 1 minute with the effect of a [faerie fire](compendium/spells/faerie-fire.md) spell. | | 39 | **Draining Strike** The target loses one random prepared spell or spell slot, as determined by the GM. | -| 40 | **Combustion** If this is a [fire](rules/traits/fire.md) bomb or spell, the target takes triple damage and `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | +| 40 | **Combustion** If this is a [fire](rules/traits/fire.md "Fire Energy & Element Trait") bomb or spell, the target takes triple damage and `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | | 41 | **Maximum Effect** Don't roll for damage. You deal the maximum possible critical hit damage with this attack. | | 42 | **Intense Strike** The attack ignores all resistances. | | 43 | **Excruciating** The target is [sickened](rules/conditions.md#Sickened). | @@ -58,7 +58,7 @@ aliases: ["Critical Hit Deck: Bomb or Spell"] | 46 | **Light Blast** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | | 47 | **Mystical Thwart** The target can't activate magic items, cast spells, or use [Quick Alchemy](rules/actions/quick-alchemy.md) until the end of its next turn. | | 48 | **Light Blast** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | -| 49 | **Phased** The target becomes [incorporeal](rules/traits/incorporeal-b1.md) until the end of your next turn. | +| 49 | **Phased** The target becomes [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") until the end of your next turn. | | 50 | **Time Vortex** If this is a spell, normal damage and the target vanished and reappears `1d4` rounds later. The target can use no actions, and any effects it has with durations do not pass while it's gone. | | 51 | **Energy Might** If the bomb or spell deals acid, cold, electricity, fire or sonic damage, it deals triple damage. Any other bomb or spells deals double damage. | | 52 | **Roaring Blast** The target is [deafened](rules/conditions.md#Deafened) until healed. | diff --git a/rules/tables/critical-hit-deck-piercing-chd.md b/rules/tables/critical-hit-deck-piercing-chd.md index d48292b0c..522d6f508 100644 --- a/rules/tables/critical-hit-deck-piercing-chd.md +++ b/rules/tables/critical-hit-deck-piercing-chd.md @@ -38,14 +38,14 @@ aliases: ["Critical Hit Deck: Piercing"] | 26 | **Lodged in the Bone** _Crit Effect:_ The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | | 27 | **Pierced Elbow** The target drops one item it is holding (determined randomly by the GM). | | 28 | **Hand Wound** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and can't use one of its hands (determined randomly by the GM). | -| 29 | **Overreaction** Normal damage. The target triggers reactions as if it just used a [move](rules/traits/move.md) action. It is also [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | +| 29 | **Overreaction** Normal damage. The target triggers reactions as if it just used a [move](rules/traits/move.md "Move Combat Trait") action. It is also [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | | 30 | **Clean Through** Triple damage. | | 31 | **Cheek Pierced** The target must succeed at a DC 5 flat check to cast spells with a verbal component until healed. | | 32 | **Head Shot** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | | 33 | **Spinal Tap** Normal damage. _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened). | | 34 | **Heart Shot** Triple damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | | 35 | **Nailed in Place** As the bow critical specialization effect. If this is a melee weapon, you must drop the weapon to gain this effect. If this attack already has that effect, the [Athletics](compendium/skills.md#Athletics) check to pull free is DC 20 instead of DC 10. | -| 36 | **Javelin Catcher** Triple damage if the attack was ranged or [thrown](rules/traits/thrown.md) attack. Double damage for all other attacks. | +| 36 | **Javelin Catcher** Triple damage if the attack was ranged or [thrown](rules/traits/thrown.md "Thrown Weapon Trait") attack. Double damage for all other attacks. | | 37 | **Infection** The target must succeed at a Fortitude save or contract filth fever. | | 38 | **Eye Patch for You** Triple damage. _Crit Effect:_ The target is [dazzled](rules/conditions.md#Dazzled) until healed. | | 39 | **Knockback** The target is pushed 10 feet. | diff --git a/rules/tables/hero-point-deck-hpd.md b/rules/tables/hero-point-deck-hpd.md index e22606993..d4d7e6739 100644 --- a/rules/tables/hero-point-deck-hpd.md +++ b/rules/tables/hero-point-deck-hpd.md @@ -17,7 +17,7 @@ aliases: ["Hero Point Deck"] | 5 | **Catch your Breath:** _Play at the end of your turn._ Select yourself or an ally within 30 feet. The creature you choose must have fewer than half their total Hit Points. The creature gains a number of temporary Hit Points equal to twice your level, which last until the end of the combat. | | 6 | **Channel Life Force:** _Play on your turn after you have spent all of your Focus Points._ Gain 1 Focus Point that must be spent by the end of your turn or it's lost. If you use this Focus Point, you become [drained](rules/conditions.md#Drained). | | 7 | **Class Might:** _Play during your turn._ Until the start of your next turn you gain a +2 status bonus to checks based on the key ability score of your class. If your class grants a choice for its key ability, select one of those ability scores to gain the bonus. | -| 8 | **Critical Moment:** _Play this after rolling a check._ Reroll the check twice and take the best result. This is a [fortune](rules/traits/fortune.md) effect. If you still fail this check, you become [doomed](rules/conditions.md#Doomed). | +| 8 | **Critical Moment:** _Play this after rolling a check._ Reroll the check twice and take the best result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. If you still fail this check, you become [doomed](rules/conditions.md#Doomed). | | 9 | **Cut Through the Fog:** _Play before you attempt a Will save._ You succeed at the saving throw without needing to roll. You gain the [stupefied](rules/conditions.md#Stupefied) condition, which lasts until the next time you get a full night's rest. | | 10 | **Daring Attempt:** _Play at the start of your turn._ Select one untrained skill. You are trained in that skill until the end of your next turn. If you use that skill before the end of your next turn and succeed at your skill check, you keep this benefit until the end of the combat, or for 1 minute if not in combat. | | 11 | **Desperate Swing:** _Play during your turn._ Make a [Strike](rules/actions/strike.md), ignoring the multiple attack penalty. If you roll a critical success, you get a normal success instead. If the attack fails, you [release](rules/actions/release.md) your weapon, or drop [prone](rules/conditions.md#Prone) if you were using an unarmed attack or otherwise can't [release](rules/actions/release.md) your weapon. | @@ -30,7 +30,7 @@ aliases: ["Hero Point Deck"] | 18 | **Grazing Blow:** _Play after a foe hit you with a [Strike](rules/actions/strike.md)._ If the foe rolled a critical success, it gets a success instead. If the foe rolled a success, it deals minimum damage instead of rolling for damage. | | 19 | **Hasty Block:** _Play when you are hit by a physical attack, and you have a shield within reach and a free hand._ You [Interact](rules/actions/interact.md) to draw and wield the shield and then use it to [Shield Block](rules/abilities/shield-block.md) against the attack. After the attack and block are resolved, the shield is torn from your grip and lands in an adjacent space. | | 20 | **Healing Prayer:** _Play during your turn._ Select yourself or an ally within reach. The target regains `1d8+8` Hit Points. If you are 7th level or higher, the target regains `2d8+16 ` Hit Points. If you are 12th level or higher, the target regains `3d8+24` Hit Points. | -| 21 | **Hold the Line:** _Play during your turn._ Until the start of your next turn, each time an enemy would leave a space adjacent to you while using a [move](rules/traits/move.md) action, it must succeed at an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check against your Fortitude DC or the move action is disrupted. | +| 21 | **Hold the Line:** _Play during your turn._ Until the start of your next turn, each time an enemy would leave a space adjacent to you while using a [move](rules/traits/move.md "Move Combat Trait") action, it must succeed at an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check against your Fortitude DC or the move action is disrupted. | | 22 | **I Hope This Works:** _Play at the start of your turn._ Once during your turn, you can [Activate an item](rules/actions/activate-an-item.md) to [Cast a Spell](rules/actions/cast-a-spell.md), even if you can't normally cast spells or don't have that spell on your spell list. After casting this spell, your turn ends. | | 23 | **Impossible Shot:** _Play when making a ranged attack, either with a [Strike](rules/actions/strike.md) or a spell._ If you're attempting a [Strike](rules/actions/strike.md), double the range increment of the weapon or unarmed attack. If you're [Casting a Spell](rules/actions/cast-a-spell.md), increase the range of the spell by half. | | 24 | **Last Ounce of Strength:** _Play at the start of a turn when you are [dying](rules/conditions.md#Dying)._ You regain consciousness and can act normally on your turn, but you can't regain Hit Points or remove the [dying](rules/conditions.md#Dying) condition during this turn. At the end of your turn, you fall [unconscious](rules/conditions.md#Unconscious) and your [dying](rules/conditions.md#Dying) condition increases by 1. Do not attempt a recovery check this turn. | @@ -44,7 +44,7 @@ aliases: ["Hero Point Deck"] | 32 | **Press On:** _Play at the start of your turn._ Until the end of your turn, ignore penalties to checks and DCs from conditions. | | 33 | **Protect the Innocent:** _Play when an incapacitated ally or noncombatant NPC within sight takes damage from an attack or effect._ Prevent all of the damage. You take half of the damage they would have taken (in addition to the damage you would normally take from the attack or effect, if any). You can only use this to prevent damage to an ally if that ally is unable to act, such as when they are [unconscious](rules/conditions.md#Unconscious) or [paralyzed](rules/conditions.md#Paralyzed). | | 34 | **Push Through the Pain:** _Play before you attempt a Fortitude save._ You succeed at the saving throw without needing to roll. You gain the [drained](rules/conditions.md#Drained) condition. | -| 35 | **Rage and Fury:** _Play when an ally is knocked [unconscious](rules/conditions.md#Unconscious) or when you take damage from a critical hit._ At the start of your next turn, you enter a rage (+2 damage to melee [strikes](rules/actions/strike.md), -1 AC penalty, no [concentrate](rules/traits/concentrate.md) actions unless they have the [rage](rules/traits/rage.md) trait, or use the stats for your rage|barbarian||1 class feature if you have one). At the end of that turn, if you don't have the rage|barbarian||1 class feature, the rage ends and you are [fatigued](rules/conditions.md#Fatigued). | +| 35 | **Rage and Fury:** _Play when an ally is knocked [unconscious](rules/conditions.md#Unconscious) or when you take damage from a critical hit._ At the start of your next turn, you enter a rage (+2 damage to melee [strikes](rules/actions/strike.md), -1 AC penalty, no [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") actions unless they have the [rage](rules/traits/rage.md "Rage Combat Trait") trait, or use the stats for your rage|barbarian||1 class feature if you have one). At the end of that turn, if you don't have the rage|barbarian||1 class feature, the rage ends and you are [fatigued](rules/conditions.md#Fatigued). | | 36 | **Rampage:** _Play at the start of your turn._ Make a [Strike](rules/actions/strike.md) against each foe within reach. The multiple attack penalty applies as normal. At the end of these attacks, your turn ends and you are [fatigued](rules/conditions.md#Fatigued). | | 37 | **Reckless Charge:** _Play after taking two consecutive [Stride](rules/actions/stride.md) actions._ Make a melee [Strike](rules/actions/strike.md). You are [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. | | 38 | **Rending Swipe:** _Play after making two successful consecutive melee [Strikes](rules/actions/strike.md) against the same target with two different weapons._ The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened) until the bleeding stops. If you are 7th level or higher, increase the bleed to `2d6`. If you are 12th level or higher, increase the bleed to `3d6`. | @@ -54,11 +54,11 @@ aliases: ["Hero Point Deck"] | 42 | **Shake it Off:** _Play at any time._ All [persistent damage](rules/conditions.md#Persistent%20Damage) affecting you immediately comes to an end. | | 43 | **Shoot Through:** _Play when you are about to make your attack roll for a ranged [Strike](rules/actions/strike.md)._ If the path of the [Strike](rules/actions/strike.md) goes through another creature's space before reaching the target, the target is [flat-footed](rules/conditions.md#Flat-footed) against the attack, and the other creature doesn't provide cover. | | 44 | **Spark of Courage:** _Play when you have the [frightened](rules/conditions.md#Frightened) condition._ You lose that condition and instead gain a +2 status bonus to attack rolls and skill checks until the end of your next turn. | -| 45 | **Stay in the Fight:** _Play at the start of a turn when you or an ally is affected by an ongoing [incapacitation](rules/traits/incapacitation.md) effect._ The creature ignores that [incapacitation](rules/traits/incapacitation.md) effect until the end of their turn. This turn doesn't count as part of the duration for that effect. | +| 45 | **Stay in the Fight:** _Play at the start of a turn when you or an ally is affected by an ongoing [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect._ The creature ignores that [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect until the end of their turn. This turn doesn't count as part of the duration for that effect. | | 46 | **Stoke the Magical Flame:** _Play when you or an ally is [Casting a Spell](rules/actions/cast-a-spell.md)._ Heighten that spell by 1 level. This can't heighten a spell above the highest level of spell you or the ally can cast. | -| 47 | **Strike True:** _Play when you or an ally are about to make a [Strike](rules/actions/strike.md)._ The target rolls twice and takes the higher result. This strike deals an extra die of damage on a hit if the attacker has fewer than half their maximum Hit Points, or two extra dice if they have fewer than one quarter their maximum Hit Points. This is a [fortune](rules/traits/fortune.md) effect. | -| 48 | **Surge of Magic:** _Play during your turn._ Until the end of your turn, you can [Activate one magic item](rules/actions/activate-an-item.md) that you have already activated once today. This activation doesn't count against the item's frequency limit if the limit is once per day, or a shorter increment of time. If the item is a [wand](rules/traits/wand.md), activating it this way doesn't overcharge it. | -| 49 | **Surge of Speed:** _Play at the start of a creature's turn._ That creature is [quickened](rules/conditions.md#Quickened) on its turn and can use the extra action only to take a single action with the [move](rules/traits/move.md) trait. | +| 47 | **Strike True:** _Play when you or an ally are about to make a [Strike](rules/actions/strike.md)._ The target rolls twice and takes the higher result. This strike deals an extra die of damage on a hit if the attacker has fewer than half their maximum Hit Points, or two extra dice if they have fewer than one quarter their maximum Hit Points. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. | +| 48 | **Surge of Magic:** _Play during your turn._ Until the end of your turn, you can [Activate one magic item](rules/actions/activate-an-item.md) that you have already activated once today. This activation doesn't count against the item's frequency limit if the limit is once per day, or a shorter increment of time. If the item is a [wand](rules/traits/wand.md "Wand Item Trait"), activating it this way doesn't overcharge it. | +| 49 | **Surge of Speed:** _Play at the start of a creature's turn._ That creature is [quickened](rules/conditions.md#Quickened) on its turn and can use the extra action only to take a single action with the [move](rules/traits/move.md "Move Combat Trait") trait. | | 50 | **Tuck and Roll:** _Play after a creature or hazard hits you with a [Strike](rules/actions/strike.md)._ You take the minimum amount of damage and fall [prone](rules/conditions.md#Prone). | | 51 | **Tumble Through:** _Play after you end your movement adjacent to a creature that is larger than you._ Move to the opposite side of that creature. This movement doesn't trigger any reactions based on movement. | -| 52 | **Warding Sign:** _Play at any time._ Select a creature within sight. That creature is immune to [misfortune](rules/traits/misfortune.md) effects for 1 round. If the creature was already affected by a [misfortune](rules/traits/misfortune.md) effect, it ignores that effect for the duration, then the effect returns. | \ No newline at end of file +| 52 | **Warding Sign:** _Play at any time._ Select a creature within sight. That creature is immune to [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effects for 1 round. If the creature was already affected by a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, it ignores that effect for the duration, then the effect returns. | \ No newline at end of file diff --git a/rules/tables/mana-storm-effects-ooa2.md b/rules/tables/mana-storm-effects-ooa2.md index 3a175cf69..b54a20ac8 100644 --- a/rules/tables/mana-storm-effects-ooa2.md +++ b/rules/tables/mana-storm-effects-ooa2.md @@ -10,20 +10,20 @@ aliases: ["Mana Storm Effects"] | `d20` | Mana Storm Effect | |-------|-------------------| -| 1 | **Bleaching** ([primal](rules/traits/primal.md), [transmutation](rules/traits/transmutation.md)) Fortitude. Creatures and objects within a radius of 10 feet per level are drained of color for 1 hour. A gnome affected by this effect must succeed at a Will save or become [frightened](rules/conditions.md#Frightened) and unable to reduce this [frightened](rules/conditions.md#Frightened) condition below 1 while bleached of color; this is a [mental](rules/traits/mental.md) and [fear](rules/traits/fear.md) effect. | -| 2 | **Crawling Vermin** ([conjuration](rules/traits/conjuration.md), [primal](rules/traits/primal.md)) A monstrous, strangely colored insect hostile to all creatures appears within 60 feet. The creature that appears should be insectile in appearance and of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the storm's level. The GM determines the specific creature. After 1 minute, the creature can choose to either return where it came from or to remain. It's neither [summoned](rules/traits/summoned.md) nor a [minion](rules/traits/minion.md). | -| 3 | **Anchored** ([abjuration](rules/traits/abjuration.md), [arcane](rules/traits/arcane.md)) Will. Creatures within a radius of 10 feet per level are affected by [dimensional anchor](compendium/spells/dimensional-anchor.md). Creatures that fail their saving throws also have their Speeds reduced by 10 feet (to a minimum of 5 feet) during the effect's duration. | -| 4 | **Unluck** ([arcane](rules/traits/arcane.md), [divination](rules/traits/divination.md), [misfortune](rules/traits/misfortune.md)) Will. A zone of unluck and strange violet illumination fill a radius of 10 feet per level for 1 hour. Creatures in this area roll attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks twice and take the lower result. | -| 5 | **Strange Reversal** ([curse](rules/traits/curse.md), [transmutation](rules/traits/transmutation.md)) Fortitude. One creature's body and all its possessions reverse into a mirror image of themselves. This effect is permanent. | -| 6 | **Gravity Surge** ([arcane](rules/traits/arcane.md), [transmutation](rules/traits/transmutation.md)) Reflex. Creatures within a radius of 10 feet per level, in random order, are pushed 10 feet per level away from the nearest creature. A pushed creature that hits an object or another creature stops but takes falling damage equal to the distance moved (a creature hit takes the same amount of falling damage). | -| 7 | **Psychic Assault** ([illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md), [occult](rules/traits/occult.md)) Will. Creatures within a radius of 10 feet per level are affected by [phantom pain](compendium/spells/phantom-pain.md). | -| 8 | **Dazzling Mein** ([illusion](rules/traits/illusion.md), [occult](rules/traits/occult.md), [visual](rules/traits/visual.md)) One creature is affected by cloak of colors; that creature is immune to the effects, but all others around it are affected normally. | -| 9 | **Geyser** ([evocation](rules/traits/evocation.md), [primal](rules/traits/primal.md), [water](rules/traits/water.md)) Fortitude. Water erupts from the ground, but rather than spraying directly up into the air, the water bends impossibly to surge along a horizontal path just above the ground, like a floating, torrential flood. This torrent of water manifests as a hydraulic torrent at first, eerily doing so in the most efficient line to catch as many potential targets in its path as it can. The water then splashes down into the sand, remaining as a long, thin swath of water that can provide a drinking source until it's soaked up or evaporates. | -| 10 | **Sudden Pit** ([conjuration](rules/traits/conjuration.md), [earth](rules/traits/earth.md), [primal](rules/traits/primal.md)) Reflex. A pit opens beneath a random creature. The pit is as wide as the creature's space, so the creature can [Grab an Edge](rules/actions/grab-an-edge.md) to avoid a fall. The pit is 20 feet deep per level of the mana storm and remains open even in terrain normally unable to support such a structure. After 1 hour, the pit vanishes and anything that fell in is restored to the surface. | -| 11 | **Befuddlement** ([arcane](rules/traits/arcane.md), [emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level become [confused](rules/conditions.md#Confused) for 1 round per level. | -| 12 | **Death Field** ([necromancy](rules/traits/necromancy.md), [primal](rules/traits/primal.md)) Fortitude. Normal vegetation within a radius of 10 feet per level immediately dies and turns to ash. Plant creatures take `2d6` damage per level of the mana storm (basic Fortitude save). | -| 13 | **Strangers to All** ([arcane](rules/traits/arcane.md), [curse](rules/traits/curse.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), [misfortune](rules/traits/misfortune.md)) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level are affected by outcast's curse. | -| 14-15 | **Weird Rain** ([conjuration](rules/traits/conjuration.md), [primal](rules/traits/primal.md)) A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius of 10 feet per level of the mana storm for a number of rounds equal to the level. This rain doesn't harm creatures in the area. Creatures in the area have concealment. The objects remain even after the rain is over. | -| 16-17 | **Wellspring** ([primal](rules/traits/primal.md), varies) The mana storm draws magical potential from deep within a random creature. That creature rolls `1d20` and uses the [Wellspring Surges](rules/tables/wellspring-surges-som.md) table to determine a wellspring effect. | -| 18-19 | **Wondrous Effect** ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md)) Randomly choose one creature to be a "wielder" and a different random creature to be a "target." Roll d% on the [rod of wonder](compendium/equipment/items/rod-of-wonder.md) table to determine what sort of strange effect occurs between the creatures. | +| 1 | **Bleaching** ([primal](rules/traits/primal.md "Primal Tradition Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Fortitude. Creatures and objects within a radius of 10 feet per level are drained of color for 1 hour. A gnome affected by this effect must succeed at a Will save or become [frightened](rules/conditions.md#Frightened) and unable to reduce this [frightened](rules/conditions.md#Frightened) condition below 1 while bleached of color; this is a [mental](rules/traits/mental.md "Mental Effect Trait") and [fear](rules/traits/fear.md "Fear Effect Trait") effect. | +| 2 | **Crawling Vermin** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait")) A monstrous, strangely colored insect hostile to all creatures appears within 60 feet. The creature that appears should be insectile in appearance and of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the storm's level. The GM determines the specific creature. After 1 minute, the creature can choose to either return where it came from or to remain. It's neither [summoned](rules/traits/summoned.md "Summoned Creature Trait") nor a [minion](rules/traits/minion.md "Minion Creature Trait"). | +| 3 | **Anchored** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait"), [arcane](rules/traits/arcane.md "Arcane Tradition Trait")) Will. Creatures within a radius of 10 feet per level are affected by [dimensional anchor](compendium/spells/dimensional-anchor.md). Creatures that fail their saving throws also have their Speeds reduced by 10 feet (to a minimum of 5 feet) during the effect's duration. | +| 4 | **Unluck** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divination](rules/traits/divination.md "Divination School Trait"), [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait")) Will. A zone of unluck and strange violet illumination fill a radius of 10 feet per level for 1 hour. Creatures in this area roll attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks twice and take the lower result. | +| 5 | **Strange Reversal** ([curse](rules/traits/curse.md "Curse Effect Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Fortitude. One creature's body and all its possessions reverse into a mirror image of themselves. This effect is permanent. | +| 6 | **Gravity Surge** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Reflex. Creatures within a radius of 10 feet per level, in random order, are pushed 10 feet per level away from the nearest creature. A pushed creature that hits an object or another creature stops but takes falling damage equal to the distance moved (a creature hit takes the same amount of falling damage). | +| 7 | **Psychic Assault** ([illusion](rules/traits/illusion.md "Illusion School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait")) Will. Creatures within a radius of 10 feet per level are affected by [phantom pain](compendium/spells/phantom-pain.md). | +| 8 | **Dazzling Mein** ([illusion](rules/traits/illusion.md "Illusion School Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")) One creature is affected by cloak of colors; that creature is immune to the effects, but all others around it are affected normally. | +| 9 | **Geyser** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) Fortitude. Water erupts from the ground, but rather than spraying directly up into the air, the water bends impossibly to surge along a horizontal path just above the ground, like a floating, torrential flood. This torrent of water manifests as a hydraulic torrent at first, eerily doing so in the most efficient line to catch as many potential targets in its path as it can. The water then splashes down into the sand, remaining as a long, thin swath of water that can provide a drinking source until it's soaked up or evaporates. | +| 10 | **Sudden Pit** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait")) Reflex. A pit opens beneath a random creature. The pit is as wide as the creature's space, so the creature can [Grab an Edge](rules/actions/grab-an-edge.md) to avoid a fall. The pit is 20 feet deep per level of the mana storm and remains open even in terrain normally unable to support such a structure. After 1 hour, the pit vanishes and anything that fell in is restored to the surface. | +| 11 | **Befuddlement** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level become [confused](rules/conditions.md#Confused) for 1 round per level. | +| 12 | **Death Field** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait")) Fortitude. Normal vegetation within a radius of 10 feet per level immediately dies and turns to ash. Plant creatures take `2d6` damage per level of the mana storm (basic Fortitude save). | +| 13 | **Strangers to All** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [curse](rules/traits/curse.md "Curse Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait")) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level are affected by outcast's curse. | +| 14-15 | **Weird Rain** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait")) A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius of 10 feet per level of the mana storm for a number of rounds equal to the level. This rain doesn't harm creatures in the area. Creatures in the area have concealment. The objects remain even after the rain is over. | +| 16-17 | **Wellspring** ([primal](rules/traits/primal.md "Primal Tradition Trait"), varies) The mana storm draws magical potential from deep within a random creature. That creature rolls `1d20` and uses the [Wellspring Surges](rules/tables/wellspring-surges-som.md) table to determine a wellspring effect. | +| 18-19 | **Wondrous Effect** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) Randomly choose one creature to be a "wielder" and a different random creature to be a "target." Roll d% on the [rod of wonder](compendium/equipment/items/rod-of-wonder.md) table to determine what sort of strange effect occurs between the creatures. | | 20 | **Double Strength** (varies) Reroll two results and apply both in the order rolled; further results of 20 on these rerolls have no effect. | \ No newline at end of file diff --git a/rules/tables/martial-melee-weapons-logm.md b/rules/tables/martial-melee-weapons-logm.md index 1f4bf020a..d3553ca70 100644 --- a/rules/tables/martial-melee-weapons-logm.md +++ b/rules/tables/martial-melee-weapons-logm.md @@ -10,6 +10,6 @@ aliases: ["Martial Melee Weapons"] | Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | |--------|-------|--------|------|-------|-------|---------------| -| Machete | 7 sp | `1d6` S | L | 1 | Sword | [Deadly ](rules/traits/deadly.md), [sweep](rules/traits/sweep.md) | -| Meteor hammer | 3 gp | `1d8` B | 2 | 2 | Flail | [Backswing](rules/traits/backswing.md), [disarm](rules/traits/disarm.md), [reach](rules/traits/reach.md), [trip](rules/traits/trip.md) | -| War razor | 3 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [deadly ](rules/traits/deadly.md), [finesse](rules/traits/finesse.md) | \ No newline at end of file +| Machete | 7 sp | `1d6` S | L | 1 | Sword | [Deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | +| Meteor hammer | 3 gp | `1d8` B | 2 | 2 | Flail | [Backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| War razor | 3 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait") | \ No newline at end of file diff --git a/rules/tables/melee-weapons.md b/rules/tables/melee-weapons.md index 87ec81cc1..9f974e9d3 100644 --- a/rules/tables/melee-weapons.md +++ b/rules/tables/melee-weapons.md @@ -10,83 +10,83 @@ aliases: ["Melee Weapons"] | Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | |----------------|-------|--------|------|-------|-------|---------------| -| [Club](compendium/equipment/items/club.md) | 0 | `1d6` B | 1 | 1 | Club | [Thrown](rules/traits/thrown.md) 10 ft. | -| [Dagger](compendium/equipment/items/dagger.md) | 2 sp | `1d4` P | L | 1 | Knive | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [thrown](rules/traits/thrown.md) 10 ft., [versatile](rules/traits/versatile.md) S | -| [Gauntlet](compendium/equipment/items/gauntlet.md) | 2sp | `1d4` B | L | 1 | Brawling | [Agile](rules/traits/agile.md), [free-hand](rules/traits/free-hand.md) | -| [Light mace](compendium/equipment/items/light-mace.md) | 4 sp | `1d4` B | L | 1 | Club | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [shove](rules/traits/shove.md) | -| [Longspear](compendium/equipment/items/longspear.md) | 5 sp | `1d8` P | 2 | 2 | Spear | [Reach](rules/traits/reach.md) | -| [Mace](compendium/equipment/items/mace.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Shove](rules/traits/shove.md) | -| [Morningstar](compendium/equipment/items/morningstar.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Versatile](rules/traits/versatile.md) P | -| [Sickle](compendium/equipment/items/sickle.md) | 2 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [trip](rules/traits/trip.md) | -| [Spear](compendium/equipment/items/spear.md) | 1 sp | `1d6` P | 1 | 1 | Spear | [Thrown](rules/traits/thrown.md) 20 ft. | -| [Spiked gauntlet](compendium/equipment/items/spiked-gauntlet.md) | 3 sp | `1d4` P | L | 1 | Brawling | [Agile](rules/traits/agile.md), [free-hand](rules/traits/free-hand.md) | -| [Staff](compendium/equipment/items/staff.md) | 0 | `1d4` B | 1 | 1 | Club | [Two-hand](rules/traits/two-hand.md) d8 | +| [Club](compendium/equipment/items/club.md) | 0 | `1d6` B | 1 | 1 | Club | [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") 10 ft. | +| [Dagger](compendium/equipment/items/dagger.md) | 2 sp | `1d4` P | L | 1 | Knive | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 10 ft., [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | +| [Gauntlet](compendium/equipment/items/gauntlet.md) | 2sp | `1d4` B | L | 1 | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") | +| [Light mace](compendium/equipment/items/light-mace.md) | 4 sp | `1d4` B | L | 1 | Club | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait") | +| [Longspear](compendium/equipment/items/longspear.md) | 5 sp | `1d8` P | 2 | 2 | Spear | [Reach](rules/traits/reach.md "Reach Weapon Trait") | +| [Mace](compendium/equipment/items/mace.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Shove](rules/traits/shove.md "Shove Weapon Trait") | +| [Morningstar](compendium/equipment/items/morningstar.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | +| [Sickle](compendium/equipment/items/sickle.md) | 2 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| [Spear](compendium/equipment/items/spear.md) | 1 sp | `1d6` P | 1 | 1 | Spear | [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft. | +| [Spiked gauntlet](compendium/equipment/items/spiked-gauntlet.md) | 3 sp | `1d4` P | L | 1 | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") | +| [Staff](compendium/equipment/items/staff.md) | 0 | `1d4` B | 1 | 1 | Club | [Two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d8 | ^melee-weapons-6-7-12 | Uncommon Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | |-------------------------|-------|--------|------|-------|-------|---------------| -| [Clan dagger](compendium/equipment/items/clan-dagger.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [dwarf](rules/traits/dwarf.md), [parry](rules/traits/parry.md), [versatile](rules/traits/versatile.md) B | -| [Katar](compendium/equipment/items/katar.md) | 3 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [deadly](rules/traits/deadly.md) d6, [monk](rules/traits/monk.md) | +| [Clan dagger](compendium/equipment/items/clan-dagger.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") B | +| [Katar](compendium/equipment/items/katar.md) | 3 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait") d6, [monk](rules/traits/monk.md "Monk Class Trait") | ^melee-weapons-6-7-15 | Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | |-----------------|-------|--------|------|-------|-------|---------------| -| [Bastard sword](compendium/equipment/items/bastard-sword.md) | 4 gp | `1d8` S | 1 | 1 | Sword | [Two-hand](rules/traits/two-hand.md) d12 | -| [Battle axe](compendium/equipment/items/battle-axe.md) | 1 gp | `1d8` S | 1 | 1 | Axe | [Sweep](rules/traits/sweep.md) | -| [Bo staff](compendium/equipment/items/bo-staff.md) | 2 sp | `1d8` B | 2 | 2 | Club | [Monk](rules/traits/monk.md), [parry](rules/traits/parry.md), [reach](rules/traits/reach.md), [trip](rules/traits/trip.md) | -| [Falchion](compendium/equipment/items/falchion.md) | 3 gp | `1d10` S | 2 | 2 | Sword | [Forceful](rules/traits/forceful.md), [sweep](rules/traits/sweep.md) | -| [Flail](compendium/equipment/items/flail.md) | 8 sp | `1d6` B | 1 | 1 | Flail | [Disarm](rules/traits/disarm.md), [sweep](rules/traits/sweep.md), [trip](rules/traits/trip.md) | -| [Glaive](compendium/equipment/items/glaive.md) | 1 gp | `1d8` S | 2 | 2 | Polearm | [Deadly](rules/traits/deadly.md) d8, [forceful](rules/traits/forceful.md), [reach](rules/traits/reach.md) | -| [Greataxe](compendium/equipment/items/greataxe.md) | 2 gp | `1d12` S | 2 | 2 | Axe | [Sweep](rules/traits/sweep.md) | -| [Greatclub](compendium/equipment/items/greatclub.md) | 1 gp | `1d10` B | 2 | 2 | Club | [Backswing](rules/traits/backswing.md), [shove](rules/traits/shove.md) | -| [Greatpick](compendium/equipment/items/greatpick.md) | 1 gp | `1d10` P | 2 | 2 | Pick | [Fatal](rules/traits/fatal.md) d12 | -| [Greatsword](compendium/equipment/items/greatsword.md) | 2 gp | `1d12` S | 2 | 2 | Sword | [Versatile](rules/traits/versatile.md) P | -| [Guisarme](compendium/equipment/items/guisarme.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Reach](rules/traits/reach.md), [trip](rules/traits/trip.md) | -| [Halberd](compendium/equipment/items/halberd.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Reach](rules/traits/reach.md), [versatile](rules/traits/versatile.md) S | -| [Hatchet](compendium/equipment/items/hatchet.md) | 4 sp | `1d6` S | L | 1 | Axe | [Agile](rules/traits/agile.md), [sweep](rules/traits/sweep.md), [thrown](rules/traits/thrown.md) 10 ft. | -| [Lance](compendium/equipment/items/lance.md) | 1 gp | `1d8` P | 2 | 2 | Spear | [Deadly](rules/traits/deadly.md) d8, [jousting ](rules/traits/jousting.md), [reach](rules/traits/reach.md) | -| [Light hammer](compendium/equipment/items/light-hammer.md) | 3 sp | `1d6` B | L | 1 | Hammer | [Agile](rules/traits/agile.md), [thrown](rules/traits/thrown.md) 20 ft. | -| [Light pick](compendium/equipment/items/light-pick.md) | 4 sp | `1d4` P | L | 1 | Pick | [Agile](rules/traits/agile.md), [fatal](rules/traits/fatal.md) d8 | -| [Longsword](compendium/equipment/items/longsword.md) | 1 gp | `1d8` S | 1 | 1 | Sword | [Versatile](rules/traits/versatile.md) P | -| [Main-gauche](compendium/equipment/items/main-gauche.md) | 5 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [parry](rules/traits/parry.md), [versatile](rules/traits/versatile.md) S | -| [Maul](compendium/equipment/items/maul.md) | 3 gp | `1d12` B | 2 | 2 | Hammer | [Shove](rules/traits/shove.md) | -| [Pick](compendium/equipment/items/pick.md) | 7 sp | `1d6` P | 1 | 1 | Pick | [Fatal](rules/traits/fatal.md) d10 | -| [Ranseur](compendium/equipment/items/ranseur.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Disarm](rules/traits/disarm.md), [reach](rules/traits/reach.md) | -| [Rapier](compendium/equipment/items/rapier.md) | 2 gp | `1d6` P | 1 | 1 | Sword | [Deadly](rules/traits/deadly.md) d8, [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md) | -| [Sap](compendium/equipment/items/sap.md) | 1 sp | `1d6` B | L | 1 | Club | [Agile](rules/traits/agile.md), [nonlethal](rules/traits/nonlethal.md) | -| [Scimitar](compendium/equipment/items/scimitar.md) | 1 gp | `1d6` S | 1 | 1 | Sword | [Forceful](rules/traits/forceful.md), [sweep](rules/traits/sweep.md) | -| [Scythe](compendium/equipment/items/scythe.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Deadly](rules/traits/deadly.md) d10, [trip](rules/traits/trip.md) | +| [Bastard sword](compendium/equipment/items/bastard-sword.md) | 4 gp | `1d8` S | 1 | 1 | Sword | [Two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d12 | +| [Battle axe](compendium/equipment/items/battle-axe.md) | 1 gp | `1d8` S | 1 | 1 | Axe | [Sweep](rules/traits/sweep.md "Sweep Weapon Trait") | +| [Bo staff](compendium/equipment/items/bo-staff.md) | 2 sp | `1d8` B | 2 | 2 | Club | [Monk](rules/traits/monk.md "Monk Class Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| [Falchion](compendium/equipment/items/falchion.md) | 3 gp | `1d10` S | 2 | 2 | Sword | [Forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | +| [Flail](compendium/equipment/items/flail.md) | 8 sp | `1d6` B | 1 | 1 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| [Glaive](compendium/equipment/items/glaive.md) | 1 gp | `1d8` S | 2 | 2 | Polearm | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d8, [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait") | +| [Greataxe](compendium/equipment/items/greataxe.md) | 2 gp | `1d12` S | 2 | 2 | Axe | [Sweep](rules/traits/sweep.md "Sweep Weapon Trait") | +| [Greatclub](compendium/equipment/items/greatclub.md) | 1 gp | `1d10` B | 2 | 2 | Club | [Backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait") | +| [Greatpick](compendium/equipment/items/greatpick.md) | 1 gp | `1d10` P | 2 | 2 | Pick | [Fatal](rules/traits/fatal.md "Fatal Weapon Trait") d12 | +| [Greatsword](compendium/equipment/items/greatsword.md) | 2 gp | `1d12` S | 2 | 2 | Sword | [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | +| [Guisarme](compendium/equipment/items/guisarme.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| [Halberd](compendium/equipment/items/halberd.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Reach](rules/traits/reach.md "Reach Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | +| [Hatchet](compendium/equipment/items/hatchet.md) | 4 sp | `1d6` S | L | 1 | Axe | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 10 ft. | +| [Lance](compendium/equipment/items/lance.md) | 1 gp | `1d8` P | 2 | 2 | Spear | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d8, [jousting ](rules/traits/jousting-d6.md "Jousting Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait") | +| [Light hammer](compendium/equipment/items/light-hammer.md) | 3 sp | `1d6` B | L | 1 | Hammer | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft. | +| [Light pick](compendium/equipment/items/light-pick.md) | 4 sp | `1d4` P | L | 1 | Pick | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [fatal](rules/traits/fatal.md "Fatal Weapon Trait") d8 | +| [Longsword](compendium/equipment/items/longsword.md) | 1 gp | `1d8` S | 1 | 1 | Sword | [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | +| [Main-gauche](compendium/equipment/items/main-gauche.md) | 5 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | +| [Maul](compendium/equipment/items/maul.md) | 3 gp | `1d12` B | 2 | 2 | Hammer | [Shove](rules/traits/shove.md "Shove Weapon Trait") | +| [Pick](compendium/equipment/items/pick.md) | 7 sp | `1d6` P | 1 | 1 | Pick | [Fatal](rules/traits/fatal.md "Fatal Weapon Trait") d10 | +| [Ranseur](compendium/equipment/items/ranseur.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait") | +| [Rapier](compendium/equipment/items/rapier.md) | 2 gp | `1d6` P | 1 | 1 | Sword | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d8, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait") | +| [Sap](compendium/equipment/items/sap.md) | 1 sp | `1d6` B | L | 1 | Club | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") | +| [Scimitar](compendium/equipment/items/scimitar.md) | 1 gp | `1d6` S | 1 | 1 | Sword | [Forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | +| [Scythe](compendium/equipment/items/scythe.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10, [trip](rules/traits/trip.md "Trip Weapon Trait") | | Shield bash | — | `1d4` B | — | 1 | Shield | — | -| [Shield boss](compendium/equipment/items/shield-boss.md) | 5 sp | `1d6` B | — | 1 | Shield | [Attached ](rules/traits/attached.md) | -| [Shield spikes](compendium/equipment/items/shield-spikes.md) | 5 sp | `1d6` P | — | 1 | Shield | [Attached ](rules/traits/attached.md) | -| [Shortsword](compendium/equipment/items/shortsword.md) | 9 sp | `1d6` P | L | 1 | Sword | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [versatile](rules/traits/versatile.md) S | -| [Starknife](compendium/equipment/items/starknife.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [deadly](rules/traits/deadly.md) d6, [finesse](rules/traits/finesse.md), [thrown](rules/traits/thrown.md) 20 ft., [versatile](rules/traits/versatile.md) S | -| [Trident](compendium/equipment/items/trident.md) | 1 gp | `1d8` P | 1 | 1 | Spear | [Thrown](rules/traits/thrown.md) 20 ft. | -| [War flail](compendium/equipment/items/war-flail.md) | 2 gp | `1d10` B | 2 | 2 | Flail | [Disarm](rules/traits/disarm.md), [sweep](rules/traits/sweep.md), [trip](rules/traits/trip.md) | -| [Warhammer](compendium/equipment/items/warhammer.md) | 1 gp | `1d8` B | 1 | 1 | Hammer | [Shove](rules/traits/shove.md) | -| [Whip](compendium/equipment/items/whip.md) | 1 sp | `1d4` S | 1 | 1 | Flail | [Disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach](rules/traits/reach.md), [trip](rules/traits/trip.md) | +| [Shield boss](compendium/equipment/items/shield-boss.md) | 5 sp | `1d6` B | — | 1 | Shield | [Attached ](rules/traits/attached-to-shield.md "Attached Weapon Trait") | +| [Shield spikes](compendium/equipment/items/shield-spikes.md) | 5 sp | `1d6` P | — | 1 | Shield | [Attached ](rules/traits/attached-to-shield.md "Attached Weapon Trait") | +| [Shortsword](compendium/equipment/items/shortsword.md) | 9 sp | `1d6` P | L | 1 | Sword | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | +| [Starknife](compendium/equipment/items/starknife.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait") d6, [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft., [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | +| [Trident](compendium/equipment/items/trident.md) | 1 gp | `1d8` P | 1 | 1 | Spear | [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft. | +| [War flail](compendium/equipment/items/war-flail.md) | 2 gp | `1d10` B | 2 | 2 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| [Warhammer](compendium/equipment/items/warhammer.md) | 1 gp | `1d8` B | 1 | 1 | Hammer | [Shove](rules/traits/shove.md "Shove Weapon Trait") | +| [Whip](compendium/equipment/items/whip.md) | 1 sp | `1d4` S | 1 | 1 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | ^melee-weapons-6-7-50 | Uncommon Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | |--------------------------|-------|--------|------|-------|-------|---------------| -| [Dogslicer](compendium/equipment/items/dogslicer.md) | 1 sp | `1d6` S | L | 1 | Sword | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [goblin](rules/traits/goblin.md) | -| Elven Curce blade | 4 gp | `1d8` S | 2 | 2 | Sword | [Elf](rules/traits/elf.md), [finesse](rules/traits/finesse.md), [forceful](rules/traits/forceful.md) | -| [Filcher's fork](compendium/equipment/items/filchers-fork.md) | 1 gp | `1d4` P | L | 1 | Spear | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [deadly](rules/traits/deadly.md) d6, [finesse](rules/traits/finesse.md), [halfling](rules/traits/halfling.md), [thrown](rules/traits/thrown.md) 20 ft. | -| [Gnome hooked hammer](compendium/equipment/items/gnome-hooked-hammer.md) | 2 gp | `1d6` B | 1 | 1 | Hammer | [Gnome](rules/traits/gnome.md), [trip](rules/traits/trip.md), [two-hand](rules/traits/two-hand.md) d10, [versatile](rules/traits/versatile.md) P | -| [Horsechopper](compendium/equipment/items/horsechopper.md) | 9 sp | `1d8` S | 2 | 2 | Polearm | [Goblin](rules/traits/goblin.md), [reach](rules/traits/reach.md), [trip](rules/traits/trip.md), [versatile](rules/traits/versatile.md) P | -| [Kama](compendium/equipment/items/kama.md) | 1 gp | `1d6` S | L | 1 | Knife | [Agile](rules/traits/agile.md), [monk](rules/traits/monk.md), [trip](rules/traits/trip.md) | -| [Katana](compendium/equipment/items/katana.md) | 2 gp | `1d6` S | 1 | 1 | Sword | [Deadly](rules/traits/deadly.md) d8, [two-hand](rules/traits/two-hand.md) d10, [versatile](rules/traits/versatile.md) P | -| [Kukri](compendium/equipment/items/kukri.md) | 6 sp | `1d6` S | L | 1 | Knive | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [trip](rules/traits/trip.md) | -| [Nunchaku](compendium/equipment/items/nunchaku.md) | 2 sp | `1d6` B | L | 1 | Club | [Backswing](rules/traits/backswing.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [monk](rules/traits/monk.md) | -| [Orc knuckle dagger](compendium/equipment/items/orc-knuckle-dagger.md) | 7 sp | `1d6` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [orc](rules/traits/orc.md) | -| [Sai](compendium/equipment/items/sai.md) | 6 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [monk](rules/traits/monk.md), [versatile](rules/traits/versatile.md) B | -| [Spiked chain](compendium/equipment/items/spiked-chain.md) | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [trip](rules/traits/trip.md) | -| [Temple sword](compendium/equipment/items/temple-sword.md) | 2 gp | `1d8` S | 1 | 1 | Sword | [Monk](rules/traits/monk.md), [trip](rules/traits/trip.md) | +| [Dogslicer](compendium/equipment/items/dogslicer.md) | 1 sp | `1d6` S | L | 1 | Sword | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") | +| Elven Curce blade | 4 gp | `1d8` S | 2 | 2 | Sword | [Elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [forceful](rules/traits/forceful.md "Forceful Weapon Trait") | +| [Filcher's fork](compendium/equipment/items/filchers-fork.md) | 1 gp | `1d4` P | L | 1 | Spear | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait") d6, [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft. | +| [Gnome hooked hammer](compendium/equipment/items/gnome-hooked-hammer.md) | 2 gp | `1d6` B | 1 | 1 | Hammer | [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d10, [versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | +| [Horsechopper](compendium/equipment/items/horsechopper.md) | 9 sp | `1d8` S | 2 | 2 | Polearm | [Goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | +| [Kama](compendium/equipment/items/kama.md) | 1 gp | `1d6` S | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| [Katana](compendium/equipment/items/katana.md) | 2 gp | `1d6` S | 1 | 1 | Sword | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d8, [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d10, [versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | +| [Kukri](compendium/equipment/items/kukri.md) | 6 sp | `1d6` S | L | 1 | Knive | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| [Nunchaku](compendium/equipment/items/nunchaku.md) | 2 sp | `1d6` B | L | 1 | Club | [Backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait") | +| [Orc knuckle dagger](compendium/equipment/items/orc-knuckle-dagger.md) | 7 sp | `1d6` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") | +| [Sai](compendium/equipment/items/sai.md) | 6 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") B | +| [Spiked chain](compendium/equipment/items/spiked-chain.md) | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| [Temple sword](compendium/equipment/items/temple-sword.md) | 2 gp | `1d8` S | 1 | 1 | Sword | [Monk](rules/traits/monk.md "Monk Class Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | ^melee-weapons-6-7-64 | Uncommon Advanced Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | |---------------------------|-------|--------|------|-------|-------|---------------| -| Dwarven waraxe | 3 gp | `1d8` S | 2 | 1 | Axe | [Dwarf](rules/traits/dwarf.md), [sweep](rules/traits/sweep.md), [two-hand](rules/traits/two-hand.md) d12 | -| [Gnome flickmace](compendium/equipment/items/gnome-flickmace.md) | 3 gp | `1d8` B | 2 | 1 | Flail | [Gnome](rules/traits/gnome.md), [reach](rules/traits/reach.md) | -| [Orc necksplitter](compendium/equipment/items/orc-necksplitter.md) | 2 gp | `1d8` S | 1 | 1 | Axe | [Forceful](rules/traits/forceful.md), [orc](rules/traits/orc.md), [sweep](rules/traits/sweep.md) | -| [Sawtooth saber](compendium/equipment/items/sawtooth-saber.md) | 5 gp | `1d6` S | L | 1 | Sword | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [twin](rules/traits/twin.md) | \ No newline at end of file +| Dwarven waraxe | 3 gp | `1d8` S | 2 | 1 | Axe | [Dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d12 | +| [Gnome flickmace](compendium/equipment/items/gnome-flickmace.md) | 3 gp | `1d8` B | 2 | 1 | Flail | [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait") | +| [Orc necksplitter](compendium/equipment/items/orc-necksplitter.md) | 2 gp | `1d8` S | 1 | 1 | Axe | [Forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | +| [Sawtooth saber](compendium/equipment/items/sawtooth-saber.md) | 5 gp | `1d6` S | L | 1 | Sword | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [twin](rules/traits/twin.md "Twin Weapon Trait") | \ No newline at end of file diff --git a/rules/tables/monk-unarmed-attacks.md b/rules/tables/monk-unarmed-attacks.md index f2f148980..00263b955 100644 --- a/rules/tables/monk-unarmed-attacks.md +++ b/rules/tables/monk-unarmed-attacks.md @@ -12,13 +12,13 @@ Some monk stances allow you to make special unarmed attacks while in those stanc | Attack | Damage | Group | Traits | |--------|--------|-------|--------| -| Crane Wing | `1d6` B | Brawling | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | -| Dragon tail | `1d10` B | Brawling | [Backswing](rules/traits/backswing.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | -| Falling stone | `1d8` B | Brawling | [Forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | -| Iron Sweep | `1d8` B | Brawling | [Nonlethal](rules/traits/nonlethal.md), [parry](rules/traits/parry.md), [sweep](rules/traits/sweep.md), [unarmed](rules/traits/unarmed.md) | -| Lashing branch | `1d8` S | Brawling | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | -| Tiger claw | `1d8` S | Brawling | [Agile](rules/traits/agile.md), [Finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | -| Wind crash* | `1d6` S | Brawling | [Agile](rules/traits/agile.md), [nonlethal](rules/traits/nonlethal.md), [propulsive](rules/traits/propulsive.md), [unarmed](rules/traits/unarmed.md) | -| Wolf jaw | `1d8` P | Brawling | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | +| Crane Wing | `1d6` B | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Dragon tail | `1d10` B | Brawling | [Backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Falling stone | `1d8` B | Brawling | [Forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Iron Sweep | `1d8` B | Brawling | [Nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Lashing branch | `1d8` S | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Tiger claw | `1d8` S | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [Finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Wind crash* | `1d6` S | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | +| Wolf jaw | `1d8` P | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | * [Wild winds stance](compendium/spells/wild-winds-stance.md) is a ki spell, so you can find out more about wind crash on page 402. \ No newline at end of file diff --git a/rules/tables/ranged-weapons.md b/rules/tables/ranged-weapons.md index 95ba1e864..ec53b3d36 100644 --- a/rules/tables/ranged-weapons.md +++ b/rules/tables/ranged-weapons.md @@ -10,35 +10,35 @@ aliases: ["Ranged Weapons"] | Simple Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | |----------------|-------|--------|-------|--------|------|-------|-------|---------------| -| [Blowgun](compendium/equipment/items/blowgun.md) | 1 sp | 1 P | 20 ft. | 1 | L | 1 | Dart | [Agile](rules/traits/agile.md), [nonlethal](rules/traits/nonlethal.md) | -| 10 blowgun darts | 5 cp | | | | L | | | | -| [Crossbow](compendium/equipment/items/crossbow.md) | 3 gp | `1d8` P | 120 ft. | 1 | 1 | 2 | Bow | — | -| 10 bolts | 1 sp | | | | L | | | | -| [Dart](compendium/equipment/items/dart.md) | 1 cp | `1d4` P | 20 ft. | — | L | 1 | Dart | [Agile](rules/traits/agile.md), [thrown](rules/traits/thrown.md) | -| [Hand crossbow](compendium/equipment/items/hand-crossbow.md) | 3 gp | `1d6` P | 60 ft. | 1 | L | 1 | Bow | — | -| 10 bolts | 1 sp | | | | L | | | | -| [Javelin](compendium/equipment/items/javelin.md) | 1 sp | `1d6` P | 30 ft. | — | L | 1 | Dart | [Thrown](rules/traits/thrown.md) | -| [Sling](compendium/equipment/items/sling.md) | 0 | `1d6` B | 50 ft. | 1 | L | 1 | Sling | [Propulsive](rules/traits/propulsive.md) | -| 10 sling bullets | 1 cp | | | | L | | | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| [Dart](compendium/equipment/items/dart.md) | 1 cp | `1d4` P | 20 ft. | — | L | 1 | Dart | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") | +| multiRow | | +| multiRow | | +| [Javelin](compendium/equipment/items/javelin.md) | 1 sp | `1d6` P | 30 ft. | — | L | 1 | Dart | [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") | +| multiRow | | +| multiRow | | ^ranged-weapons-6-8-7 | Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | |-----------------|-------|--------|-------|--------|------|-------|-------|---------------| | Alchemical Bomb* | Varies | Varies | 20 ft. | — | L | 1 | Bomb | Varies | -| [Composite longbow](compendium/equipment/items/composite-longbow.md) | 20 gp | `1d8` P | 100 ft. | 0 | 2 | 1+ | Bow | [Deadly](rules/traits/deadly.md) d10, [propulsive](rules/traits/propulsive.md), [volley](rules/traits/volley.md) 30 ft. | -| 10 arrows | 1 sp | | | | L | | | | -| [Composite shortbow](compendium/equipment/items/composite-shortbow.md) | 14 gp | `1d6` P | 60 ft. | 0 | 1 | 1+ | Bow | [Deadly](rules/traits/deadly.md) d10, [propulsive](rules/traits/propulsive.md) | -| 10 arrows | 1 sp | | | | L | | | | -| [Longbow](compendium/equipment/items/longbow.md) | 6 gp | `1d8` P | 100 ft. | 0 | 2 | 1+ | Bow | [Deadly](rules/traits/deadly.md) d10, [volley](rules/traits/volley.md) 30 ft. | -| 10 arrows | 1 sp | | | | L | | | | -| [Shortbow](compendium/equipment/items/shortbow.md) | 3 gp | `1d6` P | 60 ft. | 0 | 1 | 1+ | Bow | [Deadly](rules/traits/deadly.md) d10 | -| 10 arrows | 1 sp | | | | L | | | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | ^ranged-weapons-6-8-13 | Uncommon Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | |--------------------------|-------|--------|-------|--------|------|-------|-------|---------------| -| [Halfling sling staff](compendium/equipment/items/halfling-sling-staff.md) | 5 gp | `1d10` B | 80 ft. | 1 | 1 | 2 | Sling | [Halfling](rules/traits/halfling.md), [propulsive](rules/traits/propulsive.md) | -| 10 sling bullets | 1 cp | | | | L | | | | -| [Shuriken](compendium/equipment/items/shuriken.md) | 1 cp | `1d4` P | 20 ft. | 0 | — | 1 | Dart | [Agile](rules/traits/agile.md), [monk](rules/traits/monk.md),[thrown](rules/traits/thrown.md) | +| multiRow | | +| multiRow | | +| [Shuriken](compendium/equipment/items/shuriken.md) | 1 cp | `1d4` P | 20 ft. | 0 | — | 1 | Dart | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"),[thrown](rules/traits/thrown.md "Thrown Weapon Trait") | * Statistics for alchemical bombs can be found starting on page 544 \ No newline at end of file diff --git a/rules/tables/services-and-fare-ooa1.md b/rules/tables/services-and-fare-ooa1.md index e5d6eed47..5a7ad12a4 100644 --- a/rules/tables/services-and-fare-ooa1.md +++ b/rules/tables/services-and-fare-ooa1.md @@ -12,14 +12,14 @@ aliases: ["Services and Fare"] |---------|-------| | Bulletworks use (per hour) | 1 sp | | Bulletworks use (per day) | 1 gp | -| Firearm services | | -| Cleaning (per gun) | 1 sp | -| Repair (per day) | 1 gp | +| multiRow | | +| multiRow | | +| multiRow | | | Firing range (per day) | 2 sp | -| Sleeping accommodations (per night) | | -| Taproom floor space | 5 cp | -| Bed (for 1) | 3 sp | -| Private room (for 2) | 1 gp | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | ^services-and-fare-6 | Food | Price | diff --git a/rules/tables/skills-key-abilities-and-actions.md b/rules/tables/skills-key-abilities-and-actions.md index 263ccdfa3..21ee69866 100644 --- a/rules/tables/skills-key-abilities-and-actions.md +++ b/rules/tables/skills-key-abilities-and-actions.md @@ -10,53 +10,53 @@ aliases: ["Skills, Key Abilities, and Actions"] | Skill | Key Ability | Untrained Actions | Trained Actions | |-------|-------------|-------------------|-----------------| -| Acrobatics | Dexterity | [Balance](rules/actions/balance.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Maneuver in Flight](rules/actions/maneuver-in-flight.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | -| | | [Tumble Through](rules/actions/tumble-through.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Squeeze](rules/actions/squeeze.md)[^E] | -| Arcana | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md)[^E] | -| | | | [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] | -| | | | [Identify Magic](rules/actions/identify-magic.md)[^E, G] | -| | | | [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] | -| Athletics | Strength | [Climb](rules/actions/climb.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Disarm](rules/actions/disarm.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | -| | | [Force Open](rules/actions/force-open.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Grapple](rules/actions/grapple.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [High Jump](rules/actions/high-jump.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | | -| | | [Long Jump](rules/actions/long-jump.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | | -| | | [Shove](rules/actions/shove.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Swim](rules/actions/swim.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Trip](rules/actions/trip.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| Crafting | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Craft](rules/actions/craft.md)[^D] | -| | | [Repair](rules/actions/repair.md)[^E] | [Earn Income](rules/actions/earn-income.md)[^D, G] | -| | | | [Identify Alchemy](rules/actions/identify-alchemy.md)[^E] | -| Deception | Charisma | [Create a Diversion](rules/actions/create-a-diversion.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Feint](rules/actions/feint.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | -| | | [Impersonate](rules/actions/impersonate.md)[^E] | | -| | | [Lie](rules/actions/lie.md) | | -| Diplomacy | Charisma | [Gather Information](rules/actions/gather-information.md)[^E] | | -| | | [Make an Impression](rules/actions/make-an-impression.md)[^E] | | -| | | [Request](rules/actions/request.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| Intimidation | Charisma | [Coerce](rules/actions/coerce.md)[^E] | | -| | | [Demoralize](rules/actions/demoralize.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | Lore | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Earn Income](rules/actions/earn-income.md)[^D, G] | -| Medicine | Wisdom | [Administer First Aid](rules/actions/administer-first-aid.md) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | [Treat Disease](rules/actions/treat-disease.md)[^D] | -| | | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Treat Poison](rules/actions/treat-poison.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | -| | | | [Treat Wounds](rules/actions/treat-wounds.md)[^E] | -| Nature | Wisdom | [Command an Animal](rules/actions/command-an-animal.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Identify Magic](rules/actions/identify-magic.md)[^E, G] | -| | | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] | -| Occultism | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] | -| | | | [Identify Magic](rules/actions/identify-magic.md)[^E, G] | -| | | | [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | | Performance | Charisma | [Perform](rules/actions/perform.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Earn Income](rules/actions/earn-income.md)[^D, G] | -| Religion | Wisdom | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] | -| | | | [Identify Magic](rules/actions/identify-magic.md)[^E, G] | -| | | | [Learn a Spell](rules/actions/learn-a-spell.md)[^E, G] | -| Society | Intelligence | [Recall Knowledge](rules/actions/recall-knowledge.md)[^G] [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Create Forgery](rules/actions/create-forgery.md)[^D] | -| | | [Subsist](rules/actions/subsist.md)[^D, G] | [Decipher Writing](rules/actions/decipher-writing.md)[^E, G] | -| Stealth | Dexterity | [Conceal an Object](rules/actions/conceal-an-object.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Hide](rules/actions/hide.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Sneak](rules/actions/sneak.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| Survival | Wisdom | [Sense Direction](rules/actions/sense-direction.md)[^E] | [Cover Tracks](rules/actions/cover-tracks.md)[^E] | -| | | [Subsist](rules/actions/subsist.md)[^D, G] | [Track](rules/actions/track.md)[^E] | -| Thievery | Dexterity | [Palm an Object](rules/actions/palm-an-object.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Disable a Device](rules/actions/disable-a-device.md) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") | -| | | [Steal](rules/actions/steal.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Pick a Lock](rules/actions/pick-a-lock.md) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | [^D] This skill action can be used only during downtime. diff --git a/rules/tables/suggested-character-options-gw0.md b/rules/tables/suggested-character-options-gw0.md new file mode 100644 index 000000000..31563523d --- /dev/null +++ b/rules/tables/suggested-character-options-gw0.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/gw0 +aliases: ["Suggested Character Options"] +--- +# Suggested Character Options +*Source: Gatewalkers Player's Guide p. 4* + +| Ancestries | Classes | Languages | Skills | Feats | +|------------|---------|-----------|--------|-------| +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | \ No newline at end of file diff --git a/rules/tables/suggested-character-options-ooa0.md b/rules/tables/suggested-character-options-ooa0.md index f18d8798f..5b2becf5d 100644 --- a/rules/tables/suggested-character-options-ooa0.md +++ b/rules/tables/suggested-character-options-ooa0.md @@ -10,31 +10,31 @@ aliases: ["Suggested Character Options"] | | Alignments | Ancestries (and Ethnicities) | Classes | Languages | Skills | Feats | |--|------------|------------------------------|---------|-----------|--------|-------| -| **Strongly Recommended** | [CG](rules/traits/chaotic-good-b1.md) | Dwarf (Dongun) | Alchemist | Common | [Crafting](compendium/skills.md#Crafting) | [Alchemical Crafting](compendium/feats/alchemical-crafting.md) | -| | [CN](rules/traits/chaotic-neutral-b1.md) | Human (Garundi, Keleshite, Mwangi, Vudrani) | Gunslinger | Dwarven | [Lore (Alkenstar, Brigh, Engineering)](compendium/skills.md#Lore) | [Crafter's Appraisal](compendium/feats/crafters-appraisal-apg.md) | -| | | | Inventor | | [Thievery](compendium/skills.md#Thievery) | [Feather Step](compendium/feats/feather-step.md) | -| | | | | | | [Quick Squeeze](compendium/feats/quick-squeeze.md) | -| | | | | | | [Steady Balance](compendium/feats/steady-balance.md) | -| **Strongly Recommended** | [N](rules/traits/neutral-b1.md) | Halfling (Jaric) | Bard | Gnoll | [Acrobatics](compendium/skills.md#Acrobatics) | [Deceptive Worship](compendium/feats/deceptive-worship-apg.md) | -| | [NG](rules/traits/neutral-good-b1.md) | Half-Elf (Vourinoi) | Cleric | Goblin | [Athletics](compendium/skills.md#Athletics) | [Experienced Smuggler](compendium/feats/experienced-smuggler.md) | -| | | Geniekin | Fighter | Kelish | [Deception](compendium/skills.md#Deception) | [Lengthy Diversion](compendium/feats/lengthy-diversion.md) | -| | | Gnoll | Investigator | | [Society](compendium/skills.md#Society) | [Pickpocket](compendium/feats/pickpocket.md) | -| | | | Oracle | | | [Quick Coercion](compendium/feats/quick-coercion.md) | -| | | | Rogue | | | [Quick Repair](compendium/feats/quick-repair.md) | -| | | | Sorcerer | | | [Streetwise](compendium/feats/streetwise.md) | -| | | | Swashbuckler | | | [Subtle Theft](compendium/feats/subtle-theft.md) | -| **Appropriate** | [LN](rules/traits/lawful-neutral-b1.md) | Dhampir | Other common classes | Aklo | [Diplomacy](compendium/skills.md#Diplomacy) | [Bon Mot](compendium/feats/bon-mot-apg.md) | -| | [NG](rules/traits/neutral-good-b1.md) | Fleshwarp | | Halfling | [Intimidation](compendium/skills.md#Intimidation) | [Charming Liar](compendium/feats/charming-liar.md) | -| | | | | Jotun | [Performance](compendium/skills.md#Performance) | [Courtly Graces](compendium/feats/courtly-graces.md) | -| | | Gnoll | | Mwangi | [Religion](compendium/skills.md#Religion) | [Group Impression](compendium/feats/group-impression.md) | -| | | | | Osiriani | [Stealth](compendium/skills.md#Stealth) | [Hobnobber](compendium/feats/hobnobber.md) | -| | | | | Vudrani | [Survival](compendium/skills.md#Survival) | [Intimidating Glare](compendium/feats/intimidating-glare.md) | -| **Not Recommended** | [LG](rules/traits/lawful-goo-b1.md) | — | — | — | [Medicine](compendium/skills.md#Medicine) | Express Rider | -| | [LE](rules/traits/lawful-evil-b1.md) | | | | [Nature](compendium/skills.md#Nature) | [Forager](compendium/feats/forager.md) | -| | [NE](rules/traits/neutral-evil-b1.md) | | | | [Occultism](compendium/skills.md#Occultism) | [Multilingual](compendium/feats/multilingual.md) | -| | [CE](rules/traits/chaotic-evil-b1.md) | | | | | [Natural Medicine](compendium/feats/natural-medicine.md) | -| | | | | | | [Ride](compendium/feats/ride.md) | -| | | | | | | [Survey Wildlife](compendium/feats/survey-wildlife.md) | -| | | | | | | [Terrain Expertise](compendium/feats/terrain-expertise.md) | -| | | | | | | [Train Animal](compendium/feats/train-animal.md) | -| | | | | | | [Underwater Marauder](compendium/feats/underwater-marauder.md) | \ No newline at end of file +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | \ No newline at end of file diff --git a/rules/tables/unarmed-attacks.md b/rules/tables/unarmed-attacks.md index cfbf6d2af..dd283eb58 100644 --- a/rules/tables/unarmed-attacks.md +++ b/rules/tables/unarmed-attacks.md @@ -10,4 +10,4 @@ aliases: ["Unarmed Attacks"] | Unarmed Attack | Price | Damage | Bulk | Hands | Group | Weapon Traits | |----------------|-------|--------|------|-------|-------|---------------| -| Fist | — | `1d4` B | — | 1 | Brawling | [Agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [unarmed](rules/traits/unarmed.md) | \ No newline at end of file +| Fist | — | `1d4` B | — | 1 | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | \ No newline at end of file diff --git a/rules/tables/uncommon-martial-melee-weapons-logm.md b/rules/tables/uncommon-martial-melee-weapons-logm.md index fb05fedbf..504fe7aa0 100644 --- a/rules/tables/uncommon-martial-melee-weapons-logm.md +++ b/rules/tables/uncommon-martial-melee-weapons-logm.md @@ -10,12 +10,12 @@ aliases: ["Uncommon Martial Melee Weapons"] | Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | |--------|-------|--------|------|-------|-------|---------------| -| Bladed scarf | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](rules/traits/disarm.md), [reach](rules/traits/reach.md), [sweep](rules/traits/sweep.md), [trip](rules/traits/trip.md) | -| Fighting fan | 11 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [deadly ](rules/traits/deadly.md), [finesse](rules/traits/finesse.md), [monk](rules/traits/monk.md) | -| Khopesh | 2 gp | `1d8` S | 1 | 1 | Sword | [Trip](rules/traits/trip.md) | -| Mambele | 6 sp | `1d6` S | 1 | 1 | Axe | [Disarm](rules/traits/disarm.md), [deadly ](rules/traits/deadly.md), [thrown <20 feet>](rules/traits/thrown.md) | -| Naginata | 3 gp | `1d8` S | 2 | 2 | Polearm | [Deadly ](rules/traits/deadly.md), [reach](rules/traits/reach.md), [versatile

](rules/traits/versatile.md) | -| [Nine-ring sword](compendium/equipment/items/nine-ring-sword-logm.md) | 9 sp | `1d8` S | 1 | 1 | Sword | [Disarm](rules/traits/disarm.md) | -| Polytool (level 1) | 10 gp | `1d6` [modular](rules/traits/modular-logm.md) | 1 | 1 | Sword | [Agile](rules/traits/agile.md), modular B, P, or S | -| Tekko-kagi | 2 sp | `1d4` S | L | 1 | Brawling | [Agile](rules/traits/agile.md), [disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [parry](rules/traits/parry.md), [trip](rules/traits/trip.md) | -| Urumi | 2 gp | `1d6` S | 2 | 1 | Flail | [Deadly ](rules/traits/deadly.md), [sweep](rules/traits/sweep.md) | \ No newline at end of file +| Bladed scarf | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| Fighting fan | 11 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait") | +| Khopesh | 2 gp | `1d8` S | 1 | 1 | Sword | [Trip](rules/traits/trip.md "Trip Weapon Trait") | +| Mambele | 6 sp | `1d6` S | 1 | 1 | Axe | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") | +| Naginata | 3 gp | `1d8` S | 2 | 2 | Polearm | [Deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") | +| [Nine-ring sword](compendium/equipment/items/nine-ring-sword-logm.md) | 9 sp | `1d8` S | 1 | 1 | Sword | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait") | +| Polytool (level 1) | 10 gp | `1d6` [modular](rules/traits/modular-logm.md "Modular Weapon Trait") | 1 | 1 | Sword | [Agile](rules/traits/agile.md "Agile Weapon Trait"), modular B, P, or S | +| Tekko-kagi | 2 sp | `1d4` S | L | 1 | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | +| Urumi | 2 gp | `1d6` S | 2 | 1 | Flail | [Deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | \ No newline at end of file diff --git a/rules/tables/uncommon-martial-ranged-weapons-logm.md b/rules/tables/uncommon-martial-ranged-weapons-logm.md index 194439dca..0922d93ee 100644 --- a/rules/tables/uncommon-martial-ranged-weapons-logm.md +++ b/rules/tables/uncommon-martial-ranged-weapons-logm.md @@ -10,4 +10,4 @@ aliases: ["Uncommon Martial Ranged Weapons"] | Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | |--------|-------|--------|------|-------|-------|---------------| -| Bola | 5 sp | `1d6` B | L | 1 | Sling | [Nonlethal](rules/traits/nonlethal.md), [ranged trip](rules/traits/ranged-trip-b1.md), [thrown <20 feet>](rules/traits/thrown.md) | \ No newline at end of file +| Bola | 5 sp | `1d6` B | L | 1 | Sling | [Nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [ranged trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait"), [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") | \ No newline at end of file diff --git a/rules/tables/uncommon-membership-services-da.md b/rules/tables/uncommon-membership-services-da.md index 5e6a92c00..233bdb8c7 100644 --- a/rules/tables/uncommon-membership-services-da.md +++ b/rules/tables/uncommon-membership-services-da.md @@ -10,24 +10,24 @@ aliases: ["Uncommon Membership Services"] | Service | Price | |---------|-------| -| Coded signal | | -| Temporary | 10 gp | -| Permanent | 100 gp | -| Monument | 1000 gp | -| Counterfeit Item | | -| Low-grade | 5% of Price* | -| Medium-grade | 10% of Price* | -| High-grade | 20% of Price* | -| False witness | | -| Low-grade | 5% of Price* | -| Disreputable (DC 16) | 9 gp | -| Ordinary (level 5, DC 22) | 75 gp | -| Respectable (level 9, DC 28) | 450 gp | -| Honorable (level 13, DC 33) | 1,500 gp | -| Unimpeachable (level 17, DC 38) | 7,500 gp | -| Political favor | | -| Minor | 50 gp | -| Moderate | 1,000 gp | -| Major | 10,000 gp | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | +| multiRow | | * A counterfeit item has a minimum price (see text). \ No newline at end of file diff --git a/rules/tables/wellspring-surges-som.md b/rules/tables/wellspring-surges-som.md index 172b1144c..c50496977 100644 --- a/rules/tables/wellspring-surges-som.md +++ b/rules/tables/wellspring-surges-som.md @@ -10,23 +10,23 @@ aliases: ["Wellspring Surges"] | `d20` | Effect | |-------|--------| -| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | -| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | -| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | -| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md) or a [minion](rules/traits/minion.md). | -| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md), [morph](rules/traits/morph.md), [transmutation](rules/traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | -| 6 | **Sudden Gale** ([air](rules/traits/air.md), [evocation](rules/traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | -| 7 | **Tremor** ([earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | -| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md), [mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | -| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | -| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | -| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md), [divination](rules/traits/divination.md), [mental](rules/traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | -| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md), [plant](rules/traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | -| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | -| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md), [illusion](rules/traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | -| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md)) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | -| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | -| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md), [visual](rules/traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | -| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | -| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md), [water](rules/traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | +| 1 | **Energy Unleashed** ([evocation](rules/traits/evocation.md "Evocation School Trait")) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | +| 2 | **Positive Energy Expulsion** ([healing](rules/traits/healing.md "Healing Effect Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [positive](rules/traits/positive.md "Positive Energy & Element Trait")) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | +| 3 | **Mass Siphon** ([transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](rules/actions/climb.md) at their land Speed and can [Leap](rules/actions/leap.md) as far upward as they could normally [Leap](rules/actions/leap.md) horizontally. | +| 4 | **Magical Nemesis** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait")) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](rules/traits/summoned.md "Summoned Creature Trait") or a [minion](rules/traits/minion.md "Minion Creature Trait"). | +| 5 | **Monstrous Transformation** ([mental](rules/traits/mental.md "Mental Effect Trait"), [morph](rules/traits/morph.md "Morph Effect Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | +| 6 | **Sudden Gale** ([air](rules/traits/air.md "Air Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | +| 7 | **Tremor** ([earth](rules/traits/earth.md "Earth Energy & Element Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | +| 8 | **Oppressive Voice** ([divination](rules/traits/divination.md "Divination School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](rules/conditions.md#Stunned) ([stunned](rules/conditions.md#Stunned) on a critical failure). | +| 9 | **Trinket Squall** ([illusion](rules/traits/illusion.md "Illusion School Trait")) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | +| 10 | **Antimagic Eruption** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | +| 11 | **Mental Broadcast** ([detection](rules/traits/detection.md "Detection Effect Trait"), [divination](rules/traits/divination.md "Divination School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | +| 12 | **Verdant Clutch** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait")) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](rules/actions/escape.md) DC is equal to the spell DC. | +| 13 | **Tinge of Terror** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [fear](rules/traits/fear.md "Fear Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](rules/conditions.md#Frightened) on a failure or [frightened](rules/conditions.md#Frightened) on a critical failure. | +| 14 | **Strike up the Band** ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [illusion](rules/traits/illusion.md "Illusion School Trait")) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | +| 15 | **Life Sap** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait")) The surge drains your life force and strength. You become [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed), and you are [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. | +| 16 | **Ablative Barrier** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait")) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | +| 17 | **Luminous Pests** ([illusion](rules/traits/illusion.md "Illusion School Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](rules/conditions.md#Dazzled) for 1 minute, or [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 minute on a critical failure. | +| 18 | **Emotional Turmoil** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | +| 19 | **Sudden Downpour** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | | 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | \ No newline at end of file diff --git a/rules/traits/additive.md b/rules/traits/additive.md index 4b56f0506..0f828f1b8 100644 --- a/rules/traits/additive.md +++ b/rules/traits/additive.md @@ -9,6 +9,6 @@ aliases: ["Additive"] # Additive *Source: Core Rulebook p. 75* -Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an [infused](rules/traits/infused.md) [alchemical](rules/traits/alchemical.md) item, and some can be used only with the [Quick Alchemy](rules/actions/quick-alchemy.md) action. The additive trait is always followed by a level, such as [additive <2>](rules/traits/additive.md). An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level. +Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an [infused](rules/traits/infused.md "Infused Item Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") item, and some can be used only with the [Quick Alchemy](rules/actions/quick-alchemy.md) action. The additive trait is always followed by a level, such as [additive <2>](rules/traits/additive-2.md "Additive Feat Trait"). An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level. - **Categories**: Feat \ No newline at end of file diff --git a/rules/traits/adjusted-tv.md b/rules/traits/adjusted-tv.md index 8283aa487..95610ca06 100644 --- a/rules/traits/adjusted-tv.md +++ b/rules/traits/adjusted-tv.md @@ -9,6 +9,6 @@ aliases: ["Adjusted"] # Adjusted *Source: Treasure Vault p. 8* -The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the [noisy](rules/traits/noisy.md) trait, that's reflected in the equipment's table entry. Armor adjustments can be found here. +The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, that's reflected in the equipment's table entry. Armor adjustments can be found here. - **Categories**: Armor \ No newline at end of file diff --git a/rules/traits/air.md b/rules/traits/air.md index 09ad76da1..d0e039377 100644 --- a/rules/traits/air.md +++ b/rules/traits/air.md @@ -12,6 +12,6 @@ aliases: ["Air"] Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. -Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and [earth](rules/traits/earth.md) magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings. +Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and [earth](rules/traits/earth.md "Earth Energy & Element Trait") magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings. - **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/alchemical.md b/rules/traits/alchemical.md index 101432154..4e1aa8409 100644 --- a/rules/traits/alchemical.md +++ b/rules/traits/alchemical.md @@ -9,6 +9,6 @@ aliases: ["Alchemical"] # Alchemical *Source: Core Rulebook p. 628* -Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't [magical](rules/traits/magical.md) and don't radiate a magical aura. +Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't [magical](rules/traits/magical.md "Magical Item Trait") and don't radiate a magical aura. - **Categories**: Item \ No newline at end of file diff --git a/rules/traits/any-magical-tradition-b1.md b/rules/traits/any-magical-tradition-b1.md index ca0498cc2..ed89266f5 100644 --- a/rules/traits/any-magical-tradition-b1.md +++ b/rules/traits/any-magical-tradition-b1.md @@ -10,6 +10,6 @@ aliases: ["Any Magical Tradition"] *Source: Bestiary p. 342* > [!pf2-note] -> Replace this trait with another fitting magic tradition, such as [Arcane](rules/traits/arcane.md), [Divine](rules/traits/divine.md), [Primal](rules/traits/primal.md), or [Occult](rules/traits/occult.md). +> Replace this trait with another fitting magic tradition, such as [Arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [Divine](rules/traits/divine.md "Divine Tradition Trait"), [Primal](rules/traits/primal.md "Primal Tradition Trait"), or [Occult](rules/traits/occult.md "Occult Tradition Trait"). - **Categories**: Tradition \ No newline at end of file diff --git a/rules/traits/arcane.md b/rules/traits/arcane.md index 58fc84640..a5bfda4a2 100644 --- a/rules/traits/arcane.md +++ b/rules/traits/arcane.md @@ -9,7 +9,7 @@ aliases: ["Arcane"] # Arcane *Source: Core Rulebook p. 628* -This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is [magical](rules/traits/magical.md). +This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is [magical](rules/traits/magical.md "Magical Item Trait"). A creature with this trait is primarily constituted of or has a strong connection to arcane magic. diff --git a/rules/traits/artifact-gmg.md b/rules/traits/artifact-gmg.md index 99f9e9797..31873ff7c 100644 --- a/rules/traits/artifact-gmg.md +++ b/rules/traits/artifact-gmg.md @@ -9,6 +9,6 @@ aliases: ["Artifact"] # Artifact *Source: Gamemastery Guide p. 250* -Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always [rare](rules/traits/rare.md) or [unique](rules/traits/unique.md). +Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always [rare](rules/traits/rare.md "Rare Rarity Trait") or [unique](rules/traits/unique.md "Unique Rarity Trait"). - **Categories**: Item \ No newline at end of file diff --git a/rules/traits/auditory.md b/rules/traits/auditory.md index 1e473855e..c3b3b45b0 100644 --- a/rules/traits/auditory.md +++ b/rules/traits/auditory.md @@ -9,6 +9,6 @@ aliases: ["Auditory"] # Auditory *Source: Core Rulebook p. 629* -Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a [sonic](rules/traits/sonic.md) effect, which still affects targets who can't hear it (such as [deaf](rules/conditions.md#Deafened) targets) as long as the effect itself makes sound. +Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effect, which still affects targets who can't hear it (such as [deaf](rules/conditions.md#Deafened) targets) as long as the effect itself makes sound. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/bomb.md b/rules/traits/bomb.md index 5b42734c2..78af0b868 100644 --- a/rules/traits/bomb.md +++ b/rules/traits/bomb.md @@ -12,6 +12,6 @@ aliases: ["Bomb"] An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. -Bombs are martial [thrown](rules/traits/thrown.md) weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](rules/actions/strike.md) to throw alchemical bombs gain the [manipulate](rules/traits/manipulate.md) trait. The bomb is activated when thrown as a [Strike](rules/actions/strike.md)—you don't have to activate it separately. +Bombs are martial [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](rules/actions/strike.md) to throw alchemical bombs gain the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. The bomb is activated when thrown as a [Strike](rules/actions/strike.md)—you don't have to activate it separately. - **Categories**: Item, Weapon \ No newline at end of file diff --git a/rules/traits/changeling-b1.md b/rules/traits/changeling-b1.md index 5ae8350a1..2f369c4c5 100644 --- a/rules/traits/changeling-b1.md +++ b/rules/traits/changeling-b1.md @@ -12,6 +12,6 @@ aliases: ["Changeling"] These humanoids are the children of hags and members of other humanoid ancestries. -A creature with this trait has the changeling versatile heritage. Changelings are the children of [hag](rules/traits/hag.md) and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings. +A creature with this trait has the changeling versatile heritage. Changelings are the children of hag and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings. - **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/chaotic-evil-b1.md b/rules/traits/chaotic-evil-b1.md index ecc83c4c2..df7eae9ce 100644 --- a/rules/traits/chaotic-evil-b1.md +++ b/rules/traits/chaotic-evil-b1.md @@ -10,6 +10,6 @@ aliases: ["Chaotic Evil"] # Chaotic Evil *Source: Bestiary p. 345* -[Chaotic](rules/traits/chaotic.md) and [evil](rules/traits/evil.md) +[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and [evil](rules/traits/evil.md "Evil Alignment Trait") - **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/chaotic-good-b1.md b/rules/traits/chaotic-good-b1.md index 44e4e440c..a7f2ba308 100644 --- a/rules/traits/chaotic-good-b1.md +++ b/rules/traits/chaotic-good-b1.md @@ -10,6 +10,6 @@ aliases: ["Chaotic Good"] # Chaotic Good *Source: Bestiary p. 345* -[Chaotic](rules/traits/chaotic.md) and [good](rules/traits/good.md) +[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and [good](rules/traits/good.md "Good Alignment Trait") - **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/chaotic-neutral-b1.md b/rules/traits/chaotic-neutral-b1.md index 61f08774c..600df6007 100644 --- a/rules/traits/chaotic-neutral-b1.md +++ b/rules/traits/chaotic-neutral-b1.md @@ -10,6 +10,6 @@ aliases: ["Chaotic Neutral"] # Chaotic Neutral *Source: Bestiary p. 345* -[Chaotic](rules/traits/chaotic.md) and neutral +[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and neutral - **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/coda-tv.md b/rules/traits/coda-tv.md index 085c97e67..bcd3cd216 100644 --- a/rules/traits/coda-tv.md +++ b/rules/traits/coda-tv.md @@ -9,7 +9,7 @@ aliases: ["Coda"] # Coda *Source: Treasure Vault p. 217* -Instruments with the coda trait work mostly like staves and have the [staff](rules/traits/staff.md) trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes. +Instruments with the coda trait work mostly like staves and have the [staff](rules/traits/staff.md "Staff Item Trait") trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes. The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day. diff --git a/rules/traits/common.md b/rules/traits/common.md index e04fbd639..34a9c28f2 100644 --- a/rules/traits/common.md +++ b/rules/traits/common.md @@ -9,7 +9,7 @@ aliases: ["Common"] # Common *Source: Core Rulebook p. 629* -Anything that doesn't list another rarity trait ([uncommon](rules/traits/uncommon.md), [rare](rules/traits/rare.md), or [unique](rules/traits/unique.md)) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. +Anything that doesn't list another rarity trait ([uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait"), [rare](rules/traits/rare.md "Rare Rarity Trait"), or [unique](rules/traits/unique.md "Unique Rarity Trait")) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell. diff --git a/rules/traits/composition.md b/rules/traits/composition.md index ec93e6316..e9f821031 100644 --- a/rules/traits/composition.md +++ b/rules/traits/composition.md @@ -9,6 +9,6 @@ aliases: ["Composition"] # Composition *Source: Core Rulebook p. 629* -To cast a composition cantrip or focus spell, you usually use a type of [Performance](compendium/skills.md#Performance). If the spell includes a verbal component, you must use an [auditory](rules/traits/auditory.md) performance, and if it includes a somatic component, you must use a [visual](rules/traits/visual.md) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately. +To cast a composition cantrip or focus spell, you usually use a type of [Performance](compendium/skills.md#Performance). If the spell includes a verbal component, you must use an [auditory](rules/traits/auditory.md "Auditory Effect Trait") performance, and if it includes a somatic component, you must use a [visual](rules/traits/visual.md "Visual Effect Trait") one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately. - **Categories**: Spell \ No newline at end of file diff --git a/rules/traits/conjuration.md b/rules/traits/conjuration.md index 77f2b4a85..2602b5476 100644 --- a/rules/traits/conjuration.md +++ b/rules/traits/conjuration.md @@ -10,10 +10,10 @@ aliases: ["Conjuration"] # Conjuration *Source: Core Rulebook p. 630* -Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, [teleportation](rules/traits/teleportation.md), or moving things from place to place. +Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait"), or moving things from place to place. Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands. -Conjuration spells often have the [teleportation](rules/traits/teleportation.md) trait, and the creatures summoned by conjuration spells have the [summoned](rules/traits/summoned.md) trait. +Conjuration spells often have the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") trait, and the creatures summoned by conjuration spells have the [summoned](rules/traits/summoned.md "Summoned Creature Trait") trait. - **Categories**: School (Conjuration) \ No newline at end of file diff --git a/rules/traits/construct.md b/rules/traits/construct.md index a9ce49f1d..73fcf9950 100644 --- a/rules/traits/construct.md +++ b/rules/traits/construct.md @@ -9,6 +9,6 @@ aliases: ["Construct"] # Construct *Source: Core Rulebook p. 630* -A construct is an artificial creature empowered by a force other than necromancy. Constructs are often [mindless](rules/traits/mindless.md); they are immune to disease, the [paralyzed](rules/conditions.md#Paralyzed) condition, and poison; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed. +A construct is an artificial creature empowered by a force other than necromancy. Constructs are often [mindless](rules/traits/mindless.md "Mindless Creature Trait"); they are immune to disease, the [paralyzed](rules/conditions.md#Paralyzed) condition, and poison; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed. - **Categories**: Creature Type \ No newline at end of file diff --git a/rules/traits/divination.md b/rules/traits/divination.md index 546bf1083..b83258241 100644 --- a/rules/traits/divination.md +++ b/rules/traits/divination.md @@ -14,6 +14,6 @@ The divination school of magic typically involves obtaining or transferring info Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge. -Divinations often have the detection trait if they find something, the [prediction](rules/traits/prediction.md) trait if they grant you insight about what might happen in the future, the [revelation](rules/traits/revelation.md) trait if they show things as they truly are, or the [scrying](rules/traits/scrying.md) trait if they let you perceive another location. +Divinations often have the detection trait if they find something, the [prediction](rules/traits/prediction.md "Prediction Effect Trait") trait if they grant you insight about what might happen in the future, the [revelation](rules/traits/revelation.md "Revelation Effect Trait") trait if they show things as they truly are, or the [scrying](rules/traits/scrying.md "Scrying Effect Trait") trait if they let you perceive another location. - **Categories**: School (Divination) \ No newline at end of file diff --git a/rules/traits/divine.md b/rules/traits/divine.md index bdf8f5cad..154c10939 100644 --- a/rules/traits/divine.md +++ b/rules/traits/divine.md @@ -9,6 +9,6 @@ aliases: ["Divine"] # Divine *Source: Core Rulebook p. 631* -This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is [magical](rules/traits/magical.md). +This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is [magical](rules/traits/magical.md "Magical Item Trait"). - **Categories**: Tradition \ No newline at end of file diff --git a/rules/traits/dragon.md b/rules/traits/dragon.md index 80fa767b2..234667b47 100644 --- a/rules/traits/dragon.md +++ b/rules/traits/dragon.md @@ -9,6 +9,6 @@ aliases: ["Dragon"] # Dragon *Source: Core Rulebook p. 631* -Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to [sleep](rules/traits/sleep.md) and [paralysis](rules/conditions.md#Paralyzed). +Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to [sleep](rules/traits/sleep.md "Sleep Effect Trait") and [paralysis](rules/conditions.md#Paralyzed). - **Categories**: Creature Type \ No newline at end of file diff --git a/rules/traits/earth.md b/rules/traits/earth.md index 5a4fba834..4ca250377 100644 --- a/rules/traits/earth.md +++ b/rules/traits/earth.md @@ -12,7 +12,7 @@ aliases: ["Earth"] Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. -These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and [air](rules/traits/air.md) magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens. +These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and [air](rules/traits/air.md "Air Energy & Element Trait") magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens. Effects with the earth trait either manipulate or conjure earth. diff --git a/rules/traits/emotion.md b/rules/traits/emotion.md index 7724682f0..c66d18a4b 100644 --- a/rules/traits/emotion.md +++ b/rules/traits/emotion.md @@ -9,6 +9,6 @@ aliases: ["Emotion"] # Emotion *Source: Core Rulebook p. 631* -This effect alters a creature's emotions. Effects with this trait always have the [mental](rules/traits/mental.md) trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to [emotion](rules/traits/emotion.md) effects. +This effect alters a creature's emotions. Effects with this trait always have the [mental](rules/traits/mental.md "Mental Effect Trait") trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/enchantment.md b/rules/traits/enchantment.md index dc730f78e..9a36101be 100644 --- a/rules/traits/enchantment.md +++ b/rules/traits/enchantment.md @@ -12,6 +12,6 @@ aliases: ["Enchantment"] Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects. -Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the [mental](rules/traits/mental.md) trait, and many have the [emotion](rules/traits/emotion.md) trait or the [fear](rules/traits/fear.md) trait. +Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the [mental](rules/traits/mental.md "Mental Effect Trait") trait, and many have the [emotion](rules/traits/emotion.md "Emotion Effect Trait") trait or the [fear](rules/traits/fear.md "Fear Effect Trait") trait. - **Categories**: School (Enchantment) \ No newline at end of file diff --git a/rules/traits/evil.md b/rules/traits/evil.md index 5ea2f2245..b3a9ee18f 100644 --- a/rules/traits/evil.md +++ b/rules/traits/evil.md @@ -12,6 +12,5 @@ aliases: ["Evil"] Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. -Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. An ability with this trait can be selected or used only by evil creatures. - **Categories**: Alignment, Planar \ No newline at end of file diff --git a/rules/traits/evocation.md b/rules/traits/evocation.md index 529a10e46..f0fe59681 100644 --- a/rules/traits/evocation.md +++ b/rules/traits/evocation.md @@ -12,6 +12,6 @@ aliases: ["Evocation"] Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces. -Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as [acid](rules/traits/acid.md), [cold](rules/traits/cold.md), [fire](rules/traits/fire.md), [force](rules/traits/force.md), or [sonic](rules/traits/sonic.md). +Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as [acid](rules/traits/acid.md "Acid Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [force](rules/traits/force.md "Force Energy & Element Trait"), or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait"). - **Categories**: School (Evocation) \ No newline at end of file diff --git a/rules/traits/fear.md b/rules/traits/fear.md index 1dc782355..0f28f7f92 100644 --- a/rules/traits/fear.md +++ b/rules/traits/fear.md @@ -9,6 +9,6 @@ aliases: ["Fear"] # Fear *Source: Core Rulebook p. 631* -Fear effects evoke the emotion of fear. Effects with this trait always have the [mental](rules/traits/mental.md) and [emotion](rules/traits/emotion.md) traits as well. +Fear effects evoke the emotion of fear. Effects with this trait always have the [mental](rules/traits/mental.md "Mental Effect Trait") and [emotion](rules/traits/emotion.md "Emotion Effect Trait") traits as well. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/fire.md b/rules/traits/fire.md index d8f49b473..a54e8d4d1 100644 --- a/rules/traits/fire.md +++ b/rules/traits/fire.md @@ -14,6 +14,6 @@ Effects with the fire trait deal fire damage or either conjure or manipulate fir Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. -Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking `1d6` persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and [cold](rules/traits/cold.md) and [water](rules/traits/water.md) magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage. +Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking `1d6` persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and [cold](rules/traits/cold.md "Cold Energy & Element Trait") and [water](rules/traits/water.md "Water Energy & Element Trait") magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage. - **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/fortune.md b/rules/traits/fortune.md index be11d2c9d..d21ad0a6b 100644 --- a/rules/traits/fortune.md +++ b/rules/traits/fortune.md @@ -9,6 +9,6 @@ aliases: ["Fortune"] # Fortune *Source: Core Rulebook p. 632* -A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](rules/traits/misfortune.md) effect would apply to the same roll, the two cancel each other out, and you roll normally. +A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect would apply to the same roll, the two cancel each other out, and you roll normally. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/free-hand.md b/rules/traits/free-hand.md index 68b08f9bd..705805ece 100644 --- a/rules/traits/free-hand.md +++ b/rules/traits/free-hand.md @@ -9,8 +9,7 @@ aliases: ["Free-Hand"] # Free-Hand *Source: Core Rulebook p. 282* -This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be [Disarmed](rules/actions/disarm.md). You can use the hand covered by your free hand weapon to wield other items, perform [manipulate](rules/traits/manipulate.md) actions, and so on. You can't attack with a free hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it. +This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be [Disarmed](rules/actions/disarm.md). You can use the hand covered by your free hand weapon to wield other items, perform [manipulate](rules/traits/manipulate.md "Manipulate General Trait") actions, and so on. You can't attack with a free hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it. -This weapon doesn't take up your hand, usually because it's built into your armor. - **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/goblin.md b/rules/traits/goblin.md index 2ac29b486..f7a870f0d 100644 --- a/rules/traits/goblin.md +++ b/rules/traits/goblin.md @@ -12,6 +12,5 @@ aliases: ["Goblin"] A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins. -A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. - **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/healing.md b/rules/traits/healing.md index b7a2e2612..8cfb39bcb 100644 --- a/rules/traits/healing.md +++ b/rules/traits/healing.md @@ -9,6 +9,6 @@ aliases: ["Healing"] # Healing *Source: Core Rulebook p. 632* -A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing [disease](rules/traits/disease.md) or other debilitating effects. +A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing disease or other debilitating effects. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/illusion.md b/rules/traits/illusion.md index c7a50a61b..8b4284915 100644 --- a/rules/traits/illusion.md +++ b/rules/traits/illusion.md @@ -12,6 +12,6 @@ aliases: ["Illusion"] Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli. -Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the [mental](rules/traits/mental.md) trait, and depending on how the illusion is perceived, they might also have the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. +Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the [mental](rules/traits/mental.md "Mental Effect Trait") trait, and depending on how the illusion is perceived, they might also have the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") trait. - **Categories**: School (Illusion) \ No newline at end of file diff --git a/rules/traits/index.md b/rules/traits/index.md deleted file mode 100644 index 22a3c29a0..000000000 --- a/rules/traits/index.md +++ /dev/null @@ -1,584 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Traits - -## #Action & Ability - -- #Concentrate -- #Deviant -- #Downtime -- #Esoterica -- #Exploration -- #Instinct -- #Mindshift -- #Psyche -- #Reckless -- #Tandem - -## #Alignment - -- #Any -- #Chaotic -- #Chaotic Evil -- #Chaotic Good -- #Chaotic Neutral -- #Evil -- #Good -- #Lawful -- #Lawful Evil -- #Lawful Goo -- #Lawful Neutral -- #Neutral -- #Neutral Evil -- #Neutral Good - -## #Ancestry & Heritage - -- #Aasimar -- #Anadi -- #Android -- #Aphorite -- #Automaton -- #Azarketi -- #Beastkin -- #Catfolk -- #Changeling -- #Conrasu -- #Dhampir -- #Duskwalker -- #Dwarf -- #Elf -- #Fetchling -- #Fleshwarp -- #Ganzi -- #Geniekin -- #Ghoran -- #Gnoll -- #Gnome -- #Goblin -- #Goloma -- #Grippli -- #Half-Elf -- #Half-Orc -- #Halfling -- #Hobgoblin -- #Human -- #Ifrit -- #Kashrishi -- #Kitsune -- #Kobold -- #Leshy -- #Lizardfolk -- #Nagaji -- #Orc -- #Oread -- #Poppet -- #Ratfolk -- #Reflection -- #Shisk -- #Shoony -- #Skeleton -- #Sprite -- #Strix -- #Suli -- #Sylph -- #Tengu -- #Tiefling -- #Undine -- #Vanara -- #Vishkanya - -## #Armor - -- #Adjusted -- #Aquadynamic -- #Bulwark -- #Comfort -- #Entrench -- #Flexible -- #Hindering -- #Inscribed -- #Laminar -- #Noisy -- #Ponderous - -## #Class - -- #Aftermath -- #Alchemist -- #Any Class -- #Barbarian -- #Bard -- #Champion -- #Class -- #Cleric -- #Deviant -- #Druid -- #Fighter -- #Gunslinger -- #Inventor -- #Investigator -- #Magus -- #Monk -- #Oracle -- #Psychic -- #Ranger -- #Rogue -- #Sorcerer -- #Spellshot -- #Summoner -- #Swashbuckler -- #Thaumaturge -- #Witch -- #Wizard - -## #Combat - -- #Attack -- #Aura -- #Certain Kill -- #Concentrate -- #Finisher -- #Flourish -- #Hex -- #Mindshift -- #Move -- #Open -- #Press -- #Psyche -- #Rage -- #Stance - -## #Creature - -- #Aasimar -- #Aeon -- #Amphibious -- #Anadi -- #Angel -- #Aquatic -- #Archon -- #Azarketi -- #Azata -- #Boggard -- #Caligni -- #Catfolk -- #Changeling -- #Charau-ka -- #Conrasu -- #Couatl -- #Daemon -- #Demon -- #Dero -- #Devil -- #Dhampir -- #Dinosaur -- #Drow -- #Duergar -- #Duskwalker -- #Dwarf -- #Elf -- #Ethereal -- #Fetchling -- #Fleshwarp -- #Ganzi -- #Genie -- #Geniekin -- #Ghost -- #Ghoul -- #Gnoll -- #Gnome -- #Goblin -- #Golem -- #Goloma -- #Gremlin -- #Grippli -- #Hag -- #Half-Elf -- #Half-Orc -- #Halfling -- #Hobgoblin -- #Human -- #Ifrit -- #Incorporeal -- #Inevitable -- #Kitsune -- #Kobold -- #Leshy -- #Lizardfolk -- #Merfolk -- #Mindless -- #Minion -- #Morlock -- #Mummy -- #Mutant -- #Nymph -- #Oni -- #Orc -- #Oread -- #Phantom -- #Poppet -- #Protean -- #Psychopomp -- #Qlippoth -- #Rakshasa -- #Ratfolk -- #Reflection -- #Sea Devil -- #Serpentfolk -- #Shisk -- #Shoony -- #Skeleton -- #Skulk -- #Soulbound -- #Spirit -- #Spriggan -- #Sprite -- #Strix -- #Suli -- #Summoned -- #Swarm -- #Sylph -- #Tane -- #Tengu -- #Troll -- #Undine -- #Urdefhan -- #Vampire -- #Velstrac -- #Werecreature -- #Wight -- #Wraith -- #Xulgath -- #Zombie - -## #Creature Type - -- #Aberration -- #Animal -- #Astral -- #Beast -- #Celestial -- #Construct -- #Dragon -- #Dream -- #Eidolon -- #Elemental -- #Fey -- #Fiend -- #Fungus -- #Giant -- #Humanoid -- #Monitor -- #Ooze -- #Petitioner -- #Plant -- #Spirit -- #Time -- #Undead - -## #Effect - -- #Auditory -- #Consecration -- #Curse -- #Darkness -- #Death -- #Detection -- #Disease -- #Emotion -- #Extradimensional -- #Fear -- #Fortune -- #Healing -- #Incapacitation -- #Light -- #Linguistic -- #Mental -- #Misfortune -- #Morph -- #Olfactory -- #Poison -- #Polymorph -- #Possession -- #Prediction -- #Revelation -- #Scrying -- #Sleep -- #Teleportation -- #Visual - -## #Energy & Element - -- #Acid -- #Air -- #Cold -- #Earth -- #Electricity -- #Energy -- #Fire -- #Force -- #Negative -- #Positive -- #Sonic -- #Water - -## #Equipment - -- #Spellheart - -## #Feat - -- #Additive -- #Aftermath -- #Amp -- #Archetype -- #Dedication -- #Deviant -- #Esoterica -- #Evolution -- #General -- #Modification -- #Multiclass -- #Oath -- #Skill -- #Social -- #Vigilante - -## #General - -- #Academic -- #Manipulate -- #Metamagic -- #Militaristic -- #Pervasive Magic -- #Revolutionary -- #Secret -- #Shadow -- #Structure -- #True Name -- #Wayfaring - -## #Gravity - -- #High Gravity -- #Low Gravity -- #Metamorphic -- #Microgravity -- #Strange Gravity -- #Subjective Gravity - -## #Hazard - -- #Complex -- #Environmental -- #Haunt -- #Mechanical -- #Trap - -## #Item - -- #Alchemical -- #Apex -- #Artifact -- #Barding -- #Bomb -- #Catalyst -- #Coda -- #Companion -- #Consumable -- #Contact -- #Contract -- #Cursed -- #Deflecting -- #Drug -- #Elixir -- #Expandable -- #Extradimensional -- #Focused -- #Foldaway -- #Fulu -- #Grimoire -- #Harnessed -- #Hefty -- #Infused -- #Ingested -- #Inhaled -- #Injury -- #Integrated -- #Intelligent -- #Invested -- #Launching -- #Lozenge -- #Magical -- #Missive -- #Mutagen -- #Oil -- #Poison -- #Potion -- #Precious -- #Processed -- #Relic -- #Scroll -- #Shield Throw -- #Snare -- #Spellgun -- #Staff -- #Talisman -- #Tattoo -- #Virulent -- #Wand - -## #Morphic - -- #Metamorphic -- #Sentient - -## #Planar - -- #Air -- #Chaotic -- #Earth -- #Erratic -- #Evil -- #Finite -- #Fire -- #Flowing -- #Good -- #High Gravity -- #Immeasurable -- #Lawful -- #Low Gravity -- #Microgravity -- #Sentient -- #Static -- #Strange Gravity -- #Subjective Gravity -- #Timeless -- #Unbounded -- #Water - -## #Rarity - -- #Common -- #Rare -- #Uncommon -- #Unique - -## #School - -- #Abjuration -- #Conjuration -- #Divination -- #Enchantment -- #Evocation -- #Illusion -- #Necromancy -- #Transmutation - -## #Scope - -- #Finite -- #Immeasurable - -## #Settlement - -- #City -- #City-state -- #Metropolis -- #Town -- #Village - -## #Size - -- #Gargantuan -- #Huge -- #Large -- #Medium -- #Small -- #Tiny - -## #Spell - -- #Amp -- #Cantrip -- #Composition -- #Consecration -- #Contingency -- #Cursebound -- #Incarnate -- #Litany - -## #Time - -- #Erratic -- #Flowing -- #Timeless - -## #Tradition - -- #Any Magical Tradition -- #Arcane -- #Divine -- #Occult -- #Primal - -## #Weapon - -- #Agile -- #Attached -- #Backstabber -- #Backswing -- #Bomb -- #Brace -- #Brutal -- #Capacity -- #Climbing -- #Cobbled -- #Combination -- #Concealable -- #Concussive -- #Critical Fusion -- #Deadly -- #Disarm -- #Double Barrel -- #Fatal -- #Fatal Aim -- #Finesse -- #Forceful -- #Free-Hand -- #Grapple -- #Hampering -- #Injection -- #Jousting -- #Kickback -- #Modular -- #Mounted -- #Nonlethal -- #Parry -- #Portable -- #Propulsive -- #Range Increment -- #Ranged Trip -- #Razing -- #Reach -- #Recovery -- #Reload -- #Repeating -- #Resonant -- #Scatter -- #Shove -- #Splash -- #Sweep -- #Tethered -- #Thrown -- #Training -- #Trip -- #Twin -- #Two-Hand -- #Unarmed -- #Vehicular -- #Versatile -- #Volley \ No newline at end of file diff --git a/rules/traits/kobold-b1.md b/rules/traits/kobold-b1.md index e3164e95f..4f3a01b96 100644 --- a/rules/traits/kobold-b1.md +++ b/rules/traits/kobold-b1.md @@ -12,8 +12,8 @@ aliases: ["Kobold"] Kobolds are reptilian humanoids who are usually Small and typically have [darkvision](rules/abilities/darkvision.md). -A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually [Small](rules/traits/small-b1.md) and typically have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by kobolds. +A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually [Small](rules/traits/small-b1.md "Small Size Trait") and typically have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by kobolds. -A small, reptilian [humanoid](rules/traits/humanoid.md) ancestry proud of their kinship to dragons. +A small, reptilian [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") ancestry proud of their kinship to dragons. - **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/lawful-evil-b1.md b/rules/traits/lawful-evil-b1.md index 58ada4c86..aa11824fc 100644 --- a/rules/traits/lawful-evil-b1.md +++ b/rules/traits/lawful-evil-b1.md @@ -10,6 +10,6 @@ aliases: ["Lawful Evil"] # Lawful Evil *Source: Bestiary p. 345* -[Lawful](rules/traits/lawful.md) and [evil](rules/traits/evil.md) +[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and [evil](rules/traits/evil.md "Evil Alignment Trait") - **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/lawful-goo-b1.md b/rules/traits/lawful-good-b1.md similarity index 57% rename from rules/traits/lawful-goo-b1.md rename to rules/traits/lawful-good-b1.md index f76467dfe..53a0045d6 100644 --- a/rules/traits/lawful-goo-b1.md +++ b/rules/traits/lawful-good-b1.md @@ -5,11 +5,11 @@ tags: - compendium/src/pf2e/b1 - trait/category/_alignabv - trait/category/alignment -aliases: ["Lawful Goo"] +aliases: ["Lawful Good"] --- -# Lawful Goo +# Lawful Good *Source: Bestiary p. 345* -[Lawful](rules/traits/lawful.md) and [good](rules/traits/good.md) +[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and [good](rules/traits/good.md "Good Alignment Trait") - **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/lawful-neutral-b1.md b/rules/traits/lawful-neutral-b1.md index 21f203512..835d9d925 100644 --- a/rules/traits/lawful-neutral-b1.md +++ b/rules/traits/lawful-neutral-b1.md @@ -10,6 +10,6 @@ aliases: ["Lawful Neutral"] # Lawful Neutral *Source: Bestiary p. 345* -[Lawful](rules/traits/lawful.md) and neutral +[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and neutral - **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/leshy-b1.md b/rules/traits/leshy-b1.md index aa4ce5d7b..0825c667d 100644 --- a/rules/traits/leshy-b1.md +++ b/rules/traits/leshy-b1.md @@ -12,6 +12,6 @@ aliases: ["Leshy"] Leshys are small plant creatures, roughly humanoid in form. -Leshies are living plants animated by [primal](rules/traits/primal.md) magic. +Leshies are living plants animated by [primal](rules/traits/primal.md "Primal Tradition Trait") magic. - **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/light.md b/rules/traits/light.md index 177ee1601..1ce39c1d5 100644 --- a/rules/traits/light.md +++ b/rules/traits/light.md @@ -9,6 +9,6 @@ aliases: ["Light"] # Light *Source: Core Rulebook p. 633* -Light effects overcome non-magical darkness in the area, and can counteract magical [darkness](rules/traits/darkness.md). You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness. +Light effects overcome non-magical darkness in the area, and can counteract magical [darkness](rules/traits/darkness.md "Darkness Effect Trait"). You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/magical.md b/rules/traits/magical.md index 242d89a2d..55731e979 100644 --- a/rules/traits/magical.md +++ b/rules/traits/magical.md @@ -11,8 +11,7 @@ aliases: ["Magical"] Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. -Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md) trait instead of the magical trait. Any of these traits indicate that the item is magical. +Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), or [primal](rules/traits/primal.md "Primal Tradition Trait") trait instead of the magical trait. Any of these traits indicate that the item is magical. -Something with the [magical](rules/traits/magical.md) trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. - **Categories**: Item \ No newline at end of file diff --git a/rules/traits/minion.md b/rules/traits/minion.md index 6c56a5c18..ad1306918 100644 --- a/rules/traits/minion.md +++ b/rules/traits/minion.md @@ -9,6 +9,6 @@ aliases: ["Minion"] # Minion *Source: Core Rulebook p. 634* -Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you [Command an Animal](rules/actions/command-an-animal.md); for a minion that's a spell or magic item effect, like a summoned minion, you [Sustain a Spell](rules/actions/sustain-a-spell.md) or [Sustain an Activation](rules/actions/sustain-an-activation.md); if not otherwise specified, you issue a verbal command as a single action with the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, [mindless](rules/traits/mindless.md) minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures. +Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you [Command an Animal](rules/actions/command-an-animal.md); for a minion that's a spell or magic item effect, like a summoned minion, you [Sustain a Spell](rules/actions/sustain-a-spell.md) or [Sustain an Activation](rules/actions/sustain-an-activation.md); if not otherwise specified, you issue a verbal command as a single action with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, [mindless](rules/traits/mindless.md "Mindless Creature Trait") minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures. - **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/misfortune.md b/rules/traits/misfortune.md index cd4827c05..65803ea00 100644 --- a/rules/traits/misfortune.md +++ b/rules/traits/misfortune.md @@ -9,6 +9,6 @@ aliases: ["Misfortune"] # Misfortune *Source: Core Rulebook p. 634* -A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a [fortune](rules/traits/fortune.md) effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. +A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/missive-tv.md b/rules/traits/missive-tv.md index 224c211d5..ea3be6b33 100644 --- a/rules/traits/missive-tv.md +++ b/rules/traits/missive-tv.md @@ -9,6 +9,6 @@ aliases: ["Missive"] # Missive *Source: Treasure Vault p. 220* -A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and [consumable](rules/traits/consumable.md) traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic. +A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and [consumable](rules/traits/consumable.md "Consumable Item Trait") traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic. - **Categories**: Item \ No newline at end of file diff --git a/rules/traits/modular-logm.md b/rules/traits/modular-logm.md index 052eeea7e..66c450579 100644 --- a/rules/traits/modular-logm.md +++ b/rules/traits/modular-logm.md @@ -10,4 +10,4 @@ aliases: ["Modular"] # Modular *Source: Lost Omens: Gods & Magic p. 120* -The weapon has multiple configurations that you can switch between using an [Interact](rules/actions/interact.md) action. This typically changes the type of damage the weapon deals (listed in the trait, such as "modular B, P, or S"). However, it can also change the weapon's traits. For example, a [switchscythe's](compendium/equipment/items/switchscythe-lotgb.md) "modular (P and [grapple](rules/traits/grapple.md), or S and [sweep](rules/traits/sweep.md))" means that the [switchscythe](compendium/equipment/items/switchscythe-lotgb.md) can either deal piercing damage and gain the [grapple](rules/traits/grapple.md) trait, or it can deal slashing damage and gain the [sweep](rules/traits/sweep.md) trait. \ No newline at end of file +The weapon has multiple configurations that you can switch between using an [Interact](rules/actions/interact.md) action. This typically changes the type of damage the weapon deals (listed in the trait, such as "modular B, P, or S"). However, it can also change the weapon's traits. For example, a [switchscythe's](compendium/equipment/items/switchscythe-lotgb.md) "modular (P and [grapple](rules/traits/grapple.md "Grapple Weapon Trait"), or S and [sweep](rules/traits/sweep.md "Sweep Weapon Trait"))" means that the [switchscythe](compendium/equipment/items/switchscythe-lotgb.md) can either deal piercing damage and gain the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") trait, or it can deal slashing damage and gain the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait. \ No newline at end of file diff --git a/rules/traits/monk.md b/rules/traits/monk.md index 78aee4054..4ad893f0f 100644 --- a/rules/traits/monk.md +++ b/rules/traits/monk.md @@ -11,6 +11,5 @@ aliases: ["Monk"] This indicates abilities from the monk class. -Abilities with this trait are from the monk class. Weapons with this trait are primarily used by monks. CR. - **Categories**: Class \ No newline at end of file diff --git a/rules/traits/morph.md b/rules/traits/morph.md index ee295cd4e..1fd983627 100644 --- a/rules/traits/morph.md +++ b/rules/traits/morph.md @@ -9,7 +9,7 @@ aliases: ["Morph"] # Morph *Source: Core Rulebook p. 634* -Effects that slightly alter a creature's form have the morph trait. Any [Strikes](rules/actions/strike.md) specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two [polymorph](rules/traits/polymorph.md) effects, described in that trait). +Effects that slightly alter a creature's form have the morph trait. Any [Strikes](rules/actions/strike.md) specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects, described in that trait). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't. diff --git a/rules/traits/necromancy.md b/rules/traits/necromancy.md index 3bc2eb418..84bff9224 100644 --- a/rules/traits/necromancy.md +++ b/rules/traits/necromancy.md @@ -14,6 +14,6 @@ Effects and magic items with this trait are associated with the necromancy schoo Necromancy spells harness the power of life and death. -They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the [curse](rules/traits/curse.md), [death](rules/traits/death.md), [healing](rules/traits/healing.md), [negative](rules/traits/negative.md), or [positive](rules/traits/positive.md) traits. +They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the [curse](rules/traits/curse.md "Curse Effect Trait"), [death](rules/traits/death.md "Death Effect Trait"), [healing](rules/traits/healing.md "Healing Effect Trait"), [negative](rules/traits/negative.md "Negative Energy & Element Trait"), or [positive](rules/traits/positive.md "Positive Energy & Element Trait") traits. - **Categories**: School (Necromancy) \ No newline at end of file diff --git a/rules/traits/negative.md b/rules/traits/negative.md index ce32a7d54..e4445ec30 100644 --- a/rules/traits/negative.md +++ b/rules/traits/negative.md @@ -11,7 +11,7 @@ aliases: ["Negative"] Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane. -Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the [death](rules/traits/death.md) trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith. Negative magic is enhanced, and [positive](rules/traits/positive.md) magic is impeded. +Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the [death](rules/traits/death.md "Death Effect Trait") trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith. Negative magic is enhanced, and [positive](rules/traits/positive.md "Positive Energy & Element Trait") magic is impeded. Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. diff --git a/rules/traits/neutral-evil-b1.md b/rules/traits/neutral-evil-b1.md index c3e7e7a97..0bd9fa4eb 100644 --- a/rules/traits/neutral-evil-b1.md +++ b/rules/traits/neutral-evil-b1.md @@ -10,6 +10,6 @@ aliases: ["Neutral Evil"] # Neutral Evil *Source: Bestiary p. 345* -Neutral and [evil](rules/traits/evil.md) +Neutral and [evil](rules/traits/evil.md "Evil Alignment Trait") - **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/neutral-good-b1.md b/rules/traits/neutral-good-b1.md index 5c56e87b7..d497aaa82 100644 --- a/rules/traits/neutral-good-b1.md +++ b/rules/traits/neutral-good-b1.md @@ -10,6 +10,6 @@ aliases: ["Neutral Good"] # Neutral Good *Source: Bestiary p. 345* -Neutral and [good](rules/traits/good.md) +Neutral and [good](rules/traits/good.md "Good Alignment Trait") - **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/rules/traits/occult.md b/rules/traits/occult.md index 1b7e29b80..66b186d61 100644 --- a/rules/traits/occult.md +++ b/rules/traits/occult.md @@ -9,6 +9,6 @@ aliases: ["Occult"] # Occult *Source: Core Rulebook p. 634* -This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is [magical](rules/traits/magical.md). +This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is [magical](rules/traits/magical.md "Magical Item Trait"). - **Categories**: Tradition \ No newline at end of file diff --git a/rules/traits/polymorph.md b/rules/traits/polymorph.md index 47f078734..6bf8919bc 100644 --- a/rules/traits/polymorph.md +++ b/rules/traits/polymorph.md @@ -9,8 +9,8 @@ aliases: ["Polymorph"] # Polymorph *Source: Core Rulebook p. 635* -These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any [Strikes](rules/actions/strike.md) specifically granted by a polymorph effect are [magical](rules/traits/magical.md). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a General creature of a general type or ancestry. +These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any [Strikes](rules/actions/strike.md) specifically granted by a polymorph effect are [magical](rules/traits/magical.md "Magical Item Trait"). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a General creature of a general type or ancestry. -If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](rules/traits/manipulate.md) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. +If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](rules/traits/manipulate.md "Manipulate General Trait") actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/positive.md b/rules/traits/positive.md index 047bb0861..03f774b01 100644 --- a/rules/traits/positive.md +++ b/rules/traits/positive.md @@ -11,6 +11,6 @@ aliases: ["Positive"] Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. -These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and [negative](rules/traits/negative.md) magic is impeded. +These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and [negative](rules/traits/negative.md "Negative Energy & Element Trait") magic is impeded. - **Categories**: Energy & Element \ No newline at end of file diff --git a/rules/traits/prediction.md b/rules/traits/prediction.md index 663134ffe..558b8ab18 100644 --- a/rules/traits/prediction.md +++ b/rules/traits/prediction.md @@ -9,6 +9,6 @@ aliases: ["Prediction"] # Prediction *Source: Core Rulebook p. 635* -Effects with this trait determine what is likely to happen in the near future. Most predictions are [divination](rules/traits/divination.md). +Effects with this trait determine what is likely to happen in the near future. Most predictions are divination. - **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/primal.md b/rules/traits/primal.md index 2f514c4ad..6c38f6caf 100644 --- a/rules/traits/primal.md +++ b/rules/traits/primal.md @@ -9,6 +9,6 @@ aliases: ["Primal"] # Primal *Source: Core Rulebook p. 635* -This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is [magical](rules/traits/magical.md). +This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is [magical](rules/traits/magical.md "Magical Item Trait"). - **Categories**: Tradition \ No newline at end of file diff --git a/rules/traits/ranged-trip-b1.md b/rules/traits/ranged-trip-b1.md index 6ebbf8caa..293e20558 100644 --- a/rules/traits/ranged-trip-b1.md +++ b/rules/traits/ranged-trip-b1.md @@ -9,6 +9,6 @@ aliases: ["Ranged Trip"] # Ranged Trip *Source: Bestiary p. 85* -The weapon can be used to [Trip](rules/actions/trip.md) with the [Athletics](compendium/skills.md#Athletics) skill at a distance up to the weapon's first range increment. The skill check is attempted with a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to [Trip](rules/actions/trip.md), a ranged trip weapon doesn't deal any damage when used to [Trip](rules/actions/trip.md). This trait usually appears only on a [thrown](rules/traits/thrown.md) weapon. +The weapon can be used to [Trip](rules/actions/trip.md) with the [Athletics](compendium/skills.md#Athletics) skill at a distance up to the weapon's first range increment. The skill check is attempted with a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to [Trip](rules/actions/trip.md), a ranged trip weapon doesn't deal any damage when used to [Trip](rules/actions/trip.md). This trait usually appears only on a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon. - **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/shadow.md b/rules/traits/shadow.md index 2f3ce48e6..94e0fa112 100644 --- a/rules/traits/shadow.md +++ b/rules/traits/shadow.md @@ -13,6 +13,6 @@ This magic involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane. -Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and [light](rules/traits/light.md) magic is impeded. +Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and [light](rules/traits/light.md "Light Effect Trait") magic is impeded. - **Categories**: General \ No newline at end of file diff --git a/rules/traits/shield-throw-tv.md b/rules/traits/shield-throw-tv.md index 651afe961..8fc7879f5 100644 --- a/rules/traits/shield-throw-tv.md +++ b/rules/traits/shield-throw-tv.md @@ -9,6 +9,6 @@ aliases: ["Shield Throw"] # Shield Throw *Source: Treasure Vault p. 219* -A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial [thrown](rules/traits/thrown.md) ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a [thrown](rules/traits/thrown.md) weapon. The trait also includes the range increment. +A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial [thrown](rules/traits/thrown.md "Thrown Weapon Trait") ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon. The trait also includes the range increment. - **Categories**: Item \ No newline at end of file diff --git a/rules/traits/subjective-gravity-gmg.md b/rules/traits/subjective-gravity-gmg.md index a988e663e..8eed77f1e 100644 --- a/rules/traits/subjective-gravity-gmg.md +++ b/rules/traits/subjective-gravity-gmg.md @@ -10,6 +10,6 @@ aliases: ["Subjective Gravity"] # Subjective Gravity *Source: Gamemastery Guide p. 254* -All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and [mindless](rules/traits/mindless.md) creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the [concentrate](rules/traits/concentrate.md) trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](rules/actions/fly.md) action. +All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and [mindless](rules/traits/mindless.md "Mindless Creature Trait") creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](rules/actions/fly.md) action. - **Categories**: Planar, Gravity \ No newline at end of file diff --git a/rules/traits/summoned.md b/rules/traits/summoned.md index c525dff2a..640c3a8a1 100644 --- a/rules/traits/summoned.md +++ b/rules/traits/summoned.md @@ -9,7 +9,7 @@ aliases: ["Summoned"] # Summoned *Source: Core Rulebook p. 637* -A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the [minion](rules/traits/minion.md) trait. If it tries to [Cast a Spell](rules/actions/cast-a-spell.md) of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. +A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. If it tries to [Cast a Spell](rules/actions/cast-a-spell.md) of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. Immediately when you finish [Casting the Spell](rules/actions/cast-a-spell.md), the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends. diff --git a/rules/traits/tiefling-b1.md b/rules/traits/tiefling-b1.md index e74c0ec75..1c3152e58 100644 --- a/rules/traits/tiefling-b1.md +++ b/rules/traits/tiefling-b1.md @@ -9,6 +9,6 @@ aliases: ["Tiefling"] # Tiefling *Source: Bestiary p. 270* -A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from [fiend](rules/traits/fiend.md). An ability with this trait can be used or selected only by tieflings. +A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from fiend. An ability with this trait can be used or selected only by tieflings. - **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/rules/traits/traits.md b/rules/traits/traits.md index 9f3659138..27791fb6f 100644 --- a/rules/traits/traits.md +++ b/rules/traits/traits.md @@ -4,413 +4,581 @@ cssclass: pf2e,pf2e-index --- # Index of Traits -- [Aasimar](aasimar-apg.md) -- [Aberration](aberration.md) -- [Abjuration](abjuration.md) -- [Academic](academic-locg.md) -- [Acid](acid.md) -- [Additive](additive.md) -- [Adjusted](adjusted-tv.md) -- [Adjustment](adjustment-lotgb.md) -- [Aeon](aeon-b1.md) -- [Aftermath](aftermath-da.md) -- [Agile](agile.md) -- [Air](air.md) -- [Alchemical](alchemical.md) -- [Alchemist](alchemist.md) -- [Amp](amp-da.md) -- [Amphibious](amphibious-b1.md) -- [Anadi](anadi-lome.md) -- [Android](android-loag.md) -- [Angel](angel.md) -- [Animal](animal.md) -- [Any](any-b1.md) -- [Any Class](any-class-som.md) -- [Any Magical Tradition](any-magical-tradition-b1.md) -- [Apex](apex.md) -- [Aphorite](aphorite-loag.md) -- [Aquadynamic](aquadynamic-tv.md) -- [Aquatic](aquatic-b1.md) -- [Arcane](arcane.md) -- [Archetype](archetype.md) -- [Archon](archon.md) -- [Artifact](artifact-gmg.md) -- [Astral](astral-b1.md) -- [Attached](attached.md) -- [Attack](attack.md) -- [Auditory](auditory.md) -- [Aura](aura.md) -- [Azarketi](azarketi-loag.md) -- [Azata](azata.md) -- [Backstabber](backstabber.md) -- [Backswing](backswing.md) -- [Barbarian](barbarian.md) -- [Bard](bard.md) -- [Barding](barding-tv.md) -- [Beast](beast.md) -- [Beastkin](beastkin-loag.md) -- [Boggard](boggard-b1.md) -- [Bomb](bomb.md) -- [Brace](brace-tv.md) -- [Brutal](brutal-b2.md) -- [Bulwark](bulwark.md) -- [Caligni](caligni-b1.md) -- [Cantrip](cantrip.md) -- [Capacity](capacity-tv.md) -- [Catalyst](catalyst-som.md) -- [Catfolk](catfolk-b1.md) -- [Celestial](celestial.md) -- [Certain Kill](certain-kill-frp3.md) -- [Champion](champion.md) -- [Changeling](changeling-b1.md) -- [Chaotic Evil](chaotic-evil-b1.md) -- [Chaotic Good](chaotic-good-b1.md) -- [Chaotic Neutral](chaotic-neutral-b1.md) -- [Chaotic](chaotic.md) -- [Charau-ka](charau-ka-lome.md) -- [Charm](charm-b1.md) -- [City](city-gmg.md) -- [City-state](city-state-loil.md) -- [Class](class-som.md) -- [Cleric](cleric.md) -- [Climbing](climbing-aaws.md) -- [Coda](coda-tv.md) -- [Cold](cold.md) -- [Comfort](comfort.md) -- [Common](common.md) -- [Companion](companion.md) -- [Complex](complex.md) -- [Composition](composition.md) -- [Concentrate](concentrate.md) -- [Conjuration](conjuration.md) -- [Conrasu](conrasu-loag.md) -- [Consecration](consecration.md) -- [Construct](construct.md) -- [Consumable](consumable.md) -- [Contact](contact.md) -- [Contingency](contingency-som.md) -- [Contract](contract-lol.md) -- [Couatl](couatl-b2.md) -- [Curse](curse.md) -- [Cursebound](cursebound-apg.md) -- [Cursed](cursed-gmg.md) -- [Daemon](daemon-b1.md) -- [Darkness](darkness.md) -- [Deadly](deadly.md) -- [Death](death.md) -- [Dedication](dedication.md) -- [Deflecting](deflecting-tv.md) -- [Demon](demon.md) -- [Dero](dero-b1.md) -- [Detection](detection.md) -- [Deviant](deviant-da.md) -- [Devil](devil.md) -- [Dhampir](dhampir-b1.md) -- [Dinosaur](dinosaur.md) -- [Disarm](disarm.md) -- [Disease](disease.md) -- [Divination](divination.md) -- [Divine](divine.md) -- [Downtime](downtime.md) -- [Dragon](dragon.md) -- [Dream](dream-b2.md) -- [Drow](drow.md) -- [Drug](drug-gmg.md) -- [Druid](druid.md) -- [Duergar](duergar.md) -- [Duskwalker](duskwalker-apg.md) -- [Dwarf](dwarf.md) -- [Earth](earth.md) -- [Eidolon](eidolon-som.md) -- [Electricity](electricity.md) -- [Elemental](elemental.md) -- [Elf](elf.md) -- [Elixir](elixir.md) -- [Emotion](emotion.md) -- [Enchantment](enchantment.md) -- [Energy](energy-loag.md) -- [Entrench](entrench-tv.md) -- [Environmental](environmental.md) -- [Erratic](erratic-gmg.md) -- [Esoterica](esoterica-da.md) -- [Ethereal](ethereal.md) -- [Evil](evil.md) -- [Evocation](evocation.md) -- [Evolution](evolution-som.md) -- [Expandable](expandable-tv.md) -- [Exploration](exploration.md) -- [Extradimensional](extradimensional.md) -- [Fatal](fatal.md) -- [Fear](fear.md) -- [Fetchling](fetchling-b2.md) -- [Fey](fey.md) -- [Fiend](fiend.md) -- [Fighter](fighter.md) -- [Finesse](finesse.md) -- [Finisher](finisher-apg.md) -- [Finite](finite-gmg.md) -- [Fire](fire.md) -- [Fleshwarp](fleshwarp-loag.md) -- [Flexible](flexible.md) -- [Flourish](flourish.md) -- [Flowing](flowing-gmg.md) -- [Focused](focused.md) -- [Foldaway](foldaway-tv.md) -- [Force](force.md) -- [Forceful](forceful.md) -- [Fortune](fortune.md) -- [Free-Hand](free-hand.md) -- [Fulu](fulu-som.md) -- [Fungus](fungus-b1.md) -- [Ganzi](ganzi-loag.md) -- [Gargantuan](gargantuan-b1.md) -- [General](general.md) -- [Genie](genie-b1.md) -- [Geniekin](geniekin-loag.md) -- [Ghoran](ghoran-loil.md) -- [Ghost](ghost-b1.md) -- [Ghoul](ghoul-b1.md) -- [Giant](giant.md) -- [Gnoll](gnoll-b1.md) -- [Gnome](gnome.md) -- [Goblin](goblin.md) -- [Golem](golem-b1.md) -- [Goloma](goloma-lome.md) -- [Good](good.md) -- [Grapple](grapple.md) -- [Gremlin](gremlin-b1.md) -- [Grimoire](grimoire-som.md) -- [Grippli](grippli-b2.md) -- [Hag](hag.md) -- [Half-Elf](half-elf.md) -- [Half-Orc](half-orc.md) -- [Halfling](halfling.md) -- [Hampering](hampering-loag.md) -- [Harnessed](harnessed-tv.md) -- [Haunt](haunt.md) -- [Healing](healing.md) -- [Hefty](hefty-tv.md) -- [Hellknight](hellknight-locg.md) -- [Hex](hex-apg.md) -- [High Gravity](high-gravity-gmg.md) -- [Hindering](hindering-tv.md) -- [Hobgoblin](hobgoblin-locg.md) -- [Huge](huge-b1.md) -- [Human](human.md) -- [Humanoid](humanoid.md) -- [Ifrit](ifrit-b2.md) -- [Illusion](illusion.md) -- [Immeasurable](immeasurable-gmg.md) -- [Incapacitation](incapacitation.md) -- [Incarnate](incarnate-som.md) -- [Incorporeal](incorporeal-b1.md) -- [Inevitable](inevitable-b1.md) -- [Infused](infused.md) -- [Ingested](ingested.md) -- [Inhaled](inhaled.md) -- [Injury](injury.md) -- [Inscribed](inscribed-tv.md) -- [Instinct](instinct.md) -- [Integrated](integrated-tv.md) -- [Intelligent](intelligent-gmg.md) -- [Invested](invested.md) -- [Investigator](investigator-apg.md) -- [Jousting](jousting.md) -- [Kaiju](kaiju-frp2.md) -- [Kashrishi](kashrishi-loil.md) -- [Kitsune](kitsune-loag.md) -- [Kobold](kobold-b1.md) -- [Laminar](laminar-tv.md) -- [Large](large-b1.md) -- [Launching](launching-tv.md) -- [Lawful Evil](lawful-evil-b1.md) -- [Lawful Goo](lawful-goo-b1.md) -- [Lawful Neutral](lawful-neutral-b1.md) -- [Lawful](lawful.md) -- [Leshy](leshy-b1.md) -- [Light](light.md) -- [Lineage](lineage-apg.md) -- [Linguistic](linguistic.md) -- [Litany](litany.md) -- [Lizardfolk](lizardfolk-b1.md) -- [Low Gravity](low-gravity-gmg.md) -- [Lozenge](lozenge-tv.md) -- [Magical](magical.md) -- [Magus](magus-som.md) -- [Manipulate](manipulate.md) -- [Mechanical](mechanical.md) -- [Medium](medium-b1.md) -- [Mental](mental.md) -- [Merfolk](merfolk-b1.md) -- [Metamagic](metamagic.md) -- [Metamorphic](metamorphic-gmg.md) -- [Metropolis](metropolis-gmg.md) -- [Microgravity](microgravity-gmg.md) -- [Militaristic](militaristic-locg.md) -- [Mindless](mindless.md) -- [Mindshift](mindshift-da.md) -- [Minion](minion.md) -- [Misfortune](misfortune.md) -- [Missive](missive-tv.md) -- [Modular](modular-logm.md) -- [Monitor](monitor.md) -- [Monk](monk.md) -- [Morlock](morlock-b2.md) -- [Morph](morph.md) -- [Move](move.md) -- [Multiclass](multiclass.md) -- [Mummy](mummy-b1.md) -- [Mutagen](mutagen.md) -- [Mutant](mutant-b1.md) -- [Nagaji](nagaji-loil.md) -- [Necromancy](necromancy.md) -- [Negative](negative.md) -- [Neutral](neutral-b1.md) -- [Neutral Evil](neutral-evil-b1.md) -- [Neutral Good](neutral-good-b1.md) -- [Noisy](noisy.md) -- [Nonlethal](nonlethal.md) -- [Nymph](nymph-b1.md) -- [Oath](oath.md) -- [Occult](occult.md) -- [Oil](oil.md) -- [Olfactory](olfactory-b1.md) -- [Oni](oni-b2.md) -- [Ooze](ooze.md) -- [Open](open.md) -- [Oracle](oracle-apg.md) -- [Orc](orc.md) -- [Oread](oread-b2.md) -- [Parry](parry.md) -- [Pervasive Magic](pervasive-magic-som.md) -- [Petitioner](petitioner-b2.md) -- [Phantom](phantom-som.md) -- [Plant](plant.md) -- [Poison](poison.md) -- [Polymorph](polymorph.md) -- [Ponderous](ponderous-tv.md) -- [Poppet](poppet-lotgb.md) -- [Positive](positive.md) -- [Possession](possession.md) -- [Potion](potion.md) -- [Precious](precious.md) -- [Prediction](prediction.md) -- [Press](press.md) -- [Primal](primal.md) -- [Processed](processed-tv.md) -- [Propulsive](propulsive.md) -- [Protean](protean-b1.md) -- [Psyche](psyche-da.md) -- [Psychic](psychic-da.md) -- [Psychopomp](psychopomp-b1.md) -- [Qlippoth](qlippoth-b2.md) -- [Rage](rage.md) -- [Rakshasa](rakshasa-b1.md) -- [Range Increment](range-increment.md) -- [Ranged Trip](ranged-trip-b1.md) -- [Ranger](ranger.md) -- [Rare](rare.md) -- [Ratfolk](ratfolk-b1.md) -- [Razing](razing-tv.md) -- [Reach](reach.md) -- [Reckless](reckless-gmg.md) -- [Recovery](recovery-tv.md) -- [Reflection](reflection-da.md) -- [Relic](relic-tv.md) -- [Reload](reload.md) -- [Resonant](resonant-loag.md) -- [Revelation](revelation.md) -- [Revolutionary](revolutionary-locg.md) -- [Rogue](rogue.md) -- [Saggorak](saggorak-aoa4.md) -- [Scroll](scroll.md) -- [Scrying](scrying.md) -- [Sea Devil](sea-devil-b1.md) -- [Secret](secret.md) -- [Sentient](sentient-gmg.md) -- [Serpentfolk](serpentfolk-b2.md) -- [Shadow](shadow.md) -- [Shield Throw](shield-throw-tv.md) -- [Shisk](shisk-lome.md) -- [Shoony](shoony-ec3.md) -- [Shove](shove.md) -- [Skeleton](skeleton-b1.md) -- [Skill](skill.md) -- [Skulk](skulk-b2.md) -- [Sleep](sleep.md) -- [Small](small-b1.md) -- [Snare](snare.md) -- [Social](social-apg.md) -- [Sonic](sonic.md) -- [Sorcerer](sorcerer.md) -- [Soulbound](soulbound-b1.md) -- [Spellgun](spellgun-tv.md) -- [Spellheart](spellheart-som.md) -- [Spirit](spirit.md) -- [Splash](splash.md) -- [Spriggan](spriggan-b2.md) -- [Sprite](sprite-b1.md) -- [Staff](staff.md) -- [Stance](stance.md) -- [Static](static-gmg.md) -- [Strange Gravity](strange-gravity-gmg.md) -- [Strix](strix-loag.md) -- [Structure](structure.md) -- [Subjective Gravity](subjective-gravity-gmg.md) -- [Suli](suli-b2.md) -- [Summoned](summoned.md) -- [Summoner](summoner-som.md) -- [Swarm](swarm-b1.md) -- [Swashbuckler](swashbuckler-apg.md) -- [Sweep](sweep.md) -- [Sylph](sylph-b2.md) -- [Talisman](talisman.md) -- [Tandem](tandem-som.md) -- [Tane](tane-b2.md) -- [Tattoo](tattoo-lowg.md) -- [Teleportation](teleportation.md) -- [Tengu](tengu-b1.md) -- [Tethered](tethered-b1.md) -- [Thaumaturge](thaumaturge-da.md) -- [Thrown](thrown.md) -- [Tiefling](tiefling-b1.md) -- [Time](time-b2.md) -- [Timeless](timeless-gmg.md) -- [Tiny](tiny-b1.md) -- [Town](town-gmg.md) -- [Training](training-tv.md) -- [Transmutation](transmutation.md) -- [Trap](trap.md) -- [Trip](trip.md) -- [Troll](troll-b1.md) -- [True Name](true-name-som.md) -- [Twin](twin.md) -- [Two-Hand](two-hand.md) -- [Unarmed](unarmed.md) -- [Unbounded](unbounded-gmg.md) -- [Uncommon](uncommon.md) -- [Undead](undead.md) -- [Undine](undine-b2.md) -- [Unique](unique.md) -- [Urdefhan](urdefhan-b2.md) -- [Vampire](vampire-b1.md) -- [Vanara](vanara-loil.md) -- [Vehicular](vehicular-tv.md) -- [Velstrac](velstrac-b2.md) -- [Versatile](versatile.md) -- [Vigilante](vigilante-apg.md) -- [Village](village-gmg.md) -- [Virulent](virulent.md) -- [Vishkanya](vishkanya-loil.md) -- [Visual](visual.md) -- [Volley](volley.md) -- [Wand](wand.md) -- [Water](water.md) -- [Wayfaring](wayfaring-locg.md) -- [Werecreature](werecreature-b1.md) -- [Wight](wight-b1.md) -- [Witch](witch-apg.md) -- [Wizard](wizard.md) -- [Wraith](wraith-b1.md) -- [Xulgath](xulgath-b1.md) -- [Zombie](zombie-b1.md) +## Action & Ability + +- [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") +- [Downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") +- [Esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") +- [Exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") +- [Instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") +- [Mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") +- [Psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") +- [Reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") +- [Tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") + +## Alignment + +- [Any](rules/traits/any-b1.md "Any Alignment Trait") +- [Chaotic Evil](rules/traits/chaotic-evil-b1.md "Chaotic Evil Alignment Trait") +- [Chaotic Good](rules/traits/chaotic-good-b1.md "Chaotic Good Alignment Trait") +- [Chaotic Neutral](rules/traits/chaotic-neutral-b1.md "Chaotic Neutral Alignment Trait") +- [Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") +- [Evil](rules/traits/evil.md "Evil Alignment Trait") +- [Good](rules/traits/good.md "Good Alignment Trait") +- [Lawful Evil](rules/traits/lawful-evil-b1.md "Lawful Evil Alignment Trait") +- [Lawful Good](rules/traits/lawful-good-b1.md "Lawful Good Alignment Trait") +- [Lawful Neutral](rules/traits/lawful-neutral-b1.md "Lawful Neutral Alignment Trait") +- [Lawful](rules/traits/lawful.md "Lawful Alignment Trait") +- [Neutral Evil](rules/traits/neutral-evil-b1.md "Neutral Evil Alignment Trait") +- [Neutral Good](rules/traits/neutral-good-b1.md "Neutral Good Alignment Trait") +- [Neutral](rules/traits/neutral-b1.md "Neutral Alignment Trait") + +## Ancestry & Heritage + +- [Aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") +- [Anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") +- [Android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") +- [Aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") +- [Automaton](rules/traits/automaton-g-g.md "Automaton Ancestry & Heritage Trait") +- [Azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") +- [Beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") +- [Catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") +- [Changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") +- [Conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") +- [Dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") +- [Duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") +- [Dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") +- [Elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") +- [Fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") +- [Fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") +- [Ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") +- [Geniekin](rules/traits/geniekin-loag.md "Geniekin Ancestry & Heritage Trait") +- [Ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") +- [Gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") +- [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") +- [Goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") +- [Goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") +- [Grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") +- [Half-Elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") +- [Half-Orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") +- [Halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") +- [Hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") +- [Human](rules/traits/human.md "Human Ancestry & Heritage Trait") +- [Ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") +- [Kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") +- [Kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") +- [Kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") +- [Leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") +- [Lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") +- [Nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") +- [Orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") +- [Oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") +- [Poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") +- [Ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") +- [Reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") +- [Shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") +- [Shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") +- [Skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") +- [Sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") +- [Strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") +- [Suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") +- [Sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") +- [Tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") +- [Tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") +- [Undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") +- [Vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") +- [Vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") + +## Armor + +- [Adjusted](rules/traits/adjusted-tv.md "Adjusted Armor Trait") +- [Aquadynamic](rules/traits/aquadynamic-tv.md "Aquadynamic Armor Trait") +- [Bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") +- [Comfort](rules/traits/comfort.md "Comfort Armor Trait") +- [Entrench](rules/traits/entrench-tv.md "Entrench Armor Trait") +- [Flexible](rules/traits/flexible.md "Flexible Armor Trait") +- [Hindering](rules/traits/hindering-tv.md "Hindering Armor Trait") +- [Inscribed](rules/traits/inscribed-tv.md "Inscribed Armor Trait") +- [Laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") +- [Noisy](rules/traits/noisy.md "Noisy Armor Trait") +- [Ponderous](rules/traits/ponderous-tv.md "Ponderous Armor Trait") + +## Class + +- [Aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") +- [Alchemist](rules/traits/alchemist.md "Alchemist Class Trait") +- [Any Class](rules/traits/any-class-som.md "Any Class Class Trait") +- [Barbarian](rules/traits/barbarian.md "Barbarian Class Trait") +- [Bard](rules/traits/bard.md "Bard Class Trait") +- [Champion](rules/traits/champion.md "Champion Class Trait") +- [Class](rules/traits/class-som.md "Class Class Trait") +- [Cleric](rules/traits/cleric.md "Cleric Class Trait") +- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") +- [Druid](rules/traits/druid.md "Druid Class Trait") +- [Fighter](rules/traits/fighter.md "Fighter Class Trait") +- [Gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") +- [Inventor](rules/traits/inventor-g-g.md "Inventor Class Trait") +- [Investigator](rules/traits/investigator-apg.md "Investigator Class Trait") +- [Magus](rules/traits/magus-som.md "Magus Class Trait") +- [Monk](rules/traits/monk.md "Monk Class Trait") +- [Oracle](rules/traits/oracle-apg.md "Oracle Class Trait") +- [Psychic](rules/traits/psychic-da.md "Psychic Class Trait") +- [Ranger](rules/traits/ranger.md "Ranger Class Trait") +- [Rogue](rules/traits/rogue.md "Rogue Class Trait") +- [Sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") +- [Spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") +- [Summoner](rules/traits/summoner-som.md "Summoner Class Trait") +- [Swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") +- [Thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") +- [Witch](rules/traits/witch-apg.md "Witch Class Trait") +- [Wizard](rules/traits/wizard.md "Wizard Class Trait") + +## Combat + +- [Attack](rules/traits/attack.md "Attack Combat Trait") +- [Aura](rules/traits/aura.md "Aura Combat Trait") +- [Certain Kill](rules/traits/certain-kill-frp3.md "Certain Kill Combat Trait") +- [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +- [Finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") +- [Flourish](rules/traits/flourish.md "Flourish Combat Trait") +- [Hex](rules/traits/hex-apg.md "Hex Combat Trait") +- [Mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") +- [Move](rules/traits/move.md "Move Combat Trait") +- [Open](rules/traits/open.md "Open Combat Trait") +- [Press](rules/traits/press.md "Press Combat Trait") +- [Psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") +- [Rage](rules/traits/rage.md "Rage Combat Trait") +- [Stance](rules/traits/stance.md "Stance Combat Trait") + +## Creature + +- [Aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") +- [Aeon](rules/traits/aeon-b1.md "Aeon Creature Trait") +- [Amphibious](rules/traits/amphibious-b1.md "Amphibious Creature Trait") +- [Anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") +- [Angel](rules/traits/angel.md "Angel Creature Trait") +- [Aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait") +- [Archon](rules/traits/archon.md "Archon Creature Trait") +- [Azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") +- [Azata](rules/traits/azata.md "Azata Creature Trait") +- [Boggard](rules/traits/boggard-b1.md "Boggard Creature Trait") +- [Caligni](rules/traits/caligni-b1.md "Caligni Creature Trait") +- [Catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") +- [Changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") +- [Charau-ka](rules/traits/charau-ka-lome.md "Charau-ka Creature Trait") +- [Conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") +- [Couatl](rules/traits/couatl-b2.md "Couatl Creature Trait") +- [Daemon](rules/traits/daemon-b1.md "Daemon Creature Trait") +- [Demon](rules/traits/demon.md "Demon Creature Trait") +- [Dero](rules/traits/dero-b1.md "Dero Creature Trait") +- [Devil](rules/traits/devil.md "Devil Creature Trait") +- [Dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") +- [Dinosaur](rules/traits/dinosaur.md "Dinosaur Creature Trait") +- [Drow](rules/traits/drow.md "Drow Creature Trait") +- [Duergar](rules/traits/duergar.md "Duergar Creature Trait") +- [Duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") +- [Dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") +- [Elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") +- [Ethereal](rules/traits/ethereal.md "Ethereal Creature Trait") +- [Fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") +- [Fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") +- [Ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") +- [Genie](rules/traits/genie-b1.md "Genie Creature Trait") +- [Geniekin](rules/traits/geniekin-loag.md "Geniekin Ancestry & Heritage Trait") +- [Ghost](rules/traits/ghost-b1.md "Ghost Creature Trait") +- [Ghoul](rules/traits/ghoul-b1.md "Ghoul Creature Trait") +- [Gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") +- [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") +- [Goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") +- [Golem](rules/traits/golem-b1.md "Golem Creature Trait") +- [Goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") +- [Gremlin](rules/traits/gremlin-b1.md "Gremlin Creature Trait") +- [Grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") +- [Hag](rules/traits/hag.md "Hag Creature Trait") +- [Half-Elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") +- [Half-Orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") +- [Halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") +- [Hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") +- [Human](rules/traits/human.md "Human Ancestry & Heritage Trait") +- [Ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") +- [Incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") +- [Inevitable](rules/traits/inevitable-b1.md "Inevitable Creature Trait") +- [Kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") +- [Kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") +- [Leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") +- [Lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") +- [Merfolk](rules/traits/merfolk-b1.md "Merfolk Creature Trait") +- [Mindless](rules/traits/mindless.md "Mindless Creature Trait") +- [Minion](rules/traits/minion.md "Minion Creature Trait") +- [Morlock](rules/traits/morlock-b2.md "Morlock Creature Trait") +- [Mummy](rules/traits/mummy-b1.md "Mummy Creature Trait") +- [Mutant](rules/traits/mutant-b1.md "Mutant Creature Trait") +- [Nymph](rules/traits/nymph-b1.md "Nymph Creature Trait") +- [Oni](rules/traits/oni-b2.md "Oni Creature Trait") +- [Orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") +- [Oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") +- [Phantom](rules/traits/phantom-som.md "Phantom Creature Trait") +- [Poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") +- [Protean](rules/traits/protean-b1.md "Protean Creature Trait") +- [Psychopomp](rules/traits/psychopomp-b1.md "Psychopomp Creature Trait") +- [Qlippoth](rules/traits/qlippoth-b2.md "Qlippoth Creature Trait") +- [Rakshasa](rules/traits/rakshasa-b1.md "Rakshasa Creature Trait") +- [Ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") +- [Reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") +- [Sea Devil](rules/traits/sea-devil-b1.md "Sea Devil Creature Trait") +- [Serpentfolk](rules/traits/serpentfolk-b2.md "Serpentfolk Creature Trait") +- [Shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") +- [Shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") +- [Skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") +- [Skulk](rules/traits/skulk-b2.md "Skulk Creature Trait") +- [Soulbound](rules/traits/soulbound-b1.md "Soulbound Creature Trait") +- [Spirit](rules/traits/spirit.md "Spirit Creature Trait") +- [Spriggan](rules/traits/spriggan-b2.md "Spriggan Creature Trait") +- [Sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") +- [Strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") +- [Suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") +- [Summoned](rules/traits/summoned.md "Summoned Creature Trait") +- [Swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") +- [Sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") +- [Tane](rules/traits/tane-b2.md "Tane Creature Trait") +- [Tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") +- [Troll](rules/traits/troll-b1.md "Troll Creature Trait") +- [Undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") +- [Urdefhan](rules/traits/urdefhan-b2.md "Urdefhan Creature Trait") +- [Vampire](rules/traits/vampire-b1.md "Vampire Creature Trait") +- [Velstrac](rules/traits/velstrac-b2.md "Velstrac Creature Trait") +- [Werecreature](rules/traits/werecreature-b1.md "Werecreature Creature Trait") +- [Wight](rules/traits/wight-b1.md "Wight Creature Trait") +- [Wraith](rules/traits/wraith-b1.md "Wraith Creature Trait") +- [Xulgath](rules/traits/xulgath-b1.md "Xulgath Creature Trait") +- [Zombie](rules/traits/zombie-b1.md "Zombie Creature Trait") + +## Creature Type + +- [Aberration](rules/traits/aberration.md "Aberration Creature Type Trait") +- [Animal](rules/traits/animal.md "Animal Creature Type Trait") +- [Astral](rules/traits/astral-b1.md "Astral Creature Type Trait") +- [Beast](rules/traits/beast.md "Beast Creature Type Trait") +- [Celestial](rules/traits/celestial.md "Celestial Creature Type Trait") +- [Construct](rules/traits/construct.md "Construct Creature Type Trait") +- [Dragon](rules/traits/dragon.md "Dragon Creature Type Trait") +- [Dream](rules/traits/dream-b2.md "Dream Creature Type Trait") +- [Eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") +- [Elemental](rules/traits/elemental.md "Elemental Creature Type Trait") +- [Fey](rules/traits/fey.md "Fey Creature Type Trait") +- [Fiend](rules/traits/fiend.md "Fiend Creature Type Trait") +- [Fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") +- [Giant](rules/traits/giant.md "Giant Creature Type Trait") +- [Humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") +- [Monitor](rules/traits/monitor.md "Monitor Creature Type Trait") +- [Ooze](rules/traits/ooze.md "Ooze Creature Type Trait") +- [Petitioner](rules/traits/petitioner-b2.md "Petitioner Creature Type Trait") +- [Plant](rules/traits/plant.md "Plant Creature Type Trait") +- [Spirit](rules/traits/spirit.md "Spirit Creature Trait") +- [Time](rules/traits/time-b2.md "Time Creature Type Trait") +- [Undead](rules/traits/undead.md "Undead Creature Type Trait") + +## Effect + +- [Auditory](rules/traits/auditory.md "Auditory Effect Trait") +- [Consecration](rules/traits/consecration.md "Consecration Effect Trait") +- [Curse](rules/traits/curse.md "Curse Effect Trait") +- [Darkness](rules/traits/darkness.md "Darkness Effect Trait") +- [Death](rules/traits/death.md "Death Effect Trait") +- [Detection](rules/traits/detection.md "Detection Effect Trait") +- [Disease](rules/traits/disease.md "Disease Effect Trait") +- [Emotion](rules/traits/emotion.md "Emotion Effect Trait") +- [Extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") +- [Fear](rules/traits/fear.md "Fear Effect Trait") +- [Fortune](rules/traits/fortune.md "Fortune Effect Trait") +- [Healing](rules/traits/healing.md "Healing Effect Trait") +- [Incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") +- [Light](rules/traits/light.md "Light Effect Trait") +- [Linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") +- [Mental](rules/traits/mental.md "Mental Effect Trait") +- [Misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") +- [Morph](rules/traits/morph.md "Morph Effect Trait") +- [Olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") +- [Poison](rules/traits/poison.md "Poison Effect Trait") +- [Polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") +- [Possession](rules/traits/possession.md "Possession Effect Trait") +- [Prediction](rules/traits/prediction.md "Prediction Effect Trait") +- [Revelation](rules/traits/revelation.md "Revelation Effect Trait") +- [Scrying](rules/traits/scrying.md "Scrying Effect Trait") +- [Sleep](rules/traits/sleep.md "Sleep Effect Trait") +- [Teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +- [Visual](rules/traits/visual.md "Visual Effect Trait") + +## Energy & Element + +- [Acid](rules/traits/acid.md "Acid Energy & Element Trait") +- [Air](rules/traits/air.md "Air Energy & Element Trait") +- [Cold](rules/traits/cold.md "Cold Energy & Element Trait") +- [Earth](rules/traits/earth.md "Earth Energy & Element Trait") +- [Electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") +- [Energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") +- [Fire](rules/traits/fire.md "Fire Energy & Element Trait") +- [Force](rules/traits/force.md "Force Energy & Element Trait") +- [Negative](rules/traits/negative.md "Negative Energy & Element Trait") +- [Positive](rules/traits/positive.md "Positive Energy & Element Trait") +- [Sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +- [Water](rules/traits/water.md "Water Energy & Element Trait") + +## Equipment + +- [Spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") + +## Feat + +- [Additive](rules/traits/additive.md "Additive Feat Trait") +- [Aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") +- [Amp](rules/traits/amp-da.md "Amp Feat Trait") +- [Archetype](rules/traits/archetype.md "Archetype Feat Trait") +- [Dedication](rules/traits/dedication.md "Dedication Feat Trait") +- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") +- [Esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") +- [Evolution](rules/traits/evolution-som.md "Evolution Feat Trait") +- [General](rules/traits/general.md "General Feat Trait") +- [Modification](rules/traits/modification-g-g.md "Modification Feat Trait") +- [Multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") +- [Oath](rules/traits/oath.md "Oath Feat Trait") +- [Skill](rules/traits/skill.md "Skill Feat Trait") +- [Social](rules/traits/social-apg.md "Social Feat Trait") +- [Vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") + +## General + +- [Academic](rules/traits/academic-locg.md "Academic General Trait") +- [Manipulate](rules/traits/manipulate.md "Manipulate General Trait") +- [Metamagic](rules/traits/metamagic.md "Metamagic General Trait") +- [Militaristic](rules/traits/militaristic-locg.md "Militaristic General Trait") +- [Pervasive Magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") +- [Revolutionary](rules/traits/revolutionary-locg.md "Revolutionary General Trait") +- [Secret](rules/traits/secret.md "Secret General Trait") +- [Shadow](rules/traits/shadow.md "Shadow General Trait") +- [Structure](rules/traits/structure.md "Structure General Trait") +- [True Name](rules/traits/true-name-som.md "True Name General Trait") +- [Wayfaring](rules/traits/wayfaring-locg.md "Wayfaring General Trait") + +## Gravity + +- [High Gravity](rules/traits/high-gravity-gmg.md "High Gravity Gravity Trait") +- [Low Gravity](rules/traits/low-gravity-gmg.md "Low Gravity Gravity Trait") +- [Metamorphic](rules/traits/metamorphic-gmg.md "Metamorphic Gravity Trait") +- [Microgravity](rules/traits/microgravity-gmg.md "Microgravity Gravity Trait") +- [Strange Gravity](rules/traits/strange-gravity-gmg.md "Strange Gravity Gravity Trait") +- [Subjective Gravity](rules/traits/subjective-gravity-gmg.md "Subjective Gravity Gravity Trait") + +## Hazard + +- [Complex](rules/traits/complex.md "Complex Hazard Trait") +- [Environmental](rules/traits/environmental.md "Environmental Hazard Trait") +- [Haunt](rules/traits/haunt.md "Haunt Hazard Trait") +- [Mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") +- [Trap](rules/traits/trap.md "Trap Hazard Trait") + +## Item + +- [Alchemical](rules/traits/alchemical.md "Alchemical Item Trait") +- [Apex](rules/traits/apex.md "Apex Item Trait") +- [Artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") +- [Barding](rules/traits/barding-tv.md "Barding Item Trait") +- [Bomb](rules/traits/bomb.md "Bomb Item Trait") +- [Catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") +- [Coda](rules/traits/coda-tv.md "Coda Item Trait") +- [Companion](rules/traits/companion.md "Companion Item Trait") +- [Consumable](rules/traits/consumable.md "Consumable Item Trait") +- [Contact](rules/traits/contact.md "Contact Item Trait") +- [Contract](rules/traits/contract-lol.md "Contract Item Trait") +- [Cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") +- [Deflecting](rules/traits/deflecting-tv.md "Deflecting Item Trait") +- [Drug](rules/traits/drug-gmg.md "Drug Item Trait") +- [Elixir](rules/traits/elixir.md "Elixir Item Trait") +- [Expandable](rules/traits/expandable-tv.md "Expandable Item Trait") +- [Extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") +- [Focused](rules/traits/focused.md "Focused Item Trait") +- [Foldaway](rules/traits/foldaway-tv.md "Foldaway Item Trait") +- [Fulu](rules/traits/fulu-som.md "Fulu Item Trait") +- [Grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") +- [Harnessed](rules/traits/harnessed-tv.md "Harnessed Item Trait") +- [Hefty](rules/traits/hefty-tv.md "Hefty Item Trait") +- [Infused](rules/traits/infused.md "Infused Item Trait") +- [Ingested](rules/traits/ingested.md "Ingested Item Trait") +- [Inhaled](rules/traits/inhaled.md "Inhaled Item Trait") +- [Injury](rules/traits/injury.md "Injury Item Trait") +- [Integrated](rules/traits/integrated-tv.md "Integrated Item Trait") +- [Intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") +- [Invested](rules/traits/invested.md "Invested Item Trait") +- [Launching](rules/traits/launching-tv.md "Launching Item Trait") +- [Lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") +- [Magical](rules/traits/magical.md "Magical Item Trait") +- [Missive](rules/traits/missive-tv.md "Missive Item Trait") +- [Mutagen](rules/traits/mutagen.md "Mutagen Item Trait") +- [Oil](rules/traits/oil.md "Oil Item Trait") +- [Poison](rules/traits/poison.md "Poison Effect Trait") +- [Potion](rules/traits/potion.md "Potion Item Trait") +- [Precious](rules/traits/precious.md "Precious Item Trait") +- [Processed](rules/traits/processed-tv.md "Processed Item Trait") +- [Relic](rules/traits/relic-tv.md "Relic Item Trait") +- [Scroll](rules/traits/scroll.md "Scroll Item Trait") +- [Shield Throw](rules/traits/shield-throw-tv.md "Shield Throw Item Trait") +- [Snare](rules/traits/snare.md "Snare Item Trait") +- [Spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") +- [Staff](rules/traits/staff.md "Staff Item Trait") +- [Talisman](rules/traits/talisman.md "Talisman Item Trait") +- [Tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") +- [Virulent](rules/traits/virulent.md "Virulent Item Trait") +- [Wand](rules/traits/wand.md "Wand Item Trait") + +## Morphic + +- [Metamorphic](rules/traits/metamorphic-gmg.md "Metamorphic Gravity Trait") +- [Sentient](rules/traits/sentient-gmg.md "Sentient Morphic Trait") + +## Planar + +- [Air](rules/traits/air.md "Air Energy & Element Trait") +- [Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") +- [Earth](rules/traits/earth.md "Earth Energy & Element Trait") +- [Erratic](rules/traits/erratic-gmg.md "Erratic Planar Trait") +- [Evil](rules/traits/evil.md "Evil Alignment Trait") +- [Finite](rules/traits/finite-gmg.md "Finite Planar Trait") +- [Fire](rules/traits/fire.md "Fire Energy & Element Trait") +- [Flowing](rules/traits/flowing-gmg.md "Flowing Planar Trait") +- [Good](rules/traits/good.md "Good Alignment Trait") +- [High Gravity](rules/traits/high-gravity-gmg.md "High Gravity Gravity Trait") +- [Immeasurable](rules/traits/immeasurable-gmg.md "Immeasurable Planar Trait") +- [Lawful](rules/traits/lawful.md "Lawful Alignment Trait") +- [Low Gravity](rules/traits/low-gravity-gmg.md "Low Gravity Gravity Trait") +- [Microgravity](rules/traits/microgravity-gmg.md "Microgravity Gravity Trait") +- [Sentient](rules/traits/sentient-gmg.md "Sentient Morphic Trait") +- [Static](rules/traits/static-gmg.md "Static Planar Trait") +- [Strange Gravity](rules/traits/strange-gravity-gmg.md "Strange Gravity Gravity Trait") +- [Subjective Gravity](rules/traits/subjective-gravity-gmg.md "Subjective Gravity Gravity Trait") +- [Timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") +- [Unbounded](rules/traits/unbounded-gmg.md "Unbounded Planar Trait") +- [Water](rules/traits/water.md "Water Energy & Element Trait") + +## Rarity + +- [Common](rules/traits/common.md "Common Rarity Trait") +- [Rare](rules/traits/rare.md "Rare Rarity Trait") +- [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") +- [Unique](rules/traits/unique.md "Unique Rarity Trait") + +## School + +- [Abjuration](rules/traits/abjuration.md "Abjuration School Trait") +- [Conjuration](rules/traits/conjuration.md "Conjuration School Trait") +- [Divination](rules/traits/divination.md "Divination School Trait") +- [Enchantment](rules/traits/enchantment.md "Enchantment School Trait") +- [Evocation](rules/traits/evocation.md "Evocation School Trait") +- [Illusion](rules/traits/illusion.md "Illusion School Trait") +- [Necromancy](rules/traits/necromancy.md "Necromancy School Trait") +- [Transmutation](rules/traits/transmutation.md "Transmutation School Trait") + +## Scope + +- [Finite](rules/traits/finite-gmg.md "Finite Planar Trait") +- [Immeasurable](rules/traits/immeasurable-gmg.md "Immeasurable Planar Trait") + +## Settlement + +- [City-state](rules/traits/city-state-loil.md "City-state Settlement Trait") +- [City](rules/traits/city-gmg.md "City Settlement Trait") +- [Metropolis](rules/traits/metropolis-gmg.md "Metropolis Settlement Trait") +- [Town](rules/traits/town-gmg.md "Town Settlement Trait") +- [Village](rules/traits/village-gmg.md "Village Settlement Trait") + +## Size + +- [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") +- [Huge](rules/traits/huge-b1.md "Huge Size Trait") +- [Large](rules/traits/large-b1.md "Large Size Trait") +- [Medium](rules/traits/medium-b1.md "Medium Size Trait") +- [Small](rules/traits/small-b1.md "Small Size Trait") +- [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") + +## Spell + +- [Amp](rules/traits/amp-da.md "Amp Feat Trait") +- [Cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") +- [Composition](rules/traits/composition.md "Composition Spell Trait") +- [Consecration](rules/traits/consecration.md "Consecration Effect Trait") +- [Contingency](rules/traits/contingency-som.md "Contingency Spell Trait") +- [Cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") +- [Incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") +- [Litany](rules/traits/litany.md "Litany Spell Trait") + +## Time + +- [Erratic](rules/traits/erratic-gmg.md "Erratic Planar Trait") +- [Flowing](rules/traits/flowing-gmg.md "Flowing Planar Trait") +- [Timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") + +## Tradition + +- [Any Magical Tradition](rules/traits/any-magical-tradition-b1.md "Any Magical Tradition Tradition Trait") +- [Arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- [Divine](rules/traits/divine.md "Divine Tradition Trait") +- [Occult](rules/traits/occult.md "Occult Tradition Trait") +- [Primal](rules/traits/primal.md "Primal Tradition Trait") + +## Weapon + +- [Agile](rules/traits/agile.md "Agile Weapon Trait") +- [Attached](rules/traits/attached.md "Attached Weapon Trait") +- [Backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") +- [Backswing](rules/traits/backswing.md "Backswing Weapon Trait") +- [Bomb](rules/traits/bomb.md "Bomb Item Trait") +- [Brace](rules/traits/brace-tv.md "Brace Weapon Trait") +- [Brutal](rules/traits/brutal-b2.md "Brutal Weapon Trait") +- [Capacity](rules/traits/capacity-tv.md "Capacity Weapon Trait") +- [Climbing](rules/traits/climbing-aaws.md "Climbing Weapon Trait") +- [Cobbled](rules/traits/cobbled-g-g.md "Cobbled Weapon Trait") +- [Combination](rules/traits/combination-g-g.md "Combination Weapon Trait") +- [Concealable](rules/traits/concealable-g-g.md "Concealable Weapon Trait") +- [Concussive](rules/traits/concussive-g-g.md "Concussive Weapon Trait") +- [Critical Fusion](rules/traits/critical-fusion-g-g.md "Critical Fusion Weapon Trait") +- [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") +- [Disarm](rules/traits/disarm.md "Disarm Weapon Trait") +- [Double Barrel](rules/traits/double-barrel-g-g.md "Double Barrel Weapon Trait") +- [Fatal Aim](rules/traits/fatal-aim-g-g.md "Fatal Aim Weapon Trait") +- [Fatal](rules/traits/fatal.md "Fatal Weapon Trait") +- [Finesse](rules/traits/finesse.md "Finesse Weapon Trait") +- [Forceful](rules/traits/forceful.md "Forceful Weapon Trait") +- [Free-Hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") +- [Grapple](rules/traits/grapple.md "Grapple Weapon Trait") +- [Hampering](rules/traits/hampering-loag.md "Hampering Weapon Trait") +- [Injection](rules/traits/injection-g-g.md "Injection Weapon Trait") +- [Jousting](rules/traits/jousting.md "Jousting Weapon Trait") +- [Kickback](rules/traits/kickback-g-g.md "Kickback Weapon Trait") +- [Modular](rules/traits/modular-logm.md "Modular Weapon Trait") +- [Mounted](rules/traits/mounted-g-g.md "Mounted Weapon Trait") +- [Nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") +- [Parry](rules/traits/parry.md "Parry Weapon Trait") +- [Portable](rules/traits/portable-g-g.md "Portable Weapon Trait") +- [Propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") +- [Range Increment](rules/traits/range-increment.md "Range Increment Weapon Trait") +- [Ranged Trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait") +- [Razing](rules/traits/razing-tv.md "Razing Weapon Trait") +- [Reach](rules/traits/reach.md "Reach Weapon Trait") +- [Recovery](rules/traits/recovery-tv.md "Recovery Weapon Trait") +- [Reload](rules/traits/reload.md "Reload Weapon Trait") +- [Repeating](rules/traits/repeating-g-g.md "Repeating Weapon Trait") +- [Resonant](rules/traits/resonant-loag.md "Resonant Weapon Trait") +- [Scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") +- [Shove](rules/traits/shove.md "Shove Weapon Trait") +- [Splash](rules/traits/splash.md "Splash Weapon Trait") +- [Sweep](rules/traits/sweep.md "Sweep Weapon Trait") +- [Tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") +- [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") +- [Training](rules/traits/training-tv.md "Training Weapon Trait") +- [Trip](rules/traits/trip.md "Trip Weapon Trait") +- [Twin](rules/traits/twin.md "Twin Weapon Trait") +- [Two-Hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") +- [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") +- [Vehicular](rules/traits/vehicular-tv.md "Vehicular Weapon Trait") +- [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") +- [Volley](rules/traits/volley.md "Volley Weapon Trait") \ No newline at end of file diff --git a/rules/traits/transmutation.md b/rules/traits/transmutation.md index 5016ba0e4..bb1b70d50 100644 --- a/rules/traits/transmutation.md +++ b/rules/traits/transmutation.md @@ -12,6 +12,6 @@ aliases: ["Transmutation"] Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form. -Transmutation spells make alterations to or transform the physical form of a creature or object. The [morph](rules/traits/morph.md) and [polymorph](rules/traits/polymorph.md) traits appear primarily in transmutation spells. +Transmutation spells make alterations to or transform the physical form of a creature or object. The [morph](rules/traits/morph.md "Morph Effect Trait") and [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") traits appear primarily in transmutation spells. - **Categories**: School (Transmutation) \ No newline at end of file diff --git a/rules/traits/water.md b/rules/traits/water.md index 434dab649..b31e991ea 100644 --- a/rules/traits/water.md +++ b/rules/traits/water.md @@ -12,6 +12,6 @@ aliases: ["Water"] Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. -These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and [fire](rules/traits/fire.md) magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round. +These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and [fire](rules/traits/fire.md "Fire Energy & Element Trait") magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round. - **Categories**: Energy & Element, Planar \ No newline at end of file